skill.cpp 795 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. struct map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. struct map_session_data *sd = BL_CAST(BL_PC, src);
  462. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  463. struct status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp >>= 1;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  579. #else
  580. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  581. #endif
  582. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  585. #else
  586. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->data[SC_MEDIALE] && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->data[SC_MEDIALE]->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->data[SC_INCHEALRATE])
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  600. #endif
  601. if (tsc->data[SC_GLASTHEIM_HEAL])
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  604. #else
  605. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  606. #endif
  607. if (tsc->data[SC_ANCILLA])
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  610. #else
  611. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  612. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->data[SC_ASSUMPTIO])
  617. hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
  618. #endif
  619. }
  620. }
  621. #ifdef RENEWAL
  622. if (hp_bonus)
  623. hp += hp * hp_bonus / 100;
  624. // MATK part of the RE heal formula [malufett]
  625. // Note: in this part matk bonuses from items or skills are not applied
  626. switch( skill_id ) {
  627. case BA_APPLEIDUN:
  628. case PR_SANCTUARY:
  629. case NPC_EVILLAND:
  630. break;
  631. default:
  632. {
  633. struct status_data *status = status_get_status_data(src);
  634. int min, max;
  635. min = status_base_matk_min(src, status, status_get_lv(src));
  636. max = status_base_matk_max(src, status, status_get_lv(src));
  637. if( status->rhw.matk > 0 ){
  638. int wMatk, variance;
  639. wMatk = status->rhw.matk;
  640. variance = wMatk * status->rhw.wlv / 10;
  641. min += wMatk - variance;
  642. max += wMatk + variance;
  643. }
  644. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  645. min = max;
  646. if( sd && sd->right_weapon.overrefine > 0 ){
  647. min++;
  648. max += sd->right_weapon.overrefine - 1;
  649. }
  650. if(max > min)
  651. hp += min+rnd()%(max-min);
  652. else
  653. hp += min;
  654. }
  655. }
  656. // Global multipliers are applied after the MATK is applied
  657. if (tsc && tsc->count) {
  658. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  659. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  660. global_bonus *= 1.1f;
  661. }
  662. }
  663. if (skill_id == AB_HIGHNESSHEAL)
  664. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  665. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  666. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  667. #endif
  668. if (heal && tsc && tsc->count) {
  669. uint8 penalty = 0;
  670. if (tsc->data[SC_CRITICALWOUND])
  671. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  672. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  673. penalty += 20;
  674. if (tsc->data[SC_NORECOVER_STATE])
  675. penalty = 100;
  676. if (penalty > 0) {
  677. #ifdef RENEWAL
  678. penalty = cap_value(penalty, 1, 100);
  679. global_bonus *= (100 - penalty) / 100.f;
  680. #else
  681. hp -= hp * penalty / 100;
  682. #endif
  683. }
  684. }
  685. #ifdef RENEWAL
  686. hp = (int)(hp * global_bonus);
  687. // Final heal increased by HPlus.
  688. // Is this the right place for this??? [Rytech]
  689. if ( sd && status_get_hplus(src) > 0 )
  690. hp += hp * status_get_hplus(src) / 100;
  691. return (heal) ? max(1, hp) : hp;
  692. #else
  693. return hp;
  694. #endif
  695. }
  696. /**
  697. * Making Plagiarism and Reproduce check their own function
  698. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  699. * @param sd: Player who will copy the skill
  700. * @param skill_id: Target skill
  701. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  702. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  703. */
  704. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  705. uint16 skill_idx = skill_get_index(skill_id);
  706. if (!skill_idx)
  707. return 0;
  708. // Only copy skill that player doesn't have or the skill is old clone
  709. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  710. return 0;
  711. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  712. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  713. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  714. return 1;
  715. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  716. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  717. return 2;
  718. return 0;
  719. }
  720. /**
  721. * Check if the skill is ok to cast and when.
  722. * Done before skill_check_condition_castbegin, requirement
  723. * @param skill_id: Skill ID that casted
  724. * @param sd: Player who casted
  725. * @return true: Skill cannot be used, false: otherwise
  726. * @author [MouseJstr]
  727. */
  728. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  729. {
  730. nullpo_retr(1,sd);
  731. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  732. return false; // can do any damn thing they want
  733. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  734. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  735. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  736. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  737. return true;
  738. // Epoque:
  739. // This code will compare the player's attack motion value which is influenced by ASPD before
  740. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  741. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  742. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  743. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  744. {// attempted to cast a skill before the attack motion has finished
  745. return true;
  746. }
  747. if (skill_blockpc_get(sd, skill_id) != -1){
  748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  749. return true;
  750. }
  751. /**
  752. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  753. * 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
  754. */
  755. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  756. return false;
  757. uint32 skill_nocast = skill_get_nocast(skill_id);
  758. // Check skill restrictions [Celest]
  759. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  760. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  761. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  762. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  763. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  764. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  765. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  766. return true;
  767. }
  768. if( sd->sc.data[SC_ALL_RIDING] )
  769. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  770. switch (skill_id) {
  771. case AL_WARP:
  772. case RETURN_TO_ELDICASTES:
  773. case ALL_GUARDIAN_RECALL:
  774. case ECLAGE_RECALL:
  775. case ALL_PRONTERA_RECALL:
  776. if(mapdata->flag[MF_NOWARP]) {
  777. clif_skill_teleportmessage(sd,0);
  778. return true;
  779. }
  780. return false;
  781. case AL_TELEPORT:
  782. case NPC_FATALMENACE:
  783. case SC_DIMENSIONDOOR:
  784. case ALL_ODINS_RECALL:
  785. case WE_CALLALLFAMILY:
  786. if(mapdata->flag[MF_NOTELEPORT]) {
  787. clif_skill_teleportmessage(sd,0);
  788. return true;
  789. }
  790. return false; // gonna be checked in 'skill_castend_nodamage_id'
  791. case WE_CALLPARTNER:
  792. case WE_CALLPARENT:
  793. case WE_CALLBABY:
  794. if (mapdata->flag[MF_NOMEMO]) {
  795. clif_skill_teleportmessage(sd,1);
  796. return true;
  797. }
  798. break;
  799. case MC_VENDING:
  800. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  801. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  802. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  803. return true;
  804. }
  805. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  806. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  807. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  808. return true;
  809. }
  810. if (npc_isnear(&sd->bl)) {
  811. // uncomment to send msg_txt.
  812. //char output[150];
  813. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  814. //clif_displaymessage(sd->fd, output);
  815. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  816. return true;
  817. }
  818. break;
  819. case ALL_BUYING_STORE:
  820. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  821. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  823. return true;
  824. }
  825. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  826. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  827. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  828. return true;
  829. }
  830. if( npc_isnear(&sd->bl) ) {
  831. // uncomment to send msg_txt.
  832. //char output[150];
  833. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  834. //clif_displaymessage(sd->fd, output);
  835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  836. return true;
  837. }
  838. break;
  839. case MC_IDENTIFY:
  840. return false; // always allowed
  841. case WZ_ICEWALL:
  842. // noicewall flag [Valaris]
  843. if (mapdata->flag[MF_NOICEWALL]) {
  844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  845. return true;
  846. }
  847. break;
  848. case GC_DARKILLUSION:
  849. if( mapdata_flag_gvg2(mapdata) ) {
  850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  851. return true;
  852. }
  853. break;
  854. case GD_EMERGENCYCALL:
  855. case GD_ITEMEMERGENCYCALL:
  856. if (
  857. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  858. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  859. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  860. ) {
  861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  862. return true;
  863. }
  864. break;
  865. case WM_SIRCLEOFNATURE:
  866. case WM_SOUND_OF_DESTRUCTION:
  867. case WM_LULLABY_DEEPSLEEP:
  868. case WM_GLOOMYDAY:
  869. case WM_SATURDAY_NIGHT_FEVER:
  870. if( !mapdata_flag_vs(mapdata) ) {
  871. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  872. return true;
  873. }
  874. break;
  875. }
  876. return false;
  877. }
  878. /**
  879. * Check if the homunculus skill is ok to be processed
  880. * After checking from Homunculus side, also check the master condition
  881. * @param hd: Homunculus who casted
  882. * @param skill_id: Skill ID casted
  883. * @param skill_lv: Skill level casted
  884. * @return true: Skill cannot be used, false: otherwise
  885. */
  886. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  887. {
  888. struct map_session_data *sd = NULL;
  889. struct status_change *sc;
  890. int8 spiritball = 0;
  891. nullpo_retr(true, hd);
  892. spiritball = skill_get_spiritball(skill_id, skill_lv);
  893. sd = hd->master;
  894. sc = status_get_sc(&hd->bl);
  895. if (!sd)
  896. return true;
  897. if (sc && !sc->count)
  898. sc = NULL;
  899. if (util::vector_exists(hd->blockskill, skill_id))
  900. return true;
  901. switch(skill_id) {
  902. case HFLI_SBR44:
  903. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  904. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  905. return true;
  906. }
  907. break;
  908. case HVAN_EXPLOSION:
  909. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  911. return true;
  912. }
  913. break;
  914. case MH_LIGHT_OF_REGENE: // Must be cordial
  915. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  917. return true;
  918. }
  919. break;
  920. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  921. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  922. return true;
  923. break;
  924. case MH_ANGRIFFS_MODUS:
  925. if (sc && sc->data[SC_GOLDENE_FERSE])
  926. return true;
  927. break;
  928. case MH_TINDER_BREAKER: // Must be in grappling mode
  929. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  930. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  931. return true;
  932. }
  933. break;
  934. case MH_SONIC_CRAW: // Must be in fighting mode
  935. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  937. return true;
  938. }
  939. break;
  940. case MH_SILVERVEIN_RUSH:
  941. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  942. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  943. return true;
  944. }
  945. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  946. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  947. return true;
  948. }
  949. break;
  950. case MH_MIDNIGHT_FRENZY:
  951. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  952. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  953. return true;
  954. }
  955. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  956. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  957. return true;
  958. }
  959. break;
  960. case MH_CBC:
  961. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  962. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  963. return true;
  964. }
  965. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  966. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  967. return true;
  968. }
  969. break;
  970. case MH_EQC:
  971. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  972. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  973. return true;
  974. }
  975. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  976. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  977. return true;
  978. }
  979. break;
  980. }
  981. if (spiritball) {
  982. if (hd->homunculus.spiritball < spiritball) {
  983. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  984. return true;
  985. }
  986. hom_delspiritball(hd, spiritball, 1);
  987. }
  988. //Use master's criteria.
  989. return skill_isNotOk(skill_id, hd->master);
  990. }
  991. /**
  992. * Check if the mercenary skill is ok to be processed
  993. * After checking from Homunculus side, also check the master condition
  994. * @param skill_id: Skill ID that casted
  995. * @param md: Mercenary who casted
  996. * @return true: Skill cannot be used, false: otherwise
  997. */
  998. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  999. {
  1000. nullpo_retr(1, md);
  1001. if (util::vector_exists(md->blockskill, skill_id))
  1002. return true;
  1003. return skill_isNotOk(skill_id, md->master);
  1004. }
  1005. /**
  1006. * Check if the skill can be casted near NPC or not
  1007. * @param src Object who casted
  1008. * @param skill_id Skill ID that casted
  1009. * @param skill_lv Skill Lv
  1010. * @param pos_x Position x of the target
  1011. * @param pos_y Position y of the target
  1012. * @return true: Skill cannot be used, false: otherwise
  1013. * @author [Cydh]
  1014. */
  1015. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1016. if (!src)
  1017. return false;
  1018. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1019. return false;
  1020. //if self skill
  1021. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1022. pos_x = src->x;
  1023. pos_y = src->y;
  1024. }
  1025. if (pos_x <= 0) pos_x = src->x;
  1026. if (pos_y <= 0) pos_y = src->y;
  1027. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1028. }
  1029. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1030. {
  1031. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1032. uint8 dir;
  1033. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1034. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1035. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1036. }
  1037. nullpo_retr(NULL, src);
  1038. //Monsters sometimes deploy more units on level 10
  1039. if (src->type == BL_MOB && skill_lv >= 10) {
  1040. if (skill_id == WZ_WATERBALL)
  1041. pos = 4; //9x9 Area
  1042. }
  1043. if (pos != -1) // simple single-definition layout
  1044. return &skill_unit_layout[pos];
  1045. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1046. if (skill_id == MG_FIREWALL)
  1047. return &skill_unit_layout [firewall_unit_pos + dir];
  1048. else if (skill_id == WZ_ICEWALL)
  1049. return &skill_unit_layout [icewall_unit_pos + dir];
  1050. else if( skill_id == WL_EARTHSTRAIN )
  1051. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1052. else if( skill_id == RL_FIRE_RAIN )
  1053. return &skill_unit_layout[firerain_unit_pos + dir];
  1054. else if( skill_id == GN_WALLOFTHORN )
  1055. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1056. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1057. return &skill_unit_layout[0]; // default 1x1 layout
  1058. }
  1059. /** Stores temporary values.
  1060. * Common usages:
  1061. * [0] holds number of targets in area
  1062. * [1] holds the id of the original target
  1063. * [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)
  1064. */
  1065. static int skill_area_temp[8];
  1066. /*==========================================
  1067. * Add effect to skill when hit succesfully target
  1068. *------------------------------------------*/
  1069. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  1070. {
  1071. struct map_session_data *sd, *dstsd;
  1072. struct mob_data *md, *dstmd;
  1073. struct status_data *sstatus, *tstatus;
  1074. struct status_change *sc, *tsc;
  1075. int skill;
  1076. int rate;
  1077. nullpo_ret(src);
  1078. nullpo_ret(bl);
  1079. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1080. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1081. return 0;
  1082. sd = BL_CAST(BL_PC, src);
  1083. md = BL_CAST(BL_MOB, src);
  1084. dstsd = BL_CAST(BL_PC, bl);
  1085. dstmd = BL_CAST(BL_MOB, bl);
  1086. sc = status_get_sc(src);
  1087. tsc = status_get_sc(bl);
  1088. sstatus = status_get_status_data(src);
  1089. tstatus = status_get_status_data(bl);
  1090. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1091. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1092. // Chance to trigger Taekwon kicks
  1093. if (sc->data[SC_READYSTORM] &&
  1094. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1095. 0, 2, 0,
  1096. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1097. ; //Stance triggered
  1098. else if (sc->data[SC_READYDOWN] &&
  1099. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1100. 0, 2, 0,
  1101. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1102. ; //Stance triggered
  1103. else if (sc->data[SC_READYTURN] &&
  1104. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1105. 0, 2, 0,
  1106. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1107. ; //Stance triggered
  1108. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1109. rate = 20;
  1110. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1111. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1112. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1113. }
  1114. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1115. 0, 2, 0,
  1116. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1117. ; //Stance triggered
  1118. }
  1119. }
  1120. if (!tsc) //skill additional effect is about adding effects to the target...
  1121. //So if the target can't be inflicted with statuses, this is pointless.
  1122. return 0;
  1123. if( sd )
  1124. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1125. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1126. #ifndef RENEWAL
  1127. && skill_id != ASC_BREAKER
  1128. #endif
  1129. ) {
  1130. // Trigger status effects
  1131. enum sc_type type;
  1132. unsigned int time;
  1133. for (const auto &it : sd->addeff) {
  1134. rate = it.rate;
  1135. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1136. rate += it.arrow_rate;
  1137. if( !rate )
  1138. continue;
  1139. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1140. // Trigger has attack type consideration.
  1141. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1142. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1143. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1144. ;
  1145. else
  1146. continue;
  1147. }
  1148. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1149. // Trigger has range consideration.
  1150. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1151. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1152. continue; //Range Failed.
  1153. }
  1154. type = it.sc;
  1155. time = it.duration;
  1156. if (it.flag&ATF_TARGET)
  1157. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1158. if (it.flag&ATF_SELF)
  1159. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1160. }
  1161. }
  1162. if( skill_id ) {
  1163. // Trigger status effects on skills
  1164. enum sc_type type;
  1165. unsigned int time;
  1166. for (const auto &it : sd->addeff_onskill) {
  1167. if (skill_id != it.skill_id || !it.rate)
  1168. continue;
  1169. type = it.sc;
  1170. time = it.duration;
  1171. if (it.target&ATF_TARGET)
  1172. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1173. if (it.target&ATF_SELF)
  1174. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1175. }
  1176. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1177. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1178. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1179. #ifdef RENEWAL
  1180. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1181. #else
  1182. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1183. #endif
  1184. clif_emotion(bl,ET_HUK);
  1185. }
  1186. }
  1187. }
  1188. if( dmg_lv < ATK_DEF ) // no damage, return;
  1189. return 0;
  1190. switch(skill_id) {
  1191. case 0:
  1192. { // Normal attacks (no skill used)
  1193. if( attack_type&BF_SKILL )
  1194. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1195. if(sd) {
  1196. // Automatic trigger of Blitz Beat
  1197. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1198. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1199. rate = 5;
  1200. else
  1201. rate = (sd->status.job_level + 9) / 10;
  1202. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1203. }
  1204. // Automatic trigger of Warg Strike
  1205. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1206. rate = sstatus->luk * 10 / 3 + 1;
  1207. if (pc_isfalcon(sd))
  1208. rate = rate / 3;
  1209. if (rnd() % 1000 <= rate)
  1210. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1211. }
  1212. // Automatic trigger of Hawk Rush
  1213. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1214. rate = sstatus->con * 10 / 3 + 1;
  1215. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1216. if (rnd() % 1000 <= rate)
  1217. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1218. }
  1219. // Gank
  1220. if(dstmd && sd->status.weapon != W_BOW &&
  1221. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1222. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1223. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1224. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1225. else
  1226. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1227. }
  1228. }
  1229. if (sc) {
  1230. struct status_change_entry *sce;
  1231. // Enchant Poison gives a chance to poison attacked enemies
  1232. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1233. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1234. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1235. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1236. if((sce=sc->data[SC_EDP]))
  1237. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1238. skill_get_time2(ASC_EDP,sce->val1));
  1239. // Enchanting Shadow gives a chance to inflict shadow wounds to the enemy.
  1240. if ((sce = sc->data[SC_SHADOW_WEAPON]) && rnd() % 100 < sce->val2) {
  1241. if (tsc && tsc->data[SC_SHADOW_SCAR]) {
  1242. uint16 count = 1 + tsc->data[SC_SHADOW_SCAR]->val1;
  1243. // Need official stack limit. [Rytech]
  1244. count = min(5, count);
  1245. sc_start(src, bl, SC_SHADOW_SCAR, 100, count, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1246. } else
  1247. sc_start(src, bl, SC_SHADOW_SCAR, 100, 1, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1248. }
  1249. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1250. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1251. }
  1252. }
  1253. break;
  1254. case SM_BASH:
  1255. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1256. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1257. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1258. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1259. }
  1260. break;
  1261. case MER_CRASH:
  1262. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1263. break;
  1264. case AS_VENOMKNIFE:
  1265. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1266. skill_lv = pc_checkskill(sd, TF_POISON);
  1267. case TF_POISON:
  1268. case AS_SPLASHER:
  1269. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1270. && sd && skill_id==TF_POISON
  1271. )
  1272. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1273. break;
  1274. case AS_SONICBLOW:
  1275. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1276. break;
  1277. case AS_GRIMTOOTH:
  1278. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1279. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1280. break;
  1281. case WZ_FIREPILLAR:
  1282. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1283. break;
  1284. case MG_FROSTDIVER:
  1285. 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)
  1286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1287. break;
  1288. case WZ_FROSTNOVA:
  1289. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1290. break;
  1291. case WZ_STORMGUST:
  1292. // Storm Gust counter was dropped in renewal
  1293. #ifdef RENEWAL
  1294. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1295. #else
  1296. //On third hit, there is a 150% to freeze the target
  1297. if(tsc->sg_counter >= 3 &&
  1298. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1299. tsc->sg_counter = 0;
  1300. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1301. else if( tsc->sg_counter > 250 )
  1302. tsc->sg_counter = 0;
  1303. #endif
  1304. break;
  1305. case NPC_STORMGUST2:
  1306. if (skill_lv == 1)
  1307. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. else if (skill_lv == 2)
  1309. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1310. else
  1311. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1312. break;
  1313. case WZ_METEOR:
  1314. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1315. break;
  1316. case WZ_VERMILION:
  1317. #ifdef RENEWAL
  1318. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1319. #else
  1320. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1321. #endif
  1322. break;
  1323. case WZ_HEAVENDRIVE:
  1324. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1325. break;
  1326. case HT_FREEZINGTRAP:
  1327. case MA_FREEZINGTRAP:
  1328. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1329. break;
  1330. case HT_FLASHER:
  1331. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_LANDMINE:
  1334. case MA_LANDMINE:
  1335. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1336. break;
  1337. case HT_SHOCKWAVE:
  1338. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1339. break;
  1340. case HT_SANDMAN:
  1341. case MA_SANDMAN:
  1342. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1343. break;
  1344. case TF_SPRINKLESAND:
  1345. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case TF_THROWSTONE:
  1348. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1349. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case NPC_DARKCROSS:
  1352. case CR_HOLYCROSS:
  1353. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1354. break;
  1355. case NPC_GRANDDARKNESS:
  1356. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1357. attack_type |= BF_WEAPON;
  1358. break;
  1359. case CR_GRANDCROSS:
  1360. //Chance to cause blind status vs demon and undead element, but not against players
  1361. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1362. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1363. attack_type |= BF_WEAPON;
  1364. break;
  1365. case AM_ACIDTERROR:
  1366. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1367. #ifdef RENEWAL
  1368. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1369. #else
  1370. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1371. #endif
  1372. clif_emotion(bl,ET_HUK);
  1373. break;
  1374. case AM_DEMONSTRATION:
  1375. #ifdef RENEWAL
  1376. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1377. #else
  1378. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1379. #endif
  1380. break;
  1381. case CR_SHIELDCHARGE:
  1382. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1383. break;
  1384. #ifndef RENEWAL
  1385. case PA_PRESSURE:
  1386. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1387. //Fall through
  1388. case HW_GRAVITATION:
  1389. //Pressure and Gravitation can trigger physical autospells
  1390. attack_type |= BF_NORMAL;
  1391. attack_type |= BF_WEAPON;
  1392. break;
  1393. #endif
  1394. case RG_RAID:
  1395. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1396. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1397. #ifdef RENEWAL
  1398. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1399. break;
  1400. case RG_BACKSTAP:
  1401. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1402. #endif
  1403. break;
  1404. case BA_FROSTJOKER:
  1405. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1406. break;
  1407. case DC_SCREAM:
  1408. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1409. break;
  1410. case BD_LULLABY:
  1411. 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
  1412. break;
  1413. case DC_UGLYDANCE:
  1414. rate = 5+5*skill_lv;
  1415. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1416. rate += 5+skill;
  1417. #ifdef RENEWAL
  1418. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1419. #else
  1420. status_zap(bl, 0, rate);
  1421. #endif
  1422. break;
  1423. case SL_STUN:
  1424. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1425. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1426. break;
  1427. case NPC_PETRIFYATTACK:
  1428. sc_start4(src,bl,SC_STONE,50+10*skill_lv,skill_lv,0,0,skill_get_time(skill_id,skill_lv),skill_get_time2(skill_id,skill_lv));
  1429. break;
  1430. case NPC_CURSEATTACK:
  1431. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1432. break;
  1433. case NPC_SLEEPATTACK:
  1434. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1435. break;
  1436. case NPC_BLINDATTACK:
  1437. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1438. break;
  1439. case NPC_POISON:
  1440. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1441. break;
  1442. case NPC_SILENCEATTACK:
  1443. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1444. break;
  1445. case NPC_STUNATTACK:
  1446. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1447. break;
  1448. case NPC_BLEEDING:
  1449. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1450. break;
  1451. case NPC_ACIDBREATH:
  1452. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1453. break;
  1454. case NPC_ICEBREATH:
  1455. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1456. break;
  1457. case NPC_MENTALBREAKER:
  1458. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1459. //equal to Matk*skLevel.
  1460. rate = sstatus->matk_min;
  1461. if (rate < sstatus->matk_max)
  1462. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1463. rate*=skill_lv;
  1464. status_zap(bl, 0, rate);
  1465. break;
  1466. }
  1467. // Equipment breaking monster skills [Celest]
  1468. case NPC_WEAPONBRAKER:
  1469. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1470. break;
  1471. case NPC_ARMORBRAKE:
  1472. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1473. break;
  1474. case NPC_HELMBRAKE:
  1475. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1476. break;
  1477. case NPC_SHIELDBRAKE:
  1478. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1479. break;
  1480. case CH_TIGERFIST: {
  1481. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1482. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1483. if (status_get_class_(bl) == CLASS_BOSS)
  1484. basetime /= 5;
  1485. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1486. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1487. }
  1488. break;
  1489. case LK_SPIRALPIERCE:
  1490. case ML_SPIRALPIERCE:
  1491. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1492. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1493. break;
  1494. case ST_REJECTSWORD:
  1495. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1496. break;
  1497. case PF_FOGWALL:
  1498. if (src != bl && !tsc->data[SC_DELUGE])
  1499. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1500. break;
  1501. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1502. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1503. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1504. break;
  1505. case ASC_METEORASSAULT:
  1506. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1507. switch(rnd()%3) {
  1508. case 0:
  1509. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1510. break;
  1511. case 1:
  1512. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1513. break;
  1514. default:
  1515. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1516. }
  1517. break;
  1518. case HW_NAPALMVULCAN:
  1519. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1520. break;
  1521. case WS_CARTTERMINATION: // Cart termination
  1522. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1523. break;
  1524. case CR_ACIDDEMONSTRATION:
  1525. case GN_FIRE_EXPANSION_ACID:
  1526. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1527. break;
  1528. case TK_DOWNKICK:
  1529. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1530. break;
  1531. case TK_JUMPKICK:
  1532. // debuff the following statuses
  1533. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1534. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1535. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1536. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1537. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1538. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1539. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1540. // New soul links confirmed to not dispell with this skill
  1541. // but thats likely a bug since soul links can't stack and
  1542. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1543. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1544. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1545. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1546. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1547. }
  1548. break;
  1549. case TK_TURNKICK:
  1550. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1551. if(attack_type&BF_MISC) //70% base stun chance...
  1552. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1553. break;
  1554. case GS_BULLSEYE: //0.1% coma rate.
  1555. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1556. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1557. break;
  1558. case GS_PIERCINGSHOT:
  1559. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1560. break;
  1561. case NJ_HYOUSYOURAKU:
  1562. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1563. break;
  1564. case GS_FLING:
  1565. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1566. break;
  1567. case GS_DISARM:
  1568. skill_strip_equip(src, bl, skill_id, skill_lv);
  1569. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1570. break;
  1571. case NPC_EVILLAND:
  1572. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1573. break;
  1574. case NPC_HELLJUDGEMENT:
  1575. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1576. break;
  1577. case NPC_CRITICALWOUND:
  1578. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1579. break;
  1580. case NPC_FIRESTORM:
  1581. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1582. break;
  1583. case RK_DRAGONBREATH:
  1584. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1585. break;
  1586. case RK_DRAGONBREATH_WATER:
  1587. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1588. break;
  1589. case NPC_DRAGONBREATH:
  1590. if (skill_lv > 5)
  1591. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1592. else
  1593. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1594. break;
  1595. case AB_ADORAMUS:
  1596. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1597. break;
  1598. case WL_COMET:
  1599. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1600. break;
  1601. case NPC_COMET:
  1602. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1603. break;
  1604. case NPC_JACKFROST:
  1605. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1606. break;
  1607. case RA_WUGBITE: {
  1608. 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);
  1609. if (wug_rate < 50)
  1610. wug_rate = 50;
  1611. 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))) );
  1612. }
  1613. break;
  1614. case RA_SENSITIVEKEEN:
  1615. if( rnd()%100 < 8 * skill_lv )
  1616. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1617. break;
  1618. case RA_FIRINGTRAP:
  1619. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1620. break;
  1621. case RA_ICEBOUNDTRAP:
  1622. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1623. break;
  1624. case NC_PILEBUNKER:
  1625. if( rnd()%100 < 25 + 15*skill_lv ) {
  1626. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1627. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1628. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1629. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1630. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1631. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1632. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1633. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1634. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1635. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1636. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1637. }
  1638. break;
  1639. case NC_FLAMELAUNCHER:
  1640. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1641. break;
  1642. case NC_COLDSLOWER:
  1643. // Status chances are applied officially through a check
  1644. // The skill first trys to give the frozen status to targets that are hit
  1645. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1646. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1647. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1648. break;
  1649. case NC_POWERSWING:
  1650. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1651. break;
  1652. case GC_WEAPONCRUSH:
  1653. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1654. break;
  1655. case LG_PINPOINTATTACK:
  1656. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1657. switch( skill_lv ) {
  1658. case 1:
  1659. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1660. break;
  1661. case 2:
  1662. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1663. break;
  1664. case 3:
  1665. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1666. break;
  1667. case 4:
  1668. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1669. break;
  1670. case 5:
  1671. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1672. break;
  1673. }
  1674. break;
  1675. case LG_MOONSLASHER:
  1676. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1677. break;
  1678. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1679. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1680. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1681. break;
  1682. case NPC_RAYOFGENESIS:
  1683. if (skill_lv < 8)
  1684. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1685. else
  1686. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1687. break;
  1688. case LG_HESPERUSLIT:
  1689. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1690. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1691. break;
  1692. case SR_DRAGONCOMBO:
  1693. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1694. break;
  1695. case SR_WINDMILL:
  1696. if( dstsd )
  1697. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1698. else if( dstmd )
  1699. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1700. break;
  1701. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1702. 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));
  1703. break;
  1704. case SR_EARTHSHAKER:
  1705. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1706. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1707. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1708. break;
  1709. case SO_EARTHGRAVE:
  1710. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1711. break;
  1712. case SO_DIAMONDDUST:
  1713. rate = 5 + 5 * skill_lv;
  1714. if( sc && sc->data[SC_COOLER_OPTION] )
  1715. rate += (sd ? sd->status.job_level / 5 : 0);
  1716. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1717. break;
  1718. case SO_VARETYR_SPEAR:
  1719. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1720. break;
  1721. case SO_POISON_BUSTER:
  1722. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1723. break;
  1724. case GN_SPORE_EXPLOSION:
  1725. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1726. break;
  1727. case GN_SLINGITEM_RANGEMELEEATK:
  1728. if( sd ) {
  1729. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1730. case ITEMID_COCONUT_BOMB:
  1731. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1732. 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);
  1733. break;
  1734. case ITEMID_MELON_BOMB:
  1735. 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);
  1736. break;
  1737. case ITEMID_BANANA_BOMB:
  1738. {
  1739. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1740. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1741. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1742. break;
  1743. }
  1744. }
  1745. sd->itemid = 0;
  1746. }
  1747. break;
  1748. case GN_HELLS_PLANT_ATK:
  1749. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1750. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1751. break;
  1752. case EL_WIND_SLASH: // Non confirmed rate.
  1753. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1754. break;
  1755. case EL_STONE_HAMMER:
  1756. rate = 10 * skill_lv;
  1757. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1758. break;
  1759. case EL_ROCK_CRUSHER:
  1760. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1761. break;
  1762. case EL_ROCK_CRUSHER_ATK:
  1763. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1764. break;
  1765. case EL_TYPOON_MIS:
  1766. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1767. break;
  1768. case KO_JYUMONJIKIRI:
  1769. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1770. break;
  1771. case SP_SOULEXPLOSION:
  1772. case KO_SETSUDAN: // Remove soul link when hit.
  1773. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1774. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1775. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1776. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1777. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1778. break;
  1779. case KO_MAKIBISHI:
  1780. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1781. break;
  1782. case MH_EQC:
  1783. {
  1784. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1785. if (hd) {
  1786. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1787. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1788. }
  1789. }
  1790. break;
  1791. case MH_STAHL_HORN:
  1792. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1793. break;
  1794. case MH_NEEDLE_OF_PARALYZE:
  1795. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1796. break;
  1797. case MH_XENO_SLASHER:
  1798. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1799. break;
  1800. case NPC_MAGMA_ERUPTION:
  1801. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1802. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1803. break;
  1804. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1805. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1806. break;
  1807. case GN_ILLUSIONDOPING:
  1808. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1809. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1810. break;
  1811. case RL_MASS_SPIRAL:
  1812. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1813. break;
  1814. case RL_SLUGSHOT:
  1815. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1816. break;
  1817. case RL_BANISHING_BUSTER: {
  1818. if (!tsc || !tsc->count)
  1819. break;
  1820. if (status_isimmune(bl))
  1821. break;
  1822. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1823. if (sd)
  1824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1825. break;
  1826. }
  1827. uint16 n = skill_lv;
  1828. for (const auto &it : status_db) {
  1829. sc_type status = static_cast<sc_type>(it.first);
  1830. if (n <= 0)
  1831. break;
  1832. if (!tsc->data[status])
  1833. continue;
  1834. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1835. continue;
  1836. switch (status) {
  1837. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1838. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1839. case SC_FORTUNE: case SC_SERVICE4U:
  1840. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  1841. continue; //If in song area don't end it, even if config enabled
  1842. break;
  1843. case SC_ASSUMPTIO:
  1844. if( bl->type == BL_MOB )
  1845. continue;
  1846. break;
  1847. }
  1848. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1849. tsc->data[status]->val2 = 0;
  1850. status_change_end(bl,status,INVALID_TIMER);
  1851. n--;
  1852. }
  1853. //Remove bonus_script by Banishing Buster
  1854. if (dstsd)
  1855. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1856. }
  1857. break;
  1858. case RL_S_STORM:
  1859. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1860. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1861. break;
  1862. case RL_AM_BLAST:
  1863. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1864. break;
  1865. case SU_SCRATCH:
  1866. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1867. break;
  1868. case SU_SV_STEMSPEAR:
  1869. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1870. break;
  1871. case SU_CN_METEOR2:
  1872. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1873. break;
  1874. case SU_SCAROFTAROU:
  1875. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1876. break;
  1877. case SU_LUNATICCARROTBEAT2:
  1878. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1879. break;
  1880. case SJ_FULLMOONKICK:
  1881. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1882. break;
  1883. case SJ_STAREMPEROR:
  1884. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1885. break;
  1886. case SP_CURSEEXPLOSION:
  1887. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1888. break;
  1889. case SP_SHA:
  1890. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1891. break;
  1892. case DK_SERVANT_W_PHANTOM:
  1893. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1894. break;
  1895. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1896. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 1)
  1897. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1898. break;
  1899. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1900. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1901. break;
  1902. case IQ_OLEUM_SANCTUM:
  1903. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1904. break;
  1905. case IQ_FIRST_BRAND:
  1906. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1907. break;
  1908. case IQ_SECOND_FLAME:
  1909. case IQ_SECOND_FAITH:
  1910. case IQ_SECOND_JUDGEMENT:
  1911. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1912. break;
  1913. case IQ_THIRD_PUNISH:
  1914. case IQ_THIRD_FLAME_BOMB:
  1915. case IQ_THIRD_CONSECRATION:
  1916. status_change_end(bl, SC_SECOND_BRAND, INVALID_TIMER);
  1917. break;
  1918. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1919. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1920. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1921. break;
  1922. case SHC_FATAL_SHADOW_CROW:
  1923. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1924. break;
  1925. case ABC_UNLUCKY_RUSH:
  1926. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1927. break;
  1928. case ABC_CHAIN_REACTION_SHOT:
  1929. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1930. break;
  1931. case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
  1932. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1933. break;
  1934. case WH_SOLIDTRAP:
  1935. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1936. break;
  1937. case WH_SWIFTTRAP:
  1938. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1939. break;
  1940. case WH_FLAMETRAP:
  1941. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1942. break;
  1943. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1944. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1945. case WM_METALICSOUND:
  1946. case WM_REVERBERATION:
  1947. case TR_RHYTHMSHOOTING:
  1948. case TR_METALIC_FURY:
  1949. status_change_end(bl, SC_SOUNDBLEND, INVALID_TIMER);
  1950. break;
  1951. case EM_DIAMOND_STORM:
  1952. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1953. break;
  1954. case EM_LIGHTNING_LAND:
  1955. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1956. break;
  1957. case EM_VENOM_SWAMP:
  1958. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1959. break;
  1960. case EM_CONFLAGRATION:
  1961. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1962. break;
  1963. case EM_TERRA_DRIVE:
  1964. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1965. break;
  1966. } //end switch skill_id
  1967. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1968. { //Pass heritage to Master for status causing effects. [Skotlex]
  1969. sd = map_id2sd(md->master_id);
  1970. src = sd?&sd->bl:src;
  1971. }
  1972. // Coma
  1973. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1974. rate = 0;
  1975. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1976. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1977. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1978. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1979. }
  1980. if (attack_type&BF_WEAPON) {
  1981. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1982. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1983. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1984. }
  1985. if (rate > 0)
  1986. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1987. }
  1988. if( attack_type&BF_WEAPON )
  1989. { // Breaking Equipment
  1990. if( sd && battle_config.equip_self_break_rate )
  1991. { // Self weapon breaking
  1992. rate = battle_config.equip_natural_break_rate;
  1993. #ifndef RENEWAL
  1994. if( sc )
  1995. {
  1996. if(sc->data[SC_OVERTHRUST])
  1997. rate += 10;
  1998. if(sc->data[SC_MAXOVERTHRUST])
  1999. rate += 10;
  2000. }
  2001. #endif
  2002. if( rate )
  2003. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2004. }
  2005. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2006. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2007. // Target weapon breaking
  2008. rate = 0;
  2009. if( sd )
  2010. rate += sd->bonus.break_weapon_rate;
  2011. if( sc && sc->data[SC_MELTDOWN] )
  2012. rate += sc->data[SC_MELTDOWN]->val2;
  2013. if( rate )
  2014. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2015. // Target armor breaking
  2016. rate = 0;
  2017. if( sd )
  2018. rate += sd->bonus.break_armor_rate;
  2019. if( sc && sc->data[SC_MELTDOWN] )
  2020. rate += sc->data[SC_MELTDOWN]->val3;
  2021. if( rate )
  2022. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2023. }
  2024. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2025. if (sd->def_set_race[tstatus->race].rate)
  2026. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2027. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2028. if (sd->mdef_set_race[tstatus->race].rate)
  2029. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2030. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2031. if (sd->norecover_state_race[tstatus->race].rate)
  2032. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2033. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2034. }
  2035. }
  2036. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2037. struct unit_data *ud = unit_bl2ud(src);
  2038. if( sc->data[SC_WILD_STORM_OPTION] )
  2039. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  2040. else if( sc->data[SC_UPHEAVAL_OPTION] )
  2041. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  2042. else if( sc->data[SC_TROPIC_OPTION] )
  2043. skill = sc->data[SC_TROPIC_OPTION]->val3;
  2044. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  2045. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  2046. else
  2047. skill = 0;
  2048. if ( rnd()%100 < 25 && skill ){
  2049. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2050. if (ud) {
  2051. rate = skill_delayfix(src, skill, skill_lv);
  2052. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2053. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2054. if ( battle_config.display_status_timers )
  2055. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2056. }
  2057. }
  2058. }
  2059. }
  2060. // Autospell when attacking
  2061. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2062. {
  2063. for (const auto &it : sd->autospell) {
  2064. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2065. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2066. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2067. continue; // one or more trigger conditions were not fulfilled
  2068. skill = it.id;
  2069. sd->state.autocast = 1;
  2070. if ( skill_isNotOk(skill, sd) ) {
  2071. sd->state.autocast = 0;
  2072. continue;
  2073. }
  2074. sd->state.autocast = 0;
  2075. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2076. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2077. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2078. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2079. if (rnd()%1000 >= rate)
  2080. continue;
  2081. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2082. e_cast_type type = skill_get_casttype(skill);
  2083. if (type == CAST_GROUND) {
  2084. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2085. continue;
  2086. }
  2087. if (battle_config.autospell_check_range &&
  2088. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2089. continue;
  2090. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2091. type = CAST_GROUND;
  2092. #ifndef RENEWAL
  2093. else if (skill == AS_SONICBLOW)
  2094. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2095. #endif
  2096. sd->state.autocast = 1;
  2097. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2098. #ifndef RENEWAL
  2099. skill_toggle_magicpower(src, skill);
  2100. #endif
  2101. switch (type) {
  2102. case CAST_GROUND:
  2103. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2104. break;
  2105. case CAST_NODAMAGE:
  2106. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2107. break;
  2108. case CAST_DAMAGE:
  2109. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2110. break;
  2111. }
  2112. sd->state.autocast = 0;
  2113. //Set canact delay. [Skotlex]
  2114. unit_data *ud = unit_bl2ud(src);
  2115. if (ud) {
  2116. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2117. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2118. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2119. if ( battle_config.display_status_timers && sd )
  2120. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2121. }
  2122. }
  2123. }
  2124. }
  2125. //Autobonus when attacking
  2126. if( sd && !sd->autobonus.empty() )
  2127. {
  2128. for(auto &it : sd->autobonus) {
  2129. if( it == nullptr ){
  2130. continue;
  2131. }
  2132. if (rnd()%1000 >= it->rate)
  2133. continue;
  2134. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2135. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2136. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2137. continue; // one or more trigger conditions were not fulfilled
  2138. pc_exeautobonus(*sd, &sd->autobonus, it);
  2139. }
  2140. }
  2141. //Polymorph
  2142. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2143. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2144. (rnd()%10000 < sd->bonus.classchange))
  2145. {
  2146. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2147. if (class_ != 0 && mobdb_checkid(class_))
  2148. mob_class_change(dstmd,class_);
  2149. }
  2150. return 0;
  2151. }
  2152. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2153. if( sd == nullptr || !skill_id )
  2154. return 0;
  2155. for (auto &it : sd->autospell3) {
  2156. if (it.trigger_skill != skill_id)
  2157. continue;
  2158. if (it.lock)
  2159. continue; // autospell already being executed
  2160. uint16 skill = it.id;
  2161. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2162. if( skill_isNotOk(skill, sd) ) {
  2163. sd->state.autocast = 0;
  2164. continue;
  2165. }
  2166. sd->state.autocast = 0;
  2167. // DANGER DANGER: here force target actually means use yourself as target!
  2168. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2169. if( tbl == nullptr ){
  2170. continue; // No target
  2171. }
  2172. if( rnd()%1000 >= it.rate )
  2173. continue;
  2174. uint16 skill_lv = it.lv ? it.lv : 1;
  2175. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2176. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2177. e_cast_type type = skill_get_casttype(skill);
  2178. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2179. continue;
  2180. if (battle_config.autospell_check_range &&
  2181. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2182. continue;
  2183. sd->state.autocast = 1;
  2184. it.lock = true;
  2185. skill_consume_requirement(sd,skill,skill_lv,1);
  2186. switch( type ) {
  2187. case CAST_GROUND:
  2188. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2189. break;
  2190. case CAST_NODAMAGE:
  2191. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2192. break;
  2193. case CAST_DAMAGE:
  2194. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2195. break;
  2196. }
  2197. it.lock = false;
  2198. sd->state.autocast = 0;
  2199. }
  2200. if( sd && !sd->autobonus3.empty() ) {
  2201. for (auto &it : sd->autobonus3) {
  2202. if (it == nullptr)
  2203. continue;
  2204. if (rnd()%1000 >= it->rate)
  2205. continue;
  2206. if (it->atk_type != skill_id)
  2207. continue;
  2208. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2209. }
  2210. }
  2211. return 1;
  2212. }
  2213. /* Splitted off from skill_additional_effect, which is never called when the
  2214. * attack skill kills the enemy. Place in this function counter status effects
  2215. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2216. * from cards) that will take effect on the source, not the target. [Skotlex]
  2217. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2218. * type of skills, so not every instance of skill_additional_effect needs a call
  2219. * to this one.
  2220. */
  2221. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2222. {
  2223. int rate;
  2224. struct map_session_data *sd=NULL;
  2225. struct map_session_data *dstsd=NULL;
  2226. nullpo_ret(src);
  2227. nullpo_ret(bl);
  2228. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2229. sd = BL_CAST(BL_PC, src);
  2230. dstsd = BL_CAST(BL_PC, bl);
  2231. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2232. enum sc_type type;
  2233. unsigned int time;
  2234. for (const auto &it : dstsd->addeff_atked) {
  2235. rate = it.rate;
  2236. if (attack_type&BF_LONG)
  2237. rate += it.arrow_rate;
  2238. if (!rate)
  2239. continue;
  2240. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2241. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2242. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2243. continue; //Range Failed.
  2244. }
  2245. type = it.sc;
  2246. time = it.duration;
  2247. if (it.flag&ATF_TARGET && src != bl)
  2248. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2249. if (it.flag&ATF_SELF && !status_isdead(bl))
  2250. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2251. }
  2252. }
  2253. switch(skill_id) {
  2254. case MO_EXTREMITYFIST:
  2255. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2256. break;
  2257. case GS_FULLBUSTER:
  2258. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2259. break;
  2260. case HFLI_SBR44: //[orn]
  2261. case HVAN_EXPLOSION:
  2262. if(src->type == BL_HOM){
  2263. TBL_HOM *hd = (TBL_HOM*)src;
  2264. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2265. if (hd->master)
  2266. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2267. }
  2268. break;
  2269. case CR_GRANDCROSS:
  2270. case NPC_GRANDDARKNESS:
  2271. attack_type |= BF_WEAPON;
  2272. break;
  2273. case LG_HESPERUSLIT:
  2274. {
  2275. status_change *sc = status_get_sc(src);
  2276. if( sc && sc->data[SC_FORCEOFVANGUARD]) {
  2277. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2278. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2279. }
  2280. }
  2281. break;
  2282. case SP_SPA:
  2283. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2284. break;
  2285. case SP_SHA:
  2286. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2287. break;
  2288. case SP_SWHOO:
  2289. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2290. break;
  2291. }
  2292. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2293. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2294. 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);
  2295. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2296. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2297. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2298. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2299. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2300. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2301. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2302. }
  2303. if( sd && status_isdead(bl) ) {
  2304. int sp = 0, hp = 0;
  2305. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2306. sp += sd->bonus.sp_gain_value;
  2307. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2308. hp += sd->bonus.hp_gain_value;
  2309. }
  2310. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2311. sp += sd->bonus.long_sp_gain_value;
  2312. hp += sd->bonus.long_hp_gain_value;
  2313. }
  2314. if( attack_type&BF_MAGIC ) {
  2315. sp += sd->bonus.magic_sp_gain_value;
  2316. hp += sd->bonus.magic_hp_gain_value;
  2317. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2318. struct status_change *sc = NULL;
  2319. if( ( sc = status_get_sc(src) ) ) {
  2320. if(sc->data[SC_SPIRIT] &&
  2321. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2322. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2323. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2324. }
  2325. }
  2326. }
  2327. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2328. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2329. }
  2330. }
  2331. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2332. struct status_change *sc = status_get_sc(bl);
  2333. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2334. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2335. }
  2336. // Trigger counter-spells to retaliate against damage causing skills.
  2337. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2338. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2339. {
  2340. for (const auto &it : dstsd->autospell2) {
  2341. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2342. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2343. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2344. continue; // one or more trigger conditions were not fulfilled
  2345. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2346. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2347. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2348. int autospl_rate = it.rate;
  2349. //Physical range attacks only trigger autospells half of the time
  2350. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2351. autospl_rate>>=1;
  2352. dstsd->state.autocast = 1;
  2353. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2354. dstsd->state.autocast = 0;
  2355. continue;
  2356. }
  2357. dstsd->state.autocast = 0;
  2358. if (rnd()%1000 >= autospl_rate)
  2359. continue;
  2360. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2361. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2362. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2363. continue;
  2364. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2365. continue;
  2366. dstsd->state.autocast = 1;
  2367. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2368. switch (type) {
  2369. case CAST_GROUND:
  2370. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2371. break;
  2372. case CAST_NODAMAGE:
  2373. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2374. break;
  2375. case CAST_DAMAGE:
  2376. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2377. break;
  2378. }
  2379. dstsd->state.autocast = 0;
  2380. //Set canact delay. [Skotlex]
  2381. unit_data *ud = unit_bl2ud(bl);
  2382. if (ud) {
  2383. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2384. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2385. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2386. if ( battle_config.display_status_timers && dstsd )
  2387. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2388. }
  2389. }
  2390. }
  2391. }
  2392. //Autobonus when attacked
  2393. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2394. for (auto &it : dstsd->autobonus2) {
  2395. if( it == nullptr ){
  2396. continue;
  2397. }
  2398. if (rnd()%1000 >= it->rate)
  2399. continue;
  2400. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2401. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2402. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2403. continue; // one or more trigger conditions were not fulfilled
  2404. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2405. }
  2406. }
  2407. return 0;
  2408. }
  2409. /*=========================================================================
  2410. Breaks equipment. On-non players causes the corresponding strip effect.
  2411. - rate goes from 0 to 10000 (100.00%)
  2412. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2413. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2414. --------------------------------------------------------------------------*/
  2415. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2416. {
  2417. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2418. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2419. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2420. struct status_change *sc = status_get_sc(bl);
  2421. int i;
  2422. TBL_PC *sd;
  2423. sd = BL_CAST(BL_PC, bl);
  2424. if (sc && !sc->count)
  2425. sc = NULL;
  2426. if (sd) {
  2427. if (sd->bonus.unbreakable_equip)
  2428. where &= ~sd->bonus.unbreakable_equip;
  2429. if (sd->bonus.unbreakable)
  2430. rate -= rate*sd->bonus.unbreakable/100;
  2431. if (where&EQP_WEAPON) {
  2432. switch (sd->status.weapon) {
  2433. case W_FIST: //Bare fists should not break :P
  2434. case W_1HAXE:
  2435. case W_2HAXE:
  2436. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2437. case W_2HMACE:
  2438. case W_STAFF:
  2439. case W_2HSTAFF:
  2440. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2441. case W_HUUMA:
  2442. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2443. case W_DOUBLE_DA:
  2444. case W_DOUBLE_SA:
  2445. where &= ~EQP_WEAPON;
  2446. }
  2447. }
  2448. }
  2449. if (flag&BCT_ENEMY) {
  2450. if (battle_config.equip_skill_break_rate != 100)
  2451. rate = rate*battle_config.equip_skill_break_rate/100;
  2452. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2453. if (battle_config.equip_self_break_rate != 100)
  2454. rate = rate*battle_config.equip_self_break_rate/100;
  2455. }
  2456. for (i = 0; i < 6; i++) {
  2457. if (where&where_list[i]) {
  2458. if (sc && sc->count && sc->data[scdef[i]])
  2459. where&=~where_list[i];
  2460. else if (rnd()%10000 >= rate)
  2461. where&=~where_list[i];
  2462. else if (!sd) //Cause Strip effect.
  2463. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2464. }
  2465. }
  2466. if (!where) //Nothing to break.
  2467. return 0;
  2468. if (sd) {
  2469. for (i = 0; i < EQI_MAX; i++) {
  2470. short j = sd->equip_index[i];
  2471. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2472. continue;
  2473. switch(i) {
  2474. case EQI_HEAD_TOP: //Upper Head
  2475. flag = (where&EQP_HELM);
  2476. break;
  2477. case EQI_ARMOR: //Body
  2478. flag = (where&EQP_ARMOR);
  2479. break;
  2480. case EQI_HAND_R: //Left/Right hands
  2481. case EQI_HAND_L:
  2482. flag = (
  2483. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2484. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2485. break;
  2486. case EQI_SHOES:
  2487. flag = (where&EQP_SHOES);
  2488. break;
  2489. case EQI_GARMENT:
  2490. flag = (where&EQP_GARMENT);
  2491. break;
  2492. case EQI_ACC_L:
  2493. flag = (where&EQP_ACC_L);
  2494. break;
  2495. case EQI_ACC_R:
  2496. flag = (where&EQP_ACC_R);
  2497. break;
  2498. case EQI_SHADOW_ARMOR:
  2499. flag = (where&EQP_SHADOW_ARMOR);
  2500. break;
  2501. case EQI_SHADOW_WEAPON:
  2502. flag = (where&EQP_SHADOW_WEAPON);
  2503. break;
  2504. case EQI_SHADOW_SHIELD:
  2505. flag = (where&EQP_SHADOW_SHIELD);
  2506. break;
  2507. case EQI_SHADOW_SHOES:
  2508. flag = (where&EQP_SHADOW_SHOES);
  2509. break;
  2510. case EQI_SHADOW_ACC_R:
  2511. flag = (where&EQP_SHADOW_ACC_R);
  2512. break;
  2513. case EQI_SHADOW_ACC_L:
  2514. flag = (where&EQP_SHADOW_ACC_L);
  2515. break;
  2516. default:
  2517. continue;
  2518. }
  2519. if (flag) {
  2520. sd->inventory.u.items_inventory[j].attribute = 1;
  2521. pc_unequipitem(sd, j, 3);
  2522. }
  2523. }
  2524. clif_equiplist(sd);
  2525. }
  2526. return where; //Return list of pieces broken.
  2527. }
  2528. /**
  2529. * Strip equipment from a target
  2530. * @param src: Source of call
  2531. * @param target: Target to strip
  2532. * @param skill_id: Skill used
  2533. * @param skill_lv: Skill level used
  2534. * @return True on successful strip or false otherwise
  2535. */
  2536. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2537. {
  2538. nullpo_retr(false, src);
  2539. nullpo_retr(false, target);
  2540. struct status_change *tsc = status_get_sc(target);
  2541. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2542. return false;
  2543. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2544. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2545. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2546. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2547. int rate, time, location, mod = 100;
  2548. switch (skill_id) { // Rate
  2549. case RG_STRIPWEAPON:
  2550. case RG_STRIPARMOR:
  2551. case RG_STRIPSHIELD:
  2552. case RG_STRIPHELM:
  2553. case GC_WEAPONCRUSH:
  2554. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2555. mod = 1000;
  2556. break;
  2557. case ST_FULLSTRIP: {
  2558. int min_rate = 50 + 20 * skill_lv;
  2559. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2560. rate = max(min_rate, rate);
  2561. mod = 1000;
  2562. break;
  2563. }
  2564. case GS_DISARM:
  2565. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2566. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2567. break;
  2568. case WL_EARTHSTRAIN: {
  2569. int job_lv = 0;
  2570. if (src->type == BL_PC)
  2571. job_lv = ((TBL_PC*)src)->status.job_level;
  2572. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2573. break;
  2574. }
  2575. case SC_STRIPACCESSARY:
  2576. rate = 12 + 2 * skill_lv;
  2577. break;
  2578. case ABC_STRIP_SHADOW:
  2579. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2580. mod = 1000;
  2581. break;
  2582. default:
  2583. return false;
  2584. }
  2585. if (rnd()%mod >= rate)
  2586. return false;
  2587. switch (skill_id) { // Duration
  2588. case SC_STRIPACCESSARY:
  2589. case GS_DISARM:
  2590. time = skill_get_time(skill_id, skill_lv);
  2591. break;
  2592. case WL_EARTHSTRAIN:
  2593. case RG_STRIPWEAPON:
  2594. case RG_STRIPARMOR:
  2595. case RG_STRIPSHIELD:
  2596. case RG_STRIPHELM:
  2597. case GC_WEAPONCRUSH:
  2598. case ST_FULLSTRIP:
  2599. case ABC_STRIP_SHADOW:
  2600. if (skill_id == WL_EARTHSTRAIN)
  2601. time = skill_get_time2(skill_id, skill_lv);
  2602. else
  2603. time = skill_get_time(skill_id, skill_lv);
  2604. if (target->type == BL_PC)
  2605. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2606. else {
  2607. time += 15000;
  2608. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2609. }
  2610. break;
  2611. }
  2612. switch (skill_id) { // Location
  2613. case GC_WEAPONCRUSH:
  2614. case RG_STRIPWEAPON:
  2615. case GS_DISARM:
  2616. location = EQP_WEAPON;
  2617. break;
  2618. case RG_STRIPARMOR:
  2619. location = EQP_ARMOR;
  2620. break;
  2621. case RG_STRIPSHIELD:
  2622. location = EQP_SHIELD;
  2623. break;
  2624. case RG_STRIPHELM:
  2625. location = EQP_HELM;
  2626. break;
  2627. case ST_FULLSTRIP:
  2628. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2629. break;
  2630. case SC_STRIPACCESSARY:
  2631. location = EQP_ACC;
  2632. break;
  2633. case ABC_STRIP_SHADOW:
  2634. location = EQP_SHADOW_GEAR;
  2635. break;
  2636. }
  2637. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2638. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2639. location &=~ pos[i];
  2640. }
  2641. if (!location)
  2642. return false;
  2643. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2644. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2645. location &=~ pos[i];
  2646. }
  2647. return location ? true : false;
  2648. }
  2649. /**
  2650. * Used to knock back players, monsters, traps, etc
  2651. * @param src Object that give knock back
  2652. * @param target Object that receive knock back
  2653. * @param count Number of knock back cell requested
  2654. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2655. * @param flag
  2656. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2657. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2658. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2659. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2660. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2661. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2662. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2663. * @return Number of knocked back cells done
  2664. */
  2665. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2666. {
  2667. int dx = 0, dy = 0;
  2668. uint8 checkflag = 0;
  2669. struct status_change *tsc = status_get_sc(target);
  2670. enum e_unit_blown reason = UB_KNOCKABLE;
  2671. nullpo_ret(src);
  2672. nullpo_ret(target);
  2673. if (!count)
  2674. return count; // Actual knockback distance is 0.
  2675. // Create flag needed in unit_blown_immune
  2676. if(src != target)
  2677. checkflag |= 0x1; // Offensive
  2678. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2679. checkflag |= 0x2; // Knockback type
  2680. if(status_get_class_(src) == CLASS_BOSS)
  2681. checkflag |= 0x4; // Boss attack
  2682. // Get reason and check for flags
  2683. reason = unit_blown_immune(target, checkflag);
  2684. switch(reason) {
  2685. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2686. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2687. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2688. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2689. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2690. }
  2691. if (dir == -1) // <optimized>: do the computation here instead of outside
  2692. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2693. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2694. dx = -dirx[dir];
  2695. dy = -diry[dir];
  2696. }
  2697. if (tsc) {
  2698. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2699. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2700. if (tsc->data[SC_ROLLINGCUTTER])
  2701. status_change_end(target, SC_ROLLINGCUTTER, INVALID_TIMER);
  2702. if (tsc->data[SC_CRESCIVEBOLT])
  2703. status_change_end(target, SC_CRESCIVEBOLT, INVALID_TIMER);
  2704. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2705. return 0;
  2706. }
  2707. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2708. }
  2709. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2710. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2711. // In case of success returns type of reflection, otherwise 0
  2712. // 1 - Regular reflection (Maya)
  2713. // 2 - SL_KAITE reflection
  2714. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2715. {
  2716. struct status_change *sc = status_get_sc(bl);
  2717. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2718. // Deadly Projection null's all magic reflection.
  2719. if (sc && sc->data[SC_DEADLY_DEFEASANCE])
  2720. return 0;
  2721. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2722. // Item-based reflection - Bypasses Boss check
  2723. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2724. return 1;
  2725. }
  2726. // Magic Mirror reflection - Bypasses Boss check
  2727. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2728. return 1;
  2729. if( status_get_class_(src) == CLASS_BOSS )
  2730. return 0;
  2731. // status-based reflection
  2732. if( !sc || sc->count == 0 )
  2733. return 0;
  2734. // Kaite reflection - Does not bypass Boss check
  2735. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2736. #ifdef RENEWAL
  2737. && type // Does not reflect AoE
  2738. #endif
  2739. ) {
  2740. // Kaite only works against non-players if they are low-level.
  2741. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2742. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2743. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2744. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2745. return 2;
  2746. }
  2747. return 0;
  2748. }
  2749. /**
  2750. * Checks whether a skill can be used in combos or not
  2751. * @param skill_id: Target skill
  2752. * @return 0: Skill is not a combo
  2753. * 1: Skill is a normal combo
  2754. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2755. * @author Panikon
  2756. */
  2757. int skill_is_combo(uint16 skill_id) {
  2758. switch(skill_id) {
  2759. case MO_CHAINCOMBO:
  2760. case MO_COMBOFINISH:
  2761. case CH_TIGERFIST:
  2762. case CH_CHAINCRUSH:
  2763. case MO_EXTREMITYFIST:
  2764. case TK_TURNKICK:
  2765. case TK_STORMKICK:
  2766. case TK_DOWNKICK:
  2767. case TK_COUNTER:
  2768. case TK_JUMPKICK:
  2769. case HT_POWER:
  2770. case SR_DRAGONCOMBO:
  2771. return 1;
  2772. case SR_FALLENEMPIRE:
  2773. case SR_TIGERCANNON:
  2774. case SR_GATEOFHELL:
  2775. return 2;
  2776. }
  2777. return 0;
  2778. }
  2779. /*
  2780. * Combo handler, start stop combo status
  2781. */
  2782. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2783. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2784. switch (skill_id) {
  2785. case MH_MIDNIGHT_FRENZY:
  2786. case MH_EQC:
  2787. {
  2788. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2789. short idx = hom_skill_get_index(skill_id2);
  2790. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2791. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2792. if (idx == -1)
  2793. break;
  2794. sd = hd->master;
  2795. hd->homunculus.hskill[idx].flag= flag;
  2796. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2797. }
  2798. break;
  2799. case MO_COMBOFINISH:
  2800. case CH_TIGERFIST:
  2801. case CH_CHAINCRUSH:
  2802. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2803. break;
  2804. case TK_JUMPKICK:
  2805. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2806. break;
  2807. case MO_TRIPLEATTACK:
  2808. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2809. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2810. break;
  2811. case SR_FALLENEMPIRE:
  2812. if (sd){
  2813. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2814. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2815. }
  2816. break;
  2817. }
  2818. }
  2819. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2820. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2821. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2822. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2823. struct status_change_entry *sce;
  2824. TBL_PC *sd = BL_CAST(BL_PC,src);
  2825. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2826. struct status_change *sc = status_get_sc(src);
  2827. if(sc == NULL) return;
  2828. //End previous combo state after skill is invoked
  2829. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2830. switch (skill_id) {
  2831. case TK_TURNKICK:
  2832. case TK_STORMKICK:
  2833. case TK_DOWNKICK:
  2834. case TK_COUNTER:
  2835. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2836. sce->val1 = skill_id; //Update combo-skill
  2837. sce->val3 = skill_id;
  2838. if( sce->timer != INVALID_TIMER )
  2839. delete_timer(sce->timer, status_change_timer);
  2840. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2841. break;
  2842. }
  2843. unit_cancel_combo(src); // Cancel combo wait
  2844. break;
  2845. default:
  2846. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2847. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2848. }
  2849. }
  2850. //start new combo
  2851. if (sd) { //player only
  2852. switch (skill_id) {
  2853. case MO_TRIPLEATTACK:
  2854. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2855. duration = 1;
  2856. target_id = 0; // Will target current auto-target instead
  2857. }
  2858. break;
  2859. case MO_CHAINCOMBO:
  2860. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2861. duration = 1;
  2862. target_id = 0; // Will target current auto-target instead
  2863. }
  2864. break;
  2865. case MO_COMBOFINISH:
  2866. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2867. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2868. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2869. duration = 1;
  2870. target_id = 0; // Will target current auto-target instead
  2871. }
  2872. case CH_TIGERFIST:
  2873. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2874. duration = 1;
  2875. target_id = 0; // Will target current auto-target instead
  2876. }
  2877. case CH_CHAINCRUSH:
  2878. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2879. duration = 1;
  2880. target_id = 0; // Will target current auto-target instead
  2881. }
  2882. break;
  2883. case AC_DOUBLE:
  2884. if (pc_checkskill(sd, HT_POWER)) {
  2885. duration = 2000;
  2886. nodelay = 1; //Neither gives walk nor attack delay
  2887. target_id = 0; //Does not need to be used on previous target
  2888. }
  2889. break;
  2890. case SR_DRAGONCOMBO:
  2891. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2892. duration = 1;
  2893. break;
  2894. case SR_FALLENEMPIRE:
  2895. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2896. duration = 1;
  2897. break;
  2898. case SJ_PROMINENCEKICK:
  2899. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2900. duration = 1;
  2901. break;
  2902. }
  2903. }
  2904. else { //other
  2905. switch(skill_id) {
  2906. case MH_TINDER_BREAKER:
  2907. case MH_CBC:
  2908. case MH_SONIC_CRAW:
  2909. case MH_SILVERVEIN_RUSH:
  2910. if(hd->homunculus.spiritball > 0) duration = 2000;
  2911. nodelay = 1;
  2912. break;
  2913. case MH_EQC:
  2914. case MH_MIDNIGHT_FRENZY:
  2915. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2916. nodelay = 1;
  2917. break;
  2918. }
  2919. }
  2920. if (duration) { //Possible to chain
  2921. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2922. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2923. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2924. clif_combo_delay(src, duration);
  2925. }
  2926. }
  2927. /**
  2928. * Copy skill by Plagiarism or Reproduce
  2929. * @param src: The caster
  2930. * @param bl: The target
  2931. * @param skill_id: Skill that casted
  2932. * @param skill_lv: Skill level of the casted skill
  2933. */
  2934. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2935. {
  2936. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2937. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2938. return;
  2939. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2940. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2941. return;
  2942. else {
  2943. uint16 idx;
  2944. uint8 lv;
  2945. skill_id = skill_dummy2skill_id(skill_id);
  2946. //Use skill index, avoiding out-of-bound array [Cydh]
  2947. if (!(idx = skill_get_index(skill_id)))
  2948. return;
  2949. switch (skill_isCopyable(tsd,skill_id)) {
  2950. case 1: //Copied by Plagiarism
  2951. {
  2952. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2953. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2954. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2955. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2956. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2957. }
  2958. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2959. tsd->cloneskill_idx = idx;
  2960. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2961. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2962. }
  2963. break;
  2964. case 2: //Copied by Reproduce
  2965. {
  2966. struct status_change *tsc = status_get_sc(bl);
  2967. //Already did SC check
  2968. //Skill level copied depends on Reproduce skill that used
  2969. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2970. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2971. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2972. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2973. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2974. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2975. }
  2976. //Level dependent and limitation.
  2977. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2978. lv = min(lv,skill_get_max(skill_id));
  2979. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2980. lv = min(lv,skill_lv);
  2981. tsd->reproduceskill_idx = idx;
  2982. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2983. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2984. }
  2985. break;
  2986. default: return;
  2987. }
  2988. tsd->status.skill[idx].id = skill_id;
  2989. tsd->status.skill[idx].lv = lv;
  2990. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2991. clif_addskill(tsd,skill_id);
  2992. }
  2993. }
  2994. /**
  2995. * Knockback the target on skill_attack
  2996. * @param src is the master behind the attack
  2997. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2998. * @param target is the target to be attacked.
  2999. * @param blewcount
  3000. * @param skill_id
  3001. * @param skill_lv
  3002. * @param damage
  3003. * @param tick
  3004. * @param flag can hold a bunch of information:
  3005. */
  3006. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3007. int8 dir = -1; // Default direction
  3008. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3009. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3010. if (!blewcount || target == dsrc || status_isdead(target))
  3011. return;
  3012. // Skill specific direction
  3013. switch (skill_id) {
  3014. case MG_FIREWALL:
  3015. case EL_FIRE_MANTLE:
  3016. dir = unit_getdir(target); // Backwards
  3017. break;
  3018. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3019. case NPC_STORMGUST2:
  3020. case WZ_STORMGUST:
  3021. if(!battle_config.stormgust_knockback)
  3022. dir = rnd()%8;
  3023. break;
  3024. case MC_CARTREVOLUTION:
  3025. if (battle_config.cart_revo_knockback)
  3026. dir = 6; // Official servers push target to the West
  3027. break;
  3028. case AC_SHOWER:
  3029. case WL_CRIMSONROCK:
  3030. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3031. dir = map_calc_dir(target, src->x, src->y);
  3032. else
  3033. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3034. break;
  3035. case HT_PHANTASMIC: // issue #1378
  3036. if (status_get_hp(target) - damage <= 0) return;
  3037. break;
  3038. }
  3039. // Blown-specific handling
  3040. switch( skill_id ) {
  3041. case SR_KNUCKLEARROW:
  3042. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3043. // Boss & Immune Knockback stay in place and don't get bonus damage
  3044. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3045. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3046. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3047. dir_ka = -1;
  3048. break;
  3049. case RL_R_TRIP:
  3050. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3051. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3052. break;
  3053. default:
  3054. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3055. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3056. TBL_SKILL *su = (TBL_SKILL*)target;
  3057. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3058. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3059. }
  3060. break;
  3061. }
  3062. clif_fixpos(target);
  3063. }
  3064. /*
  3065. * =========================================================================
  3066. * Does a skill attack with the given properties.
  3067. * @param src is the master behind the attack (player/mob/pet)
  3068. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3069. * @param bl is the target to be attacked.
  3070. * @param flag can hold a bunch of information:
  3071. * flag&1
  3072. * flag&2 - Disable re-triggered by double casting
  3073. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3074. * flag&8 - SC_COMBO state used to deal bonus damage
  3075. *
  3076. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3077. * (usually holds number of targets, or just 1 for simple splash attacks)
  3078. *
  3079. * flag&0xF000 - Values from enum e_skill_display
  3080. * flag&0x3F0000 - Values from enum e_battle_check_target
  3081. *
  3082. * flag&0x1000000 - Return 0 if damage was reflected
  3083. *-------------------------------------------------------------------------*/
  3084. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3085. {
  3086. struct Damage dmg;
  3087. struct status_data *sstatus, *tstatus;
  3088. struct status_change *sc, *tsc;
  3089. struct map_session_data *sd, *tsd;
  3090. int64 damage;
  3091. bool rmdamage = false;//magic reflected
  3092. int type;
  3093. enum e_damage_type dmg_type;
  3094. bool shadow_flag = false;
  3095. bool additional_effects = true;
  3096. if(skill_id > 0 && !skill_lv)
  3097. return 0;
  3098. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3099. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3100. nullpo_ret(bl); //Target to be attacked.
  3101. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3102. return 0;
  3103. if (src != dsrc) {
  3104. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3105. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3106. return 0;
  3107. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3108. //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]
  3109. if (!status_check_skilluse(src, bl, skill_id, 2))
  3110. return 0;
  3111. }
  3112. sd = BL_CAST(BL_PC, src);
  3113. tsd = BL_CAST(BL_PC, bl);
  3114. sstatus = status_get_status_data(src);
  3115. tstatus = status_get_status_data(bl);
  3116. sc= status_get_sc(src);
  3117. tsc= status_get_sc(bl);
  3118. if (tsc && !tsc->count)
  3119. tsc = NULL; //Don't need it.
  3120. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3121. if (tsc && tsc->data[SC_TRICKDEAD])
  3122. return 0;
  3123. #ifndef RENEWAL
  3124. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3125. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3126. return 0;
  3127. #endif
  3128. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3129. //If the damage source is a unit, the damage is not delayed
  3130. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3131. dmg.amotion = 0;
  3132. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3133. // Adjusted to the new system [Skotlex]
  3134. if( src->type == BL_PET ) { // [Valaris]
  3135. struct pet_data *pd = (TBL_PET*)src;
  3136. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3137. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3138. int element = skill_get_ele(skill_id, skill_lv);
  3139. /*if (skill_id == -1) Does it ever worked?
  3140. element = sstatus->rhw.ele;*/
  3141. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3142. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3143. else
  3144. dmg.damage = pd->a_skill->damage; // Fixed damage
  3145. }
  3146. else
  3147. dmg.damage = 1*pd->a_skill->div_;
  3148. dmg.damage2 = 0;
  3149. dmg.div_= pd->a_skill->div_;
  3150. }
  3151. }
  3152. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3153. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3154. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3155. { //Magic reflection, switch caster/target
  3156. struct block_list *tbl = bl;
  3157. rmdamage = true;
  3158. bl = src;
  3159. src = tbl;
  3160. dsrc = tbl;
  3161. sd = BL_CAST(BL_PC, src);
  3162. tsd = BL_CAST(BL_PC, bl);
  3163. tsc = status_get_sc(bl);
  3164. if (tsc && !tsc->count)
  3165. tsc = NULL; //Don't need it.
  3166. /* bugreport:2564 flag&2 disables double casting trigger */
  3167. flag |= 2;
  3168. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3169. flag |= 4;
  3170. //Spirit of Wizard blocks Kaite's reflection
  3171. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3172. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3173. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3174. if (type >= 0) {
  3175. if ( tsd )
  3176. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3177. dmg.damage = dmg.damage2 = 0;
  3178. dmg.dmg_lv = ATK_MISS;
  3179. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3180. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3181. }
  3182. } else if( type != 2 ) /* Kaite bypasses */
  3183. additional_effects = false;
  3184. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3185. #if MAGIC_REFLECTION_TYPE
  3186. #ifdef RENEWAL
  3187. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3188. #else
  3189. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3190. // regardless of caster's equipment (Aegis 11.1)
  3191. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3192. #endif
  3193. short s_ele = skill_get_ele(skill_id, skill_lv);
  3194. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3195. s_ele = sstatus->rhw.ele;
  3196. else if (s_ele == ELE_ENDOWED) //Use status element
  3197. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3198. else if( s_ele == ELE_RANDOM) //Use random element
  3199. s_ele = rnd()%ELE_ALL;
  3200. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3201. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3202. struct status_data *status = status_get_status_data(bl);
  3203. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3204. per /=20; //Uses 20% SP intervals.
  3205. //SP Cost: 1% + 0.5% per every 20% SP
  3206. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3207. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3208. //Reduction: 6% + 6% every 20%
  3209. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3210. }
  3211. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3212. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3213. dmg.damage = i64max(dmg.damage, 1);
  3214. }
  3215. }
  3216. #endif
  3217. }
  3218. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3219. int sp = skill_get_sp(skill_id,skill_lv);
  3220. #ifndef RENEWAL
  3221. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3222. #endif
  3223. dmg.damage = dmg.damage2 = 0;
  3224. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3225. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3226. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3227. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3228. status_heal(bl, 0, sp, 2);
  3229. }
  3230. if( (dmg.damage || dmg.damage2) && tsc && (tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 || tsc->data[SC_NPC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_NPC_HALLUCINATIONWALK]->val3) ) {
  3231. dmg.damage = dmg.damage2 = 0;
  3232. dmg.dmg_lv = ATK_MISS;
  3233. }
  3234. }
  3235. damage = dmg.damage + dmg.damage2;
  3236. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3237. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3238. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3239. damage = 1;
  3240. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3241. struct block_list *nbl;
  3242. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3243. if( nbl ){ // Only one target is chosen.
  3244. damage = damage / 2; // Deflect half of the damage to a target nearby
  3245. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3246. }
  3247. }
  3248. //Skill hit type
  3249. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3250. switch( skill_id ) {
  3251. case SC_TRIANGLESHOT:
  3252. if( rnd()%100 > (1 + skill_lv) )
  3253. dmg.blewcount = 0;
  3254. break;
  3255. default:
  3256. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3257. dmg.blewcount = 0; //only pushback when it hit for other
  3258. break;
  3259. }
  3260. switch( skill_id ) {
  3261. case CR_GRANDCROSS:
  3262. case NPC_GRANDDARKNESS:
  3263. if( battle_config.gx_disptype)
  3264. dsrc = src;
  3265. if( src == bl)
  3266. dmg_type = DMG_ENDURE;
  3267. else
  3268. flag|= SD_ANIMATION;
  3269. break;
  3270. case NJ_TATAMIGAESHI: //For correct knockback.
  3271. dsrc = src;
  3272. flag|= SD_ANIMATION;
  3273. break;
  3274. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3275. int level;
  3276. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3277. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3278. }
  3279. break;
  3280. case SL_STIN:
  3281. case SL_STUN:
  3282. if (skill_lv >= 7) {
  3283. struct status_change *sc_cur = status_get_sc(src);
  3284. if (sc_cur && !sc_cur->data[SC_SMA])
  3285. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3286. }
  3287. break;
  3288. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3289. pc_addservantball( *sd );
  3290. break;
  3291. case KN_PIERCE:
  3292. case LK_SPIRALPIERCE:
  3293. case RK_HUNDREDSPEAR:
  3294. case DK_MADNESS_CRUSHER:
  3295. if (sc && sc->data[SC_CHARGINGPIERCE]) {
  3296. if (sc->data[SC_CHARGINGPIERCE_COUNT]) {
  3297. if (sc->data[SC_CHARGINGPIERCE_COUNT]->val1 < 10) // If the charge count is below 10, add 1.
  3298. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->data[SC_CHARGINGPIERCE_COUNT]->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3299. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3300. clif_specialeffect(bl, 1767, AREA);
  3301. status_change_end(src, SC_CHARGINGPIERCE_COUNT, INVALID_TIMER);
  3302. }
  3303. } else // No count status detected? Start charge count at 1.
  3304. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3305. }
  3306. break;
  3307. }
  3308. //combo handling
  3309. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3310. //Display damage.
  3311. switch( skill_id ) {
  3312. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3313. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3314. break;
  3315. //Skills that need be passed as a normal attack for the client to display correctly.
  3316. case HVAN_EXPLOSION:
  3317. case NPC_SELFDESTRUCTION:
  3318. if(src->type == BL_PC)
  3319. dmg.blewcount = 10;
  3320. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3321. // fall through
  3322. case KN_AUTOCOUNTER:
  3323. case NPC_CRITICALSLASH:
  3324. case TF_DOUBLE:
  3325. case GS_CHAINACTION:
  3326. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3327. break;
  3328. case AS_SPLASHER:
  3329. if( flag&SD_ANIMATION ) // the surrounding targets
  3330. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3331. else // the central target doesn't display an animation
  3332. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3333. break;
  3334. case SR_EARTHSHAKER:
  3335. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3336. break;
  3337. case WL_SOULEXPANSION:
  3338. case WL_COMET:
  3339. case NPC_COMET:
  3340. case KO_MUCHANAGE:
  3341. #ifndef RENEWAL
  3342. case NJ_HUUMA:
  3343. #endif
  3344. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3345. break;
  3346. case WL_CHAINLIGHTNING_ATK:
  3347. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3348. break;
  3349. case WL_TETRAVORTEX_FIRE:
  3350. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3351. break;
  3352. case LG_SHIELDPRESS:
  3353. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3354. break;
  3355. case NPC_EARTHQUAKE:
  3356. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3357. break;
  3358. case NPC_DARKPIERCING:
  3359. case EL_FIRE_BOMB:
  3360. case EL_FIRE_BOMB_ATK:
  3361. case EL_FIRE_WAVE:
  3362. case EL_FIRE_WAVE_ATK:
  3363. case EL_FIRE_MANTLE:
  3364. case EL_CIRCLE_OF_FIRE:
  3365. case EL_FIRE_ARROW:
  3366. case EL_ICE_NEEDLE:
  3367. case EL_WATER_SCREW:
  3368. case EL_WATER_SCREW_ATK:
  3369. case EL_WIND_SLASH:
  3370. case EL_TIDAL_WEAPON:
  3371. case EL_ROCK_CRUSHER:
  3372. case EL_ROCK_CRUSHER_ATK:
  3373. case EL_HURRICANE:
  3374. case EL_HURRICANE_ATK:
  3375. case KO_BAKURETSU:
  3376. case GN_HELLS_PLANT_ATK:
  3377. case SU_SV_ROOTTWIST_ATK:
  3378. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3379. break;
  3380. case GN_FIRE_EXPANSION_ACID:
  3381. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3382. break;
  3383. case GN_SLINGITEM_RANGEMELEEATK:
  3384. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3385. break;
  3386. case EL_STONE_RAIN:
  3387. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3388. break;
  3389. case WM_SEVERE_RAINSTORM_MELEE:
  3390. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3391. break;
  3392. case HT_CLAYMORETRAP:
  3393. case HT_BLASTMINE:
  3394. case HT_FLASHER:
  3395. case HT_FREEZINGTRAP:
  3396. case RA_CLUSTERBOMB:
  3397. case RA_FIRINGTRAP:
  3398. case RA_ICEBOUNDTRAP:
  3399. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3400. if( dsrc != src ) // avoid damage display redundancy
  3401. break;
  3402. //Fall through
  3403. case HT_LANDMINE:
  3404. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3405. break;
  3406. case WZ_SIGHTBLASTER:
  3407. //Sightblaster should never call clif_skill_damage twice
  3408. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3409. break;
  3410. case RL_R_TRIP_PLUSATK:
  3411. case RL_S_STORM:
  3412. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3413. break;
  3414. case SU_LUNATICCARROTBEAT:
  3415. case SU_LUNATICCARROTBEAT2:
  3416. case SP_CURSEEXPLOSION:
  3417. case SP_SPA:
  3418. case SP_SHA:
  3419. if (dmg.div_ < 2)
  3420. type = DMG_SPLASH;
  3421. if (!(flag&SD_ANIMATION))
  3422. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3423. // Fall through
  3424. case WM_REVERBERATION:
  3425. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3426. break;
  3427. case SJ_FALLINGSTAR_ATK:
  3428. case SJ_FALLINGSTAR_ATK2:
  3429. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3430. break;
  3431. case SJ_NOVAEXPLOSING:
  3432. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3433. break;
  3434. case DK_HACKANDSLASHER_ATK:
  3435. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3436. break;
  3437. case AG_STORM_CANNON:
  3438. case AG_CRIMSON_ARROW:
  3439. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3440. break;
  3441. case TR_ROSEBLOSSOM_ATK:
  3442. case ABC_FROM_THE_ABYSS_ATK:
  3443. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3444. break;
  3445. case TR_SOUNDBLEND:
  3446. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3447. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3448. else
  3449. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3450. break;
  3451. case AB_DUPLELIGHT_MELEE:
  3452. case AB_DUPLELIGHT_MAGIC:
  3453. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3454. default:
  3455. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3456. dmg_type = DMG_SPLASH;
  3457. if (src->type == BL_SKILL) {
  3458. TBL_SKILL *su = (TBL_SKILL*)src;
  3459. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3460. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3461. break;
  3462. }
  3463. }
  3464. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3465. break;
  3466. }
  3467. map_freeblock_lock();
  3468. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3469. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3470. skill_do_copy(src,bl,skill_id,skill_lv);
  3471. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3472. { //Skills with can't walk delay also stop normal attacking for that
  3473. //duration when the attack connects. [Skotlex]
  3474. struct unit_data *ud = unit_bl2ud(src);
  3475. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3476. ud->attackabletime = tick + type;
  3477. }
  3478. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3479. // Instant damage
  3480. if( !dmg.amotion ) {
  3481. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3482. #ifndef RENEWAL
  3483. || skill_id == HW_GRAVITATION
  3484. #endif
  3485. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3486. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3487. if( !status_isdead(bl) && additional_effects )
  3488. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3489. if( damage > 0 ) //Counter status effects [Skotlex]
  3490. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3491. }
  3492. // Blow!
  3493. if (!(flag&4))
  3494. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3495. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3496. if( dmg.amotion ) {
  3497. if( shadow_flag ) {
  3498. if( !status_isdead(bl) && additional_effects )
  3499. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3500. if( dmg.flag > ATK_BLOCK )
  3501. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3502. } else
  3503. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3504. }
  3505. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3506. #ifndef RENEWAL
  3507. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3508. #endif
  3509. ) {
  3510. if (tsc->data[SC_DEVOTION]) {
  3511. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3512. struct block_list *d_bl = map_id2bl(sce->val1);
  3513. if (d_bl && (
  3514. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3515. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3516. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3517. {
  3518. int64 devotion_damage = damage;
  3519. // Needed to check the devotion master for Rebound Shield status.
  3520. struct status_change *d_sc = status_get_sc(d_bl);
  3521. if (d_sc && d_sc->data[SC_REBOUND_S])
  3522. devotion_damage -= devotion_damage * d_sc->data[SC_REBOUND_S]->val2 / 100;
  3523. if (!rmdamage) {
  3524. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3525. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3526. } else {
  3527. bool isDevotRdamage = false;
  3528. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3529. isDevotRdamage = true;
  3530. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3531. // This check is only for magical skill.
  3532. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3533. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3534. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3535. }
  3536. } else {
  3537. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3538. if (!dmg.amotion)
  3539. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3540. }
  3541. }
  3542. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3543. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3544. struct block_list *e_bl = map_id2bl(sce->val1);
  3545. if (e_bl) {
  3546. if (!rmdamage) {
  3547. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3548. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3549. } else {
  3550. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3551. status_fix_damage(bl, bl, damage, 0, 0);
  3552. }
  3553. }
  3554. }
  3555. }
  3556. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3557. if( skill_id == RG_INTIMIDATE ) {
  3558. int rate = 50 + skill_lv * 5;
  3559. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3560. if(rnd()%100 < rate)
  3561. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3562. } else if( skill_id == NPC_FATALMENACE ) {
  3563. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3564. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3565. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3566. }
  3567. }
  3568. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3569. dmg.flag |= BF_WEAPON;
  3570. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3571. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3572. {
  3573. if (battle_config.left_cardfix_to_right)
  3574. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3575. else
  3576. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3577. }
  3578. if (sd && tsc && dmg.flag&BF_LONG && tsc->data[SC_WINDSIGN] && rand()%100 < tsc->data[SC_WINDSIGN]->val2)
  3579. status_heal(src, 0, 0, 1, 0);
  3580. if( damage > 0 ) { // Post-damage effects
  3581. switch( skill_id ) {
  3582. case GC_VENOMPRESSURE: {
  3583. struct status_change *ssc = status_get_sc(src);
  3584. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3585. sc_start4(src, bl, (sc_type)ssc->data[SC_POISONINGWEAPON]->val2, 100, ssc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3586. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3587. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3588. }
  3589. }
  3590. break;
  3591. }
  3592. if( sd )
  3593. skill_onskillusage(sd, bl, skill_id, tick);
  3594. }
  3595. if (!(flag&2)) {
  3596. switch (skill_id) {
  3597. case MG_COLDBOLT:
  3598. case MG_FIREBOLT:
  3599. case MG_LIGHTNINGBOLT:
  3600. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3601. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3602. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3603. break;
  3604. case SU_BITE:
  3605. case SU_SCRATCH:
  3606. case SU_SV_STEMSPEAR:
  3607. case SU_SCAROFTAROU:
  3608. case SU_PICKYPECK:
  3609. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3610. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3611. break;
  3612. case ABC_DEFT_STAB:
  3613. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3614. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3615. break;
  3616. case ABC_FRENZY_SHOT:
  3617. if (rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3618. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3619. break;
  3620. }
  3621. }
  3622. map_freeblock_unlock();
  3623. if ((flag&0x1000000) && rmdamage)
  3624. return 0; //Should return 0 when damage was reflected
  3625. return damage;
  3626. }
  3627. /*==========================================
  3628. * Sub function for recursive skill call.
  3629. * Checking bl battle flag and display damage
  3630. * then call func with source,target,skill_id,skill_lv,tick,flag
  3631. *------------------------------------------*/
  3632. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3633. int skill_area_sub(struct block_list *bl, va_list ap)
  3634. {
  3635. struct block_list *src;
  3636. uint16 skill_id,skill_lv;
  3637. int flag;
  3638. t_tick tick;
  3639. SkillFunc func;
  3640. nullpo_ret(bl);
  3641. src = va_arg(ap,struct block_list *);
  3642. skill_id = va_arg(ap,int);
  3643. skill_lv = va_arg(ap,int);
  3644. tick = va_arg(ap,t_tick);
  3645. flag = va_arg(ap,int);
  3646. func = va_arg(ap,SkillFunc);
  3647. if (flag&BCT_WOS && src == bl)
  3648. return 0;
  3649. if(battle_check_target(src,bl,flag) > 0) {
  3650. // several splash skills need this initial dummy packet to display correctly
  3651. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3652. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3653. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3654. skill_area_temp[2]++;
  3655. return func(src,bl,skill_id,skill_lv,tick,flag);
  3656. }
  3657. return 0;
  3658. }
  3659. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3660. {
  3661. struct skill_unit *unit;
  3662. uint16 skill_id,g_skill_id;
  3663. unit = (struct skill_unit *)bl;
  3664. if(bl->prev == NULL || bl->type != BL_SKILL)
  3665. return 0;
  3666. if(!unit->alive)
  3667. return 0;
  3668. skill_id = va_arg(ap,int);
  3669. g_skill_id = unit->group->skill_id;
  3670. switch (skill_id) {
  3671. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3672. if(g_skill_id == SA_LANDPROTECTOR)
  3673. break;
  3674. //Fall through
  3675. case MH_STEINWAND:
  3676. case MG_SAFETYWALL:
  3677. case SC_MAELSTROM:
  3678. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3679. return 0;
  3680. break;
  3681. case AL_WARP:
  3682. case HT_SKIDTRAP:
  3683. case MA_SKIDTRAP:
  3684. case HT_LANDMINE:
  3685. case MA_LANDMINE:
  3686. case HT_ANKLESNARE:
  3687. case HT_SHOCKWAVE:
  3688. case HT_SANDMAN:
  3689. case MA_SANDMAN:
  3690. case HT_FLASHER:
  3691. case HT_FREEZINGTRAP:
  3692. case MA_FREEZINGTRAP:
  3693. case HT_BLASTMINE:
  3694. case HT_CLAYMORETRAP:
  3695. case HT_TALKIEBOX:
  3696. #ifndef RENEWAL
  3697. case HP_BASILICA:
  3698. #endif
  3699. case RA_ELECTRICSHOCKER:
  3700. case RA_CLUSTERBOMB:
  3701. case RA_MAGENTATRAP:
  3702. case RA_COBALTTRAP:
  3703. case RA_MAIZETRAP:
  3704. case RA_VERDURETRAP:
  3705. case RA_FIRINGTRAP:
  3706. case RA_ICEBOUNDTRAP:
  3707. case SC_DIMENSIONDOOR:
  3708. case SC_BLOODYLUST:
  3709. case NPC_REVERBERATION:
  3710. case GN_THORNS_TRAP:
  3711. case RL_B_TRAP:
  3712. case SC_ESCAPE:
  3713. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3714. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3715. return 0;
  3716. break;
  3717. default: //Avoid stacking with same kind of trap. [Skotlex]
  3718. if (g_skill_id != skill_id)
  3719. return 0;
  3720. break;
  3721. }
  3722. return 1;
  3723. }
  3724. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3725. {
  3726. //Non players do not check for the skill's splash-trigger area.
  3727. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3728. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3729. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3730. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3731. return 0;
  3732. }
  3733. range += layout_type;
  3734. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3735. }
  3736. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3737. {
  3738. uint16 skill_id;
  3739. if(bl->prev == NULL)
  3740. return 0;
  3741. skill_id = va_arg(ap,int);
  3742. if( status_isdead(bl) && skill_id != AL_WARP )
  3743. return 0;
  3744. #ifndef RENEWAL
  3745. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3746. return 0;
  3747. #endif
  3748. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3749. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3750. return 1;
  3751. }
  3752. /**
  3753. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3754. * @param bl Object that casted skill
  3755. * @param x Position x of the target
  3756. * @param y Position y of the target
  3757. * @param skill_id The casted skill
  3758. * @param skill_lv The skill Lv
  3759. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3760. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3761. */
  3762. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3763. {
  3764. int range = 0, type;
  3765. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3766. if (isNearNPC)
  3767. range = skill_get_splash(skill_id,skill_lv);
  3768. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3769. if (!isNearNPC || !range) {
  3770. switch (skill_id) { // to be expanded later
  3771. case WZ_ICEWALL:
  3772. range = 2;
  3773. break;
  3774. case SC_MANHOLE:
  3775. range = 0;
  3776. break;
  3777. default: {
  3778. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3779. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3780. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3781. return 0;
  3782. }
  3783. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3784. }
  3785. break;
  3786. }
  3787. }
  3788. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3789. //Check the additional range [Cydh]
  3790. if (isNearNPC && skill_npc_range > 0)
  3791. range += skill_npc_range;
  3792. if (!isNearNPC) { //Doesn't check the NPC range
  3793. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3794. if (bl->type&battle_config.skill_nofootset)
  3795. type = BL_CHAR;
  3796. else if(bl->type == BL_MOB)
  3797. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3798. else
  3799. return 0; //Don't check
  3800. } else
  3801. type = BL_NPC;
  3802. return (!isNearNPC) ?
  3803. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3804. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3805. //isNearNPC is used to check range from NPC
  3806. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3807. }
  3808. /*==========================================
  3809. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3810. * Flag:
  3811. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3812. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3813. *------------------------------------------*/
  3814. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3815. {
  3816. struct status_data *status;
  3817. struct map_session_data *sd = NULL;
  3818. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3819. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3820. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3821. nullpo_retr(0, bl);
  3822. switch( bl->type )
  3823. {
  3824. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3825. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3826. }
  3827. status = status_get_status_data(bl);
  3828. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3829. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3830. if (skill == nullptr)
  3831. return 0;
  3832. // Requirements
  3833. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3834. {
  3835. itemid[i] = skill->require.itemid[i];
  3836. amount[i] = skill->require.amount[i];
  3837. }
  3838. hp = skill->require.hp[skill_lv - 1];
  3839. sp = skill->require.sp[skill_lv - 1];
  3840. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3841. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3842. state = skill->require.state;
  3843. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3844. hp += (status->max_hp * mhp) / 100;
  3845. if( hp_rate > 0 )
  3846. hp += (status->hp * hp_rate) / 100;
  3847. else
  3848. hp += (status->max_hp * (-hp_rate)) / 100;
  3849. if( sp_rate > 0 )
  3850. sp += (status->sp * sp_rate) / 100;
  3851. else
  3852. sp += (status->max_sp * (-sp_rate)) / 100;
  3853. if( !(type&2) )
  3854. {
  3855. if( hp > 0 && status->hp <= (unsigned int)hp )
  3856. {
  3857. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3858. return 0;
  3859. }
  3860. if( sp > 0 && status->sp <= (unsigned int)sp )
  3861. {
  3862. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3863. return 0;
  3864. }
  3865. }
  3866. if( !type )
  3867. switch( state )
  3868. {
  3869. case ST_MOVE_ENABLE:
  3870. if( !unit_can_move(bl) )
  3871. {
  3872. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3873. return 0;
  3874. }
  3875. break;
  3876. }
  3877. if( !(type&1) )
  3878. return 1;
  3879. // Check item existences
  3880. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3881. {
  3882. index[i] = -1;
  3883. if( itemid[i] == 0 ) continue; // No item
  3884. index[i] = pc_search_inventory(sd, itemid[i]);
  3885. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3886. {
  3887. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3888. return 0;
  3889. }
  3890. }
  3891. // Consume items
  3892. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3893. {
  3894. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3895. }
  3896. if( type&2 )
  3897. return 1;
  3898. if( sp || hp )
  3899. status_zap(bl, hp, sp);
  3900. return 1;
  3901. }
  3902. /*==========================================
  3903. *
  3904. *------------------------------------------*/
  3905. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3906. {
  3907. switch (skill_id) {
  3908. case RL_QD_SHOT:
  3909. {
  3910. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3911. struct unit_data *ud = unit_bl2ud(src);
  3912. if (ud && ud->target == target->id)
  3913. return 1;
  3914. }
  3915. }
  3916. }
  3917. return 1;
  3918. }
  3919. /*==========================================
  3920. *
  3921. *------------------------------------------*/
  3922. static TIMER_FUNC(skill_timerskill){
  3923. struct block_list *src = map_id2bl(id),*target;
  3924. struct unit_data *ud = unit_bl2ud(src);
  3925. struct skill_timerskill *skl;
  3926. struct skill_unit *unit = NULL;
  3927. int range;
  3928. nullpo_ret(src);
  3929. nullpo_ret(ud);
  3930. skl = ud->skilltimerskill[data];
  3931. nullpo_ret(skl);
  3932. ud->skilltimerskill[data] = NULL;
  3933. do {
  3934. if(src->prev == NULL)
  3935. break; // Source not on Map
  3936. if(skl->target_id) {
  3937. target = map_id2bl(skl->target_id);
  3938. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3939. target = src; //Required since it has to warp.
  3940. if (skl->skill_id == SR_SKYNETBLOW) {
  3941. skill_area_temp[1] = 0;
  3942. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3943. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3944. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3945. break;
  3946. }
  3947. if(target == NULL)
  3948. break; // Target offline?
  3949. if(target->prev == NULL)
  3950. break; // Target not on Map
  3951. if(src->m != target->m)
  3952. break; // Different Maps
  3953. if(status_isdead(src)) {
  3954. switch(skl->skill_id) {
  3955. case WL_CHAINLIGHTNING_ATK:
  3956. case WL_TETRAVORTEX_FIRE:
  3957. case WL_TETRAVORTEX_WATER:
  3958. case WL_TETRAVORTEX_WIND:
  3959. case WL_TETRAVORTEX_GROUND:
  3960. // For SR_FLASHCOMBO
  3961. case SR_DRAGONCOMBO:
  3962. case SR_FALLENEMPIRE:
  3963. case SR_TIGERCANNON:
  3964. case NPC_DANCINGBLADE_ATK:
  3965. if (src->type != BL_PC)
  3966. continue;
  3967. break; // Exceptions
  3968. default:
  3969. continue; // Caster is Dead
  3970. }
  3971. }
  3972. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3973. break;
  3974. switch(skl->skill_id) {
  3975. case KN_AUTOCOUNTER:
  3976. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3977. break;
  3978. case RG_INTIMIDATE:
  3979. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3980. short x,y;
  3981. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3982. if (target != src && !status_isdead(target))
  3983. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3984. }
  3985. break;
  3986. case BA_FROSTJOKER:
  3987. case DC_SCREAM:
  3988. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3989. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3990. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3991. break;
  3992. case PR_LEXDIVINA:
  3993. if (src->type == BL_MOB) {
  3994. // Monsters use the default duration when casting Lex Divina
  3995. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  3996. break;
  3997. }
  3998. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3999. break;
  4000. case PR_STRECOVERY:
  4001. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4002. break;
  4003. case BS_HAMMERFALL:
  4004. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4005. break;
  4006. case MER_LEXDIVINA:
  4007. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4008. break;
  4009. case WZ_WATERBALL:
  4010. {
  4011. //Get the next waterball cell to consume
  4012. struct s_skill_unit_layout *layout;
  4013. int i;
  4014. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4015. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4016. int ux = skl->x + layout->dx[i];
  4017. int uy = skl->y + layout->dy[i];
  4018. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4019. if (unit)
  4020. break;
  4021. }
  4022. } // Fall through
  4023. case WZ_JUPITEL:
  4024. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4025. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4026. // Apply canact delay here to prevent hacks (unlimited casting)
  4027. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4028. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4029. }
  4030. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4031. skill_delunit(unit); // Consume unit for next waterball
  4032. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4033. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4034. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4035. } else {
  4036. struct status_change *sc = status_get_sc(src);
  4037. if(sc) {
  4038. if(sc->data[SC_SPIRIT] &&
  4039. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4040. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  4041. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4042. }
  4043. }
  4044. break;
  4045. case NPC_DANCINGBLADE_ATK:
  4046. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4047. if (skl->type < 4) {
  4048. struct block_list *nbl = NULL;
  4049. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4050. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4051. }
  4052. break;
  4053. case WL_CHAINLIGHTNING_ATK: {
  4054. #ifndef RENEWAL
  4055. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4056. #endif
  4057. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4058. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4059. { // Remaining Chains Hit
  4060. struct block_list *nbl = NULL; // Next Target of Chain
  4061. 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.
  4062. splash_target(src), target->id); // Search for a new Target around current one...
  4063. if( nbl == NULL )
  4064. skl->x++;
  4065. else
  4066. skl->x = 0;
  4067. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4068. }
  4069. }
  4070. break;
  4071. case WL_TETRAVORTEX_FIRE:
  4072. case WL_TETRAVORTEX_WATER:
  4073. case WL_TETRAVORTEX_WIND:
  4074. case WL_TETRAVORTEX_GROUND:
  4075. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4076. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4077. if (skl->type >= 3) { // Final Hit
  4078. if (!status_isdead(target)) { // Final Status Effect
  4079. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4080. applyeffects[4] = { 0, 0, 0, 0 },
  4081. i, j = 0, k = 0;
  4082. for(i = 1; i <= 8; i = i + i) {
  4083. if (skl->x&i) {
  4084. applyeffects[j] = effects[k];
  4085. j++;
  4086. }
  4087. k++;
  4088. }
  4089. if (j) {
  4090. i = applyeffects[rnd()%j];
  4091. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4092. }
  4093. }
  4094. }
  4095. break;
  4096. case NPC_REVERBERATION_ATK:
  4097. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4098. break;
  4099. case NPC_FATALMENACE:
  4100. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4101. break;
  4102. case SR_WINDMILL:
  4103. if( target->type == BL_PC ) {
  4104. struct map_session_data *tsd = NULL;
  4105. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4106. pc_setsit(tsd);
  4107. skill_sit(tsd, true);
  4108. clif_sitting(&tsd->bl);
  4109. }
  4110. }
  4111. break;
  4112. case SR_KNUCKLEARROW:
  4113. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4114. break;
  4115. case CH_PALMSTRIKE:
  4116. {
  4117. struct status_change* tsc = status_get_sc(target);
  4118. struct status_change* sc = status_get_sc(src);
  4119. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4120. ( sc && sc->option&OPTION_HIDE ) ){
  4121. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4122. break;
  4123. }
  4124. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4125. break;
  4126. }
  4127. // For SR_FLASHCOMBO
  4128. case SR_DRAGONCOMBO:
  4129. case SR_FALLENEMPIRE:
  4130. case SR_TIGERCANNON:
  4131. if( src->type == BL_PC ) {
  4132. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4133. break;
  4134. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4135. }
  4136. break;
  4137. case SU_SV_ROOTTWIST_ATK: {
  4138. struct status_change *tsc = status_get_sc(target);
  4139. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  4140. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4141. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4142. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4143. }
  4144. }
  4145. break;
  4146. case NPC_PULSESTRIKE2:
  4147. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4148. break;
  4149. case ABC_DEFT_STAB:
  4150. case ABC_FRENZY_SHOT:
  4151. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4152. break;
  4153. default:
  4154. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4155. break;
  4156. }
  4157. }
  4158. else {
  4159. if(src->m != skl->map)
  4160. break;
  4161. switch( skl->skill_id )
  4162. {
  4163. case GN_CRAZYWEED_ATK:
  4164. {
  4165. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4166. 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);
  4167. }
  4168. case WL_EARTHSTRAIN:
  4169. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4170. break;
  4171. case RL_FIRE_RAIN: {
  4172. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4173. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4174. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4175. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4176. }
  4177. break;
  4178. case NPC_MAGMA_ERUPTION:
  4179. case NC_MAGMA_ERUPTION:
  4180. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4181. break;
  4182. }
  4183. }
  4184. } while (0);
  4185. //Free skl now that it is no longer needed.
  4186. ers_free(skill_timer_ers, skl);
  4187. return 0;
  4188. }
  4189. /*==========================================
  4190. *
  4191. *------------------------------------------*/
  4192. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4193. {
  4194. int i;
  4195. struct unit_data *ud;
  4196. nullpo_retr(1, src);
  4197. if (src->prev == NULL)
  4198. return 0;
  4199. ud = unit_bl2ud(src);
  4200. nullpo_retr(1, ud);
  4201. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4202. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4203. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4204. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4205. ud->skilltimerskill[i]->src_id = src->id;
  4206. ud->skilltimerskill[i]->target_id = target;
  4207. ud->skilltimerskill[i]->skill_id = skill_id;
  4208. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4209. ud->skilltimerskill[i]->map = src->m;
  4210. ud->skilltimerskill[i]->x = x;
  4211. ud->skilltimerskill[i]->y = y;
  4212. ud->skilltimerskill[i]->type = type;
  4213. ud->skilltimerskill[i]->flag = flag;
  4214. return 0;
  4215. }
  4216. /*==========================================
  4217. *
  4218. *------------------------------------------*/
  4219. int skill_cleartimerskill (struct block_list *src)
  4220. {
  4221. int i;
  4222. struct unit_data *ud;
  4223. nullpo_ret(src);
  4224. ud = unit_bl2ud(src);
  4225. nullpo_ret(ud);
  4226. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4227. if(ud->skilltimerskill[i]) {
  4228. switch(ud->skilltimerskill[i]->skill_id) {
  4229. case WL_TETRAVORTEX_FIRE:
  4230. case WL_TETRAVORTEX_WATER:
  4231. case WL_TETRAVORTEX_WIND:
  4232. case WL_TETRAVORTEX_GROUND:
  4233. // For SR_FLASHCOMBO
  4234. case SR_DRAGONCOMBO:
  4235. case SR_FALLENEMPIRE:
  4236. case SR_TIGERCANNON:
  4237. if (src->type != BL_PC)
  4238. break;
  4239. continue;
  4240. }
  4241. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4242. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4243. ud->skilltimerskill[i]=NULL;
  4244. }
  4245. }
  4246. return 1;
  4247. }
  4248. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4249. skill_unit *su = (skill_unit*)bl;
  4250. nullpo_ret(su);
  4251. if (bl->type != BL_SKILL)
  4252. return 0;
  4253. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4254. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4255. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4256. su->limit = DIFF_TICK(gettick(), sg->tick);
  4257. sg->unit_id = UNT_USED_TRAPS;
  4258. }
  4259. return 1;
  4260. }
  4261. /**
  4262. * Reveal hidden trap
  4263. **/
  4264. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4265. {
  4266. TBL_SKILL *su = (TBL_SKILL*)bl;
  4267. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4268. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4269. //clif_changetraplook(bl, su->group->unit_id);
  4270. su->hidden = false;
  4271. skill_getareachar_skillunit_visibilty(su, AREA);
  4272. return 1;
  4273. }
  4274. return 0;
  4275. }
  4276. /**
  4277. * Attempt to reveal trap in area
  4278. * @param src Skill caster
  4279. * @param range Affected range
  4280. * @param x
  4281. * @param y
  4282. * TODO: Remove hardcode usages for this function
  4283. **/
  4284. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4285. if (!battle_config.traps_setting)
  4286. return;
  4287. nullpo_retv(src);
  4288. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4289. }
  4290. /*========================================== [Playtester]
  4291. * Process tarot card's effects
  4292. * @param src: Source of the tarot card effect
  4293. * @param target: Target of the tartor card effect
  4294. * @param skill_id: ID of the skill used
  4295. * @param skill_lv: Level of the skill used
  4296. * @param tick: Processing tick time
  4297. * @return Card number
  4298. *------------------------------------------*/
  4299. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4300. {
  4301. int card = 0;
  4302. if (battle_config.tarotcard_equal_chance) {
  4303. //eAthena equal chances
  4304. card = rnd() % 14 + 1;
  4305. }
  4306. else {
  4307. //Official chances
  4308. int rate = rnd() % 100;
  4309. if (rate < 10) card = 1; // THE FOOL
  4310. else if (rate < 20) card = 2; // THE MAGICIAN
  4311. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4312. else if (rate < 37) card = 4; // THE CHARIOT
  4313. else if (rate < 47) card = 5; // STRENGTH
  4314. else if (rate < 62) card = 6; // THE LOVERS
  4315. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4316. else if (rate < 69) card = 8; // THE HANGED MAN
  4317. else if (rate < 74) card = 9; // DEATH
  4318. else if (rate < 82) card = 10; // TEMPERANCE
  4319. else if (rate < 83) card = 11; // THE DEVIL
  4320. else if (rate < 85) card = 12; // THE TOWER
  4321. else if (rate < 90) card = 13; // THE STAR
  4322. else card = 14; // THE SUN
  4323. }
  4324. switch (card) {
  4325. case 1: // THE FOOL - heals SP to 0
  4326. {
  4327. status_percent_damage(src, target, 0, 100, false);
  4328. break;
  4329. }
  4330. case 2: // THE MAGICIAN - matk halved
  4331. {
  4332. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4333. break;
  4334. }
  4335. case 3: // THE HIGH PRIESTESS - all buffs removed
  4336. {
  4337. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4338. break;
  4339. }
  4340. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4341. {
  4342. status_fix_damage(src, target, 1000, 0, skill_id);
  4343. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4344. if (!status_isdead(target))
  4345. {
  4346. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4347. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4348. }
  4349. break;
  4350. }
  4351. case 5: // STRENGTH - atk halved
  4352. {
  4353. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4354. break;
  4355. }
  4356. case 6: // THE LOVERS - 2000HP heal, random teleported
  4357. {
  4358. status_heal(target, 2000, 0, 0);
  4359. if (!map_flag_vs(target->m))
  4360. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4361. break;
  4362. }
  4363. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4364. {
  4365. // Recursive call
  4366. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4367. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4368. break;
  4369. }
  4370. case 8: // THE HANGED MAN - stop, freeze or stoned
  4371. {
  4372. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4373. uint8 rand_eff = rnd() % 3;
  4374. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4375. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4376. break;
  4377. }
  4378. case 9: // DEATH - curse, coma and poison
  4379. {
  4380. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4381. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4382. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4383. break;
  4384. }
  4385. case 10: // TEMPERANCE - confusion
  4386. {
  4387. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4388. break;
  4389. }
  4390. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4391. {
  4392. status_fix_damage(src, target, 6666, 0, skill_id);
  4393. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4394. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4395. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4396. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4397. break;
  4398. }
  4399. case 12: // THE TOWER - 4444 damage
  4400. {
  4401. status_fix_damage(src, target, 4444, 0, skill_id);
  4402. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4403. break;
  4404. }
  4405. case 13: // THE STAR - stun
  4406. {
  4407. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4408. break;
  4409. }
  4410. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4411. {
  4412. #ifdef RENEWAL
  4413. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4414. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4415. #endif
  4416. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4417. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4418. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4419. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4420. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4421. return 14; //To make sure a valid number is returned
  4422. }
  4423. }
  4424. return card;
  4425. }
  4426. /*==========================================
  4427. *
  4428. *
  4429. *------------------------------------------*/
  4430. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4431. {
  4432. struct map_session_data *sd = NULL;
  4433. struct status_data *tstatus;
  4434. struct status_change *sc, *tsc;
  4435. if (skill_id > 0 && !skill_lv) return 0;
  4436. nullpo_retr(1, src);
  4437. nullpo_retr(1, bl);
  4438. if (src->m != bl->m)
  4439. return 1;
  4440. if (bl->prev == NULL)
  4441. return 1;
  4442. sd = BL_CAST(BL_PC, src);
  4443. if (status_isdead(bl))
  4444. return 1;
  4445. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4446. { //GTB makes all targetted magic display miss with a single bolt.
  4447. sc_type sct = skill_get_sc(skill_id);
  4448. if(sct != SC_NONE)
  4449. status_change_end(bl, sct, INVALID_TIMER);
  4450. 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));
  4451. return 1;
  4452. }
  4453. sc = status_get_sc(src);
  4454. tsc = status_get_sc(bl);
  4455. if (sc && !sc->count)
  4456. sc = NULL; //Unneeded
  4457. if (tsc && !tsc->count)
  4458. tsc = NULL;
  4459. tstatus = status_get_status_data(bl);
  4460. map_freeblock_lock();
  4461. switch(skill_id) {
  4462. case MER_CRASH:
  4463. case SM_BASH:
  4464. case MS_BASH:
  4465. case MC_MAMMONITE:
  4466. case TF_DOUBLE:
  4467. case AC_DOUBLE:
  4468. case MA_DOUBLE:
  4469. case AS_SONICBLOW:
  4470. case KN_PIERCE:
  4471. case ML_PIERCE:
  4472. case KN_SPEARBOOMERANG:
  4473. case TF_POISON:
  4474. case TF_SPRINKLESAND:
  4475. case AC_CHARGEARROW:
  4476. case MA_CHARGEARROW:
  4477. case RG_INTIMIDATE:
  4478. case AM_ACIDTERROR:
  4479. case BA_MUSICALSTRIKE:
  4480. case DC_THROWARROW:
  4481. case BA_DISSONANCE:
  4482. case CR_HOLYCROSS:
  4483. case NPC_DARKCROSS:
  4484. case CR_SHIELDCHARGE:
  4485. case CR_SHIELDBOOMERANG:
  4486. case NPC_PIERCINGATT:
  4487. case NPC_MENTALBREAKER:
  4488. case NPC_RANGEATTACK:
  4489. case NPC_CRITICALSLASH:
  4490. case NPC_COMBOATTACK:
  4491. case NPC_GUIDEDATTACK:
  4492. case NPC_POISON:
  4493. case NPC_RANDOMATTACK:
  4494. case NPC_WATERATTACK:
  4495. case NPC_GROUNDATTACK:
  4496. case NPC_FIREATTACK:
  4497. case NPC_WINDATTACK:
  4498. case NPC_POISONATTACK:
  4499. case NPC_HOLYATTACK:
  4500. case NPC_DARKNESSATTACK:
  4501. case NPC_TELEKINESISATTACK:
  4502. case NPC_UNDEADATTACK:
  4503. case NPC_ARMORBRAKE:
  4504. case NPC_WEAPONBRAKER:
  4505. case NPC_HELMBRAKE:
  4506. case NPC_SHIELDBRAKE:
  4507. case NPC_BLINDATTACK:
  4508. case NPC_SILENCEATTACK:
  4509. case NPC_STUNATTACK:
  4510. case NPC_PETRIFYATTACK:
  4511. case NPC_CURSEATTACK:
  4512. case NPC_SLEEPATTACK:
  4513. #ifdef RENEWAL
  4514. case CR_ACIDDEMONSTRATION:
  4515. #endif
  4516. case LK_AURABLADE:
  4517. case LK_SPIRALPIERCE:
  4518. case ML_SPIRALPIERCE:
  4519. case CG_ARROWVULCAN:
  4520. case HW_MAGICCRASHER:
  4521. case ITM_TOMAHAWK:
  4522. case CH_CHAINCRUSH:
  4523. case CH_TIGERFIST:
  4524. case PA_SHIELDCHAIN: // Shield Chain
  4525. case PA_SACRIFICE:
  4526. case WS_CARTTERMINATION: // Cart Termination
  4527. case AS_VENOMKNIFE:
  4528. case HT_PHANTASMIC:
  4529. case TK_DOWNKICK:
  4530. case TK_COUNTER:
  4531. case GS_CHAINACTION:
  4532. case GS_TRIPLEACTION:
  4533. #ifndef RENEWAL
  4534. case GS_MAGICALBULLET:
  4535. #endif
  4536. case GS_TRACKING:
  4537. case GS_PIERCINGSHOT:
  4538. case GS_RAPIDSHOWER:
  4539. case GS_DUST:
  4540. case GS_DISARM: // Added disarm. [Reddozen]
  4541. case GS_FULLBUSTER:
  4542. case NJ_SYURIKEN:
  4543. case NJ_KUNAI:
  4544. case ASC_BREAKER:
  4545. case HFLI_MOON: //[orn]
  4546. case HFLI_SBR44: //[orn]
  4547. case NPC_BLEEDING:
  4548. case NPC_CRITICALWOUND:
  4549. case NPC_HELLPOWER:
  4550. case RK_SONICWAVE:
  4551. case AB_DUPLELIGHT_MELEE:
  4552. case RA_AIMEDBOLT:
  4553. case NC_BOOSTKNUCKLE:
  4554. case NC_PILEBUNKER:
  4555. case NC_AXEBOOMERANG:
  4556. case NC_POWERSWING:
  4557. case NPC_MAGMA_ERUPTION:
  4558. case NC_MAGMA_ERUPTION:
  4559. case GC_WEAPONCRUSH:
  4560. case GC_VENOMPRESSURE:
  4561. case SC_TRIANGLESHOT:
  4562. case SC_FEINTBOMB:
  4563. case LG_BANISHINGPOINT:
  4564. case LG_SHIELDPRESS:
  4565. case LG_RAGEBURST:
  4566. case LG_HESPERUSLIT:
  4567. case SR_DRAGONCOMBO:
  4568. case SR_FALLENEMPIRE:
  4569. case SR_CRESCENTELBOW_AUTOSPELL:
  4570. case SR_GATEOFHELL:
  4571. case SR_GENTLETOUCH_QUIET:
  4572. case WM_SEVERE_RAINSTORM_MELEE:
  4573. case WM_GREAT_ECHO:
  4574. case GN_SLINGITEM_RANGEMELEEATK:
  4575. case KO_SETSUDAN:
  4576. case RL_MASS_SPIRAL:
  4577. case RL_BANISHING_BUSTER:
  4578. case RL_SLUGSHOT:
  4579. case RL_AM_BLAST:
  4580. case DK_SERVANTWEAPON_ATK:
  4581. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4582. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4583. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4584. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4585. case ABC_CHAIN_REACTION_SHOT_ATK:
  4586. case ABR_BATTLE_BUSTER:
  4587. case ABR_DUAL_CANNON_FIRE:
  4588. case ABR_INFINITY_BUSTER:
  4589. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4590. break;
  4591. case IG_SHIELD_SHOOTING:
  4592. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4593. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4594. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4595. break;
  4596. case DK_DRAGONIC_AURA:
  4597. case DK_STORMSLASH:
  4598. case IG_GRAND_JUDGEMENT:
  4599. case CD_EFFLIGO:
  4600. case ABC_FRENZY_SHOT:
  4601. case WH_HAWKRUSH:
  4602. case WH_HAWKBOOMERANG:
  4603. case TR_ROSEBLOSSOM:
  4604. case TR_RHYTHMSHOOTING:
  4605. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4606. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4607. if (skill_id == DK_DRAGONIC_AURA)
  4608. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4609. else if (skill_id == IG_GRAND_JUDGEMENT)
  4610. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4611. break;
  4612. case SHC_ETERNAL_SLASH:
  4613. if( sc && sc->data[SC_E_SLASH_COUNT] )
  4614. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->data[SC_E_SLASH_COUNT]->val1 ), skill_get_time(skill_id, skill_lv));
  4615. else
  4616. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4617. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4618. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4619. break;
  4620. case SHC_SHADOW_STAB:
  4621. if (sc && (sc->data[SC_CLOAKING] || sc->data[SC_CLOAKINGEXCEED]))
  4622. flag |= 2;// Flag to deal 2 hits.
  4623. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  4624. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4625. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4626. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4627. break;
  4628. case WH_CRESCIVE_BOLT:
  4629. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4630. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4631. if( sc && sc->data[SC_CRESCIVEBOLT] )
  4632. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->data[SC_CRESCIVEBOLT]->val1 ), skill_get_time(skill_id, skill_lv));
  4633. else
  4634. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4635. break;
  4636. case ABC_UNLUCKY_RUSH:
  4637. // Jump to the target before attacking.
  4638. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4639. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4640. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4641. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4642. break;
  4643. case MO_TRIPLEATTACK:
  4644. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4645. break;
  4646. case LK_HEADCRUSH:
  4647. if (status_get_class_(bl) == CLASS_BOSS) {
  4648. if (sd)
  4649. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4650. break;
  4651. }
  4652. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4653. break;
  4654. case LK_JOINTBEAT:
  4655. flag = 1 << rnd() % 6;
  4656. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4657. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4658. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4659. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4660. break;
  4661. case MO_COMBOFINISH:
  4662. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4663. { //Becomes a splash attack when Soul Linked.
  4664. map_foreachinshootrange(skill_area_sub, bl,
  4665. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4666. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4667. skill_castend_damage_id);
  4668. } else
  4669. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4670. break;
  4671. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4672. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4673. skill_area_temp[1] = 0;
  4674. map_foreachinshootrange(skill_attack_area, src,
  4675. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4676. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4677. break;
  4678. case KN_CHARGEATK:
  4679. {
  4680. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4681. #ifdef RENEWAL
  4682. int dist = skill_get_blewcount(skill_id, skill_lv);
  4683. #else
  4684. unsigned int dist = distance_bl(src, bl);
  4685. #endif
  4686. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4687. // teleport to target (if not on WoE grounds)
  4688. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4689. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4690. // cause damage and knockback if the path to target was a straight one
  4691. if (path) {
  4692. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4693. #ifdef RENEWAL
  4694. if (map_getmapdata(src->m)->flag[MF_PVP])
  4695. dist += 2; // Knockback is 4 on PvP maps
  4696. #endif
  4697. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4698. }
  4699. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4700. // make the caster look in the direction of the target
  4701. unit_setdir(src, (dir+4)%8);
  4702. }
  4703. }
  4704. break;
  4705. case NC_FLAMELAUNCHER:
  4706. skill_area_temp[1] = bl->id;
  4707. if (battle_config.skill_eightpath_algorithm) {
  4708. //Use official AoE algorithm
  4709. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4710. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4711. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4712. } else {
  4713. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4714. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4715. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4716. }
  4717. break;
  4718. #ifndef RENEWAL
  4719. case SN_SHARPSHOOTING:
  4720. flag |= 2; // Flag for specific mob damage formula
  4721. #endif
  4722. case MA_SHARPSHOOTING:
  4723. case NJ_KAMAITACHI:
  4724. case NPC_DARKPIERCING:
  4725. case NPC_ACIDBREATH:
  4726. case NPC_DARKNESSBREATH:
  4727. case NPC_FIREBREATH:
  4728. case NPC_ICEBREATH:
  4729. case NPC_THUNDERBREATH:
  4730. case AG_STORM_CANNON:
  4731. case AG_CRIMSON_ARROW:
  4732. skill_area_temp[1] = bl->id;
  4733. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4734. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4735. if (battle_config.skill_eightpath_algorithm) {
  4736. //Use official AoE algorithm
  4737. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4738. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4739. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4740. #ifndef RENEWAL
  4741. if (skill_id == SN_SHARPSHOOTING)
  4742. flag &= ~2; // Only targets in the splash area are affected
  4743. #endif
  4744. //These skills hit at least the target if the AoE doesn't hit
  4745. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4746. }
  4747. } else {
  4748. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4749. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4750. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4751. }
  4752. if (skill_id == AG_CRIMSON_ARROW)
  4753. skill_attack(skill_get_type(AG_CRIMSON_ARROW_ATK), src, src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4754. break;
  4755. case MO_INVESTIGATE:
  4756. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4757. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4758. break;
  4759. case RG_BACKSTAP:
  4760. {
  4761. if (!check_distance_bl(src, bl, 0)) {
  4762. #ifdef RENEWAL
  4763. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4764. short x, y;
  4765. if (dir > 0 && dir < 4)
  4766. x = -1;
  4767. else if (dir > 4)
  4768. x = 1;
  4769. else
  4770. x = 0;
  4771. if (dir > 2 && dir < 6)
  4772. y = -1;
  4773. else if (dir == 7 || dir < 2)
  4774. y = 1;
  4775. else
  4776. y = 0;
  4777. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4778. #else
  4779. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4780. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4781. #endif
  4782. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4783. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4784. unit_setdir(bl,dir);
  4785. #ifdef RENEWAL
  4786. clif_blown(src);
  4787. #endif
  4788. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4789. }
  4790. else if (sd)
  4791. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4792. }
  4793. }
  4794. break;
  4795. case MO_FINGEROFFENSIVE:
  4796. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4797. if (battle_config.finger_offensive_type && sd) {
  4798. for (int i = 1; i < sd->spiritball_old; i++)
  4799. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4800. }
  4801. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4802. break;
  4803. case MO_CHAINCOMBO:
  4804. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4805. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4806. break;
  4807. #ifndef RENEWAL
  4808. case NJ_ISSEN:
  4809. #endif
  4810. case MO_EXTREMITYFIST:
  4811. {
  4812. struct block_list *mbl = bl; // For NJ_ISSEN
  4813. short x, y, i = 2; // Move 2 cells (From target)
  4814. short dir = map_calc_dir(src,bl->x,bl->y);
  4815. #ifdef RENEWAL
  4816. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4817. flag |= 1; // Give +100% damage increase
  4818. #endif
  4819. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4820. if (skill_id == MO_EXTREMITYFIST) {
  4821. status_set_sp(src, 0, 0);
  4822. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4823. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4824. #ifdef RENEWAL
  4825. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4826. #endif
  4827. } else {
  4828. status_set_hp(src, 1, 0);
  4829. status_change_end(src, SC_NEN, INVALID_TIMER);
  4830. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4831. }
  4832. if (skill_id == MO_EXTREMITYFIST) {
  4833. mbl = src; // For MO_EXTREMITYFIST
  4834. i = 3; // Move 3 cells (From caster)
  4835. }
  4836. if (dir > 0 && dir < 4)
  4837. x = -i;
  4838. else if (dir > 4)
  4839. x = i;
  4840. else
  4841. x = 0;
  4842. if (dir > 2 && dir < 6)
  4843. y = -i;
  4844. else if (dir == 7 || dir < 2)
  4845. y = i;
  4846. else
  4847. y = 0;
  4848. // Ashura Strike still has slide effect in GVG
  4849. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4850. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4851. clif_blown(src);
  4852. clif_spiritball(src);
  4853. }
  4854. }
  4855. break;
  4856. case HT_POWER:
  4857. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4858. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4859. break;
  4860. case SU_PICKYPECK:
  4861. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4862. case SU_BITE:
  4863. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4864. break;
  4865. case SU_SVG_SPIRIT:
  4866. skill_area_temp[1] = bl->id;
  4867. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4868. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4869. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4870. break;
  4871. //Splash attack skills.
  4872. case AS_GRIMTOOTH:
  4873. case MC_CARTREVOLUTION:
  4874. case NPC_SPLASHATTACK:
  4875. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4876. case AS_SPLASHER:
  4877. case HT_BLITZBEAT:
  4878. case AC_SHOWER:
  4879. case MA_SHOWER:
  4880. case MG_NAPALMBEAT:
  4881. case MG_FIREBALL:
  4882. case RG_RAID:
  4883. #ifdef RENEWAL
  4884. case SN_SHARPSHOOTING:
  4885. #endif
  4886. case HW_NAPALMVULCAN:
  4887. case NJ_HUUMA:
  4888. case ASC_METEORASSAULT:
  4889. case GS_SPREADATTACK:
  4890. case NPC_PULSESTRIKE:
  4891. case NPC_PULSESTRIKE2:
  4892. case NPC_HELLJUDGEMENT:
  4893. case NPC_VAMPIRE_GIFT:
  4894. case NPC_MAXPAIN_ATK:
  4895. case NPC_JACKFROST:
  4896. case NPC_REVERBERATION_ATK:
  4897. case NPC_ARROWSTORM:
  4898. case NPC_IGNITIONBREAK:
  4899. case RK_IGNITIONBREAK:
  4900. case RK_HUNDREDSPEAR:
  4901. case AB_JUDEX:
  4902. case AB_ADORAMUS:
  4903. case WL_SOULEXPANSION:
  4904. case WL_CRIMSONROCK:
  4905. case WL_JACKFROST:
  4906. case RA_ARROWSTORM:
  4907. case RA_WUGDASH:
  4908. case NC_VULCANARM:
  4909. case NC_COLDSLOWER:
  4910. case NC_SELFDESTRUCTION:
  4911. case NC_AXETORNADO:
  4912. case GC_ROLLINGCUTTER:
  4913. case GC_COUNTERSLASH:
  4914. case LG_CANNONSPEAR:
  4915. case LG_OVERBRAND:
  4916. case LG_MOONSLASHER:
  4917. case LG_RAYOFGENESIS:
  4918. case NPC_RAYOFGENESIS:
  4919. case LG_EARTHDRIVE:
  4920. case SR_RAMPAGEBLASTER:
  4921. case SR_SKYNETBLOW:
  4922. case SR_WINDMILL:
  4923. case SR_RIDEINLIGHTNING:
  4924. case SO_VARETYR_SPEAR:
  4925. case SO_POISON_BUSTER:
  4926. case GN_CART_TORNADO:
  4927. case GN_CARTCANNON:
  4928. case GN_SPORE_EXPLOSION:
  4929. case GN_DEMONIC_FIRE:
  4930. case GN_FIRE_EXPANSION_ACID:
  4931. case GN_HELLS_PLANT_ATK:
  4932. case KO_HAPPOKUNAI:
  4933. case KO_HUUMARANKA:
  4934. case KO_MUCHANAGE:
  4935. case KO_BAKURETSU:
  4936. case GN_ILLUSIONDOPING:
  4937. case RL_FIREDANCE:
  4938. case RL_S_STORM:
  4939. case RL_R_TRIP:
  4940. case MH_XENO_SLASHER:
  4941. case NC_ARMSCANNON:
  4942. case SU_SCRATCH:
  4943. case SU_LUNATICCARROTBEAT:
  4944. case SU_LUNATICCARROTBEAT2:
  4945. case SJ_FULLMOONKICK:
  4946. case SJ_NEWMOONKICK:
  4947. case SJ_SOLARBURST:
  4948. case SJ_PROMINENCEKICK:
  4949. case SJ_STAREMPEROR:
  4950. case SJ_FALLINGSTAR_ATK2:
  4951. case SP_CURSEEXPLOSION:
  4952. case SP_SHA:
  4953. case SP_SWHOO:
  4954. case DK_SERVANT_W_PHANTOM:
  4955. case DK_SERVANT_W_DEMOL:
  4956. case DK_MADNESS_CRUSHER:
  4957. case AG_DESTRUCTIVE_HURRICANE:
  4958. case AG_SOUL_VC_STRIKE:
  4959. case AG_CRYSTAL_IMPACT:
  4960. case AG_CRYSTAL_IMPACT_ATK:
  4961. case AG_ROCK_DOWN:
  4962. case AG_FROZEN_SLASH:
  4963. case IQ_OLEUM_SANCTUM:
  4964. case IQ_MASSIVE_F_BLASTER:
  4965. case IQ_EXPOSION_BLASTER:
  4966. case IQ_FIRST_BRAND:
  4967. case IQ_SECOND_FLAME:
  4968. case IQ_SECOND_FAITH:
  4969. case IQ_SECOND_JUDGEMENT:
  4970. case IQ_THIRD_PUNISH:
  4971. case IQ_THIRD_FLAME_BOMB:
  4972. case IQ_THIRD_CONSECRATION:
  4973. case IG_OVERSLASH:
  4974. case CD_ARBITRIUM_ATK:
  4975. case CD_PETITIO:
  4976. case CD_FRAMEN:
  4977. case SHC_DANCING_KNIFE:
  4978. case SHC_SAVAGE_IMPACT:
  4979. case SHC_IMPACT_CRATER:
  4980. case SHC_FATAL_SHADOW_CROW:
  4981. case MT_AXE_STOMP:
  4982. case MT_RUSH_QUAKE:
  4983. case MT_A_MACHINE:
  4984. case ABC_ABYSS_DAGGER:
  4985. case ABC_CHAIN_REACTION_SHOT:
  4986. case ABC_DEFT_STAB:
  4987. case WH_GALESTORM:
  4988. case BO_ACIDIFIED_ZONE_WATER:
  4989. case BO_ACIDIFIED_ZONE_GROUND:
  4990. case BO_ACIDIFIED_ZONE_WIND:
  4991. case BO_ACIDIFIED_ZONE_FIRE:
  4992. case TR_ROSEBLOSSOM_ATK:
  4993. case TR_METALIC_FURY:
  4994. case ABC_FROM_THE_ABYSS_ATK:
  4995. case EM_ELEMENTAL_BUSTER_FIRE:
  4996. case EM_ELEMENTAL_BUSTER_WATER:
  4997. case EM_ELEMENTAL_BUSTER_WIND:
  4998. case EM_ELEMENTAL_BUSTER_GROUND:
  4999. case EM_ELEMENTAL_BUSTER_POISON:
  5000. case EM_EL_FLAMEROCK:
  5001. case EM_EL_AGE_OF_ICE:
  5002. case EM_EL_STORM_WIND:
  5003. case EM_EL_AVALANCHE:
  5004. case EM_EL_DEADLY_POISON:
  5005. if( flag&1 ) {//Recursive invocation
  5006. int sflag = skill_area_temp[0] & 0xFFF;
  5007. int heal = 0;
  5008. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5009. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  5010. break; // Under Hovering characters are immune to select trap and ground target skills.
  5011. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5012. break; // No damage should happen if the target is on Land Protector
  5013. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5014. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->data[SC_SERVANT_SIGN] && tsc->data[SC_SERVANT_SIGN]->val1 == src->id))
  5015. break;
  5016. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5017. if (skill_id == ABC_DEFT_STAB && flag&2)
  5018. sflag |= 2;
  5019. if( flag&SD_LEVEL )
  5020. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5021. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5022. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5023. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5024. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5025. break;
  5026. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5027. switch (skill_id) {
  5028. case NPC_VAMPIRE_GIFT:
  5029. if (heal > 0) {
  5030. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5031. status_heal(src, heal, 0, 0);
  5032. }
  5033. break;
  5034. #ifdef RENEWAL
  5035. case SN_SHARPSHOOTING:
  5036. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5037. break;
  5038. #endif
  5039. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5040. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5041. break;
  5042. }
  5043. } else {
  5044. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5045. skill_area_temp[0] = 0;
  5046. skill_area_temp[1] = bl->id;
  5047. skill_area_temp[2] = 0;
  5048. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5049. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5050. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5051. break;
  5052. }
  5053. if (skill_id == SP_SWHOO)
  5054. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  5055. switch ( skill_id ) {
  5056. case LG_EARTHDRIVE:
  5057. case GN_CARTCANNON:
  5058. case SU_SCRATCH:
  5059. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5060. break;
  5061. #ifdef RENEWAL
  5062. case NJ_HUUMA:
  5063. #endif
  5064. case LG_MOONSLASHER:
  5065. case MH_XENO_SLASHER:
  5066. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5067. break;
  5068. case NPC_REVERBERATION_ATK:
  5069. case NC_ARMSCANNON:
  5070. skill_area_temp[1] = 0;
  5071. starget = splash_target(src);
  5072. break;
  5073. case WL_CRIMSONROCK:
  5074. skill_area_temp[4] = bl->x;
  5075. skill_area_temp[5] = bl->y;
  5076. break;
  5077. case SU_LUNATICCARROTBEAT:
  5078. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5079. skill_id = SU_LUNATICCARROTBEAT2;
  5080. break;
  5081. case DK_SERVANT_W_PHANTOM:
  5082. case SHC_SAVAGE_IMPACT:
  5083. case SHC_FATAL_SHADOW_CROW:
  5084. case MT_RUSH_QUAKE:
  5085. // Jump to the target before attacking.
  5086. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5087. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5088. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5089. break;
  5090. case AG_CRYSTAL_IMPACT_ATK:
  5091. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 5)
  5092. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5093. break;
  5094. case AG_ROCK_DOWN:
  5095. case IQ_FIRST_BRAND:
  5096. case IQ_SECOND_FLAME:
  5097. case IQ_SECOND_FAITH:
  5098. case IQ_SECOND_JUDGEMENT:
  5099. case CD_PETITIO:
  5100. case CD_FRAMEN:
  5101. case ABC_DEFT_STAB:
  5102. case ABC_CHAIN_REACTION_SHOT:
  5103. case EM_EL_FLAMEROCK:
  5104. case EM_EL_AGE_OF_ICE:
  5105. case EM_EL_STORM_WIND:
  5106. case EM_EL_AVALANCHE:
  5107. case EM_EL_DEADLY_POISON:
  5108. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5109. break;
  5110. case IQ_THIRD_PUNISH:
  5111. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5112. if (sd) {
  5113. uint8 limit = 5;
  5114. if (sc && sc->data[SC_RAISINGDRAGON])
  5115. limit += sc->data[SC_RAISINGDRAGON]->val1;
  5116. for (uint8 i = 0; i < limit; i++)
  5117. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5118. }
  5119. break;
  5120. case IQ_THIRD_FLAME_BOMB:
  5121. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5122. if (sd && sd->spiritball / 5 > 1)
  5123. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5124. break;
  5125. case IQ_THIRD_CONSECRATION:
  5126. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5127. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5128. break;
  5129. case IG_OVERSLASH:
  5130. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5131. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5132. break;
  5133. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5134. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5135. status_heal(src, 0, 0, 10, 0);
  5136. break;
  5137. case BO_ACIDIFIED_ZONE_WATER:
  5138. case BO_ACIDIFIED_ZONE_GROUND:
  5139. case BO_ACIDIFIED_ZONE_WIND:
  5140. case BO_ACIDIFIED_ZONE_FIRE:
  5141. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5142. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5143. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5144. break;
  5145. case TR_METALIC_FURY:
  5146. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5147. if (tsc && tsc->data[SC_SOUNDBLEND])
  5148. skill_area_temp[0] = 1 + rnd()%4;
  5149. break;
  5150. }
  5151. // if skill damage should be split among targets, count them
  5152. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5153. //special case: Venom Splasher uses a different range for searching than for splashing
  5154. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5155. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5156. // recursive invocation of skill_castend_damage_id() with flag|1
  5157. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5158. if (skill_id == RA_ARROWSTORM)
  5159. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5160. if( skill_id == AS_SPLASHER ) {
  5161. map_freeblock_unlock(); // Don't consume a second gemstone.
  5162. return 0;
  5163. }
  5164. }
  5165. break;
  5166. case DK_HACKANDSLASHER:
  5167. case DK_HACKANDSLASHER_ATK:
  5168. if (flag & 1) {
  5169. skill_addtimerskill(src, tick + (200 + status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5170. } else {
  5171. skill_area_temp[0] = 0;
  5172. skill_area_temp[1] = bl->id;
  5173. skill_area_temp[2] = 0;
  5174. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5175. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5176. map_foreachinrange(skill_area_sub, bl, skill_get_splash(DK_HACKANDSLASHER_ATK, skill_lv), BL_CHAR|BL_SKILL, src, DK_HACKANDSLASHER_ATK, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5177. }
  5178. break;
  5179. //Place units around target
  5180. case NJ_BAKUENRYU:
  5181. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5182. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5183. break;
  5184. case SM_MAGNUM:
  5185. case MS_MAGNUM:
  5186. if( flag&1 ) {
  5187. // For players, damage depends on distance, so add it to flag if it is > 1
  5188. // Cannot hit hidden targets
  5189. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5190. }
  5191. break;
  5192. #ifdef RENEWAL
  5193. case KN_BRANDISHSPEAR:
  5194. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5195. break;
  5196. #else
  5197. case KN_BRANDISHSPEAR:
  5198. #endif
  5199. case ML_BRANDISH:
  5200. //Coded apart for it needs the flag passed to the damage calculation.
  5201. if (skill_area_temp[1] != bl->id)
  5202. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5203. else
  5204. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5205. break;
  5206. #ifdef RENEWAL
  5207. case KN_BOWLINGBASH:
  5208. if (flag & 1) {
  5209. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5210. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5211. } else {
  5212. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5213. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5214. }
  5215. break;
  5216. #else
  5217. case KN_BOWLINGBASH:
  5218. #endif
  5219. case MS_BOWLINGBASH:
  5220. {
  5221. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5222. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5223. c = (skill_lv-(flag&0xFFF)+1)/2;
  5224. // Determine the Bowling Bash area depending on configuration
  5225. if (battle_config.bowling_bash_area == 0) {
  5226. // Gutter line system
  5227. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5228. if(min_x < 0) min_x = 0;
  5229. max_x = min_x + 39;
  5230. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5231. if(min_y < 0) min_y = 0;
  5232. max_y = min_y + 39;
  5233. } else if (battle_config.bowling_bash_area == 1) {
  5234. // Gutter line system without demi gutter bug
  5235. min_x = src->x - (src->x)%40;
  5236. max_x = min_x + 39;
  5237. min_y = src->y - (src->y)%40;
  5238. max_y = min_y + 39;
  5239. } else {
  5240. // Area around caster
  5241. min_x = src->x - battle_config.bowling_bash_area;
  5242. max_x = src->x + battle_config.bowling_bash_area;
  5243. min_y = src->y - battle_config.bowling_bash_area;
  5244. max_y = src->y + battle_config.bowling_bash_area;
  5245. }
  5246. // Initialization, break checks, direction
  5247. if((flag&0xFFF) > 0) {
  5248. // Ignore monsters outside area
  5249. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5250. break;
  5251. // Ignore monsters already in list
  5252. if(idb_exists(bowling_db, bl->id))
  5253. break;
  5254. // Random direction
  5255. dir = rnd()%8;
  5256. } else {
  5257. // Create an empty list of already hit targets
  5258. db_clear(bowling_db);
  5259. // Direction is walkpath
  5260. dir = (unit_getdir(src)+4)%8;
  5261. }
  5262. // Add current target to the list of already hit targets
  5263. idb_put(bowling_db, bl->id, bl);
  5264. // Keep moving target in direction square by square
  5265. tx = bl->x;
  5266. ty = bl->y;
  5267. for(i=0;i<c;i++) {
  5268. // Target coordinates (get changed even if knockback fails)
  5269. tx -= dirx[dir];
  5270. ty -= diry[dir];
  5271. // If target cell is a wall then break
  5272. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5273. break;
  5274. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5275. int count;
  5276. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5277. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5278. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5279. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5280. // Recursive call
  5281. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5282. // Self-collision
  5283. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5284. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5285. break;
  5286. }
  5287. }
  5288. // Original hit or chain hit depending on flag
  5289. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5290. }
  5291. break;
  5292. case KN_SPEARSTAB:
  5293. if(flag&1) {
  5294. if (bl->id==skill_area_temp[1])
  5295. break;
  5296. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5297. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5298. } else {
  5299. int x=bl->x,y=bl->y,i,dir;
  5300. dir = map_calc_dir(bl,src->x,src->y);
  5301. skill_area_temp[1] = bl->id;
  5302. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5303. // all the enemies between the caster and the target are hit, as well as the target
  5304. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5305. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5306. for (i=0;i<4;i++) {
  5307. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5308. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5309. x += dirx[dir];
  5310. y += diry[dir];
  5311. }
  5312. }
  5313. break;
  5314. case TK_TURNKICK:
  5315. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5316. {
  5317. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5318. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5319. map_foreachinallrange(skill_area_sub,bl,
  5320. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5321. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5322. skill_castend_nodamage_id);
  5323. }
  5324. break;
  5325. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5326. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5327. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5328. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5329. break;
  5330. case PR_TURNUNDEAD:
  5331. case ALL_RESURRECTION:
  5332. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5333. break;
  5334. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5335. break;
  5336. case AL_HOLYLIGHT:
  5337. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  5338. case MG_SOULSTRIKE:
  5339. case NPC_DARKSTRIKE:
  5340. case MG_COLDBOLT:
  5341. case MG_FIREBOLT:
  5342. case MG_LIGHTNINGBOLT:
  5343. case WZ_EARTHSPIKE:
  5344. case AL_HEAL:
  5345. case NPC_DARKTHUNDER:
  5346. case NPC_FIRESTORM:
  5347. case PR_ASPERSIO:
  5348. case MG_FROSTDIVER:
  5349. case WZ_SIGHTBLASTER:
  5350. case WZ_SIGHTRASHER:
  5351. #ifdef RENEWAL
  5352. case PA_PRESSURE:
  5353. #endif
  5354. case NJ_KOUENKA:
  5355. case NJ_HYOUSENSOU:
  5356. case NJ_HUUJIN:
  5357. case AB_HIGHNESSHEAL:
  5358. case AB_DUPLELIGHT_MAGIC:
  5359. case WM_METALICSOUND:
  5360. case KO_KAIHOU:
  5361. case MH_ERASER_CUTTER:
  5362. case AG_ASTRAL_STRIKE:
  5363. case AG_ASTRAL_STRIKE_ATK:
  5364. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5365. case CD_ARBITRIUM:
  5366. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5367. break;
  5368. case IG_JUDGEMENT_CROSS:
  5369. case TR_SOUNDBLEND:
  5370. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5371. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5372. break;
  5373. case AG_DEADLY_PROJECTION:
  5374. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5375. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5376. break;
  5377. case NPC_MAGICALATTACK:
  5378. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5379. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5380. break;
  5381. case HVAN_CAPRICE: //[blackhole89]
  5382. {
  5383. int ran=rnd()%4;
  5384. int sid = 0;
  5385. switch(ran)
  5386. {
  5387. case 0: sid=MG_COLDBOLT; break;
  5388. case 1: sid=MG_FIREBOLT; break;
  5389. case 2: sid=MG_LIGHTNINGBOLT; break;
  5390. case 3: sid=WZ_EARTHSPIKE; break;
  5391. }
  5392. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5393. }
  5394. break;
  5395. case WZ_WATERBALL:
  5396. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5397. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5398. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5399. break;
  5400. case WZ_JUPITEL:
  5401. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5402. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5403. break;
  5404. case PR_BENEDICTIO:
  5405. //Should attack undead and demons. [Skotlex]
  5406. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5407. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5408. break;
  5409. case SJ_NOVAEXPLOSING:
  5410. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5411. // We can end Dimension here since the cooldown code is processed before this point.
  5412. if (sc && sc->data[SC_DIMENSION])
  5413. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  5414. else // Dimension not active? Activate the 2 second skill block penalty.
  5415. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5416. break;
  5417. case SP_SOULEXPLOSION:
  5418. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5419. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5420. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5421. if (sd)
  5422. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5423. break;
  5424. }
  5425. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5426. break;
  5427. case SL_SMA:
  5428. status_change_end(src, SC_SMA, INVALID_TIMER);
  5429. case SL_STIN:
  5430. case SL_STUN:
  5431. case SP_SPA:
  5432. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5433. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5435. break;
  5436. }
  5437. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5438. break;
  5439. case NPC_DARKBREATH:
  5440. clif_emotion(src,ET_ANGER);
  5441. if (rnd() % 2 == 0)
  5442. break; // 50% chance
  5443. case SN_FALCONASSAULT:
  5444. #ifndef RENEWAL
  5445. case PA_PRESSURE:
  5446. case CR_ACIDDEMONSTRATION:
  5447. #endif
  5448. case TF_THROWSTONE:
  5449. case NPC_SMOKING:
  5450. case GS_FLING:
  5451. case NJ_ZENYNAGE:
  5452. case GN_THORNS_TRAP:
  5453. case RL_B_TRAP:
  5454. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5455. break;
  5456. #ifdef RENEWAL
  5457. case NJ_ISSEN: {
  5458. short x, y;
  5459. short dir = map_calc_dir(src, bl->x, bl->y);
  5460. // Move 2 cells (From target)
  5461. if (dir > 0 && dir < 4)
  5462. x = -2;
  5463. else if (dir > 4)
  5464. x = 2;
  5465. else
  5466. x = 0;
  5467. if (dir > 2 && dir < 6)
  5468. y = -2;
  5469. else if (dir == 7 || dir < 2)
  5470. y = 2;
  5471. else
  5472. y = 0;
  5473. // Doesn't have slide effect in GVG
  5474. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5475. clif_blown(src);
  5476. clif_spiritball(src);
  5477. }
  5478. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5479. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5480. status_change_end(src, SC_NEN, INVALID_TIMER);
  5481. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5482. }
  5483. break;
  5484. #endif
  5485. case RK_DRAGONBREATH_WATER:
  5486. case RK_DRAGONBREATH:
  5487. case NPC_DRAGONBREATH:
  5488. if( tsc && tsc->data[SC_HIDING] )
  5489. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5490. else {
  5491. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5492. }
  5493. break;
  5494. case NPC_SELFDESTRUCTION:
  5495. if( tsc && tsc->data[SC_HIDING] )
  5496. break;
  5497. case HVAN_EXPLOSION:
  5498. if (src != bl)
  5499. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5500. break;
  5501. // Celest
  5502. case PF_SOULBURN:
  5503. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5504. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5505. if (skill_lv == 5)
  5506. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5507. status_percent_damage(src, bl, 0, 100, false);
  5508. } else {
  5509. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5510. if (skill_lv == 5)
  5511. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5512. status_percent_damage(src, src, 0, 100, false);
  5513. }
  5514. break;
  5515. case NPC_BLOODDRAIN:
  5516. case NPC_ENERGYDRAIN:
  5517. {
  5518. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5519. src, src, bl, skill_id, skill_lv, tick, flag);
  5520. if (heal > 0){
  5521. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5522. status_heal(src, heal, 0, 0);
  5523. }
  5524. }
  5525. break;
  5526. case GS_BULLSEYE:
  5527. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5528. break;
  5529. case NJ_KASUMIKIRI:
  5530. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5531. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5532. break;
  5533. case NJ_KIRIKAGE:
  5534. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5535. { //You don't move on GVG grounds.
  5536. short x, y;
  5537. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5538. if (unit_movepos(src, x, y, 0, 0)) {
  5539. clif_blown(src);
  5540. }
  5541. }
  5542. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5543. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5544. break;
  5545. case RK_PHANTOMTHRUST:
  5546. case NPC_PHANTOMTHRUST:
  5547. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5549. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5550. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5551. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5552. break;
  5553. case RK_WINDCUTTER:
  5554. case RK_STORMBLAST:
  5555. if( flag&1 )
  5556. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5557. else {
  5558. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5559. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5560. }
  5561. break;
  5562. case GC_DARKILLUSION:
  5563. {
  5564. short x, y;
  5565. short dir = map_calc_dir(src,bl->x,bl->y);
  5566. if( dir > 0 && dir < 4) x = 2;
  5567. else if( dir > 4 ) x = -2;
  5568. else x = 0;
  5569. if( dir > 2 && dir < 6 ) y = 2;
  5570. else if( dir == 7 || dir < 2 ) y = -2;
  5571. else y = 0;
  5572. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5573. clif_blown(src);
  5574. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5575. if( rnd()%100 < 4 * skill_lv )
  5576. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5577. }
  5578. }
  5579. break;
  5580. case GC_CROSSRIPPERSLASHER:
  5581. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5582. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5583. else
  5584. {
  5585. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5586. }
  5587. break;
  5588. case GC_CROSSIMPACT:
  5589. if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
  5590. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
  5591. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5592. } else {
  5593. if (sd)
  5594. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5595. }
  5596. break;
  5597. case GC_PHANTOMMENACE:
  5598. if (flag&1) { // Only Hits Invisible Targets
  5599. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5600. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5601. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5602. }
  5603. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5604. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5605. }
  5606. break;
  5607. case GC_DARKCROW:
  5608. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5609. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5610. break;
  5611. case WL_DRAINLIFE:
  5612. {
  5613. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5614. int rate = 70 + 5 * skill_lv;
  5615. heal = heal * (5 + 5 * skill_lv) / 100;
  5616. if( bl->type == BL_SKILL )
  5617. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5618. if( heal && rnd()%100 < rate )
  5619. {
  5620. status_heal(src, heal, 0, 0);
  5621. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5622. }
  5623. }
  5624. break;
  5625. case WL_TETRAVORTEX_FIRE:
  5626. case WL_TETRAVORTEX_WATER:
  5627. case WL_TETRAVORTEX_WIND:
  5628. case WL_TETRAVORTEX_GROUND:
  5629. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5630. break;
  5631. case WL_TETRAVORTEX:
  5632. if (sd == nullptr) { // Monster usage
  5633. uint8 i = 0;
  5634. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5635. { WL_TETRAVORTEX_WIND, 4 },
  5636. { WL_TETRAVORTEX_WATER, 2 },
  5637. { WL_TETRAVORTEX_GROUND, 8 } };
  5638. for (const auto &skill : tetra_skills) {
  5639. if (skill_lv > 5) {
  5640. skill_area_temp[0] = i;
  5641. skill_area_temp[1] = skill[1];
  5642. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5643. } else
  5644. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5645. i++;
  5646. }
  5647. } else if (sc) { // No SC? No spheres
  5648. int i, k = 0;
  5649. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5650. status_change_end(src, SC_SPHERE_1, INVALID_TIMER);
  5651. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5652. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5653. continue;
  5654. uint16 subskill = 0;
  5655. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5656. case WLS_FIRE:
  5657. subskill = WL_TETRAVORTEX_FIRE;
  5658. k |= 1;
  5659. break;
  5660. case WLS_WIND:
  5661. subskill = WL_TETRAVORTEX_WIND;
  5662. k |= 4;
  5663. break;
  5664. case WLS_WATER:
  5665. subskill = WL_TETRAVORTEX_WATER;
  5666. k |= 2;
  5667. break;
  5668. case WLS_STONE:
  5669. subskill = WL_TETRAVORTEX_GROUND;
  5670. k |= 8;
  5671. break;
  5672. }
  5673. if (skill_lv > 5) {
  5674. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5675. skill_area_temp[1] = k;
  5676. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5677. } else
  5678. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5679. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5680. }
  5681. }
  5682. break;
  5683. case WL_RELEASE:
  5684. if (sc == nullptr)
  5685. break;
  5686. if (sd) {
  5687. int i;
  5688. #ifndef RENEWAL
  5689. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5690. #endif
  5691. if (skill_lv == 1) { // SpellBook
  5692. if (sc->data[SC_FREEZE_SP] == nullptr)
  5693. break;
  5694. bool found_spell = false;
  5695. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5696. if (sc->data[i] != nullptr) {
  5697. found_spell = true;
  5698. break;
  5699. }
  5700. }
  5701. if (!found_spell)
  5702. break;
  5703. // Now extract the data from the preserved spell
  5704. uint16 pres_skill_id = sc->data[i]->val1;
  5705. uint16 pres_skill_lv = sc->data[i]->val2;
  5706. uint16 point = sc->data[i]->val3;
  5707. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5708. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5709. sc->data[SC_FREEZE_SP]->val2 -= point;
  5710. else // Last spell to be released
  5711. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5712. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5713. break;
  5714. // Get the requirement for the preserved skill
  5715. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5716. switch( skill_get_casttype(pres_skill_id) )
  5717. {
  5718. case CAST_GROUND:
  5719. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5720. break;
  5721. case CAST_NODAMAGE:
  5722. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5723. break;
  5724. case CAST_DAMAGE:
  5725. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5726. break;
  5727. }
  5728. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5729. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5730. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5731. if( cooldown > 0 )
  5732. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5733. } else { // Summoned Balls
  5734. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5735. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5736. continue;
  5737. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5738. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5739. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->data[static_cast<sc_type>(i)]->val2, BF_MAGIC, flag | SD_LEVEL);
  5740. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Eliminate ball
  5741. }
  5742. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5743. }
  5744. }
  5745. break;
  5746. case WL_FROSTMISTY:
  5747. // Causes Freezing status through walls.
  5748. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5749. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5750. // Doesn't deal damage through non-shootable walls.
  5751. 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)) )
  5752. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5753. break;
  5754. case WL_HELLINFERNO:
  5755. if (flag & 1) {
  5756. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5757. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5758. } else {
  5759. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5760. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5761. }
  5762. break;
  5763. case RA_WUGSTRIKE:
  5764. if( sd && pc_isridingwug(sd) ){
  5765. short x[8]={0,-1,-1,-1,0,1,1,1};
  5766. short y[8]={1,1,0,-1,-1,-1,0,1};
  5767. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5768. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5769. clif_blown(src);
  5770. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5771. }
  5772. break;
  5773. }
  5774. case RA_WUGBITE:
  5775. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5776. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5777. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5778. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5779. break;
  5780. case RA_SENSITIVEKEEN:
  5781. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5782. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5783. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5784. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5785. }
  5786. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5787. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5788. } else {
  5789. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5790. std::shared_ptr<s_skill_unit_group> sg;
  5791. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5792. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5793. {
  5794. struct item item_tmp;
  5795. memset(&item_tmp,0,sizeof(item_tmp));
  5796. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5797. item_tmp.identify = 1;
  5798. if( item_tmp.nameid )
  5799. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5800. }
  5801. skill_delunit(su);
  5802. }
  5803. }
  5804. break;
  5805. case NC_INFRAREDSCAN:
  5806. if( flag&1 ) {
  5807. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5808. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5809. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5810. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5811. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5812. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5813. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5814. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5815. } else {
  5816. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5817. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5818. }
  5819. break;
  5820. case SC_FATALMENACE:
  5821. if( flag&1 )
  5822. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5823. else {
  5824. 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);
  5825. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5826. }
  5827. break;
  5828. case NPC_FATALMENACE: // todo should it teleport the target ?
  5829. if( flag&1 )
  5830. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5831. else {
  5832. short x, y;
  5833. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5834. // Destination area
  5835. skill_area_temp[4] = x;
  5836. skill_area_temp[5] = y;
  5837. 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);
  5838. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5839. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5840. }
  5841. break;
  5842. case LG_PINPOINTATTACK:
  5843. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5844. clif_blown(src);
  5845. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5846. break;
  5847. case SR_KNUCKLEARROW:
  5848. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5849. dir_ka = map_calc_dir(bl, src->x, src->y);
  5850. // Has slide effect
  5851. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5852. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5853. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5854. break;
  5855. case SR_HOWLINGOFLION:
  5856. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5857. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5858. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5859. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5860. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5861. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5862. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5863. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5864. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5865. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5866. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5867. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5868. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5869. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5870. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5871. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5872. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5873. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5874. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5875. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5876. break;
  5877. case SR_EARTHSHAKER:
  5878. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5879. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5880. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5881. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5882. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5883. } else {
  5884. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5885. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5886. }
  5887. break;
  5888. case SR_TIGERCANNON:
  5889. if (flag & 1) {
  5890. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5891. } else if (sd) {
  5892. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5893. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5894. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5895. }
  5896. break;
  5897. case WM_REVERBERATION:
  5898. if (flag & 1)
  5899. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5900. else {
  5901. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5902. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5903. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5904. }
  5905. break;
  5906. case NPC_POISON_BUSTER:
  5907. if( tsc && tsc->data[SC_POISON] ) {
  5908. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5909. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5910. }
  5911. else if( sd )
  5912. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5913. break;
  5914. case KO_JYUMONJIKIRI: {
  5915. short x, y;
  5916. short dir = map_calc_dir(src,bl->x,bl->y);
  5917. if (dir > 0 && dir < 4)
  5918. x = 2;
  5919. else if (dir > 4)
  5920. x = -2;
  5921. else
  5922. x = 0;
  5923. if (dir > 2 && dir < 6)
  5924. y = 2;
  5925. else if (dir == 7 || dir < 2)
  5926. y = -2;
  5927. else
  5928. y = 0;
  5929. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5930. clif_blown(src);
  5931. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5932. }
  5933. }
  5934. break;
  5935. case EL_FIRE_BOMB:
  5936. case EL_FIRE_WAVE:
  5937. case EL_WATER_SCREW:
  5938. case EL_HURRICANE:
  5939. case EL_TYPOON_MIS:
  5940. if( flag&1 )
  5941. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5942. else {
  5943. int i = skill_get_splash(skill_id,skill_lv);
  5944. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5945. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5946. if( rnd()%100 < 30 )
  5947. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5948. else
  5949. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5950. }
  5951. break;
  5952. case EL_ROCK_CRUSHER:
  5953. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5954. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5955. if( rnd()%100 < 50 )
  5956. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5957. else
  5958. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5959. break;
  5960. case EL_STONE_RAIN:
  5961. if( flag&1 )
  5962. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5963. else {
  5964. int i = skill_get_splash(skill_id,skill_lv);
  5965. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5966. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5967. if( rnd()%100 < 30 )
  5968. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5969. else
  5970. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5971. }
  5972. break;
  5973. case EL_FIRE_ARROW:
  5974. case EL_ICE_NEEDLE:
  5975. case EL_WIND_SLASH:
  5976. case EL_STONE_HAMMER:
  5977. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5978. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5979. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5980. break;
  5981. case EL_TIDAL_WEAPON:
  5982. if( src->type == BL_ELEM ) {
  5983. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  5984. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5985. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  5986. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5987. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5988. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5989. status_change_end(battle_get_master(src),type,INVALID_TIMER);
  5990. status_change_end(src,type2,INVALID_TIMER);
  5991. }
  5992. if( rnd()%100 < 50 )
  5993. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5994. else {
  5995. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5996. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5997. }
  5998. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5999. }
  6000. break;
  6001. //recursive homon skill
  6002. case MH_MAGMA_FLOW:
  6003. case MH_HEILIGE_STANGE:
  6004. if(flag&1){
  6005. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6006. break;//chance to not trigger atk for magma
  6007. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6008. }
  6009. else
  6010. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6011. break;
  6012. case MH_STAHL_HORN:
  6013. case MH_NEEDLE_OF_PARALYZE:
  6014. case MH_SONIC_CRAW:
  6015. case MH_MIDNIGHT_FRENZY:
  6016. case MH_SILVERVEIN_RUSH:
  6017. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6018. break;
  6019. case MH_TINDER_BREAKER:
  6020. case MH_CBC:
  6021. case MH_EQC:
  6022. {
  6023. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6024. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6025. sc_type type;
  6026. if( skill_id == MH_TINDER_BREAKER ){
  6027. type = SC_TINDER_BREAKER2;
  6028. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6029. clif_blown(src);
  6030. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6031. }
  6032. }else if( skill_id == MH_CBC ){
  6033. type = SC_CBC;
  6034. }else if( skill_id == MH_EQC ){
  6035. type = SC_EQC;
  6036. }
  6037. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6038. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6039. }
  6040. break;
  6041. case RL_H_MINE:
  6042. if (!(flag&1)) {
  6043. // Direct attack
  6044. if (!sd || !sd->flicker) {
  6045. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6046. 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);
  6047. break;
  6048. }
  6049. // Triggered by RL_FLICKER
  6050. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  6051. // Splash damage around it!
  6052. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6053. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6054. flag |= 1; // Don't consume requirement
  6055. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  6056. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  6057. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6058. }
  6059. }
  6060. else
  6061. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6062. if (sd && sd->flicker)
  6063. flag |= 1; // Don't consume requirement
  6064. break;
  6065. case RL_QD_SHOT:
  6066. if (skill_area_temp[1] == bl->id)
  6067. break;
  6068. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  6069. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6070. break;
  6071. case RL_D_TAIL:
  6072. case RL_HAMMER_OF_GOD:
  6073. if (flag&1)
  6074. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6075. else {
  6076. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  6077. int i;
  6078. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6079. if (i < MAX_SKILL_CRIMSON_MARKER)
  6080. flag |= 8;
  6081. }
  6082. if (skill_id == RL_HAMMER_OF_GOD)
  6083. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6084. else
  6085. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6086. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6087. }
  6088. break;
  6089. case SU_SCAROFTAROU:
  6090. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6091. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6092. break;
  6093. case SU_SV_STEMSPEAR:
  6094. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6095. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6096. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6097. break;
  6098. case 0:/* no skill - basic/normal attack */
  6099. if(sd) {
  6100. if (flag & 3){
  6101. if (bl->id != skill_area_temp[1])
  6102. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6103. } else {
  6104. skill_area_temp[1] = bl->id;
  6105. map_foreachinallrange(skill_area_sub, bl,
  6106. sd->bonus.splash_range, BL_CHAR,
  6107. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6108. skill_castend_damage_id);
  6109. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6110. }
  6111. }
  6112. break;
  6113. case SJ_FALLINGSTAR_ATK:
  6114. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6115. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  6116. int8 i = 0;
  6117. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6118. if (i < MAX_STELLAR_MARKS) {
  6119. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6120. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6121. }
  6122. }
  6123. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  6124. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6125. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6126. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6127. }
  6128. break;
  6129. case SJ_FLASHKICK: {
  6130. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  6131. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6132. // Only players and monsters can be tagged....I think??? [Rytech]
  6133. // Lets only allow players and monsters to use this skill for safety reasons.
  6134. if ((!tsd && !tmd) || !sd && !md) {
  6135. if (sd)
  6136. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6137. break;
  6138. }
  6139. // Check if the target is already tagged by another source.
  6140. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  6141. // Can't tag a player that was already tagged from another source.
  6142. if (sd)
  6143. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6144. map_freeblock_unlock();
  6145. return 1;
  6146. }
  6147. if (sd) { // Tagging the target.
  6148. int i;
  6149. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6150. if (i == MAX_STELLAR_MARKS) {
  6151. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6152. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6153. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6154. map_freeblock_unlock();
  6155. return 1;
  6156. }
  6157. }
  6158. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6159. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6160. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6161. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6162. sd->stellar_mark[i] = bl->id;
  6163. // Val4 flags if the status was applied by a player or a monster.
  6164. // This will be important for other skills that work together with this one.
  6165. // 1 = Player, 2 = Monster.
  6166. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6167. // apply the status here. We can't pass this data to skill_additional_effect.
  6168. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6169. }
  6170. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6171. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6172. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6173. }
  6174. }
  6175. break;
  6176. case NPC_VENOMIMPRESS:
  6177. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6178. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6179. break;
  6180. default:
  6181. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6182. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6183. 0, abs(skill_get_num(skill_id, skill_lv)),
  6184. skill_id, skill_lv, skill_get_hit(skill_id));
  6185. map_freeblock_unlock();
  6186. return 1;
  6187. }
  6188. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  6189. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  6190. map_freeblock_unlock();
  6191. if( sd && !(flag&1) )
  6192. {// ensure that the skill last-cast tick is recorded
  6193. sd->canskill_tick = gettick();
  6194. if( sd->state.arrow_atk )
  6195. {// consume arrow on last invocation to this skill.
  6196. battle_consume_ammo(sd, skill_id, skill_lv);
  6197. }
  6198. // perform skill requirement consumption
  6199. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6200. }
  6201. return 0;
  6202. }
  6203. /**
  6204. * Give a song's buff/debuff or damage to all targets around
  6205. * @param target: Target
  6206. * @param ap: Argument list
  6207. * @return 1 on success or 0 otherwise
  6208. */
  6209. static int skill_apply_songs(struct block_list* target, va_list ap)
  6210. {
  6211. int flag = va_arg(ap, int);
  6212. struct block_list* src = va_arg(ap, struct block_list*);
  6213. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6214. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6215. t_tick tick = va_arg(ap, t_tick);
  6216. if (flag & BCT_WOS && src == target)
  6217. return 0;
  6218. if (battle_check_target(src, target, flag) > 0) {
  6219. switch (skill_id) {
  6220. // Attack type songs
  6221. case BA_DISSONANCE:
  6222. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6223. return 1;
  6224. case DC_UGLYDANCE:
  6225. case BD_LULLABY:
  6226. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6227. default: // Buff/Debuff type songs
  6228. if (skill_id == CG_HERMODE && src->id != target->id)
  6229. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  6230. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6231. }
  6232. }
  6233. return 0;
  6234. }
  6235. /**
  6236. * Calculate a song's bonus values
  6237. * @param src: Caster
  6238. * @param skill_id: Song skill ID
  6239. * @param skill_lv: Song skill level
  6240. * @param tick: Timer tick
  6241. * @return Number of targets or 0 otherwise
  6242. */
  6243. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6244. {
  6245. nullpo_ret(src);
  6246. if (src->type != BL_PC) {
  6247. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6248. return 0;
  6249. }
  6250. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6251. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6252. return 0;
  6253. }
  6254. struct map_session_data* sd = BL_CAST(BL_PC, src);
  6255. int flag = BCT_PARTY;
  6256. switch (skill_id) {
  6257. case BD_ROKISWEIL:
  6258. flag = BCT_ENEMY | BCT_WOS;
  6259. break;
  6260. case BD_LULLABY:
  6261. case BD_ETERNALCHAOS:
  6262. case BA_DISSONANCE:
  6263. case DC_UGLYDANCE:
  6264. case DC_DONTFORGETME:
  6265. flag = BCT_ENEMY;
  6266. break;
  6267. case CG_HERMODE:
  6268. flag |= BCT_GUILD;
  6269. break;
  6270. }
  6271. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6272. sd->skill_id_dance = skill_id;
  6273. sd->skill_lv_dance = skill_lv;
  6274. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6275. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6276. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6277. }
  6278. /**
  6279. * Use no-damage skill from 'src' to 'bl
  6280. * @param src Caster
  6281. * @param bl Target of the skill, bl maybe same with src for self skill
  6282. * @param skill_id
  6283. * @param skill_lv
  6284. * @param tick
  6285. * @param flag Various value, &1: Recursive effect
  6286. **/
  6287. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6288. {
  6289. struct map_session_data *sd, *dstsd;
  6290. struct mob_data *md, *dstmd;
  6291. struct homun_data *hd;
  6292. s_mercenary_data *mer;
  6293. struct status_data *sstatus, *tstatus;
  6294. struct status_change *tsc;
  6295. struct status_change_entry *tsce;
  6296. int i = 0;
  6297. enum sc_type type;
  6298. if(skill_id > 0 && !skill_lv) return 0; // celest
  6299. nullpo_retr(1, src);
  6300. nullpo_retr(1, bl);
  6301. if (src->m != bl->m)
  6302. return 1;
  6303. sd = BL_CAST(BL_PC, src);
  6304. hd = BL_CAST(BL_HOM, src);
  6305. md = BL_CAST(BL_MOB, src);
  6306. mer = BL_CAST(BL_MER, src);
  6307. dstsd = BL_CAST(BL_PC, bl);
  6308. dstmd = BL_CAST(BL_MOB, bl);
  6309. if(bl->prev == NULL)
  6310. return 1;
  6311. if(status_isdead(src))
  6312. return 1;
  6313. if( src != bl && status_isdead(bl) ) {
  6314. switch( skill_id ) { // Skills that may be cast on dead targets
  6315. case NPC_WIDESOULDRAIN:
  6316. case PR_REDEMPTIO:
  6317. case ALL_RESURRECTION:
  6318. case WM_DEADHILLHERE:
  6319. case WE_ONEFOREVER:
  6320. break;
  6321. default:
  6322. return 1;
  6323. }
  6324. }
  6325. tstatus = status_get_status_data(bl);
  6326. sstatus = status_get_status_data(src);
  6327. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6328. switch (skill_id) {
  6329. case HLIF_HEAL: //[orn]
  6330. if (bl->type != BL_HOM) {
  6331. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6332. break ;
  6333. }
  6334. case AL_HEAL:
  6335. case ALL_RESURRECTION:
  6336. case PR_ASPERSIO:
  6337. case AB_HIGHNESSHEAL:
  6338. //Apparently only player casted skills can be offensive like this.
  6339. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6340. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6341. //Offensive heal does not works on non-enemies. [Skotlex]
  6342. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6343. return 0;
  6344. }
  6345. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6346. }
  6347. break;
  6348. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6349. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6350. case MH_STEINWAND: {
  6351. struct block_list *s_src = battle_get_master(src);
  6352. short ret = 0;
  6353. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6354. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6355. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6356. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6357. if (hd)
  6358. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6359. return ret;
  6360. }
  6361. break;
  6362. default:
  6363. //Skill is actually ground placed.
  6364. if (src == bl && skill_get_unit_id(skill_id))
  6365. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6366. }
  6367. type = skill_get_sc(skill_id);
  6368. tsc = status_get_sc(bl);
  6369. tsce = (tsc && type != SC_NONE)?tsc->data[type]:NULL;
  6370. if (src!=bl && type > SC_NONE &&
  6371. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6372. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6373. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6374. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6375. map_freeblock_lock();
  6376. switch(skill_id)
  6377. {
  6378. case HLIF_HEAL: //[orn]
  6379. case AL_HEAL:
  6380. case AB_HIGHNESSHEAL:
  6381. {
  6382. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6383. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6384. heal = 0;
  6385. if( tsc && tsc->count ) {
  6386. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6387. if (--tsc->data[SC_KAITE]->val2 <= 0)
  6388. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  6389. if (src == bl)
  6390. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6391. else {
  6392. bl = src;
  6393. dstsd = sd;
  6394. }
  6395. }
  6396. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  6397. heal = 0; //Needed so that it actually displays 0 when healing.
  6398. }
  6399. if (skill_id == AL_HEAL)
  6400. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6401. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6402. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  6403. heal = ~heal + 1;
  6404. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6405. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6406. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6407. if (heal_get_jobexp <= 0)
  6408. heal_get_jobexp = 1;
  6409. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6410. }
  6411. }
  6412. break;
  6413. case CD_REPARATIO: {
  6414. if (bl->type != BL_PC) { // Only works on players.
  6415. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6416. break;
  6417. }
  6418. int heal_amount = 0;
  6419. if (!status_isimmune(bl))
  6420. heal_amount = tstatus->max_hp;
  6421. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6422. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6423. status_heal(bl, heal_amount, 0, 0);
  6424. }
  6425. break;
  6426. case PR_REDEMPTIO:
  6427. if (sd && !(flag&1)) {
  6428. if (sd->status.party_id == 0) {
  6429. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6430. break;
  6431. }
  6432. skill_area_temp[0] = 0;
  6433. party_foreachsamemap(skill_area_sub,
  6434. sd,skill_get_splash(skill_id, skill_lv),
  6435. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6436. skill_castend_nodamage_id);
  6437. if (skill_area_temp[0] == 0) {
  6438. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6439. break;
  6440. }
  6441. #ifndef RENEWAL
  6442. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6443. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6444. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6445. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6446. }
  6447. status_set_sp(src, 0, 0);
  6448. #endif
  6449. status_set_hp(src, 1, 0);
  6450. break;
  6451. } else if (status_isdead(bl) && flag&1) { //Revive
  6452. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6453. skill_lv = 3; //Resurrection level 3 is used
  6454. } else //Invalid target, skip resurrection.
  6455. break;
  6456. case ALL_RESURRECTION:
  6457. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6458. { //No reviving in WoE grounds!
  6459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6460. break;
  6461. }
  6462. if (!status_isdead(bl))
  6463. break;
  6464. {
  6465. int per = 0, sper = 0;
  6466. if (tsc && tsc->data[SC_HELLPOWER]) {
  6467. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6468. break;
  6469. }
  6470. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6471. break;
  6472. switch(skill_lv){
  6473. case 1: per=10; break;
  6474. case 2: per=30; break;
  6475. case 3: per=50; break;
  6476. case 4: per=80; break;
  6477. }
  6478. if(dstsd && dstsd->special_state.restart_full_recover)
  6479. per = sper = 100;
  6480. if (status_revive(bl, per, sper))
  6481. {
  6482. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6483. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6484. {
  6485. t_exp exp = 0,jexp = 0;
  6486. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6487. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6488. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6489. if (exp < 1) exp = 1;
  6490. }
  6491. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6492. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6493. if (jexp < 1) jexp = 1;
  6494. }
  6495. if(exp > 0 || jexp > 0)
  6496. pc_gainexp (sd, bl, exp, jexp, 0);
  6497. }
  6498. }
  6499. }
  6500. break;
  6501. case AL_DECAGI:
  6502. case MER_DECAGI:
  6503. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6504. 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)));
  6505. break;
  6506. case AL_CRUCIS:
  6507. if (flag&1)
  6508. 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));
  6509. else {
  6510. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6511. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6512. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6513. }
  6514. break;
  6515. case SP_SOULCURSE:
  6516. if (flag&1)
  6517. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6518. else {
  6519. 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);
  6520. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6521. }
  6522. break;
  6523. case PR_LEXDIVINA:
  6524. case MER_LEXDIVINA:
  6525. if (tsce)
  6526. status_change_end(bl, type, INVALID_TIMER);
  6527. else
  6528. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6529. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6530. break;
  6531. case SA_ABRACADABRA:
  6532. if (abra_db.empty()) {
  6533. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6534. break;
  6535. }
  6536. else {
  6537. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6538. do {
  6539. auto abra_spell = abra_db.random();
  6540. abra_skill_id = abra_spell->skill_id;
  6541. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6542. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6543. break;
  6544. }
  6545. } while (checked++ < checked_max);
  6546. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6547. if( sd )
  6548. {// player-casted
  6549. sd->state.abra_flag = 1;
  6550. sd->skillitem = abra_skill_id;
  6551. sd->skillitemlv = abra_skill_lv;
  6552. sd->skillitem_keep_requirement = false;
  6553. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6554. }
  6555. else
  6556. {// mob-casted
  6557. struct unit_data *ud = unit_bl2ud(src);
  6558. int inf = skill_get_inf(abra_skill_id);
  6559. if (!ud) break;
  6560. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6561. if (src->type == BL_PET)
  6562. bl = (struct block_list*)((TBL_PET*)src)->master;
  6563. if (!bl) bl = src;
  6564. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6565. } else { //Assume offensive skills
  6566. int target_id = 0;
  6567. if (ud->target)
  6568. target_id = ud->target;
  6569. else switch (src->type) {
  6570. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6571. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6572. }
  6573. if (!target_id)
  6574. break;
  6575. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6576. bl = map_id2bl(target_id);
  6577. if (!bl) bl = src;
  6578. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6579. } else
  6580. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6581. }
  6582. }
  6583. }
  6584. break;
  6585. case SA_COMA:
  6586. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6587. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6588. break;
  6589. case SA_FULLRECOVERY:
  6590. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6591. if (status_isimmune(bl))
  6592. break;
  6593. status_percent_heal(bl, 100, 100);
  6594. break;
  6595. case NPC_ALLHEAL:
  6596. {
  6597. int heal;
  6598. if( status_isimmune(bl) )
  6599. break;
  6600. heal = status_percent_heal(bl, 100, 0);
  6601. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6602. if( dstmd )
  6603. { // Reset Damage Logs
  6604. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6605. dstmd->tdmg = 0;
  6606. }
  6607. }
  6608. break;
  6609. case SA_SUMMONMONSTER:
  6610. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6611. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6612. break;
  6613. case SA_LEVELUP:
  6614. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6615. if (sd && pc_nextbaseexp(sd))
  6616. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6617. break;
  6618. case SA_INSTANTDEATH:
  6619. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6620. status_kill(src);
  6621. break;
  6622. case SA_QUESTION:
  6623. clif_emotion(src,ET_QUESTION);
  6624. case SA_GRAVITY:
  6625. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6626. break;
  6627. case SA_CLASSCHANGE:
  6628. case SA_MONOCELL:
  6629. if (dstmd)
  6630. {
  6631. int class_;
  6632. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6633. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6634. break;
  6635. }
  6636. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6637. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6638. mob_class_change(dstmd,class_);
  6639. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6640. 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 };
  6641. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6642. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6643. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6644. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6645. }
  6646. }
  6647. break;
  6648. case SA_DEATH:
  6649. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6651. break;
  6652. }
  6653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6654. status_kill(bl);
  6655. break;
  6656. case SA_REVERSEORCISH:
  6657. case ALL_REVERSEORCISH:
  6658. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6659. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6660. break;
  6661. case SA_FORTUNE:
  6662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6663. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6664. break;
  6665. case SA_TAMINGMONSTER:
  6666. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6667. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6668. pet_catch_process1(sd, dstmd->mob_id);
  6669. }
  6670. break;
  6671. case CR_PROVIDENCE:
  6672. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6673. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6674. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6675. map_freeblock_unlock();
  6676. return 1;
  6677. }
  6678. }
  6679. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6680. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6681. break;
  6682. case CG_MARIONETTE:
  6683. {
  6684. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
  6685. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6687. map_freeblock_unlock();
  6688. return 1;
  6689. }
  6690. status_change* sc = status_get_sc(src);
  6691. if( sc && tsc )
  6692. {
  6693. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6694. {
  6695. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6696. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6697. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6698. }
  6699. else
  6700. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6701. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6702. {
  6703. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6704. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6705. }
  6706. else
  6707. {
  6708. if( sd )
  6709. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6710. map_freeblock_unlock();
  6711. return 1;
  6712. }
  6713. }
  6714. }
  6715. break;
  6716. case RG_CLOSECONFINE:
  6717. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6718. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6719. break;
  6720. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6721. case SA_FROSTWEAPON:
  6722. case SA_LIGHTNINGLOADER:
  6723. case SA_SEISMICWEAPON:
  6724. if (dstsd && dstsd->status.weapon == W_FIST) {
  6725. if (sd)
  6726. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6727. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6728. break;
  6729. }
  6730. #ifdef RENEWAL
  6731. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6732. #else
  6733. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6734. 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)))) {
  6735. if (dstsd){
  6736. short index = dstsd->equip_index[EQI_HAND_R];
  6737. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6738. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6739. }
  6740. if (sd)
  6741. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6742. }
  6743. #endif
  6744. break;
  6745. case PR_ASPERSIO:
  6746. if (sd && dstmd) {
  6747. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6748. break;
  6749. }
  6750. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6751. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6752. break;
  6753. case ITEM_ENCHANTARMS:
  6754. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6755. break;
  6756. case TK_SEVENWIND:
  6757. switch(skill_get_ele(skill_id,skill_lv)) {
  6758. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6759. case ELE_WIND : type = SC_WINDWEAPON; break;
  6760. case ELE_WATER : type = SC_WATERWEAPON; break;
  6761. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6762. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6763. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6764. case ELE_HOLY : type = SC_ASPERSIO; break;
  6765. }
  6766. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6767. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6768. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6769. break;
  6770. case PR_KYRIE:
  6771. case MER_KYRIE:
  6772. case SU_TUNAPARTY:
  6773. case SU_GROOMING:
  6774. case SU_CHATTERING:
  6775. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6776. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6777. break;
  6778. //Passive Magnum, should had been casted on yourself.
  6779. case SM_MAGNUM:
  6780. case MS_MAGNUM:
  6781. skill_area_temp[1] = 0;
  6782. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6783. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6784. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6785. // Initiate 20% of your damage becomes fire element.
  6786. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6787. break;
  6788. case TK_JUMPKICK:
  6789. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6790. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6791. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6792. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6793. clif_blown(src);
  6794. }
  6795. } else
  6796. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6797. break;
  6798. case PR_BENEDICTIO:
  6799. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6800. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6801. break;
  6802. case AL_INCAGI:
  6803. case AL_BLESSING:
  6804. case MER_INCAGI:
  6805. case MER_BLESSING:
  6806. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6807. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6808. break;
  6809. }
  6810. case PR_SLOWPOISON:
  6811. case PR_LEXAETERNA:
  6812. #ifndef RENEWAL
  6813. case PR_IMPOSITIO:
  6814. case PR_SUFFRAGIUM:
  6815. #endif
  6816. case LK_BERSERK:
  6817. case MS_BERSERK:
  6818. case KN_TWOHANDQUICKEN:
  6819. case KN_ONEHAND:
  6820. case MER_QUICKEN:
  6821. case CR_SPEARQUICKEN:
  6822. case CR_REFLECTSHIELD:
  6823. case MS_REFLECTSHIELD:
  6824. case AS_POISONREACT:
  6825. #ifndef RENEWAL
  6826. case MC_LOUD:
  6827. #endif
  6828. case MG_ENERGYCOAT:
  6829. case MO_EXPLOSIONSPIRITS:
  6830. case MO_STEELBODY:
  6831. case MO_BLADESTOP:
  6832. case LK_AURABLADE:
  6833. case LK_PARRYING:
  6834. case MS_PARRYING:
  6835. case LK_CONCENTRATION:
  6836. #ifdef RENEWAL
  6837. case HP_BASILICA:
  6838. #endif
  6839. case WS_CARTBOOST:
  6840. case SN_SIGHT:
  6841. case WS_MELTDOWN:
  6842. case WS_OVERTHRUSTMAX:
  6843. case ST_REJECTSWORD:
  6844. case HW_MAGICPOWER:
  6845. case PF_MEMORIZE:
  6846. case PA_SACRIFICE:
  6847. case ASC_EDP:
  6848. case PF_DOUBLECASTING:
  6849. case SG_SUN_COMFORT:
  6850. case SG_MOON_COMFORT:
  6851. case SG_STAR_COMFORT:
  6852. case GS_MADNESSCANCEL:
  6853. case GS_ADJUSTMENT:
  6854. case GS_INCREASING:
  6855. #ifdef RENEWAL
  6856. case GS_MAGICALBULLET:
  6857. #endif
  6858. case NJ_KASUMIKIRI:
  6859. case NJ_UTSUSEMI:
  6860. case NJ_NEN:
  6861. case NPC_DEFENDER:
  6862. case NPC_MAGICMIRROR:
  6863. case ST_PRESERVE:
  6864. case NPC_KEEPING:
  6865. case NPC_BARRIER:
  6866. case NPC_INVINCIBLE:
  6867. case NPC_INVINCIBLEOFF:
  6868. case MER_INVINCIBLEOFF2:
  6869. case RK_DEATHBOUND:
  6870. case AB_EXPIATIO:
  6871. case AB_DUPLELIGHT:
  6872. case AB_SECRAMENT:
  6873. case AB_OFFERTORIUM:
  6874. case NC_ACCELERATION:
  6875. case NC_HOVERING:
  6876. case NC_SHAPESHIFT:
  6877. case WL_MARSHOFABYSS:
  6878. case WL_RECOGNIZEDSPELL:
  6879. case GC_VENOMIMPRESS:
  6880. case SC_DEADLYINFECT:
  6881. case LG_EXEEDBREAK:
  6882. case LG_PRESTIGE:
  6883. case LG_INSPIRATION:
  6884. case SR_CRESCENTELBOW:
  6885. case SR_LIGHTNINGWALK:
  6886. case GN_CARTBOOST:
  6887. case GN_BLOOD_SUCKER:
  6888. case GN_HELLS_PLANT:
  6889. case KO_MEIKYOUSISUI:
  6890. case ALL_ODINS_POWER:
  6891. case ALL_FULL_THROTTLE:
  6892. case RA_UNLIMIT:
  6893. case WL_TELEKINESIS_INTENSE:
  6894. case RL_HEAT_BARREL:
  6895. case RL_P_ALTER:
  6896. case RL_E_CHAIN:
  6897. case SU_FRESHSHRIMP:
  6898. case SU_ARCLOUSEDASH:
  6899. case NPC_MAXPAIN:
  6900. case SP_SOULREAPER:
  6901. case SJ_LIGHTOFMOON:
  6902. case SJ_LIGHTOFSTAR:
  6903. case SJ_FALLINGSTAR:
  6904. case SJ_LIGHTOFSUN:
  6905. case SJ_BOOKOFDIMENSION:
  6906. case NPC_HALLUCINATIONWALK:
  6907. case DK_CHARGINGPIERCE:
  6908. case DK_VIGOR:
  6909. case AG_CLIMAX:
  6910. case IQ_POWERFUL_FAITH:
  6911. case IQ_FIRM_FAITH:
  6912. case IQ_SINCERE_FAITH:
  6913. case IQ_FIRST_FAITH_POWER:
  6914. case IQ_JUDGE:
  6915. case IQ_THIRD_EXOR_FLAME:
  6916. case IG_REBOUND_SHIELD:
  6917. case IG_HOLY_SHIELD:
  6918. case CD_ARGUTUS_VITA:
  6919. case CD_ARGUTUS_TELUM:
  6920. case CD_PRESENS_ACIES:
  6921. case CD_RELIGIO:
  6922. case CD_BENEDICTUM:
  6923. case SHC_SHADOW_EXCEED:
  6924. case SHC_POTENT_VENOM:
  6925. case SHC_ENCHANTING_SHADOW:
  6926. case MT_D_MACHINE:
  6927. case ABC_ABYSS_SLAYER:
  6928. case WH_WIND_SIGN:
  6929. case WH_CALAMITYGALE:
  6930. case BO_RESEARCHREPORT:
  6931. case TR_MYSTIC_SYMPHONY:
  6932. case TR_KVASIR_SONATA:
  6933. case EM_SPELL_ENCHANTING:
  6934. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6935. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6936. break;
  6937. case LG_SHIELDSPELL:
  6938. if (skill_lv == 1)
  6939. type = SC_SHIELDSPELL_HP;
  6940. else if (skill_lv == 2)
  6941. type = SC_SHIELDSPELL_SP;
  6942. else
  6943. type = SC_SHIELDSPELL_ATK;
  6944. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6945. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6946. break;
  6947. case DK_SERVANTWEAPON:
  6948. case ABC_FROM_THE_ABYSS:
  6949. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  6950. break;
  6951. case TR_SOUNDBLEND:
  6952. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  6953. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  6954. break;
  6955. case AG_VIOLENT_QUAKE:
  6956. case AG_ALL_BLOOM:
  6957. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6958. break;
  6959. case AG_DESTRUCTIVE_HURRICANE:
  6960. case AG_CRYSTAL_IMPACT:
  6961. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  6962. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6963. } else {
  6964. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  6965. status_change *sc = status_get_sc(src);
  6966. if (sc && sc->data[SC_CLIMAX])
  6967. climax_lv = sc->data[SC_CLIMAX]->val1;
  6968. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  6969. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  6970. splash_size = 9; // 19x19
  6971. else if(skill_id == AG_CRYSTAL_IMPACT)
  6972. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  6973. }
  6974. skill_area_temp[1] = 0;
  6975. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6976. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  6977. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6978. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  6979. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  6980. else {
  6981. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  6982. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  6983. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6984. }
  6985. }
  6986. break;
  6987. case CD_MEDIALE_VOTUM:
  6988. case CD_DILECTIO_HEAL:
  6989. if (flag & 1) {
  6990. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  6991. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  6992. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  6993. status_heal(bl, heal_amount, 0, 0);
  6994. } else if (sd)
  6995. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  6996. } else {
  6997. if (skill_id == CD_MEDIALE_VOTUM)
  6998. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6999. else { // Dilectio Heal
  7000. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7001. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7002. }
  7003. }
  7004. break;
  7005. case CD_COMPETENTIA:
  7006. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7007. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7008. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7009. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7010. status_heal(bl, hp_amount, 0, 0);
  7011. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7012. status_heal(bl, 0, sp_amount, 0);
  7013. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7014. } else if (sd)
  7015. 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);
  7016. break;
  7017. case BO_ADVANCE_PROTECTION:
  7018. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7019. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7020. map_freeblock_unlock(); // Don't consume item requirements
  7021. return 0;
  7022. }
  7023. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7024. break;
  7025. case EM_ACTIVITY_BURN:
  7026. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7027. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7028. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7029. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7030. } else
  7031. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7032. break;
  7033. case EM_INCREASING_ACTIVITY:
  7034. if (bl->type == BL_PC) {
  7035. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7036. status_heal(bl, 0, 0, 20 + 5 * skill_lv, 0);
  7037. } else
  7038. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7039. break;
  7040. case SJ_GRAVITYCONTROL: {
  7041. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7042. if (bl->type == BL_PC)
  7043. fall_damage += dstsd->weight / 10 - tstatus->def;
  7044. else // Monster's don't have weight. Put something in its place.
  7045. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7046. fall_damage = max(1, fall_damage);
  7047. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7048. }
  7049. break;
  7050. case NPC_HALLUCINATION:
  7051. case NPC_HELLPOWER:
  7052. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7053. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7054. break;
  7055. case KN_AUTOCOUNTER:
  7056. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7057. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7058. break;
  7059. case SO_STRIKING:
  7060. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7061. int bonus = 0;
  7062. if (dstsd) {
  7063. short index = dstsd->equip_index[EQI_HAND_R];
  7064. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7065. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7066. }
  7067. 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)));
  7068. } else if (sd)
  7069. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7070. break;
  7071. case NPC_STOP:
  7072. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7073. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7074. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7075. break;
  7076. case HP_ASSUMPTIO:
  7077. if( sd && dstmd )
  7078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7079. else
  7080. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7081. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7082. break;
  7083. case MG_SIGHT:
  7084. case MER_SIGHT:
  7085. case AL_RUWACH:
  7086. case WZ_SIGHTBLASTER:
  7087. case NPC_WIDESIGHT:
  7088. case NPC_STONESKIN:
  7089. case NPC_ANTIMAGIC:
  7090. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7091. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7092. break;
  7093. case HLIF_AVOID:
  7094. case HAMI_DEFENCE:
  7095. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7096. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7097. break;
  7098. case NJ_BUNSINJYUTSU:
  7099. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  7100. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7101. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7102. status_change_end(bl, SC_NEN, INVALID_TIMER);
  7103. break;
  7104. /* Was modified to only affect targetted char. [Skotlex]
  7105. case HP_ASSUMPTIO:
  7106. if (flag&1)
  7107. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7108. else
  7109. {
  7110. map_foreachinallrange(skill_area_sub, bl,
  7111. skill_get_splash(skill_id, skill_lv), BL_PC,
  7112. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7113. skill_castend_nodamage_id);
  7114. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7115. }
  7116. break;
  7117. */
  7118. case SM_ENDURE:
  7119. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7120. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7121. break;
  7122. case AS_ENCHANTPOISON:
  7123. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7124. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7125. }else{
  7126. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7127. if( sd != nullptr ){
  7128. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7129. }
  7130. }
  7131. break;
  7132. case LK_TENSIONRELAX:
  7133. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7134. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7135. skill_get_time(skill_id,skill_lv)));
  7136. break;
  7137. case MC_CHANGECART:
  7138. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7139. break;
  7140. case MC_CARTDECORATE:
  7141. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7142. if( sd ) {
  7143. clif_SelectCart(sd);
  7144. }
  7145. break;
  7146. case TK_MISSION:
  7147. if (sd) {
  7148. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7149. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7151. break;
  7152. }
  7153. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7154. if (!id) {
  7155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7156. break;
  7157. }
  7158. sd->mission_mobid = id;
  7159. sd->mission_count = 0;
  7160. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7161. clif_mission_info(sd, id, 0);
  7162. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7163. }
  7164. break;
  7165. case AC_CONCENTRATION:
  7166. {
  7167. int splash = skill_get_splash(skill_id, skill_lv);
  7168. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7169. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7170. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7171. map_foreachinallrange( status_change_timer_sub, src,
  7172. splash, BL_CHAR, src, NULL, type, tick);
  7173. }
  7174. break;
  7175. case SM_PROVOKE:
  7176. case SM_SELFPROVOKE:
  7177. case MER_PROVOKE:
  7178. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7179. map_freeblock_unlock();
  7180. return 1;
  7181. }
  7182. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7183. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7184. {
  7185. if( sd )
  7186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7187. map_freeblock_unlock();
  7188. return 0;
  7189. }
  7190. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7191. unit_skillcastcancel(bl, 2);
  7192. if( tsc && tsc->count )
  7193. {
  7194. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7195. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  7196. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7197. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7198. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  7199. }
  7200. if( dstmd )
  7201. {
  7202. dstmd->state.provoke_flag = src->id;
  7203. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7204. }
  7205. break;
  7206. case ML_DEVOTION:
  7207. case CR_DEVOTION:
  7208. {
  7209. int count, lv;
  7210. if( !dstsd || (!sd && !mer) )
  7211. { // Only players can be devoted
  7212. if( sd )
  7213. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7214. break;
  7215. }
  7216. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7217. lv = -lv;
  7218. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7219. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  7220. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7221. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7222. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  7223. {
  7224. if( sd )
  7225. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7226. map_freeblock_unlock();
  7227. return 1;
  7228. }
  7229. i = 0;
  7230. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7231. if( sd )
  7232. { // Player Devoting Player
  7233. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7234. if( i == count )
  7235. {
  7236. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7237. if( i == count )
  7238. { // No free slots, skill Fail
  7239. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7240. map_freeblock_unlock();
  7241. return 1;
  7242. }
  7243. }
  7244. sd->devotion[i] = bl->id;
  7245. }
  7246. else
  7247. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7248. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7249. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7250. clif_devotion(src, NULL);
  7251. }
  7252. break;
  7253. case SP_SOULUNITY: {
  7254. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7255. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7256. if (!dstsd || !sd) { // Only put player's souls in unity.
  7257. if (sd)
  7258. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7259. break;
  7260. }
  7261. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  7262. if (sd)
  7263. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7264. map_freeblock_unlock();
  7265. return 1;
  7266. }
  7267. if (sd) { // Unite player's soul with caster's soul.
  7268. i = 0;
  7269. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7270. if (i == count) {
  7271. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7272. if(i == count) { // No more free slots? Fail the skill.
  7273. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7274. map_freeblock_unlock();
  7275. return 1;
  7276. }
  7277. }
  7278. sd->united_soul[i] = bl->id;
  7279. }
  7280. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7281. } else if (sd)
  7282. 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);
  7283. }
  7284. break;
  7285. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7286. // Only players and monsters can be marked....I think??? [Rytech]
  7287. // Lets only allow players and monsters to use this skill for safety reasons.
  7288. if ((!dstsd && !dstmd) || !sd && !md) {
  7289. if (sd)
  7290. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7291. break;
  7292. }
  7293. // Check if the target is already marked by another source.
  7294. if (tsc && tsc->data[type] && tsc->data[type]->val1 != src->id) {
  7295. if (sd)
  7296. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7297. map_freeblock_unlock();
  7298. return 1;
  7299. }
  7300. // Mark the target.
  7301. if( sd ){
  7302. int8 count = MAX_SERVANT_SIGN;
  7303. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7304. if (i == count) {
  7305. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7306. if (i == count) { // Max number of targets marked. Fail the skill.
  7307. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7308. map_freeblock_unlock();
  7309. return 1;
  7310. }
  7311. // Add the ID of the marked target to the player's sign list.
  7312. sd->servant_sign[i] = bl->id;
  7313. }
  7314. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7315. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7316. } else if (md) // Monster's cant track with this skill. Just give the status.
  7317. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7318. break;
  7319. case MO_CALLSPIRITS:
  7320. if(sd) {
  7321. int limit = skill_lv;
  7322. if( sd->sc.data[SC_RAISINGDRAGON] )
  7323. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  7324. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7325. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7326. }
  7327. break;
  7328. case CH_SOULCOLLECT:
  7329. if(sd) {
  7330. int limit = 5;
  7331. if( sd->sc.data[SC_RAISINGDRAGON] )
  7332. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  7333. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7334. for (i = 0; i < limit; i++)
  7335. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7336. }
  7337. break;
  7338. case MO_KITRANSLATION:
  7339. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7340. //Require will define how many spiritballs will be transferred
  7341. struct s_skill_condition require;
  7342. require = skill_get_requirement(sd,skill_id,skill_lv);
  7343. pc_delspiritball(sd,require.spiritball,0);
  7344. for (i = 0; i < require.spiritball; i++)
  7345. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7346. } else {
  7347. if(sd)
  7348. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7349. map_freeblock_unlock();
  7350. return 0;
  7351. }
  7352. break;
  7353. case TK_TURNKICK:
  7354. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7355. if (skill_area_temp[1] != bl->id) {
  7356. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7357. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7358. }
  7359. break;
  7360. case MO_ABSORBSPIRITS:
  7361. i = 0;
  7362. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7363. ((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]
  7364. if (dstsd->spiritball > 0) {
  7365. i = dstsd->spiritball * 7;
  7366. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7367. }
  7368. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7369. i += dstsd->spiritcharm * 7;
  7370. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7371. }
  7372. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7373. i = 2 * dstmd->level;
  7374. mob_target(dstmd,src,0);
  7375. } else {
  7376. if (sd)
  7377. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7378. break;
  7379. }
  7380. if (i) status_heal(src, 0, i, 3);
  7381. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7382. break;
  7383. case AC_MAKINGARROW:
  7384. if(sd) {
  7385. clif_arrow_create_list(sd);
  7386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7387. }
  7388. break;
  7389. case AM_PHARMACY:
  7390. if(sd) {
  7391. clif_skill_produce_mix_list(sd,skill_id,22);
  7392. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7393. }
  7394. break;
  7395. case SA_CREATECON:
  7396. if(sd) {
  7397. clif_elementalconverter_list(sd);
  7398. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7399. }
  7400. break;
  7401. case BS_HAMMERFALL:
  7402. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7403. break;
  7404. case RG_RAID:
  7405. skill_area_temp[1] = 0;
  7406. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7407. map_foreachinrange(skill_area_sub, bl,
  7408. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7409. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7410. skill_castend_damage_id);
  7411. status_change_end(src, SC_HIDING, INVALID_TIMER);
  7412. break;
  7413. //List of self skills that give damage around caster
  7414. case ASC_METEORASSAULT:
  7415. case GS_SPREADATTACK:
  7416. case RK_WINDCUTTER:
  7417. case RK_STORMBLAST:
  7418. case NC_AXETORNADO:
  7419. case GC_COUNTERSLASH:
  7420. case SR_SKYNETBLOW:
  7421. case SR_RAMPAGEBLASTER:
  7422. case SR_HOWLINGOFLION:
  7423. case LG_CANNONSPEAR:
  7424. case LG_OVERBRAND:
  7425. case NPC_RAYOFGENESIS:
  7426. case LG_RAYOFGENESIS:
  7427. case KO_HAPPOKUNAI:
  7428. case RL_FIREDANCE:
  7429. case RL_R_TRIP:
  7430. case SJ_FULLMOONKICK:
  7431. case SJ_NEWMOONKICK:
  7432. case SJ_SOLARBURST:
  7433. case SJ_STAREMPEROR:
  7434. case SJ_FALLINGSTAR_ATK:
  7435. case DK_SERVANT_W_DEMOL:
  7436. case AG_FROZEN_SLASH:
  7437. case IQ_OLEUM_SANCTUM:
  7438. case IQ_MASSIVE_F_BLASTER:
  7439. case IQ_EXPOSION_BLASTER:
  7440. case SHC_IMPACT_CRATER:
  7441. case MT_AXE_STOMP:
  7442. case ABC_ABYSS_DAGGER:
  7443. {
  7444. struct status_change *sc = status_get_sc(src);
  7445. int starget = BL_CHAR|BL_SKILL;
  7446. if (skill_id == SR_HOWLINGOFLION)
  7447. starget = splash_target(src);
  7448. if (skill_id == SJ_NEWMOONKICK) {
  7449. if (tsce) {
  7450. status_change_end(bl, type, INVALID_TIMER);
  7451. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7452. break;
  7453. } else
  7454. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7455. }
  7456. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  7457. if (sd) {
  7458. // Remove old shields if any exist.
  7459. pc_delspiritball(sd, sd->spiritball, 0);
  7460. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7461. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7462. }
  7463. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  7464. }
  7465. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7466. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7467. skill_area_temp[1] = 0;
  7468. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7469. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7470. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7471. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7472. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7473. }
  7474. break;
  7475. case SHC_DANCING_KNIFE:
  7476. case MT_A_MACHINE:
  7477. if (flag & 1) {
  7478. skill_area_temp[1] = 0;
  7479. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7480. pc_setstand(sd, true);
  7481. skill_sit(sd, false);
  7482. }
  7483. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7484. } else {
  7485. if (skill_id == MT_A_MACHINE && dstsd) {
  7486. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7487. if (lv > battle_config.attack_machine_level_difference) {
  7488. if (sd)
  7489. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7490. map_freeblock_unlock();
  7491. return 0;
  7492. }
  7493. }
  7494. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7495. }
  7496. break;
  7497. case EM_ELEMENTAL_BUSTER: {
  7498. if (sd == nullptr)
  7499. break;
  7500. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7501. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7502. map_freeblock_unlock();
  7503. return 0;
  7504. }
  7505. uint16 buster_element;
  7506. switch (sd->ed->elemental.class_) {
  7507. case ELEMENTALID_ARDOR:
  7508. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7509. break;
  7510. case ELEMENTALID_DILUVIO:
  7511. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7512. break;
  7513. case ELEMENTALID_PROCELLA:
  7514. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7515. break;
  7516. case ELEMENTALID_TERREMOTUS:
  7517. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7518. break;
  7519. case ELEMENTALID_SERPENS:
  7520. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7521. break;
  7522. }
  7523. skill_area_temp[1] = 0;
  7524. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7525. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7526. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7527. }
  7528. break;
  7529. case NPC_IGNITIONBREAK:
  7530. case RK_IGNITIONBREAK:
  7531. skill_area_temp[1] = 0;
  7532. #if PACKETVER >= 20180207
  7533. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7534. #else
  7535. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7536. #endif
  7537. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7538. break;
  7539. case SR_TIGERCANNON:
  7540. case SR_WINDMILL:
  7541. case GN_CART_TORNADO:
  7542. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7543. case SR_EARTHSHAKER:
  7544. case NC_INFRAREDSCAN:
  7545. case NPC_VAMPIRE_GIFT:
  7546. case NPC_HELLJUDGEMENT:
  7547. case NPC_PULSESTRIKE:
  7548. case LG_MOONSLASHER:
  7549. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7550. break;
  7551. #ifdef RENEWAL
  7552. case KN_BRANDISHSPEAR:
  7553. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7554. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7555. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7556. skill_castend_damage_id);
  7557. break;
  7558. #else
  7559. case KN_BRANDISHSPEAR:
  7560. #endif
  7561. case ML_BRANDISH:
  7562. skill_area_temp[1] = bl->id;
  7563. if(skill_lv >= 10)
  7564. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7565. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7566. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7567. skill_castend_damage_id);
  7568. if(skill_lv >= 7)
  7569. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7570. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7571. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7572. skill_castend_damage_id);
  7573. if(skill_lv >= 4)
  7574. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7575. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7576. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7577. skill_castend_damage_id);
  7578. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7579. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7580. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7581. skill_castend_damage_id);
  7582. break;
  7583. case WZ_SIGHTRASHER:
  7584. //Passive side of the attack.
  7585. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  7586. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7587. map_foreachinshootrange(skill_area_sub,src,
  7588. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7589. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7590. skill_castend_damage_id);
  7591. break;
  7592. case WZ_FROSTNOVA:
  7593. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7594. skill_area_temp[1] = 0;
  7595. map_foreachinshootrange(skill_attack_area, src,
  7596. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7597. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7598. break;
  7599. case HVAN_EXPLOSION: //[orn]
  7600. case NPC_SELFDESTRUCTION:
  7601. //Self Destruction hits everyone in range (allies+enemies)
  7602. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7603. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7604. BCT_ENEMY:BCT_ALL;
  7605. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7606. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7607. map_foreachinshootrange(skill_area_sub, bl,
  7608. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7609. src, skill_id, skill_lv, tick, flag|i,
  7610. skill_castend_damage_id);
  7611. if(map_addblock(src)) {
  7612. map_freeblock_unlock();
  7613. return 1;
  7614. }
  7615. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7616. break;
  7617. case AL_ANGELUS:
  7618. #ifdef RENEWAL
  7619. case PR_SUFFRAGIUM:
  7620. case PR_IMPOSITIO:
  7621. #endif
  7622. case PR_MAGNIFICAT:
  7623. case PR_GLORIA:
  7624. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7625. // Animations don't play when outside visible range
  7626. if (check_distance_bl(src, bl, AREA_SIZE))
  7627. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7628. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7629. }
  7630. else if (sd)
  7631. 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);
  7632. break;
  7633. #ifdef RENEWAL
  7634. case MC_LOUD:
  7635. #endif
  7636. case SN_WINDWALK:
  7637. case CASH_BLESSING:
  7638. case CASH_INCAGI:
  7639. case CASH_ASSUMPTIO:
  7640. case WM_FRIGG_SONG:
  7641. case NV_HELPANGEL:
  7642. case IG_GUARDIAN_SHIELD:
  7643. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7644. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7645. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7646. else if (sd)
  7647. {
  7648. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7649. status_set_hp(src, 1, 0);
  7650. 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);
  7651. }
  7652. break;
  7653. case MER_MAGNIFICAT:
  7654. if( mer != NULL )
  7655. {
  7656. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7657. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7658. 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);
  7659. else if( mer->master && !(flag&1) )
  7660. 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)));
  7661. }
  7662. break;
  7663. case BS_ADRENALINE:
  7664. case BS_ADRENALINE2:
  7665. case BS_WEAPONPERFECT:
  7666. case BS_OVERTHRUST:
  7667. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7668. int weapontype = skill_get_weapontype(skill_id);
  7669. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7670. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7671. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7672. }
  7673. } else if (sd) {
  7674. party_foreachsamemap(skill_area_sub,
  7675. sd,skill_get_splash(skill_id, skill_lv),
  7676. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7677. skill_castend_nodamage_id);
  7678. }
  7679. break;
  7680. case BS_MAXIMIZE:
  7681. case NV_TRICKDEAD:
  7682. case CR_DEFENDER:
  7683. case ML_DEFENDER:
  7684. case CR_AUTOGUARD:
  7685. case ML_AUTOGUARD:
  7686. case TK_READYSTORM:
  7687. case TK_READYDOWN:
  7688. case TK_READYTURN:
  7689. case TK_READYCOUNTER:
  7690. case TK_DODGE:
  7691. case CR_SHRINK:
  7692. case SG_FUSION:
  7693. case GS_GATLINGFEVER:
  7694. case SJ_LUNARSTANCE:
  7695. case SJ_STARSTANCE:
  7696. case SJ_UNIVERSESTANCE:
  7697. case SJ_SUNSTANCE:
  7698. case SP_SOULCOLLECT:
  7699. case IG_GUARD_STANCE:
  7700. case IG_ATTACK_STANCE:
  7701. if( tsce )
  7702. {
  7703. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7704. map_freeblock_unlock();
  7705. return 0;
  7706. }
  7707. if( skill_id == SP_SOULCOLLECT ){
  7708. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  7709. }else{
  7710. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7711. }
  7712. break;
  7713. case SL_KAITE:
  7714. case SL_KAAHI:
  7715. case SL_KAIZEL:
  7716. case SL_KAUPE:
  7717. case SP_KAUTE:
  7718. if (sd) {
  7719. if (!dstsd || !(
  7720. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7721. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7722. dstsd->status.char_id == sd->status.char_id ||
  7723. dstsd->status.char_id == sd->status.partner_id ||
  7724. dstsd->status.char_id == sd->status.child ||
  7725. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7726. )) {
  7727. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7728. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7729. break;
  7730. }
  7731. }
  7732. if (skill_id == SP_KAUTE) {
  7733. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7734. if (sd)
  7735. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7736. break;
  7737. }
  7738. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7739. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7740. } else
  7741. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7742. break;
  7743. case SM_AUTOBERSERK:
  7744. case MER_AUTOBERSERK:
  7745. if( tsce )
  7746. i = status_change_end(bl, type, INVALID_TIMER);
  7747. else
  7748. i = sc_start(src,bl,type,100,skill_lv,60000);
  7749. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7750. break;
  7751. case TF_HIDING:
  7752. case ST_CHASEWALK:
  7753. case KO_YAMIKUMO:
  7754. if (tsce)
  7755. {
  7756. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7757. map_freeblock_unlock();
  7758. return 0;
  7759. }
  7760. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7761. break;
  7762. case TK_RUN:
  7763. if (tsce)
  7764. {
  7765. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7766. map_freeblock_unlock();
  7767. return 0;
  7768. }
  7769. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7770. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7771. clif_walkok(sd); // So aegis has to resend the walk ok.
  7772. break;
  7773. case AS_CLOAKING:
  7774. case GC_CLOAKINGEXCEED:
  7775. case LG_FORCEOFVANGUARD:
  7776. case SC_REPRODUCE:
  7777. case SC_INVISIBILITY:
  7778. case RA_CAMOUFLAGE:
  7779. if (tsce) {
  7780. i = status_change_end(bl, type, INVALID_TIMER);
  7781. if( i )
  7782. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7783. else if( sd )
  7784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7785. map_freeblock_unlock();
  7786. return 0;
  7787. }
  7788. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7789. if( i )
  7790. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7791. else if( sd )
  7792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7793. break;
  7794. case CG_SPECIALSINGER:
  7795. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7796. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7797. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  7798. }
  7799. break;
  7800. case BD_ADAPTATION:
  7801. #ifdef RENEWAL
  7802. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7803. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7804. #else
  7805. if(tsc && tsc->data[SC_DANCING]){
  7806. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7807. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7808. }
  7809. #endif
  7810. break;
  7811. case BA_FROSTJOKER:
  7812. case DC_SCREAM:
  7813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7814. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7815. if (md) {
  7816. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7817. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7818. char temp[70];
  7819. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7820. clif_disp_overhead(&md->bl,temp);
  7821. }
  7822. break;
  7823. case BA_PANGVOICE:
  7824. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7825. #ifdef RENEWAL
  7826. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  7827. #endif
  7828. break;
  7829. case DC_WINKCHARM:
  7830. if( dstsd ) {
  7831. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7832. #ifdef RENEWAL
  7833. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  7834. #endif
  7835. } else
  7836. if( dstmd )
  7837. {
  7838. if( status_get_lv(src) > status_get_lv(bl)
  7839. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7840. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7841. 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)));
  7842. else
  7843. {
  7844. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7845. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7846. }
  7847. }
  7848. break;
  7849. #ifdef RENEWAL
  7850. case BD_LULLABY:
  7851. case BD_RICHMANKIM:
  7852. case BD_ETERNALCHAOS:
  7853. case BD_DRUMBATTLEFIELD:
  7854. case BD_RINGNIBELUNGEN:
  7855. case BD_ROKISWEIL:
  7856. case BD_INTOABYSS:
  7857. case BD_SIEGFRIED:
  7858. case BA_DISSONANCE:
  7859. case BA_POEMBRAGI:
  7860. case BA_WHISTLE:
  7861. case BA_ASSASSINCROSS:
  7862. case BA_APPLEIDUN:
  7863. case DC_UGLYDANCE:
  7864. case DC_HUMMING:
  7865. case DC_DONTFORGETME:
  7866. case DC_FORTUNEKISS:
  7867. case DC_SERVICEFORYOU:
  7868. skill_castend_song(src, skill_id, skill_lv, tick);
  7869. break;
  7870. #endif
  7871. case TF_STEAL:
  7872. if(sd) {
  7873. if(pc_steal_item(sd,bl,skill_lv))
  7874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7875. else
  7876. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7877. }
  7878. break;
  7879. case RG_STEALCOIN:
  7880. if(sd) {
  7881. if(pc_steal_coin(sd,bl))
  7882. {
  7883. dstmd->state.provoke_flag = src->id;
  7884. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7885. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7886. }
  7887. else
  7888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7889. }
  7890. break;
  7891. case MG_STONECURSE:
  7892. {
  7893. int brate = 0;
  7894. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  7895. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7896. break;
  7897. }
  7898. if(status_isimmune(bl) || !tsc)
  7899. break;
  7900. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7901. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7902. if (tsc && tsc->data[type]) {
  7903. status_change_end(bl, type, INVALID_TIMER);
  7904. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7905. break;
  7906. }
  7907. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7908. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7909. skill_get_time2(skill_id,skill_lv)))
  7910. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7911. else if(sd) {
  7912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7913. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7914. if (skill_lv > 5)
  7915. { // not to consume items
  7916. map_freeblock_unlock();
  7917. return 0;
  7918. }
  7919. }
  7920. }
  7921. break;
  7922. case NV_FIRSTAID:
  7923. clif_skill_nodamage(src,bl,skill_id,5,1);
  7924. status_heal(bl,5,0,0);
  7925. break;
  7926. case AL_CURE:
  7927. if(status_isimmune(bl)) {
  7928. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7929. break;
  7930. }
  7931. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7932. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7933. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7934. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7936. break;
  7937. case TF_DETOXIFY:
  7938. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7939. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7940. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7941. break;
  7942. case PR_STRECOVERY:
  7943. if(status_isimmune(bl)) {
  7944. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7945. break;
  7946. }
  7947. if (tsc && tsc->opt1) {
  7948. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7949. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7950. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7951. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7952. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7953. }
  7954. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7955. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7956. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7957. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7958. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7959. if(dstmd)
  7960. mob_unlocktarget(dstmd,tick);
  7961. break;
  7962. // Mercenary Supportive Skills
  7963. case MER_BENEDICTION:
  7964. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7965. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7967. break;
  7968. case MER_COMPRESS:
  7969. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7970. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7971. break;
  7972. case MER_MENTALCURE:
  7973. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7975. break;
  7976. case MER_RECUPERATE:
  7977. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7978. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7979. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7980. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7981. break;
  7982. case MER_REGAIN:
  7983. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7984. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7986. break;
  7987. case MER_TENDER:
  7988. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7989. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7991. break;
  7992. case MER_SCAPEGOAT:
  7993. if( mer && mer->master )
  7994. {
  7995. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7996. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7997. }
  7998. break;
  7999. case MER_ESTIMATION:
  8000. if( !mer )
  8001. break;
  8002. sd = mer->master;
  8003. case WZ_ESTIMATION:
  8004. if( sd == NULL )
  8005. break;
  8006. if( dstsd )
  8007. { // Fail on Players
  8008. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8009. break;
  8010. }
  8011. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8012. clif_skill_estimation(sd, bl);
  8013. if( skill_id == MER_ESTIMATION )
  8014. sd = NULL;
  8015. break;
  8016. case BS_REPAIRWEAPON:
  8017. if(sd && dstsd)
  8018. clif_item_repair_list(sd,dstsd,skill_lv);
  8019. break;
  8020. case MC_IDENTIFY:
  8021. if(sd) {
  8022. clif_item_identify_list(sd);
  8023. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8024. map_freeblock_unlock();
  8025. return 1;
  8026. }
  8027. else { // consume sp only if succeeded
  8028. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8029. status_zap(src,0,req.sp);
  8030. }
  8031. }
  8032. break;
  8033. // Weapon Refining [Celest]
  8034. case WS_WEAPONREFINE:
  8035. if(sd)
  8036. clif_item_refine_list(sd);
  8037. break;
  8038. case MC_VENDING:
  8039. if(sd)
  8040. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8041. if ( !pc_can_give_items(sd) )
  8042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8043. else {
  8044. sd->state.prevend = 1;
  8045. sd->state.workinprogress = WIP_DISABLE_ALL;
  8046. sd->vend_skill_lv = skill_lv;
  8047. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8048. if (i < MAX_CART)
  8049. intif_storage_save(sd, &sd->cart);
  8050. else
  8051. clif_openvendingreq(sd,2+skill_lv);
  8052. }
  8053. }
  8054. break;
  8055. case AL_TELEPORT:
  8056. case ALL_ODINS_RECALL:
  8057. if(sd)
  8058. {
  8059. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8060. clif_skill_teleportmessage(sd,0);
  8061. break;
  8062. }
  8063. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8064. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8065. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8066. break;
  8067. }
  8068. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8069. sd->hd->blockskill.clear();
  8070. sd->hd->blockskill.shrink_to_fit();
  8071. }
  8072. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8073. {
  8074. if( skill_lv == 1 )
  8075. pc_randomwarp(sd,CLR_TELEPORT);
  8076. else
  8077. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  8078. break;
  8079. }
  8080. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8081. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8082. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  8083. else
  8084. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  8085. } else
  8086. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8087. break;
  8088. case NPC_EXPULSION:
  8089. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8090. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8091. break;
  8092. case AL_HOLYWATER:
  8093. if(sd) {
  8094. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8095. struct skill_unit* su;
  8096. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8097. skill_delunit(su);
  8098. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8099. }
  8100. else
  8101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8102. }
  8103. break;
  8104. case TF_PICKSTONE:
  8105. if(sd) {
  8106. unsigned char eflag;
  8107. struct item item_tmp;
  8108. struct block_list tbl;
  8109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8110. memset(&item_tmp,0,sizeof(item_tmp));
  8111. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8112. item_tmp.nameid = ITEMID_STONE;
  8113. item_tmp.identify = 1;
  8114. tbl.id = 0;
  8115. // Commented because of duplicate animation [Lemongrass]
  8116. // At the moment this displays the pickup animation a second time
  8117. // If this is required in older clients, we need to add a version check here
  8118. //clif_takeitem(&sd->bl,&tbl);
  8119. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8120. if(eflag) {
  8121. clif_additem(sd,0,0,eflag);
  8122. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8123. }
  8124. }
  8125. break;
  8126. case ASC_CDP:
  8127. if(sd) {
  8128. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8129. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8130. else
  8131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8132. }
  8133. break;
  8134. case RG_STRIPWEAPON:
  8135. case RG_STRIPSHIELD:
  8136. case RG_STRIPARMOR:
  8137. case RG_STRIPHELM:
  8138. case ST_FULLSTRIP:
  8139. case GC_WEAPONCRUSH:
  8140. case SC_STRIPACCESSARY:
  8141. case ABC_STRIP_SHADOW: {
  8142. bool i;
  8143. //Special message when trying to use strip on FCP [Jobbie]
  8144. 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])
  8145. {
  8146. clif_gospel_info(sd, 0x28);
  8147. break;
  8148. }
  8149. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8150. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8151. //Nothing stripped.
  8152. if( sd && !i )
  8153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8154. break;
  8155. }
  8156. case AM_BERSERKPITCHER:
  8157. case AM_POTIONPITCHER:
  8158. {
  8159. int j,hp = 0,sp = 0;
  8160. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8161. map_freeblock_unlock();
  8162. return 1;
  8163. }
  8164. if( sd ) {
  8165. int x,bonus=100;
  8166. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8167. x = skill_lv%11 - 1;
  8168. j = pc_search_inventory(sd, require.itemid[x]);
  8169. if (j < 0 || require.itemid[x] <= 0) {
  8170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8171. map_freeblock_unlock();
  8172. return 1;
  8173. }
  8174. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8175. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8176. map_freeblock_unlock();
  8177. return 1;
  8178. }
  8179. if( skill_id == AM_BERSERKPITCHER ) {
  8180. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8182. map_freeblock_unlock();
  8183. return 1;
  8184. }
  8185. }
  8186. potion_flag = 1;
  8187. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8188. potion_target = bl->id;
  8189. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8190. potion_flag = potion_target = 0;
  8191. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  8192. bonus += sd->status.base_level;
  8193. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8194. hp = tstatus->max_hp * potion_per_hp / 100;
  8195. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8196. if( dstsd ) {
  8197. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8198. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8199. }
  8200. } else {
  8201. if( potion_hp > 0 ) {
  8202. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8203. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8204. if( dstsd )
  8205. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8206. }
  8207. if( potion_sp > 0 ) {
  8208. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8209. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  8210. if( dstsd )
  8211. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8212. }
  8213. }
  8214. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8215. hp += hp * bonus / 100;
  8216. }
  8217. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8218. sp += sp * bonus / 100;
  8219. }
  8220. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8221. hp += hp * j / 100;
  8222. sp += sp * j / 100;
  8223. }
  8224. } else {
  8225. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8226. switch (skill_lv) {
  8227. case 1: hp = 45; break;
  8228. case 2: hp = 105; break;
  8229. case 3: hp = 175; break;
  8230. default: hp = 325; break;
  8231. }
  8232. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8233. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8234. if( dstsd )
  8235. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8236. }
  8237. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8238. hp += hp * j / 100;
  8239. sp += sp * j / 100;
  8240. }
  8241. // Final heal increased by HPlus.
  8242. // Is this the right place for this??? [Rytech]
  8243. // Can HPlus also affect SP recovery???
  8244. if (sd && sstatus->hplus > 0) {
  8245. hp += hp * sstatus->hplus / 100;
  8246. sp += sp * sstatus->hplus / 100;
  8247. }
  8248. if (tsc && tsc->count) {
  8249. uint8 penalty = 0;
  8250. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8251. hp += hp / 10;
  8252. sp += sp / 10;
  8253. }
  8254. if (tsc->data[SC_CRITICALWOUND])
  8255. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8256. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  8257. penalty += 20;
  8258. if (tsc->data[SC_NORECOVER_STATE])
  8259. penalty = 100;
  8260. if (penalty > 0) {
  8261. hp -= hp * penalty / 100;
  8262. sp -= sp * penalty / 100;
  8263. }
  8264. }
  8265. #ifdef RENEWAL
  8266. if (bl->type == BL_HOM)
  8267. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8268. #endif
  8269. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8270. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8271. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8272. if( sp > 0 )
  8273. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8274. if (tsc) {
  8275. #ifdef RENEWAL
  8276. if (tsc->data[SC_EXTREMITYFIST2])
  8277. sp = 0;
  8278. #endif
  8279. if (tsc->data[SC_NORECOVER_STATE]) {
  8280. hp = 0;
  8281. sp = 0;
  8282. }
  8283. }
  8284. status_heal(bl,hp,sp,0);
  8285. }
  8286. break;
  8287. case AM_CP_WEAPON:
  8288. case AM_CP_SHIELD:
  8289. case AM_CP_ARMOR:
  8290. case AM_CP_HELM:
  8291. {
  8292. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8293. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8295. map_freeblock_unlock(); // Don't consume item requirements
  8296. return 0;
  8297. }
  8298. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8299. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8300. }
  8301. break;
  8302. case AM_TWILIGHT1:
  8303. if (sd) {
  8304. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8305. //Prepare 200 White Potions.
  8306. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8308. }
  8309. break;
  8310. case AM_TWILIGHT2:
  8311. if (sd) {
  8312. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8313. //Prepare 200 Slim White Potions.
  8314. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8315. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8316. }
  8317. break;
  8318. case AM_TWILIGHT3:
  8319. if (sd) {
  8320. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8321. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8322. if( ebottle >= 0 )
  8323. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8324. //check if you can produce all three, if not, then fail:
  8325. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8326. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8327. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8328. || ebottle < 200 //200 empty bottle are required at total.
  8329. ) {
  8330. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8331. break;
  8332. }
  8333. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8334. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8335. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8336. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8337. }
  8338. break;
  8339. case SA_DISPELL:
  8340. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8341. 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))
  8342. break; // Outside PvP it should only affect party members and no skill fail message
  8343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8344. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8345. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8346. || rnd()%100 >= 50+10*skill_lv)
  8347. {
  8348. if (sd)
  8349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8350. break;
  8351. }
  8352. if(status_isimmune(bl))
  8353. break;
  8354. //Remove bonus_script by Dispell
  8355. if (dstsd)
  8356. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8357. if(!tsc || !tsc->count)
  8358. break;
  8359. //Statuses that can't be Dispelled
  8360. for (const auto &it : status_db) {
  8361. sc_type status = static_cast<sc_type>(it.first);
  8362. if (!tsc->data[status])
  8363. continue;
  8364. if (it.second->flag[SCF_NODISPELL])
  8365. continue;
  8366. switch (status) {
  8367. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8368. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8369. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8370. case SC_FORTUNE: case SC_SERVICE4U:
  8371. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  8372. continue; //If in song area don't end it, even if config enabled
  8373. break;
  8374. case SC_ASSUMPTIO:
  8375. if( bl->type == BL_MOB )
  8376. continue;
  8377. break;
  8378. }
  8379. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8380. tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8381. status_change_end(bl, status, INVALID_TIMER);
  8382. }
  8383. break;
  8384. }
  8385. //Affect all targets on splash area.
  8386. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8387. src, skill_id, skill_lv, tick, flag|1,
  8388. skill_castend_damage_id);
  8389. break;
  8390. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8391. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8392. #ifdef RENEWAL
  8393. |BLOWN_DONT_SEND_PACKET
  8394. #endif
  8395. ));
  8396. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8397. #ifdef RENEWAL
  8398. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8399. #else
  8400. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8401. #endif
  8402. break;
  8403. case TK_HIGHJUMP:
  8404. {
  8405. int x,y, dir = unit_getdir(src);
  8406. struct map_data *mapdata = &map[src->m];
  8407. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8408. if( mapdata->flag[MF_NOTELEPORT] &&
  8409. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  8410. ) {
  8411. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8412. break;
  8413. } else if(dir%2) {
  8414. //Diagonal
  8415. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8416. y = src->y + diry[dir]*(skill_lv*4)/3;
  8417. } else {
  8418. x = src->x + dirx[dir]*skill_lv*2;
  8419. y = src->y + diry[dir]*skill_lv*2;
  8420. }
  8421. int x1 = x + dirx[dir];
  8422. int y1 = y + diry[dir];
  8423. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8424. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8425. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8426. unit_movepos(src, x, y, 1, 0))
  8427. clif_blown(src);
  8428. }
  8429. break;
  8430. case SA_CASTCANCEL:
  8431. case SO_SPELLFIST:
  8432. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8433. unit_skillcastcancel(src,1);
  8434. if(sd) {
  8435. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8436. if( skill_id == SO_SPELLFIST ){
  8437. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8438. sd->skill_id_old = sd->skill_lv_old = 0;
  8439. break;
  8440. }
  8441. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8442. if(sp < 0) sp = 0;
  8443. status_zap(src, 0, sp);
  8444. }
  8445. break;
  8446. case SA_SPELLBREAKER:
  8447. {
  8448. int sp;
  8449. if(tsc && tsc->data[SC_MAGICROD]) {
  8450. sp = skill_get_sp(skill_id,skill_lv);
  8451. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  8452. if(sp < 1) sp = 1;
  8453. status_heal(bl,0,sp,2);
  8454. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8455. } else {
  8456. struct unit_data *ud = unit_bl2ud(bl);
  8457. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8458. if (!ud || ud->skilltimer == INVALID_TIMER)
  8459. break; //Nothing to cancel.
  8460. bl_skill_id = ud->skill_id;
  8461. bl_skill_lv = ud->skill_lv;
  8462. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8463. if (rnd()%100 < 90)
  8464. {
  8465. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8466. break;
  8467. }
  8468. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8469. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8471. unit_skillcastcancel(bl,0);
  8472. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8473. status_zap(bl, hp, sp);
  8474. if (hp && skill_lv >= 5)
  8475. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  8476. else
  8477. hp = 0;
  8478. if (sp) //Recover some of the SP used
  8479. sp = sp*(25*(skill_lv-1))/100;
  8480. if(hp || sp)
  8481. status_heal(src, hp, sp, 2);
  8482. }
  8483. }
  8484. break;
  8485. case SA_MAGICROD:
  8486. #ifdef RENEWAL
  8487. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8488. #endif
  8489. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8490. break;
  8491. case SA_AUTOSPELL:
  8492. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8493. if (sd) {
  8494. sd->state.workinprogress = WIP_DISABLE_ALL;
  8495. clif_autospell(sd,skill_lv);
  8496. } else {
  8497. int maxlv=1,spellid=0;
  8498. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8499. if(skill_lv >= 10) {
  8500. spellid = MG_FROSTDIVER;
  8501. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  8502. // maxlv = 10;
  8503. // else
  8504. maxlv = skill_lv - 9;
  8505. }
  8506. else if(skill_lv >=8) {
  8507. spellid = MG_FIREBALL;
  8508. maxlv = skill_lv - 7;
  8509. }
  8510. else if(skill_lv >=5) {
  8511. spellid = MG_SOULSTRIKE;
  8512. maxlv = skill_lv - 4;
  8513. }
  8514. else if(skill_lv >=2) {
  8515. int i_rnd = rnd()%3;
  8516. spellid = spellarray[i_rnd];
  8517. maxlv = skill_lv - 1;
  8518. }
  8519. else if(skill_lv > 0) {
  8520. spellid = MG_NAPALMBEAT;
  8521. maxlv = 3;
  8522. }
  8523. if(spellid > 0)
  8524. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8525. skill_get_time(SA_AUTOSPELL,skill_lv));
  8526. }
  8527. break;
  8528. case BS_GREED:
  8529. if(sd){
  8530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8531. map_foreachinallrange(skill_greed,bl,
  8532. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8533. }
  8534. break;
  8535. case SA_ELEMENTWATER:
  8536. case SA_ELEMENTFIRE:
  8537. case SA_ELEMENTGROUND:
  8538. case SA_ELEMENTWIND:
  8539. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8540. break;
  8541. case NPC_ATTRICHANGE:
  8542. case NPC_CHANGEWATER:
  8543. case NPC_CHANGEGROUND:
  8544. case NPC_CHANGEFIRE:
  8545. case NPC_CHANGEWIND:
  8546. case NPC_CHANGEPOISON:
  8547. case NPC_CHANGEHOLY:
  8548. case NPC_CHANGEDARKNESS:
  8549. case NPC_CHANGETELEKINESIS:
  8550. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8551. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8552. skill_get_time(skill_id, skill_lv)));
  8553. break;
  8554. case NPC_CHANGEUNDEAD:
  8555. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  8556. //TO-DO This is ugly, fix it
  8557. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  8558. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8559. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8560. skill_get_time(skill_id, skill_lv)));
  8561. break;
  8562. case NPC_PROVOCATION:
  8563. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8564. if (md) mob_unlocktarget(md, tick);
  8565. break;
  8566. case NPC_REBIRTH:
  8567. if( md && md->state.rebirth )
  8568. break; // only works once
  8569. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8570. break;
  8571. case NPC_DARKBLESSING:
  8572. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8573. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8574. break;
  8575. case NPC_LICK:
  8576. status_zap(bl, 0, 100);
  8577. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8578. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8579. break;
  8580. case NPC_SUICIDE:
  8581. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8582. status_kill(src); //When suiciding, neither exp nor drops is given.
  8583. break;
  8584. case NPC_SUMMONSLAVE:
  8585. case NPC_SUMMONMONSTER:
  8586. case NPC_DEATHSUMMON:
  8587. if(md && md->skill_idx >= 0)
  8588. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8589. break;
  8590. case NPC_CALLSLAVE:
  8591. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8592. break;
  8593. case NPC_RANDOMMOVE:
  8594. if (md) {
  8595. md->next_walktime = tick - 1;
  8596. mob_randomwalk(md,tick);
  8597. }
  8598. break;
  8599. case NPC_SPEEDUP:
  8600. {
  8601. // or does it increase casting rate? just a guess xD
  8602. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8603. if (i_type > SC_ASPDPOTION3)
  8604. i_type = SC_ASPDPOTION3;
  8605. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8606. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8607. }
  8608. break;
  8609. case NPC_REVENGE:
  8610. // not really needed... but adding here anyway ^^
  8611. if (md && md->master_id > 0) {
  8612. struct block_list *mbl, *tbl;
  8613. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8614. (tbl = battle_gettargeted(mbl)) == NULL)
  8615. break;
  8616. md->state.provoke_flag = tbl->id;
  8617. mob_target(md, tbl, sstatus->rhw.range);
  8618. }
  8619. break;
  8620. case NPC_RUN:
  8621. if (md) {
  8622. block_list* tbl = map_id2bl(md->target_id);
  8623. if (tbl) {
  8624. mob_unlocktarget(md, tick);
  8625. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8626. }
  8627. }
  8628. break;
  8629. case NPC_TRANSFORMATION:
  8630. case NPC_METAMORPHOSIS:
  8631. if(md && md->skill_idx >= 0) {
  8632. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8633. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8634. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8635. if (class_) mob_class_change(md, class_);
  8636. }
  8637. break;
  8638. case NPC_EMOTION_ON:
  8639. case NPC_EMOTION:
  8640. //val[0] is the emotion to use.
  8641. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8642. //val[1] 'sets' the mode
  8643. //val[2] adds to the current mode
  8644. //val[3] removes from the current mode
  8645. //val[4] if set, asks to delete the previous mode change.
  8646. if(md && md->skill_idx >= 0 && tsc)
  8647. {
  8648. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8649. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8650. status_change_end(bl, type, INVALID_TIMER);
  8651. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8652. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8653. mob_unlocktarget(md,tick);
  8654. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8655. sc_start4(src,src, type, 100, skill_lv,
  8656. md->db->skill[md->skill_idx]->val[1],
  8657. md->db->skill[md->skill_idx]->val[2],
  8658. md->db->skill[md->skill_idx]->val[3],
  8659. skill_get_time(skill_id, skill_lv));
  8660. //Reset aggressive state depending on resulting mode
  8661. if (!battle_config.npc_emotion_behavior)
  8662. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8663. }
  8664. break;
  8665. case NPC_POWERUP:
  8666. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8667. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8668. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8669. break;
  8670. case NPC_AGIUP:
  8671. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8672. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8673. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8674. break;
  8675. case NPC_INVISIBLE:
  8676. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8677. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8678. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8679. break;
  8680. case NPC_SIEGEMODE:
  8681. // not sure what it does
  8682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8683. break;
  8684. case WE_MALE: {
  8685. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8686. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8687. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8688. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8689. }
  8690. }
  8691. break;
  8692. case WE_FEMALE: {
  8693. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8694. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8695. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8696. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8697. }
  8698. }
  8699. break;
  8700. // parent-baby skills
  8701. case WE_BABY:
  8702. if(sd){
  8703. struct map_session_data *f_sd = pc_get_father(sd);
  8704. struct map_session_data *m_sd = pc_get_mother(sd);
  8705. if( (!f_sd && !m_sd) // if neither was found
  8706. || (sd->status.party_id != 0 && //not in same party
  8707. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8708. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8709. ))
  8710. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8711. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8712. ) {
  8713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8714. map_freeblock_unlock();
  8715. return 0;
  8716. }
  8717. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8718. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8719. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8720. }
  8721. break;
  8722. case WE_CALLALLFAMILY:
  8723. if (sd) {
  8724. struct map_session_data *p_sd = pc_get_partner(sd);
  8725. struct map_session_data *c_sd = pc_get_child(sd);
  8726. if (!p_sd && !c_sd) { // Fail if no family members are found
  8727. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8728. map_freeblock_unlock();
  8729. return 1;
  8730. }
  8731. // Partner must be on the same map and in same party
  8732. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8733. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8734. // Child must be on the same map and in same party as the parent casting
  8735. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8736. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8737. }
  8738. break;
  8739. case WE_ONEFOREVER:
  8740. if (sd) {
  8741. struct map_session_data *p_sd = pc_get_partner(sd);
  8742. struct map_session_data *c_sd = pc_get_child(sd);
  8743. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8744. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8745. map_freeblock_unlock();
  8746. return 1;
  8747. }
  8748. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8749. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8750. break;
  8751. }
  8752. if (status_isdead(bl)) {
  8753. int per = 30, sper = 0;
  8754. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8755. break;
  8756. if (tsc && tsc->data[SC_HELLPOWER])
  8757. break;
  8758. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8759. break;
  8760. if (dstsd->special_state.restart_full_recover)
  8761. per = sper = 100;
  8762. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8763. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8764. }
  8765. }
  8766. break;
  8767. case WE_CHEERUP:
  8768. if (sd) {
  8769. struct map_session_data *f_sd = pc_get_father(sd);
  8770. struct map_session_data *m_sd = pc_get_mother(sd);
  8771. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8772. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8773. map_freeblock_unlock();
  8774. return 1;
  8775. }
  8776. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8777. if (dstsd == f_sd || dstsd == m_sd)
  8778. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8779. } else
  8780. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8781. }
  8782. break;
  8783. case PF_HPCONVERSION:
  8784. {
  8785. int hp, sp;
  8786. hp = sstatus->max_hp/10;
  8787. sp = hp * 10 * skill_lv / 100;
  8788. if (!status_charge(src,hp,0)) {
  8789. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8790. break;
  8791. }
  8792. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8793. status_heal(bl,0,sp,2);
  8794. }
  8795. break;
  8796. case MA_REMOVETRAP:
  8797. case HT_REMOVETRAP:
  8798. {
  8799. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8800. std::shared_ptr<s_skill_unit_group> sg;
  8801. std::shared_ptr<s_skill_db> skill_group;
  8802. // Mercenaries can remove any trap
  8803. // Players can only remove their own traps or traps on Vs maps.
  8804. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  8805. {
  8806. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8807. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8808. { // prevent picking up expired traps
  8809. if( battle_config.skill_removetrap_type )
  8810. { // get back all items used to deploy the trap
  8811. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8812. {
  8813. if( skill_group->require.itemid[i] > 0 )
  8814. {
  8815. int flag2;
  8816. struct item item_tmp;
  8817. memset(&item_tmp,0,sizeof(item_tmp));
  8818. item_tmp.nameid = skill_group->require.itemid[i];
  8819. item_tmp.identify = 1;
  8820. item_tmp.amount = skill_group->require.amount[i];
  8821. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8822. clif_additem(sd,0,0,flag2);
  8823. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8824. }
  8825. }
  8826. }
  8827. }
  8828. else
  8829. { // get back 1 trap
  8830. struct item item_tmp;
  8831. memset(&item_tmp,0,sizeof(item_tmp));
  8832. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8833. item_tmp.identify = 1;
  8834. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8835. {
  8836. clif_additem(sd,0,0,flag);
  8837. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8838. }
  8839. }
  8840. }
  8841. skill_delunit(su);
  8842. }else if(sd)
  8843. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8844. }
  8845. break;
  8846. case HT_SPRINGTRAP:
  8847. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8848. {
  8849. struct skill_unit *su=NULL;
  8850. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8851. switch(su->group->unit_id){
  8852. case UNT_ANKLESNARE: // ankle snare
  8853. if (su->group->val2 != 0)
  8854. // if it is already trapping something don't spring it,
  8855. // remove trap should be used instead
  8856. break;
  8857. // otherwise fallthrough to below
  8858. case UNT_BLASTMINE:
  8859. case UNT_SKIDTRAP:
  8860. case UNT_LANDMINE:
  8861. case UNT_SHOCKWAVE:
  8862. case UNT_SANDMAN:
  8863. case UNT_FLASHER:
  8864. case UNT_FREEZINGTRAP:
  8865. case UNT_CLAYMORETRAP:
  8866. case UNT_TALKIEBOX:
  8867. su->group->unit_id = UNT_USED_TRAPS;
  8868. clif_changetraplook(bl, UNT_USED_TRAPS);
  8869. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8870. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8871. }
  8872. }
  8873. }
  8874. break;
  8875. case BD_ENCORE:
  8876. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8877. if(sd)
  8878. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8879. break;
  8880. case TR_RETROSPECTION:
  8881. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8882. if (sd)
  8883. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  8884. break;
  8885. case AS_SPLASHER:
  8886. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  8887. // Renewal dropped the 3/4 hp requirement
  8888. #ifndef RENEWAL
  8889. || tstatus-> hp > tstatus->max_hp*3/4
  8890. #endif
  8891. ) {
  8892. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8893. map_freeblock_unlock();
  8894. return 1;
  8895. }
  8896. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8897. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8898. #ifndef RENEWAL
  8899. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8900. #endif
  8901. break;
  8902. case PF_MINDBREAKER:
  8903. {
  8904. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8905. map_freeblock_unlock();
  8906. return 1;
  8907. }
  8908. if (tsce)
  8909. { //HelloKitty2 (?) explained that this silently fails when target is
  8910. //already inflicted. [Skotlex]
  8911. map_freeblock_unlock();
  8912. return 1;
  8913. }
  8914. //Has a 55% + skill_lv*5% success chance.
  8915. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8916. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8917. {
  8918. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8919. map_freeblock_unlock();
  8920. return 0;
  8921. }
  8922. unit_skillcastcancel(bl,0);
  8923. if(tsc && tsc->count){
  8924. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8925. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8926. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8927. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8928. }
  8929. if (dstmd)
  8930. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8931. }
  8932. break;
  8933. case PF_SOULCHANGE:
  8934. {
  8935. unsigned int sp1 = 0, sp2 = 0;
  8936. if (dstmd) {
  8937. if (dstmd->state.soul_change_flag) {
  8938. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8939. break;
  8940. }
  8941. dstmd->state.soul_change_flag = 1;
  8942. sp2 = sstatus->max_sp * 3 /100;
  8943. status_heal(src, 0, sp2, 2);
  8944. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8945. break;
  8946. }
  8947. sp1 = sstatus->sp;
  8948. sp2 = tstatus->sp;
  8949. #ifdef RENEWAL
  8950. sp1 = sp1 / 2;
  8951. sp2 = sp2 / 2;
  8952. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8953. sp1 = tstatus->sp;
  8954. #endif
  8955. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8956. sp1 = tstatus->sp;
  8957. status_set_sp(src, sp2, 3);
  8958. status_set_sp(bl, sp1, 3);
  8959. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8960. }
  8961. break;
  8962. // Slim Pitcher
  8963. case CR_SLIMPITCHER:
  8964. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8965. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8966. break;
  8967. if (potion_hp || potion_sp) {
  8968. int hp = potion_hp, sp = potion_sp;
  8969. hp = hp * (100 + (tstatus->vit<<1))/100;
  8970. sp = sp * (100 + (tstatus->int_<<1))/100;
  8971. if (dstsd) {
  8972. if (hp)
  8973. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8974. if (sp)
  8975. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8976. }
  8977. if (tsc && tsc->count) {
  8978. uint8 penalty = 0;
  8979. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8980. hp += hp / 10;
  8981. sp += sp / 10;
  8982. }
  8983. if (tsc->data[SC_CRITICALWOUND])
  8984. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8985. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8986. penalty += 20;
  8987. if (tsc->data[SC_NORECOVER_STATE])
  8988. penalty = 100;
  8989. if (penalty > 0) {
  8990. hp -= hp * penalty / 100;
  8991. sp -= sp * penalty / 100;
  8992. }
  8993. }
  8994. if(hp > 0)
  8995. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8996. if(sp > 0)
  8997. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8998. status_heal(bl,hp,sp,0);
  8999. }
  9000. break;
  9001. // Full Chemical Protection
  9002. case CR_FULLPROTECTION:
  9003. {
  9004. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9005. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9006. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9007. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9008. continue;
  9009. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9010. s++;
  9011. }
  9012. if( sd && !s ){
  9013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9014. map_freeblock_unlock(); // Don't consume item requirements
  9015. return 0;
  9016. }
  9017. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9018. }
  9019. break;
  9020. case RG_CLEANER: //AppleGirl
  9021. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9022. break;
  9023. #ifndef RENEWAL
  9024. case CG_LONGINGFREEDOM:
  9025. {
  9026. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  9027. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9028. {
  9029. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9030. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9031. }
  9032. }
  9033. break;
  9034. #endif
  9035. case CG_TAROTCARD:
  9036. {
  9037. int card = -1;
  9038. if (tsc && tsc->data[SC_TAROTCARD]) {
  9039. //Target currently has the SUN tarot card effect and is immune to any other effect
  9040. map_freeblock_unlock();
  9041. return 0;
  9042. }
  9043. if( rnd() % 100 > skill_lv * 8 ||
  9044. #ifndef RENEWAL
  9045. (tsc && tsc->data[SC_BASILICA]) ||
  9046. #endif
  9047. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9048. if( sd )
  9049. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9050. map_freeblock_unlock();
  9051. return 0;
  9052. }
  9053. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9054. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9055. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9056. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9057. }
  9058. break;
  9059. case SL_ALCHEMIST:
  9060. case SL_ASSASIN:
  9061. case SL_BARDDANCER:
  9062. case SL_BLACKSMITH:
  9063. case SL_CRUSADER:
  9064. case SL_HUNTER:
  9065. case SL_KNIGHT:
  9066. case SL_MONK:
  9067. case SL_PRIEST:
  9068. case SL_ROGUE:
  9069. case SL_SAGE:
  9070. case SL_SOULLINKER:
  9071. case SL_STAR:
  9072. case SL_SUPERNOVICE:
  9073. case SL_WIZARD:
  9074. case SL_HIGH:
  9075. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9076. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9077. // 1% chance to erase death count on successful cast
  9078. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9079. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9080. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9081. status_calc_pc( dstsd, SCO_NONE );
  9082. }
  9083. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9084. }else{
  9085. if( sd ){
  9086. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9087. }
  9088. }
  9089. break;
  9090. case SP_SOULGOLEM:
  9091. case SP_SOULSHADOW:
  9092. case SP_SOULFALCON:
  9093. case SP_SOULFAIRY:
  9094. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9095. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9096. }else{
  9097. if( sd ){
  9098. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9099. }
  9100. }
  9101. break;
  9102. case SP_SOULREVOLVE:
  9103. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  9104. if (sd)
  9105. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9106. break;
  9107. }
  9108. status_heal(bl, 0, 50*skill_lv, 2);
  9109. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9110. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  9111. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  9112. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  9113. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  9114. break;
  9115. case SL_SWOO:
  9116. if (tsce) {
  9117. if(sd)
  9118. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9119. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9120. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  9121. break;
  9122. }
  9123. case SL_SKA: // [marquis007]
  9124. case SL_SKE:
  9125. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9127. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9128. break;
  9129. }
  9130. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9131. if (skill_id == SL_SKE)
  9132. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9133. break;
  9134. // New guild skills [Celest]
  9135. case GD_BATTLEORDER:
  9136. case GD_REGENERATION:
  9137. case GD_RESTORE:
  9138. case GD_EMERGENCY_MOVE:
  9139. if(flag&1) {
  9140. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9141. if( skill_id == GD_RESTORE )
  9142. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9143. else
  9144. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9145. }
  9146. } else if (status_get_guild_id(src)) {
  9147. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9148. map_foreachinallrange(skill_area_sub, src,
  9149. skill_get_splash(skill_id, skill_lv), BL_PC,
  9150. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9151. skill_castend_nodamage_id);
  9152. if (sd)
  9153. #ifdef RENEWAL
  9154. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9155. #else
  9156. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9157. #endif
  9158. }
  9159. break;
  9160. case GD_EMERGENCYCALL:
  9161. case GD_ITEMEMERGENCYCALL:
  9162. {
  9163. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9164. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9165. uint8 j = 0, calls = 0, called = 0;
  9166. struct guild *g;
  9167. // i don't know if it actually summons in a circle, but oh well. ;P
  9168. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9169. if (!g)
  9170. break;
  9171. if (skill_id == GD_ITEMEMERGENCYCALL)
  9172. switch (skill_lv) {
  9173. case 1: calls = 7; break;
  9174. case 2: calls = 12; break;
  9175. case 3: calls = 20; break;
  9176. default: calls = 0; break;
  9177. }
  9178. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9179. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  9180. if (j > 8)
  9181. j = 0;
  9182. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9183. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9184. continue;
  9185. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  9186. continue;
  9187. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9188. dx[j] = dy[j] = 0;
  9189. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9190. called++;
  9191. }
  9192. }
  9193. if (sd)
  9194. #ifdef RENEWAL
  9195. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9196. #else
  9197. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9198. #endif
  9199. }
  9200. break;
  9201. case GD_CHARGESHOUT_FLAG:
  9202. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9203. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9204. if (md) {
  9205. sd->guild->chargeshout_flag_id = md->bl.id;
  9206. md->master_id = src->id;
  9207. if (md->deletetimer != INVALID_TIMER)
  9208. delete_timer(md->deletetimer, mob_timer_delete);
  9209. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9210. mob_spawn(md);
  9211. }
  9212. }
  9213. break;
  9214. case GD_CHARGESHOUT_BEATING:
  9215. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9216. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9217. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9218. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9219. else
  9220. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9221. } else
  9222. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9223. break;
  9224. case SG_FEEL:
  9225. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9226. if (sd) {
  9227. if(!sd->feel_map[skill_lv-1].index)
  9228. clif_feel_req(sd->fd,sd, skill_lv);
  9229. else
  9230. clif_feel_info(sd, skill_lv-1, 1);
  9231. }
  9232. break;
  9233. case SG_HATE:
  9234. if (sd) {
  9235. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9236. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9238. }
  9239. break;
  9240. case SJ_DOCUMENT:
  9241. if (sd) {
  9242. switch (skill_lv) {
  9243. case 1:
  9244. pc_resetfeel(sd);
  9245. break;
  9246. case 2:
  9247. pc_resethate(sd);
  9248. break;
  9249. case 3:
  9250. pc_resetfeel(sd);
  9251. pc_resethate(sd);
  9252. break;
  9253. }
  9254. }
  9255. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9256. break;
  9257. case GS_GLITTERING:
  9258. if(sd) {
  9259. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9260. if(rnd()%100 < (20+10*skill_lv))
  9261. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9262. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9263. pc_delspiritball(sd,1,0);
  9264. }
  9265. break;
  9266. case GS_CRACKER:
  9267. /* per official standards, this skill works on players and mobs. */
  9268. if (sd && (dstsd || dstmd))
  9269. {
  9270. i =65 -5*distance_bl(src,bl); //Base rate
  9271. if (i < 30) i = 30;
  9272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9273. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9274. }
  9275. break;
  9276. case AM_CALLHOMUN: //[orn]
  9277. if (sd && !hom_call(sd))
  9278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9279. #ifdef RENEWAL
  9280. else if (sd && hom_is_active(sd->hd))
  9281. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9282. #endif
  9283. break;
  9284. case AM_REST:
  9285. if (sd) {
  9286. if (hom_vaporize(sd,HOM_ST_REST))
  9287. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9288. else
  9289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9290. }
  9291. break;
  9292. case HAMI_CASTLE: //[orn]
  9293. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9294. int x = src->x, y = src->y;
  9295. if (hd)
  9296. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9297. // Move source
  9298. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9299. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9300. clif_blown(src);
  9301. // Move target
  9302. if (unit_movepos(bl,x,y,0,0)) {
  9303. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9304. clif_blown(bl);
  9305. }
  9306. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9307. }
  9308. }
  9309. else if (hd && hd->master) // Failed
  9310. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9311. else if (sd)
  9312. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9313. break;
  9314. case HVAN_CHAOTIC: //[orn]
  9315. {
  9316. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9317. int r = rnd()%100;
  9318. i = (skill_lv-1)%5;
  9319. if(r<per[i][0]) //Self
  9320. bl = src;
  9321. else if(r<per[i][1]) //Master
  9322. bl = battle_get_master(src);
  9323. else //Enemy
  9324. bl = map_id2bl(battle_gettarget(src));
  9325. if (!bl) bl = src;
  9326. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9327. //Eh? why double skill packet?
  9328. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9329. clif_skill_nodamage(src,bl,skill_id,i,1);
  9330. status_heal(bl, i, 0, 0);
  9331. }
  9332. break;
  9333. //Homun single-target support skills [orn]
  9334. case HAMI_BLOODLUST:
  9335. case HFLI_FLEET:
  9336. case HFLI_SPEED:
  9337. case HLIF_CHANGE:
  9338. case MH_ANGRIFFS_MODUS:
  9339. case MH_GOLDENE_FERSE:
  9340. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9341. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9342. if (hd)
  9343. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9344. break;
  9345. case NPC_DRAGONFEAR:
  9346. if (flag&1) {
  9347. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9348. int j;
  9349. j = i = rnd()%ARRAYLENGTH(sc);
  9350. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9351. i++;
  9352. if ( i == ARRAYLENGTH(sc) )
  9353. i = 0;
  9354. if (i == j)
  9355. break;
  9356. }
  9357. break;
  9358. }
  9359. case NPC_WIDEBLEEDING:
  9360. case NPC_WIDECONFUSE:
  9361. case NPC_WIDECURSE:
  9362. case NPC_WIDEFREEZE:
  9363. case NPC_WIDESLEEP:
  9364. case NPC_WIDESILENCE:
  9365. case NPC_WIDESTONE:
  9366. case NPC_WIDESTUN:
  9367. case NPC_SLOWCAST:
  9368. case NPC_WIDEHELLDIGNITY:
  9369. case NPC_WIDEHEALTHFEAR:
  9370. case NPC_WIDEBODYBURNNING:
  9371. case NPC_WIDEFROSTMISTY:
  9372. case NPC_WIDECOLD:
  9373. case NPC_WIDE_DEEP_SLEEP:
  9374. case NPC_WIDESIREN:
  9375. case NPC_WIDEWEB:
  9376. if (flag&1){
  9377. switch ( type ) {
  9378. case SC_BURNING:
  9379. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9380. break;
  9381. case SC_VOICEOFSIREN:
  9382. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9383. break;
  9384. default:
  9385. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9386. }
  9387. }
  9388. else {
  9389. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9390. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9391. map_foreachinallrange(skill_area_sub, bl,
  9392. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9393. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9394. skill_castend_nodamage_id);
  9395. }
  9396. break;
  9397. case NPC_WIDESOULDRAIN:
  9398. if (flag&1)
  9399. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9400. else {
  9401. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9403. map_foreachinallrange(skill_area_sub, bl,
  9404. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9405. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9406. skill_castend_nodamage_id);
  9407. }
  9408. break;
  9409. case NPC_FIRESTORM: {
  9410. int sflag = flag;
  9411. if( skill_lv > 1 )
  9412. sflag |= 4;
  9413. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9414. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9415. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9416. }
  9417. break;
  9418. case ALL_PARTYFLEE:
  9419. if( sd && !(flag&1) ) {
  9420. if( !sd->status.party_id ) {
  9421. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9422. break;
  9423. }
  9424. 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);
  9425. } else
  9426. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9427. break;
  9428. case NPC_TALK:
  9429. case ALL_WEWISH:
  9430. case ALL_CATCRY:
  9431. case ALL_DREAM_SUMMERNIGHT:
  9432. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9433. break;
  9434. case ALL_BUYING_STORE:
  9435. if( sd )
  9436. {// players only, skill allows 5 buying slots
  9437. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9438. }
  9439. break;
  9440. case RK_ENCHANTBLADE:
  9441. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9442. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9443. break;
  9444. case RK_DRAGONHOWLING:
  9445. if( flag&1)
  9446. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9447. else
  9448. {
  9449. skill_area_temp[2] = 0;
  9450. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9451. map_foreachinallrange(skill_area_sub, src,
  9452. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9453. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9454. skill_castend_nodamage_id);
  9455. }
  9456. break;
  9457. case LG_EARTHDRIVE: {
  9458. int dummy = 1;
  9459. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9460. i = skill_get_splash(skill_id,skill_lv);
  9461. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9462. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9463. }
  9464. break;
  9465. case RK_LUXANIMA:
  9466. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9467. case RK_GIANTGROWTH:
  9468. case RK_STONEHARDSKIN:
  9469. case RK_VITALITYACTIVATION:
  9470. case RK_ABUNDANCE:
  9471. case RK_CRUSHSTRIKE:
  9472. case RK_REFRESH:
  9473. case RK_MILLENNIUMSHIELD:
  9474. if (sd) {
  9475. uint8 rune_level = 1; // RK_GIANTGROWTH
  9476. if (skill_id == RK_VITALITYACTIVATION)
  9477. rune_level = 2;
  9478. else if (skill_id == RK_STONEHARDSKIN)
  9479. rune_level = 4;
  9480. else if (skill_id == RK_ABUNDANCE)
  9481. rune_level = 6;
  9482. else if (skill_id == RK_CRUSHSTRIKE)
  9483. rune_level = 7;
  9484. else if (skill_id == RK_REFRESH)
  9485. rune_level = 8;
  9486. else if (skill_id == RK_MILLENNIUMSHIELD)
  9487. rune_level = 9;
  9488. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9489. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9490. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9491. else if (skill_id == RK_STONEHARDSKIN)
  9492. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9493. } else
  9494. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9495. }
  9496. break;
  9497. case NPC_MILLENNIUMSHIELD:
  9498. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9499. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9500. break;
  9501. case RK_FIGHTINGSPIRIT: {
  9502. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9503. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9504. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9505. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9506. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9507. break;
  9508. }
  9509. case GC_ROLLINGCUTTER:
  9510. {
  9511. short count = 1;
  9512. skill_area_temp[2] = 0;
  9513. 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);
  9514. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  9515. { // Every time the skill is casted the status change is reseted adding a counter.
  9516. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  9517. if( count > 10 )
  9518. count = 10; // Max coounter
  9519. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  9520. }
  9521. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9522. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9523. }
  9524. break;
  9525. case GC_WEAPONBLOCKING:
  9526. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  9527. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  9528. else
  9529. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9531. break;
  9532. case GC_CREATENEWPOISON:
  9533. if( sd )
  9534. {
  9535. clif_skill_produce_mix_list(sd,skill_id,25);
  9536. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9537. }
  9538. break;
  9539. case GC_POISONINGWEAPON:
  9540. if( sd ) {
  9541. clif_poison_list(sd,skill_lv);
  9542. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9543. }
  9544. break;
  9545. case GC_ANTIDOTE:
  9546. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9547. if( tsc )
  9548. {
  9549. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  9550. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  9551. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  9552. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  9553. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  9554. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  9555. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  9556. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  9557. }
  9558. break;
  9559. case GC_PHANTOMMENACE:
  9560. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9561. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9562. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9563. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9564. break;
  9565. case GC_HALLUCINATIONWALK:
  9566. {
  9567. int heal = status_get_max_hp(bl) / 10;
  9568. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9569. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9570. break;
  9571. }
  9572. if( !status_charge(bl,heal,0) )
  9573. {
  9574. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9575. break;
  9576. }
  9577. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9578. }
  9579. break;
  9580. case AB_ANCILLA:
  9581. if( sd ) {
  9582. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9583. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9584. }
  9585. break;
  9586. case AB_CLEMENTIA:
  9587. case AB_CANTO:
  9588. {
  9589. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9590. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9591. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9592. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9593. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9594. else if( sd )
  9595. 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);
  9596. }
  9597. break;
  9598. case AB_PRAEFATIO:
  9599. case AB_RENOVATIO:
  9600. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9601. if (skill_id == AB_PRAEFATIO)
  9602. 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)));
  9603. else
  9604. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9605. } else if( sd )
  9606. 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);
  9607. break;
  9608. case AB_CHEAL:
  9609. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9610. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9611. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9612. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9613. if( partycount > 1 )
  9614. i += (i / 100) * (partycount * 10) / 4;
  9615. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9616. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9617. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9618. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9619. i = ~i + 1;
  9620. status_heal(bl, i, 0, 0);
  9621. }
  9622. } else if( sd )
  9623. 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);
  9624. break;
  9625. case NPC_CHEAL:
  9626. if( flag&1 ) {
  9627. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9628. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9629. if (status_isimmune(bl))
  9630. i = 0;
  9631. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9632. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9633. i = ~i + 1;
  9634. status_heal(bl, i, 0, 0);
  9635. }
  9636. }
  9637. else {
  9638. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9639. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9640. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9641. }
  9642. break;
  9643. case AB_ORATIO:
  9644. if( flag&1 )
  9645. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9646. else {
  9647. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9648. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9649. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9650. }
  9651. break;
  9652. case AB_LAUDAAGNUS:
  9653. if( flag&1 || !sd || !sd->status.party_id ) {
  9654. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  9655. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  9656. // Success Chance: (60 + 10 * Skill Level) %
  9657. if( rnd()%100 > 60+10*skill_lv ) break;
  9658. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9659. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9660. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9661. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9662. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9663. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9664. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9665. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9666. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9667. } else if( sd )
  9668. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9669. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9670. break;
  9671. case AB_LAUDARAMUS:
  9672. if( flag&1 || !sd || !sd->status.party_id ) {
  9673. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9674. // Success Chance: (60 + 10 * Skill Level) %
  9675. if( rnd()%100 > 60+10*skill_lv ) break;
  9676. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9677. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9678. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9679. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9680. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9681. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9682. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9683. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9684. } else if( sd )
  9685. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9686. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9687. break;
  9688. case AB_CLEARANCE:
  9689. 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]
  9690. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9691. break;
  9692. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9693. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9694. if (sd)
  9695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9696. break;
  9697. }
  9698. if(status_isimmune(bl))
  9699. break;
  9700. //Remove bonus_script by Clearance
  9701. if (dstsd)
  9702. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9703. if(!tsc || !tsc->count)
  9704. break;
  9705. //Statuses change that can't be removed by Cleareance
  9706. for (const auto &it : status_db) {
  9707. sc_type status = static_cast<sc_type>(it.first);
  9708. if (!tsc->data[status])
  9709. continue;
  9710. if (it.second->flag[SCF_NOCLEARANCE])
  9711. continue;
  9712. switch (status) {
  9713. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9714. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9715. case SC_FORTUNE: case SC_SERVICE4U:
  9716. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  9717. continue; //If in song area don't end it, even if config enabled
  9718. break;
  9719. case SC_ASSUMPTIO:
  9720. if (bl->type == BL_MOB)
  9721. continue;
  9722. break;
  9723. }
  9724. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9725. tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9726. status_change_end(bl,status,INVALID_TIMER);
  9727. }
  9728. break;
  9729. }
  9730. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9731. break;
  9732. case AB_SILENTIUM:
  9733. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9734. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9735. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9736. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9737. break;
  9738. case WL_STASIS:
  9739. if (flag&1)
  9740. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9741. else {
  9742. struct map_data *mapdata = map_getmapdata(src->m);
  9743. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9744. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9745. }
  9746. break;
  9747. case NPC_DANCINGBLADE:
  9748. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9749. break;
  9750. case WL_CHAINLIGHTNING:
  9751. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9752. break;
  9753. case WL_WHITEIMPRISON:
  9754. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  9755. {
  9756. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9757. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9758. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9759. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9760. if( sd )
  9761. skill_blockpc_start(sd,skill_id,4000);
  9762. if( !(tsc && tsc->data[type]) ){
  9763. 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));
  9764. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9765. if( !i )
  9766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9767. }
  9768. }else
  9769. if( sd )
  9770. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9771. break;
  9772. case NPC_JACKFROST:
  9773. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9774. 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);
  9775. break;
  9776. case WL_SIENNAEXECRATE:
  9777. if( status_isimmune(bl) || !tsc )
  9778. break;
  9779. if( flag&1 ) {
  9780. if( bl->id == skill_area_temp[1] )
  9781. break; // Already work on this target
  9782. if( tsc && tsc->data[type] )
  9783. status_change_end(bl,type,INVALID_TIMER);
  9784. else
  9785. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9786. } else {
  9787. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9788. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9789. if( rnd()%100 < rate ) { // Success on First Target
  9790. if( !tsc->data[type] )
  9791. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9792. else {
  9793. rate = 1;
  9794. status_change_end(bl,type,INVALID_TIMER);
  9795. }
  9796. if( rate ) {
  9797. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9798. skill_area_temp[1] = bl->id;
  9799. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9800. }
  9801. // Doesn't send failure packet if it fails on defense.
  9802. }
  9803. else if( sd ) // Failure on Rate
  9804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9805. }
  9806. break;
  9807. case WL_SUMMONFB:
  9808. case WL_SUMMONBL:
  9809. case WL_SUMMONWB:
  9810. case WL_SUMMONSTONE:
  9811. {
  9812. status_change *sc = status_get_sc(src);
  9813. if (sc == nullptr)
  9814. break;
  9815. e_wl_spheres element;
  9816. switch (skill_id) { // Set val2. The SC element for this ball
  9817. case WL_SUMMONFB:
  9818. element = WLS_FIRE;
  9819. break;
  9820. case WL_SUMMONBL:
  9821. element = WLS_WIND;
  9822. break;
  9823. case WL_SUMMONWB:
  9824. element = WLS_WATER;
  9825. break;
  9826. case WL_SUMMONSTONE:
  9827. element = WLS_STONE;
  9828. break;
  9829. }
  9830. if (skill_lv == 1) {
  9831. sc_type sphere = SC_NONE;
  9832. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9833. if (sc->data[i] == nullptr) {
  9834. sphere = static_cast<sc_type>(i); // Take the free SC
  9835. break;
  9836. }
  9837. }
  9838. if (sphere == SC_NONE) {
  9839. if (sd) // No free slots to put SC
  9840. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9841. break;
  9842. }
  9843. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9844. } else {
  9845. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9846. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Removes previous type
  9847. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9848. }
  9849. }
  9850. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9851. }
  9852. break;
  9853. case WL_READING_SB_READING:
  9854. if (sd) {
  9855. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9856. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9857. break;
  9858. }
  9859. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9860. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9861. }
  9862. break;
  9863. case RA_FEARBREEZE:
  9864. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9865. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9866. break;
  9867. case RA_WUGMASTERY:
  9868. if( sd ) {
  9869. if( !pc_iswug(sd) )
  9870. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9871. else
  9872. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9874. }
  9875. break;
  9876. case RA_WUGRIDER:
  9877. if( sd ) {
  9878. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9879. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9880. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9881. } else if( pc_isridingwug(sd) ) {
  9882. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9883. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9884. }
  9885. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9886. }
  9887. break;
  9888. case RA_WUGDASH:
  9889. if( tsce ) {
  9890. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9891. map_freeblock_unlock();
  9892. return 0;
  9893. }
  9894. if( sd && pc_isridingwug(sd) ) {
  9895. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9896. clif_walkok(sd);
  9897. }
  9898. break;
  9899. case RA_SENSITIVEKEEN:
  9900. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9901. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9902. 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);
  9903. break;
  9904. case NC_F_SIDESLIDE:
  9905. case NC_B_SIDESLIDE:
  9906. {
  9907. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9908. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9910. }
  9911. break;
  9912. case NC_SELFDESTRUCTION:
  9913. if( sd ) {
  9914. if( pc_ismadogear(sd) )
  9915. pc_setmadogear(sd, false);
  9916. skill_area_temp[1] = 0;
  9917. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9918. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9919. status_set_sp(src, 0, 0);
  9920. skill_clear_unitgroup(src);
  9921. }
  9922. break;
  9923. case NC_EMERGENCYCOOL:
  9924. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9925. if (sd) {
  9926. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9927. int16 limit[] = { -45, -75, -105 };
  9928. i = 0;
  9929. for (const auto &reqItem : req.eqItem) {
  9930. if (pc_search_inventory(sd, reqItem) != -1)
  9931. break;
  9932. i++;
  9933. }
  9934. pc_overheat(sd, limit[min(i, 2)]);
  9935. }
  9936. break;
  9937. case NC_ANALYZE:
  9938. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9939. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9940. break;
  9941. case NC_MAGNETICFIELD:
  9942. if (flag & 1) {
  9943. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9944. } else {
  9945. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9946. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9947. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  9948. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9949. }
  9950. break;
  9951. case NC_REPAIR:
  9952. if( sd ) {
  9953. int heal, hp = 0;
  9954. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9955. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9956. break;
  9957. }
  9958. switch(skill_lv) {
  9959. case 1: hp = 4; break;
  9960. case 2: hp = 7; break;
  9961. case 3: hp = 13; break;
  9962. case 4: hp = 17; break;
  9963. case 5: default: hp = 23; break;
  9964. }
  9965. heal = dstsd->status.max_hp * hp / 100;
  9966. status_heal(bl,heal,0,2);
  9967. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9968. }
  9969. break;
  9970. case NC_DISJOINT:
  9971. {
  9972. if( bl->type != BL_MOB ) break;
  9973. md = map_id2md(bl->id);
  9974. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9975. status_kill(bl);
  9976. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9977. }
  9978. break;
  9979. case SC_AUTOSHADOWSPELL:
  9980. if( sd ) {
  9981. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9982. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9983. {
  9984. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  9985. clif_autoshadowspell_list(sd);
  9986. clif_skill_nodamage(src,bl,skill_id,1,1);
  9987. }
  9988. else
  9989. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9990. }
  9991. break;
  9992. case SC_SHADOWFORM:
  9993. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9994. 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))) )
  9995. dstsd->shadowform_id = src->id;
  9996. }
  9997. else if( sd )
  9998. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9999. break;
  10000. case SC_BODYPAINT:
  10001. if( flag&1 ) {
  10002. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  10003. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10004. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10005. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  10006. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  10007. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  10008. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10009. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10010. }
  10011. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10012. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10013. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10014. } else {
  10015. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10016. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10017. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10018. }
  10019. break;
  10020. case SC_ENERVATION:
  10021. case SC_GROOMY:
  10022. case SC_LAZINESS:
  10023. case SC_UNLUCKY:
  10024. case SC_WEAKNESS:
  10025. if( !(tsc && tsc->data[type]) ) {
  10026. int rate;
  10027. if (status_get_class_(bl) == CLASS_BOSS)
  10028. break;
  10029. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10030. - (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));
  10031. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10032. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10033. } else if( sd )
  10034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10035. break;
  10036. case SC_IGNORANCE:
  10037. if( !(tsc && tsc->data[type]) ) {
  10038. int rate;
  10039. if (status_get_class_(bl) == CLASS_BOSS)
  10040. break;
  10041. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10042. - (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));
  10043. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10044. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10045. int sp = 100 * skill_lv;
  10046. if( dstmd )
  10047. sp = dstmd->level;
  10048. if( !dstmd )
  10049. status_zap(bl, 0, sp);
  10050. status_heal(src, 0, sp / 2, 3);
  10051. } else if( sd )
  10052. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10053. } else if( sd )
  10054. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10055. break;
  10056. case LG_TRAMPLE:
  10057. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10058. if (rnd()%100 < (25 + 25 * skill_lv))
  10059. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10060. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  10061. break;
  10062. case LG_REFLECTDAMAGE:
  10063. if( tsc && tsc->data[type] )
  10064. status_change_end(bl,type,INVALID_TIMER);
  10065. else
  10066. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10067. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10068. break;
  10069. case LG_PIETY:
  10070. if( flag&1 )
  10071. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10072. else {
  10073. skill_area_temp[2] = 0;
  10074. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10076. }
  10077. break;
  10078. case SR_CURSEDCIRCLE:
  10079. if( flag&1 ) {
  10080. if( status_get_class_(bl) == CLASS_BOSS )
  10081. break;
  10082. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10083. if( bl->type == BL_MOB )
  10084. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10085. clif_bladestop(src, bl->id, 1);
  10086. map_freeblock_unlock();
  10087. return 1;
  10088. }
  10089. } else {
  10090. int count = 0;
  10091. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10092. 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
  10093. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10094. if( sd ) pc_delspiritball(sd, count, 0);
  10095. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10096. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10097. }
  10098. break;
  10099. case NPC_SR_CURSEDCIRCLE:
  10100. if( flag&1 ) {
  10101. if( status_get_class_(bl) == CLASS_BOSS )
  10102. break;
  10103. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10104. if( bl->type == BL_MOB )
  10105. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10106. clif_bladestop(src, bl->id, 1);
  10107. map_freeblock_unlock();
  10108. return 1;
  10109. }
  10110. } else {
  10111. int count = 0;
  10112. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10113. 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
  10114. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10115. if( sd ) pc_delspiritball(sd, count, 0);
  10116. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10117. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10118. }
  10119. break;
  10120. case SR_RAISINGDRAGON:
  10121. if( sd ) {
  10122. short max = 5 + skill_lv;
  10123. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10124. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10125. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10126. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10127. }
  10128. break;
  10129. case SR_ASSIMILATEPOWER:
  10130. if (flag&1) {
  10131. i = 0;
  10132. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10133. if (dstsd->spiritball > 0) {
  10134. i = dstsd->spiritball;
  10135. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10136. }
  10137. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10138. i += dstsd->spiritcharm;
  10139. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10140. }
  10141. }
  10142. if (i)
  10143. status_percent_heal(src, 0, i);
  10144. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10145. } else {
  10146. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10147. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10148. }
  10149. break;
  10150. case SR_POWERVELOCITY:
  10151. if( !dstsd )
  10152. break;
  10153. if( sd && dstsd->spiritball <= 5 ) {
  10154. for(i = 0; i <= 5; i++) {
  10155. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10156. pc_delspiritball(sd, sd->spiritball, 0);
  10157. }
  10158. }
  10159. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10160. break;
  10161. case SR_GENTLETOUCH_CURE:
  10162. {
  10163. unsigned int heal;
  10164. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10165. heal = 0;
  10166. else {
  10167. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10168. status_heal(bl, heal, 0, 0);
  10169. }
  10170. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10171. status_change_end(bl, SC_STONE, INVALID_TIMER);
  10172. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  10173. status_change_end(bl, SC_STUN, INVALID_TIMER);
  10174. status_change_end(bl, SC_POISON, INVALID_TIMER);
  10175. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  10176. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10177. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  10178. }
  10179. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10180. }
  10181. break;
  10182. case SR_GENTLETOUCH_ENERGYGAIN:
  10183. case SR_GENTLETOUCH_CHANGE:
  10184. case SR_GENTLETOUCH_REVITALIZE:
  10185. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10186. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10187. break;
  10188. case SR_FLASHCOMBO: {
  10189. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10190. const int delay[] = { 0, 750, 1250 };
  10191. if (sd) // Disable attacking/acting/moving for skill's duration.
  10192. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10193. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10194. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10195. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10196. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10197. }
  10198. break;
  10199. case WA_SWING_DANCE:
  10200. case WA_MOONLIT_SERENADE:
  10201. case WA_SYMPHONY_OF_LOVER:
  10202. case MI_RUSH_WINDMILL:
  10203. case MI_ECHOSONG:
  10204. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10205. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10206. 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));
  10207. } else if( sd ) {
  10208. 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);
  10209. 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));
  10210. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10211. }
  10212. break;
  10213. case MI_HARMONIZE:
  10214. if( src != bl )
  10215. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10216. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10217. break;
  10218. case WM_DEADHILLHERE:
  10219. if( bl->type == BL_PC ) {
  10220. if( !status_isdead(bl) )
  10221. break;
  10222. int heal = tstatus->sp;
  10223. if( heal <= 0 )
  10224. heal = 1;
  10225. tstatus->hp = heal;
  10226. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10227. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10228. pc_revive((TBL_PC*)bl,heal,0);
  10229. clif_resurrection(bl,1);
  10230. }
  10231. break;
  10232. case WM_VOICEOFSIREN:
  10233. if (flag&1)
  10234. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10235. else {
  10236. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10237. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10238. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10239. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10240. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10241. }
  10242. break;
  10243. case WM_GLOOMYDAY:
  10244. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10245. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10246. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10247. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10248. { // !TODO: Which skills aren't boosted anymore?
  10249. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10250. break;
  10251. }
  10252. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10253. break;
  10254. case WM_SATURDAY_NIGHT_FEVER:
  10255. if( flag&1 ) {
  10256. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10257. } else if (sd) {
  10258. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10259. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10260. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10261. }
  10262. }
  10263. break;
  10264. case WM_SIRCLEOFNATURE:
  10265. case WM_SONG_OF_MANA:
  10266. case WM_DANCE_WITH_WUG:
  10267. case WM_LERADS_DEW:
  10268. case WM_UNLIMITED_HUMMING_VOICE:
  10269. if( flag&1 ) { // These affect to to all party members near the caster.
  10270. struct status_change *sc = status_get_sc(src);
  10271. if( sc && sc->data[type] ) {
  10272. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10273. }
  10274. } else if( sd ) {
  10275. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10276. 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);
  10277. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10278. }
  10279. break;
  10280. case WM_MELODYOFSINK:
  10281. if( flag&1 ) {
  10282. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10283. } else { // These affect to all targets around the caster.
  10284. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10285. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10287. }
  10288. }
  10289. break;
  10290. case WM_BEYOND_OF_WARCRY:
  10291. if( flag&1 ) {
  10292. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10293. } else { // These affect to all targets around the caster.
  10294. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10295. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10296. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10297. }
  10298. }
  10299. break;
  10300. case WM_SOUND_OF_DESTRUCTION:
  10301. if (flag&1) {
  10302. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10303. } else {
  10304. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10305. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10306. }
  10307. break;
  10308. case WM_RANDOMIZESPELL:
  10309. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10310. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  10311. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  10312. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  10313. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  10314. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  10315. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  10316. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  10317. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  10318. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10319. }
  10320. break;
  10321. case RETURN_TO_ELDICASTES:
  10322. case ALL_GUARDIAN_RECALL:
  10323. case ECLAGE_RECALL:
  10324. case ALL_PRONTERA_RECALL:
  10325. if( sd )
  10326. {
  10327. short x=0, y=0; // Destiny position.
  10328. unsigned short mapindex=0;
  10329. switch(skill_id){
  10330. default:
  10331. case RETURN_TO_ELDICASTES:
  10332. x = 198;
  10333. y = 187;
  10334. mapindex = mapindex_name2id(MAP_DICASTES);
  10335. break;
  10336. case ALL_GUARDIAN_RECALL:
  10337. x = 44;
  10338. y = 151;
  10339. mapindex = mapindex_name2id(MAP_MORA);
  10340. break;
  10341. case ECLAGE_RECALL:
  10342. x = 47;
  10343. y = 31;
  10344. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10345. break;
  10346. case ALL_PRONTERA_RECALL:
  10347. if(skill_lv == 1) {
  10348. x = 115;
  10349. y = 72;
  10350. }
  10351. else if(skill_lv == 2) {
  10352. x = 159;
  10353. y = 192;
  10354. }
  10355. mapindex = mapindex_name2id(MAP_PRONTERA);
  10356. break;
  10357. }
  10358. if(!mapindex)
  10359. { //Given map not found?
  10360. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10361. map_freeblock_unlock();
  10362. return 0;
  10363. }
  10364. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10365. }
  10366. break;
  10367. case ECL_SNOWFLIP:
  10368. case ECL_PEONYMAMY:
  10369. case ECL_SADAGUI:
  10370. case ECL_SEQUOIADUST:
  10371. switch(skill_id){
  10372. case ECL_SNOWFLIP:
  10373. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  10374. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  10375. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  10376. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  10377. break;
  10378. case ECL_PEONYMAMY:
  10379. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  10380. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  10381. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  10382. break;
  10383. case ECL_SADAGUI:
  10384. status_change_end(bl, SC_STUN, INVALID_TIMER);
  10385. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  10386. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  10387. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  10388. break;
  10389. case ECL_SEQUOIADUST:
  10390. status_change_end(bl, SC_STONE, INVALID_TIMER);
  10391. status_change_end(bl, SC_POISON, INVALID_TIMER);
  10392. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  10393. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10394. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  10395. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  10396. break;
  10397. }
  10398. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10399. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10400. break;
  10401. case GM_SANDMAN:
  10402. if( tsc ) {
  10403. if( tsc->opt1 == OPT1_SLEEP )
  10404. tsc->opt1 = 0;
  10405. else
  10406. tsc->opt1 = OPT1_SLEEP;
  10407. clif_changeoption(bl);
  10408. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10409. }
  10410. break;
  10411. case SO_ARRULLO:
  10412. {
  10413. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10414. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10415. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10416. }
  10417. break;
  10418. case WM_LULLABY_DEEPSLEEP:
  10419. if (flag&1) {
  10420. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10421. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10422. sc_start(src, bl, type, rate, skill_lv, duration);
  10423. } else {
  10424. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10425. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10426. }
  10427. break;
  10428. case SO_SUMMON_AGNI:
  10429. case SO_SUMMON_AQUA:
  10430. case SO_SUMMON_VENTUS:
  10431. case SO_SUMMON_TERA:
  10432. if( sd ) {
  10433. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10434. // Remove previous elemental first.
  10435. if( sd->ed )
  10436. elemental_delete(sd->ed);
  10437. // Summoning the new one.
  10438. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10440. break;
  10441. }
  10442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10443. }
  10444. break;
  10445. case SO_EL_CONTROL:
  10446. if( sd ) {
  10447. int mode;
  10448. if( !sd->ed ) break;
  10449. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10450. elemental_delete(sd->ed);
  10451. break;
  10452. }
  10453. switch( skill_lv ) {// Select mode bassed on skill level used.
  10454. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10455. case 2: mode = EL_MODE_ASSIST; break;
  10456. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10457. }
  10458. if( !elemental_change_mode(sd->ed,mode) ) {
  10459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10460. break;
  10461. }
  10462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10463. }
  10464. break;
  10465. case SO_EL_ACTION:
  10466. if( sd ) {
  10467. int duration = 3000;
  10468. if( !sd->ed )
  10469. break;
  10470. switch(sd->ed->db->class_) {
  10471. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10472. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10473. duration = 6000;
  10474. break;
  10475. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10476. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10477. duration = 9000;
  10478. break;
  10479. }
  10480. sd->skill_id_old = skill_id;
  10481. elemental_action(sd->ed, bl, tick);
  10482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10483. skill_blockpc_start(sd, skill_id, duration);
  10484. }
  10485. break;
  10486. case SO_EL_CURE:
  10487. if( sd ) {
  10488. s_elemental_data *ed = sd->ed;
  10489. int s_hp, s_sp;
  10490. if( !ed )
  10491. break;
  10492. s_hp = sd->battle_status.hp * 10 / 100;
  10493. s_sp = sd->battle_status.sp * 10 / 100;
  10494. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10496. break;
  10497. }
  10498. status_heal(&ed->bl,s_hp,s_sp,3);
  10499. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10500. }
  10501. break;
  10502. case GN_CHANGEMATERIAL:
  10503. case SO_EL_ANALYSIS:
  10504. if( sd ) {
  10505. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10506. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10507. }
  10508. break;
  10509. case NPC_MANDRAGORA:
  10510. case GN_MANDRAGORA:
  10511. if( flag&1 ) {
  10512. int rate;
  10513. if (skill_id == NPC_MANDRAGORA)
  10514. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10515. else
  10516. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10517. if (rate < 10)
  10518. rate = 10;
  10519. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  10520. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10521. if (rnd()%100 < rate) {
  10522. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10523. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10524. }
  10525. } else {
  10526. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10527. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10528. }
  10529. break;
  10530. case GN_SLINGITEM:
  10531. if( sd ) {
  10532. i = sd->equip_index[EQI_AMMO];
  10533. if( i < 0 )
  10534. break; // No ammo.
  10535. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10536. if( ammo_id == 0 )
  10537. break;
  10538. sd->itemid = ammo_id;
  10539. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10540. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10541. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10542. 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);
  10543. else
  10544. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10545. } else //Otherwise, it fails, shows animation and removes items.
  10546. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10547. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10548. switch (ammo_id) {
  10549. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10550. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10551. status_percent_heal(bl, 1, 0);
  10552. break;
  10553. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10554. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10555. status_percent_heal(bl, 2, 0);
  10556. break;
  10557. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10558. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10559. status_percent_heal(bl, 5, 0);
  10560. break;
  10561. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10562. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10563. status_percent_heal(bl, 0, 2);
  10564. break;
  10565. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10566. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10567. status_percent_heal(bl, 0, 4);
  10568. break;
  10569. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10570. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10571. status_percent_heal(bl, 0, 8);
  10572. break;
  10573. default:
  10574. if (dstsd)
  10575. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10576. break;
  10577. }
  10578. }
  10579. }
  10580. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10581. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10582. break;
  10583. case GN_MIX_COOKING:
  10584. case GN_MAKEBOMB:
  10585. case GN_S_PHARMACY:
  10586. if( sd ) {
  10587. int qty = 1;
  10588. sd->skill_id_old = skill_id;
  10589. sd->skill_lv_old = skill_lv;
  10590. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10591. qty = 10;
  10592. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10593. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10594. }
  10595. break;
  10596. case EL_CIRCLE_OF_FIRE:
  10597. case EL_PYROTECHNIC:
  10598. case EL_HEATER:
  10599. case EL_TROPIC:
  10600. case EL_AQUAPLAY:
  10601. case EL_COOLER:
  10602. case EL_CHILLY_AIR:
  10603. case EL_GUST:
  10604. case EL_BLAST:
  10605. case EL_WILD_STORM:
  10606. case EL_PETROLOGY:
  10607. case EL_CURSED_SOIL:
  10608. case EL_UPHEAVAL:
  10609. case EL_FIRE_CLOAK:
  10610. case EL_WATER_DROP:
  10611. case EL_WIND_CURTAIN:
  10612. case EL_SOLID_SKIN:
  10613. case EL_STONE_SHIELD:
  10614. case EL_WIND_STEP:
  10615. case EM_EL_FLAMETECHNIC:
  10616. case EM_EL_FLAMEARMOR:
  10617. case EM_EL_COLD_FORCE:
  10618. case EM_EL_CRYSTAL_ARMOR:
  10619. case EM_EL_GRACE_BREEZE:
  10620. case EM_EL_EYES_OF_STORM:
  10621. case EM_EL_EARTH_CARE:
  10622. case EM_EL_STRONG_PROTECTION:
  10623. case EM_EL_DEEP_POISONING:
  10624. case EM_EL_POISON_SHIELD:
  10625. {
  10626. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10627. if( ele ) {
  10628. sc_type type2 = (sc_type)(type-1);
  10629. struct status_change *sc = status_get_sc(&ele->bl);
  10630. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10631. status_change_end(src,type,INVALID_TIMER);
  10632. status_change_end(bl,type2,INVALID_TIMER);
  10633. } else {
  10634. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10635. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10636. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10637. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10638. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10639. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10640. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10641. }
  10642. }
  10643. }
  10644. break;
  10645. case EL_FIRE_MANTLE:
  10646. case EL_WATER_BARRIER:
  10647. case EL_ZEPHYR:
  10648. case EL_POWER_OF_GAIA:
  10649. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10650. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10651. break;
  10652. case EL_WATER_SCREEN: {
  10653. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10654. if( ele ) {
  10655. struct status_change *sc = status_get_sc(&ele->bl);
  10656. sc_type type2 = (sc_type)(type-1);
  10657. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10658. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10659. status_change_end(bl,type,INVALID_TIMER);
  10660. status_change_end(src,type2,INVALID_TIMER);
  10661. } else {
  10662. // This not heals at the end.
  10663. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10664. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10665. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10666. }
  10667. }
  10668. }
  10669. break;
  10670. case KO_KAHU_ENTEN:
  10671. case KO_HYOUHU_HUBUKI:
  10672. case KO_KAZEHU_SEIRAN:
  10673. case KO_DOHU_KOUKAI:
  10674. if (sd) {
  10675. int ele_type = skill_get_ele(skill_id,skill_lv);
  10676. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10677. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10678. }
  10679. break;
  10680. case KO_ZANZOU:
  10681. if(sd){
  10682. struct mob_data *md2;
  10683. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10684. if( md2 )
  10685. {
  10686. md2->master_id = src->id;
  10687. md2->special_state.ai = AI_ZANZOU;
  10688. if( md2->deletetimer != INVALID_TIMER )
  10689. delete_timer(md2->deletetimer, mob_timer_delete);
  10690. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10691. mob_spawn( md2 );
  10692. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10693. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10694. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10695. }
  10696. }
  10697. break;
  10698. case KO_KYOUGAKU:
  10699. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10700. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10701. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10702. }else if( sd )
  10703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10704. break;
  10705. case KO_JYUSATSU:
  10706. if( dstsd && tsc && !tsc->data[type] &&
  10707. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10708. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10709. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10710. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10711. if( status_get_lv(bl) <= status_get_lv(src) )
  10712. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10713. }else if( sd )
  10714. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10715. break;
  10716. case KO_GENWAKU:
  10717. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10718. int x = src->x, y = src->y;
  10719. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10721. break;
  10722. }
  10723. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10724. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10725. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10726. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10727. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10728. clif_blown(src);
  10729. if (!unit_blown_immune(bl, 0x1)) {
  10730. unit_movepos(bl,x,y,0,0);
  10731. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10732. clif_sitting(bl); //Avoid sitting sync problem
  10733. clif_blown(bl);
  10734. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10735. }
  10736. }
  10737. }
  10738. break;
  10739. case OB_AKAITSUKI:
  10740. case OB_OBOROGENSOU:
  10741. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10742. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10744. break;
  10745. }
  10746. case KO_IZAYOI:
  10747. case OB_ZANGETSU:
  10748. case KG_KYOMU:
  10749. case KG_KAGEMUSYA:
  10750. case SP_SOULDIVISION:
  10751. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10752. if (bl->type != BL_PC) {
  10753. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10754. break;
  10755. }
  10756. }
  10757. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10758. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10759. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10760. break;
  10761. case KG_KAGEHUMI:
  10762. if( flag&1 ){
  10763. if (bl->type != BL_PC)
  10764. break;
  10765. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
  10766. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10767. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10768. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10769. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10770. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10771. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10772. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10773. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10774. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10775. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10776. }
  10777. }else{
  10778. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10779. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10780. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10781. }
  10782. break;
  10783. case MH_SILENT_BREEZE:
  10784. {
  10785. int heal = 5 * status_get_lv(&hd->bl) +
  10786. #ifdef RENEWAL
  10787. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10788. #else
  10789. status_base_matk_min(&hd->battle_status);
  10790. #endif
  10791. //Silences the homunculus and target
  10792. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10793. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10794. //Recover the target's HP
  10795. status_heal(bl,heal,0,3);
  10796. //Removes these SC from target
  10797. if (tsc) {
  10798. const enum sc_type scs[] = {
  10799. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10800. };
  10801. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10802. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10803. }
  10804. if (hd)
  10805. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10806. }
  10807. break;
  10808. case MH_OVERED_BOOST:
  10809. if (hd && battle_get_master(src)) {
  10810. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10811. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10812. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10813. }
  10814. break;
  10815. case MH_GRANITIC_ARMOR:
  10816. case MH_PYROCLASTIC:
  10817. if(hd) {
  10818. struct block_list *s_bl = battle_get_master(src);
  10819. 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
  10820. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10821. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10822. }
  10823. break;
  10824. case MH_LIGHT_OF_REGENE: //self
  10825. if(hd) {
  10826. struct block_list *s_bl = battle_get_master(src);
  10827. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10828. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10829. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10830. }
  10831. break;
  10832. case MH_STYLE_CHANGE:
  10833. if(hd){
  10834. struct status_change_entry *sce;
  10835. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10836. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10837. else sce->val1 = MH_MD_FIGHTING;
  10838. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10839. // char output[128];
  10840. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10841. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10842. //}
  10843. }
  10844. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10845. }
  10846. break;
  10847. case MH_PAIN_KILLER:
  10848. bl = battle_get_master(src);
  10849. if (bl != nullptr)
  10850. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10851. if (hd)
  10852. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10853. break;
  10854. case MH_MAGMA_FLOW:
  10855. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10856. if (hd)
  10857. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10858. break;
  10859. case MH_SUMMON_LEGION: {
  10860. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10861. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10862. struct mob_data *sum_md;
  10863. int i_slave,c=0;
  10864. int maxcount = qty[skill_lv-1];
  10865. 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);
  10866. if(c >= maxcount) {
  10867. map_freeblock_unlock();
  10868. return 0; //max qty already spawned
  10869. }
  10870. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10871. 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);
  10872. if (sum_md) {
  10873. sum_md->master_id = src->id;
  10874. sum_md->special_state.ai = AI_LEGION;
  10875. if (sum_md->deletetimer != INVALID_TIMER)
  10876. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10877. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10878. mob_spawn(sum_md); //Now it is ready for spawning.
  10879. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10880. }
  10881. }
  10882. if (hd)
  10883. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10884. }
  10885. break;
  10886. case RL_RICHS_COIN:
  10887. if (sd) {
  10888. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10889. for (i = 0; i < 10; i++)
  10890. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10891. }
  10892. break;
  10893. case RL_C_MARKER:
  10894. if (sd) {
  10895. // If marked by someone else remove it
  10896. if (tsce && tsce->val2 != src->id)
  10897. status_change_end(bl, type, INVALID_TIMER);
  10898. // Check if marked before
  10899. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10900. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10901. // Find empty slot
  10902. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10903. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10905. break;
  10906. }
  10907. }
  10908. sd->c_marker[i] = bl->id;
  10909. 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);
  10910. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10911. }
  10912. // If mob casts this, at least SC_C_MARKER as debuff
  10913. else {
  10914. 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);
  10915. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10916. }
  10917. break;
  10918. case RL_QD_SHOT:
  10919. if (sd) {
  10920. skill_area_temp[1] = bl->id;
  10921. // Check surrounding
  10922. 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);
  10923. if (skill_area_temp[0])
  10924. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10925. // Main target always receives damage
  10926. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10927. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10928. } else {
  10929. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10930. 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);
  10931. }
  10932. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10933. skill_area_temp[0] = 0;
  10934. skill_area_temp[1] = 0;
  10935. break;
  10936. case RL_FLICKER:
  10937. if (sd) {
  10938. sd->flicker = true;
  10939. skill_area_temp[1] = 0;
  10940. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10941. // Detonate RL_B_TRAP
  10942. if (pc_checkskill(sd, RL_B_TRAP))
  10943. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10944. // Detonate RL_H_MINE
  10945. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10946. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  10947. sd->flicker = false;
  10948. }
  10949. break;
  10950. case SO_ELEMENTAL_SHIELD:
  10951. if (!sd || sd->status.party_id == 0 || flag&1) {
  10952. if (sd && sd->status.party_id == 0) {
  10953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10954. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10955. elemental_delete(sd->ed);
  10956. }
  10957. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10958. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10959. }
  10960. else {
  10961. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10962. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10963. elemental_delete(sd->ed);
  10964. 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);
  10965. }
  10966. break;
  10967. case SU_HIDE:
  10968. if (tsce) {
  10969. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10970. status_change_end(bl, type, INVALID_TIMER);
  10971. map_freeblock_unlock();
  10972. return 0;
  10973. }
  10974. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10975. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10976. break;
  10977. case SU_STOOP:
  10978. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10979. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10980. break;
  10981. case SU_SV_ROOTTWIST:
  10982. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10983. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10984. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10985. break;
  10986. }
  10987. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10988. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10989. else {
  10990. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10991. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10992. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10993. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10994. }
  10995. break;
  10996. case SU_TUNABELLY:
  10997. {
  10998. unsigned int heal = 0;
  10999. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11000. heal = 0;
  11001. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11002. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11003. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11004. status_heal(bl, heal, 0, 1|2|4);
  11005. }
  11006. break;
  11007. case SU_BUNCHOFSHRIMP:
  11008. case SU_HISS:
  11009. case SU_PURRING:
  11010. case SU_MEOWMEOW:
  11011. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11012. int duration = skill_get_time(skill_id, skill_lv);
  11013. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11014. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11015. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11016. } else if (sd) {
  11017. 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);
  11018. }
  11019. break;
  11020. case SU_SHRIMPARTY:
  11021. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11022. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11023. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11024. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11025. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11026. }
  11027. } else if (sd)
  11028. 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);
  11029. break;
  11030. case SU_POWEROFFLOCK:
  11031. if (flag&1) {
  11032. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11033. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11034. } else {
  11035. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11036. if (battle_config.skill_wall_check)
  11037. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11038. else
  11039. 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);
  11040. }
  11041. break;
  11042. case ALL_EQSWITCH:
  11043. if( sd ){
  11044. clif_equipswitch_reply( sd, false );
  11045. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11046. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11047. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11048. }
  11049. }
  11050. }
  11051. break;
  11052. case AB_VITUPERATUM:
  11053. if (flag&1)
  11054. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11055. else {
  11056. 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);
  11057. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11058. }
  11059. break;
  11060. case AB_CONVENIO:
  11061. if (sd) {
  11062. party_data *p = party_search(sd->status.party_id);
  11063. int i = 0, count = 0;
  11064. // Only usable in party
  11065. if (p == nullptr) {
  11066. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11067. break;
  11068. }
  11069. // Only usable as party leader.
  11070. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11071. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11072. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11073. break;
  11074. }
  11075. // Do the teleport part
  11076. for (i = 0; i < MAX_PARTY; ++i) {
  11077. map_session_data *pl_sd = p->data[i].sd;
  11078. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11079. sd->bl.m != pl_sd->bl.m)
  11080. continue;
  11081. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11082. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11083. count++;
  11084. }
  11085. }
  11086. if (!count)
  11087. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11088. }
  11089. break;
  11090. case NPC_PULSESTRIKE2:
  11091. for (int i = 0; i < 3; i++)
  11092. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11093. break;
  11094. case BO_THE_WHOLE_PROTECTION:
  11095. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11096. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11097. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11098. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11099. continue;
  11100. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11101. }
  11102. } else if (sd) {
  11103. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11104. 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);
  11105. }
  11106. break;
  11107. case TR_MUSICAL_INTERLUDE:
  11108. case TR_JAWAII_SERENADE:
  11109. case TR_PRON_MARCH:
  11110. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11111. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11112. else if (sd) {
  11113. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11114. sd->skill_id_song = skill_id;
  11115. sd->skill_lv_song = skill_lv;
  11116. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11117. flag |= 2;
  11118. 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);
  11119. }
  11120. break;
  11121. case TR_GEF_NOCTURN:
  11122. case TR_AIN_RHAPSODY:
  11123. if (flag & 1)
  11124. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11125. else if (sd) {
  11126. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11127. sd->skill_id_song = skill_id;
  11128. sd->skill_lv_song = skill_lv;
  11129. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11130. flag |= 2;
  11131. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11132. }
  11133. break;
  11134. case TR_ROKI_CAPRICCIO:
  11135. case TR_NIPELHEIM_REQUIEM:
  11136. if (flag & 1) { // Need official success chances.
  11137. uint16 success_chance = 5 * skill_lv;
  11138. if (flag & 2)
  11139. success_chance *= 2;
  11140. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11141. if (skill_id == TR_ROKI_CAPRICCIO) {
  11142. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11143. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11144. } else { // TR_NIPELHEIM_REQUIEM
  11145. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11146. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11147. }
  11148. } else if (sd) {
  11149. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11150. sd->skill_id_song = skill_id;
  11151. sd->skill_lv_song = skill_lv;
  11152. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11153. flag |= 2;
  11154. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11155. }
  11156. break;
  11157. case ABR_NET_REPAIR:
  11158. case ABR_NET_SUPPORT:
  11159. if (flag & 1) {
  11160. int heal_amount;
  11161. if (skill_id == ABR_NET_REPAIR) {
  11162. heal_amount = tstatus->max_hp * 10 / 100;
  11163. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11164. status_heal(bl, heal_amount, 0, 0);
  11165. } else { // ABR_NET_SUPPORT
  11166. heal_amount = tstatus->max_sp * 3 / 100;
  11167. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11168. status_heal(bl, 0, heal_amount, 0);
  11169. }
  11170. } else {
  11171. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11172. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11173. }
  11174. break;
  11175. case WH_HAWK_M:
  11176. if (sd) {
  11177. if (!pc_isfalcon(sd))
  11178. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11179. else
  11180. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11181. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11182. }
  11183. break;
  11184. case EM_SUMMON_ELEMENTAL_ARDOR:
  11185. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11186. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11187. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11188. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11189. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11190. if (sd == nullptr)
  11191. break;
  11192. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11193. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11194. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11195. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11196. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11197. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11198. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11199. // Remove the old elemental before summoning the super one.
  11200. elemental_delete(sd->ed);
  11201. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11202. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11203. break;
  11204. } else // Elemental summoned. Buff the player with the bonus.
  11205. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11206. } else {
  11207. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11208. break;
  11209. }
  11210. }
  11211. break;
  11212. case EM_ELEMENTAL_VEIL:
  11213. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11214. if (sd == nullptr)
  11215. break;
  11216. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11217. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11218. else
  11219. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11220. break;
  11221. case MT_M_MACHINE:
  11222. case BO_BIONIC_PHARMACY:
  11223. if (sd) {
  11224. sd->skill_id_old = skill_id;
  11225. sd->skill_lv_old = skill_lv;
  11226. if (skill_id == MT_M_MACHINE)
  11227. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11228. else // BO_BIONIC_PHARMACY
  11229. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11230. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11231. }
  11232. break;
  11233. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11234. case MT_SUMMON_ABR_DUAL_CANNON:
  11235. case MT_SUMMON_ABR_MOTHER_NET:
  11236. case MT_SUMMON_ABR_INFINITY: {
  11237. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11238. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11239. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11240. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11241. if (md) {
  11242. md->master_id = src->id;
  11243. md->special_state.ai = AI_ABR;
  11244. if (md->deletetimer != INVALID_TIMER)
  11245. delete_timer(md->deletetimer, mob_timer_delete);
  11246. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11247. mob_spawn(md);
  11248. }
  11249. }
  11250. break;
  11251. case BO_WOODENWARRIOR:
  11252. case BO_WOODEN_FAIRY:
  11253. case BO_CREEPER:
  11254. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11255. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11256. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11257. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11258. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11259. if (md) {
  11260. md->master_id = src->id;
  11261. md->special_state.ai = AI_BIONIC;
  11262. if (md->deletetimer != INVALID_TIMER)
  11263. delete_timer(md->deletetimer, mob_timer_delete);
  11264. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11265. mob_spawn(md);
  11266. }
  11267. }
  11268. break;
  11269. #ifdef RENEWAL
  11270. case CG_HERMODE:
  11271. skill_castend_song(src, skill_id, skill_lv, tick);
  11272. break;
  11273. #endif
  11274. default: {
  11275. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11276. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11277. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11278. map_freeblock_unlock();
  11279. return 1;
  11280. }
  11281. }
  11282. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11283. struct status_change *sc = status_get_sc(src);
  11284. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  11285. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11286. }
  11287. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  11288. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11289. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11290. }
  11291. if( sd && !(flag&1) )
  11292. {// ensure that the skill last-cast tick is recorded
  11293. sd->canskill_tick = gettick();
  11294. if( sd->state.arrow_atk )
  11295. {// consume arrow on last invocation to this skill.
  11296. battle_consume_ammo(sd, skill_id, skill_lv);
  11297. }
  11298. skill_onskillusage(sd, bl, skill_id, tick);
  11299. // perform skill requirement consumption
  11300. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11301. }
  11302. map_freeblock_unlock();
  11303. return 0;
  11304. }
  11305. /**
  11306. * Checking that causing skill failed
  11307. * @param src Caster
  11308. * @param target Target
  11309. * @param skill_id
  11310. * @param skill_lv
  11311. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11312. **/
  11313. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11314. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11315. int inf = skill->inf;
  11316. struct status_change *tsc = status_get_sc(target);
  11317. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11318. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11319. switch (skill_id) {
  11320. case AL_HEAL:
  11321. case AL_INCAGI:
  11322. case AL_DECAGI:
  11323. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11324. case AB_RENOVATIO:
  11325. case AB_HIGHNESSHEAL:
  11326. if (tsc && tsc->option&OPTION_MADOGEAR)
  11327. return USESKILL_FAIL_TOTARGET;
  11328. break;
  11329. case RG_BACKSTAP:
  11330. {
  11331. #ifndef RENEWAL
  11332. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11333. if (map_check_dir(dir, t_dir))
  11334. return USESKILL_FAIL_MAX;
  11335. #endif
  11336. if (check_distance_bl(src, target, 0))
  11337. return USESKILL_FAIL_MAX;
  11338. }
  11339. break;
  11340. case PR_TURNUNDEAD:
  11341. {
  11342. struct status_data *tstatus = status_get_status_data(target);
  11343. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11344. return USESKILL_FAIL_MAX;
  11345. }
  11346. break;
  11347. case PR_LEXDIVINA:
  11348. case MER_LEXDIVINA:
  11349. {
  11350. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11351. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  11352. return USESKILL_FAIL_LEVEL;
  11353. else
  11354. return -1; //Works on silenced allies
  11355. }
  11356. break;
  11357. case RA_WUGSTRIKE:
  11358. // Check if path can be reached
  11359. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11360. return USESKILL_FAIL_MAX;
  11361. break;
  11362. case MG_NAPALMBEAT:
  11363. case MG_FIREBALL:
  11364. case HT_BLITZBEAT:
  11365. case AS_GRIMTOOTH:
  11366. case MO_COMBOFINISH:
  11367. case NC_VULCANARM:
  11368. case SR_TIGERCANNON:
  11369. // These can damage traps, but can't target traps directly
  11370. if (target->type == BL_SKILL) {
  11371. TBL_SKILL *su = (TBL_SKILL*)target;
  11372. if (!su || !su->group)
  11373. return USESKILL_FAIL_MAX;
  11374. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11375. return USESKILL_FAIL_MAX;
  11376. }
  11377. break;
  11378. case IQ_SECOND_FLAME:
  11379. case IQ_SECOND_FAITH:
  11380. case IQ_SECOND_JUDGEMENT:
  11381. if (!tsc || !(tsc->data[SC_FIRST_BRAND] || tsc->data[SC_SECOND_BRAND]))
  11382. return USESKILL_FAIL_LEVEL;
  11383. break;
  11384. case IQ_THIRD_PUNISH:
  11385. case IQ_THIRD_FLAME_BOMB:
  11386. case IQ_THIRD_CONSECRATION:
  11387. if (!tsc || !tsc->data[SC_SECOND_BRAND])
  11388. return USESKILL_FAIL_LEVEL;
  11389. break;
  11390. }
  11391. if (inf&INF_ATTACK_SKILL ||
  11392. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11393. ) // Casted through combo.
  11394. inf = BCT_ENEMY; //Offensive skill.
  11395. else if (skill->inf2[INF2_NOTARGETENEMY])
  11396. inf = BCT_NOENEMY;
  11397. else
  11398. inf = 0;
  11399. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11400. inf |=
  11401. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11402. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11403. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11404. inf &= ~BCT_NEUTRAL;
  11405. }
  11406. switch (skill_id) {
  11407. // Cannot be casted to Emperium
  11408. case WZ_ESTIMATION:
  11409. case SL_SKE:
  11410. case SL_SKA:
  11411. case RK_PHANTOMTHRUST:
  11412. case NPC_PHANTOMTHRUST:
  11413. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11414. return USESKILL_FAIL_MAX;
  11415. break;
  11416. }
  11417. if (inf && battle_check_target(src, target, inf) <= 0) {
  11418. switch(skill_id) {
  11419. case RK_PHANTOMTHRUST:
  11420. case NPC_PHANTOMTHRUST:
  11421. case AB_CLEARANCE:
  11422. return USESKILL_FAIL_TOTARGET;
  11423. default:
  11424. return USESKILL_FAIL_LEVEL;
  11425. }
  11426. }
  11427. // Fogwall makes all offensive-type targetted skills fail at 75%
  11428. // Jump Kick can still fail even though you can jump to friendly targets.
  11429. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  11430. return USESKILL_FAIL_LEVEL;
  11431. return -1;
  11432. }
  11433. TIMER_FUNC( skill_keep_using ){
  11434. struct map_session_data* sd = map_id2sd( id );
  11435. if( sd && sd->skill_keep_using.skill_id ){
  11436. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11437. }
  11438. return 0;
  11439. }
  11440. /**
  11441. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11442. * @param tid
  11443. * @param tick
  11444. * @param data
  11445. **/
  11446. TIMER_FUNC(skill_castend_id){
  11447. struct block_list *target, *src;
  11448. struct map_session_data *sd;
  11449. struct mob_data *md;
  11450. struct unit_data *ud;
  11451. struct status_change *sc = NULL;
  11452. int flag = 0;
  11453. src = map_id2bl(id);
  11454. if( src == NULL )
  11455. {
  11456. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11457. return 0;// not found
  11458. }
  11459. ud = unit_bl2ud(src);
  11460. if( ud == NULL )
  11461. {
  11462. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11463. return 0;// ???
  11464. }
  11465. sd = BL_CAST(BL_PC, src);
  11466. md = BL_CAST(BL_MOB, src);
  11467. if( src->prev == NULL ) {
  11468. ud->skilltimer = INVALID_TIMER;
  11469. return 0;
  11470. }
  11471. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11472. if( ud->skilltimer != tid ) {
  11473. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11474. ud->skilltimer = INVALID_TIMER;
  11475. return 0;
  11476. }
  11477. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11478. {// restore original walk speed
  11479. ud->skilltimer = INVALID_TIMER;
  11480. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11481. } else
  11482. ud->skilltimer = INVALID_TIMER;
  11483. }
  11484. if (ud->skilltarget == id)
  11485. target = src;
  11486. else
  11487. target = map_id2bl(ud->skilltarget);
  11488. // Use a do so that you can break out of it when the skill fails.
  11489. do {
  11490. bool fail = false;
  11491. int8 res = USESKILL_FAIL_LEVEL;
  11492. if (!target || target->prev == NULL)
  11493. break;
  11494. if (src->m != target->m || status_isdead(src))
  11495. break;
  11496. //These should become skill_castend_pos
  11497. switch (ud->skill_id) {
  11498. case WE_CALLPARTNER:
  11499. if (sd)
  11500. clif_callpartner(sd);
  11501. case WE_CALLPARENT:
  11502. if (sd) {
  11503. struct map_session_data *f_sd = pc_get_father(sd);
  11504. struct map_session_data *m_sd = pc_get_mother(sd);
  11505. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11506. fail = true;
  11507. break;
  11508. }
  11509. }
  11510. case WE_CALLBABY:
  11511. if (sd) {
  11512. struct map_session_data *c_sd = pc_get_child(sd);
  11513. if (c_sd && c_sd->state.autotrade) {
  11514. fail = true;
  11515. break;
  11516. }
  11517. }
  11518. case AM_RESURRECTHOMUN:
  11519. case PF_SPIDERWEB:
  11520. {
  11521. //Find a random spot to place the skill. [Skotlex]
  11522. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11523. ud->skillx = target->x + splash;
  11524. ud->skilly = target->y + splash;
  11525. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11526. ud->skillx = target->x;
  11527. ud->skilly = target->y;
  11528. }
  11529. ud->skilltimer = tid;
  11530. return skill_castend_pos(tid,tick,id,data);
  11531. }
  11532. case GN_WALLOFTHORN:
  11533. case SC_ESCAPE:
  11534. case WL_FROSTMISTY:
  11535. case SU_CN_POWDERING:
  11536. case AG_RAIN_OF_CRYSTAL:
  11537. ud->skillx = target->x;
  11538. ud->skilly = target->y;
  11539. ud->skilltimer = tid;
  11540. return skill_castend_pos(tid,tick,id,data);
  11541. }
  11542. // Failing
  11543. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11544. if (sd && res != USESKILL_FAIL_MAX)
  11545. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11546. break;
  11547. }
  11548. //Avoid doing double checks for instant-cast skills.
  11549. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11550. break;
  11551. if(md) {
  11552. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11553. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11554. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11555. }
  11556. if (src != target && battle_config.skill_add_range &&
  11557. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11558. {
  11559. if (sd) {
  11560. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11561. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11562. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11563. }
  11564. break;
  11565. }
  11566. #ifdef OFFICIAL_WALKPATH
  11567. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  11568. {
  11569. if (sd) {
  11570. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11571. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11572. }
  11573. break;
  11574. }
  11575. #endif
  11576. if( sd )
  11577. {
  11578. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11579. break;
  11580. else {
  11581. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11582. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11583. // Give AP
  11584. if (add_ap > 0) {
  11585. switch (ud->skill_id) {
  11586. case TR_ROSEBLOSSOM:
  11587. case TR_RHYTHMSHOOTING:
  11588. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11589. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11590. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11591. break;
  11592. case TR_GEF_NOCTURN:
  11593. case TR_ROKI_CAPRICCIO:
  11594. case TR_AIN_RHAPSODY:
  11595. case TR_MUSICAL_INTERLUDE:
  11596. case TR_JAWAII_SERENADE:
  11597. case TR_NIPELHEIM_REQUIEM:
  11598. case TR_PRON_MARCH:
  11599. if (sd->skill_id_old == TR_RETROSPECTION) {
  11600. add_ap += add_ap * 50 / 100;
  11601. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11602. }
  11603. break;
  11604. }
  11605. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11606. }
  11607. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  11608. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11609. break; // Show a skill fail message (Damage type consumes requirements)
  11610. }
  11611. }
  11612. }
  11613. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11614. break;
  11615. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11616. ud->state.running = 0;
  11617. status_change_end(src, SC_RUN, INVALID_TIMER);
  11618. flag = 1;
  11619. }
  11620. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11621. unit_stop_walking(src,1);
  11622. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11623. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11624. if (sd) { //Cooldown application
  11625. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11626. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11627. }
  11628. if( battle_config.display_status_timers && sd )
  11629. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11630. if( sd )
  11631. {
  11632. switch( ud->skill_id )
  11633. {
  11634. case GS_DESPERADO:
  11635. case RL_FIREDANCE:
  11636. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11637. break;
  11638. case KN_BRANDISHSPEAR:
  11639. case CR_GRANDCROSS: {
  11640. sc_type type;
  11641. if (ud->skill_id == KN_BRANDISHSPEAR)
  11642. type = SC_STRIPWEAPON;
  11643. else
  11644. type = SC_STRIPSHIELD;
  11645. if ((sc = status_get_sc(src)) && sc->data[type]) {
  11646. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  11647. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11648. break;
  11649. }
  11650. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11651. break;
  11652. }
  11653. }
  11654. }
  11655. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11656. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11657. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11658. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11659. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11660. map_freeblock_lock();
  11661. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11662. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11663. else
  11664. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11665. if( sd && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  11666. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11667. }
  11668. sc = status_get_sc(src);
  11669. if(sc && sc->count) {
  11670. if (ud->skill_id != RA_CAMOUFLAGE)
  11671. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11672. if(sc->data[SC_SPIRIT] &&
  11673. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  11674. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  11675. ud->skill_id != WZ_WATERBALL)
  11676. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  11677. #ifndef RENEWAL
  11678. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11679. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11680. #endif
  11681. }
  11682. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11683. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11684. if (ud->skilltimer == INVALID_TIMER) {
  11685. if(md) md->skill_idx = -1;
  11686. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11687. ud->skill_lv = ud->skilltarget = 0;
  11688. }
  11689. map_freeblock_unlock();
  11690. return 1;
  11691. } while(0);
  11692. //Skill failed.
  11693. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  11694. { //When Asura fails... (except when it fails from Wall of Fog)
  11695. //Consume SP/spheres
  11696. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  11697. status_set_sp(src, 0, 0);
  11698. sc = &sd->sc;
  11699. if (sc->count)
  11700. { //End states
  11701. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11702. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  11703. #ifdef RENEWAL
  11704. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  11705. #endif
  11706. }
  11707. if( target && target->m == src->m ) { //Move character to target anyway.
  11708. short x, y;
  11709. short dir = map_calc_dir(src,target->x,target->y);
  11710. //Move 3 cells (From Caster)
  11711. if( dir > 0 && dir < 4 )
  11712. x = -3;
  11713. else if( dir > 4 )
  11714. x = 3;
  11715. else
  11716. x = 0;
  11717. if( dir > 2 && dir < 6 )
  11718. y = -3;
  11719. else if( dir == 7 || dir < 2 )
  11720. y = 3;
  11721. else
  11722. y = 0;
  11723. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11724. clif_blown(src);
  11725. clif_spiritball(src);
  11726. }
  11727. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11728. }
  11729. }
  11730. ud->skill_id = ud->skilltarget = 0;
  11731. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11732. ud->canact_tick = tick;
  11733. //You can't place a skill failed packet here because it would be
  11734. //sent in ALL cases, even cases where skill_check_condition fails
  11735. //which would lead to double 'skill failed' messages u.u [Skotlex]
  11736. if (sd) {
  11737. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11738. if (sd->skill_keep_using.skill_id > 0) {
  11739. sd->skill_keep_using.skill_id = 0;
  11740. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  11741. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  11742. sd->skill_keep_using.tid = INVALID_TIMER;
  11743. }
  11744. }
  11745. } else if (md)
  11746. md->skill_idx = -1;
  11747. return 0;
  11748. }
  11749. /*==========================================
  11750. *
  11751. *------------------------------------------*/
  11752. TIMER_FUNC(skill_castend_pos){
  11753. struct block_list* src = map_id2bl(id);
  11754. struct map_session_data *sd;
  11755. struct unit_data *ud = unit_bl2ud(src);
  11756. struct mob_data *md;
  11757. nullpo_ret(ud);
  11758. sd = BL_CAST(BL_PC , src);
  11759. md = BL_CAST(BL_MOB, src);
  11760. if( src->prev == NULL ) {
  11761. ud->skilltimer = INVALID_TIMER;
  11762. return 0;
  11763. }
  11764. if( ud->skilltimer != tid )
  11765. {
  11766. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11767. ud->skilltimer = INVALID_TIMER;
  11768. return 0;
  11769. }
  11770. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11771. {// restore original walk speed
  11772. ud->skilltimer = INVALID_TIMER;
  11773. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11774. } else
  11775. ud->skilltimer = INVALID_TIMER;
  11776. do {
  11777. if( status_isdead(src) )
  11778. break;
  11779. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11780. break;
  11781. if(tid != INVALID_TIMER)
  11782. { //Avoid double checks on instant cast skills. [Skotlex]
  11783. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11784. break;
  11785. if (battle_config.skill_add_range &&
  11786. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11787. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11788. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11789. break;
  11790. }
  11791. }
  11792. if( sd )
  11793. {
  11794. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11795. break;
  11796. else {
  11797. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  11798. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  11799. // Give AP
  11800. if (add_ap > 0) {
  11801. switch (ud->skill_id) {
  11802. case WH_DEEPBLINDTRAP:
  11803. case WH_SOLIDTRAP:
  11804. case WH_SWIFTTRAP:
  11805. case WH_FLAMETRAP:
  11806. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  11807. add_ap += 1;
  11808. break;
  11809. }
  11810. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11811. }
  11812. }
  11813. }
  11814. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11815. break;
  11816. if(md) {
  11817. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11818. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11819. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11820. }
  11821. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11822. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11823. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11824. if (ud->walktimer != INVALID_TIMER)
  11825. unit_stop_walking(src,1);
  11826. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11827. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11828. if (sd) { //Cooldown application
  11829. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11830. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11831. }
  11832. if( battle_config.display_status_timers && sd )
  11833. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11834. // if( sd )
  11835. // {
  11836. // switch( ud->skill_id )
  11837. // {
  11838. // case ????:
  11839. // sd->canequip_tick = tick + ????;
  11840. // break;
  11841. // }
  11842. // }
  11843. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11844. map_freeblock_lock();
  11845. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11846. if (ud->skill_id != RA_CAMOUFLAGE)
  11847. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11848. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11849. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11850. if (ud->skilltimer == INVALID_TIMER) {
  11851. if (md) md->skill_idx = -1;
  11852. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11853. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11854. }
  11855. map_freeblock_unlock();
  11856. return 1;
  11857. } while(0);
  11858. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11859. ud->canact_tick = tick;
  11860. ud->skill_id = ud->skill_lv = 0;
  11861. if(sd)
  11862. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11863. else if(md)
  11864. md->skill_idx = -1;
  11865. return 0;
  11866. }
  11867. /* skill count without self */
  11868. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11869. struct block_list* src = va_arg(ap, struct block_list*);
  11870. if( src->id != bl->id ) {
  11871. return 1;
  11872. }
  11873. return 0;
  11874. }
  11875. /*==========================================
  11876. *
  11877. *------------------------------------------*/
  11878. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11879. {
  11880. struct map_session_data* sd;
  11881. struct status_change* sc;
  11882. struct status_change_entry *sce;
  11883. std::shared_ptr<s_skill_unit_group> sg;
  11884. enum sc_type type;
  11885. int i;
  11886. //if(skill_lv <= 0) return 0;
  11887. if(skill_id > 0 && !skill_lv) return 0; // celest
  11888. nullpo_ret(src);
  11889. if(status_isdead(src))
  11890. return 0;
  11891. sd = BL_CAST(BL_PC, src);
  11892. sc = status_get_sc(src);
  11893. type = skill_get_sc(skill_id);
  11894. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  11895. switch (skill_id) { //Skill effect.
  11896. case WZ_METEOR:
  11897. case WZ_ICEWALL:
  11898. case MO_BODYRELOCATION:
  11899. case CR_CULTIVATION:
  11900. case HW_GANBANTEIN:
  11901. case LG_EARTHDRIVE:
  11902. case SC_ESCAPE:
  11903. case SU_CN_METEOR:
  11904. break; //Effect is displayed on respective switch case.
  11905. default:
  11906. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11907. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11908. else
  11909. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11910. }
  11911. switch(skill_id)
  11912. {
  11913. case PR_BENEDICTIO:
  11914. skill_area_temp[1] = src->id;
  11915. i = skill_get_splash(skill_id, skill_lv);
  11916. map_foreachinallarea(skill_area_sub,
  11917. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11918. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11919. skill_castend_nodamage_id);
  11920. map_foreachinallarea(skill_area_sub,
  11921. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11922. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11923. skill_castend_damage_id);
  11924. break;
  11925. case BS_HAMMERFALL:
  11926. i = skill_get_splash(skill_id, skill_lv);
  11927. map_foreachinallarea(skill_area_sub,
  11928. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11929. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11930. skill_castend_nodamage_id);
  11931. break;
  11932. case HT_DETECTING:
  11933. i = skill_get_splash(skill_id, skill_lv);
  11934. map_foreachinallarea( status_change_timer_sub,
  11935. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11936. src,NULL,SC_SIGHT,tick);
  11937. skill_reveal_trap_inarea(src, i, x, y);
  11938. break;
  11939. case SR_RIDEINLIGHTNING:
  11940. i = skill_get_splash(skill_id, skill_lv);
  11941. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11942. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11943. break;
  11944. case NPC_LEX_AETERNA:
  11945. i = skill_get_splash(skill_id, skill_lv);
  11946. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11947. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11948. break;
  11949. case SA_VOLCANO:
  11950. case SA_DELUGE:
  11951. case SA_VIOLENTGALE:
  11952. { //Does not consumes if the skill is already active. [Skotlex]
  11953. std::shared_ptr<s_skill_unit_group> sg2;
  11954. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11955. {
  11956. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11957. {
  11958. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11959. return 0; // not to consume items
  11960. }
  11961. else
  11962. sg2->limit = 0; //Disable it.
  11963. }
  11964. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11965. break;
  11966. }
  11967. // Skill Unit Setting
  11968. case MG_SAFETYWALL: {
  11969. int dummy = 1;
  11970. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  11971. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11972. return 0; // Don't consume gems if cast on Land Protector
  11973. }
  11974. }
  11975. case MG_FIREWALL:
  11976. case MG_THUNDERSTORM:
  11977. case AL_PNEUMA:
  11978. case WZ_FIREPILLAR:
  11979. case WZ_QUAGMIRE:
  11980. case WZ_VERMILION:
  11981. case WZ_STORMGUST:
  11982. case WZ_HEAVENDRIVE:
  11983. case PR_SANCTUARY:
  11984. case PR_MAGNUS:
  11985. case CR_GRANDCROSS:
  11986. case NPC_GRANDDARKNESS:
  11987. case HT_SKIDTRAP:
  11988. case MA_SKIDTRAP:
  11989. case HT_LANDMINE:
  11990. case MA_LANDMINE:
  11991. case HT_ANKLESNARE:
  11992. case HT_SHOCKWAVE:
  11993. case HT_SANDMAN:
  11994. case MA_SANDMAN:
  11995. case HT_FLASHER:
  11996. case HT_FREEZINGTRAP:
  11997. case MA_FREEZINGTRAP:
  11998. case HT_BLASTMINE:
  11999. case HT_CLAYMORETRAP:
  12000. case AS_VENOMDUST:
  12001. case AM_DEMONSTRATION:
  12002. case PF_FOGWALL:
  12003. case PF_SPIDERWEB:
  12004. case HT_TALKIEBOX:
  12005. case WE_CALLPARTNER:
  12006. case WE_CALLPARENT:
  12007. case WE_CALLBABY:
  12008. case SA_LANDPROTECTOR:
  12009. #ifndef RENEWAL
  12010. case BD_LULLABY:
  12011. case BD_RICHMANKIM:
  12012. case BD_ETERNALCHAOS:
  12013. case BD_DRUMBATTLEFIELD:
  12014. case BD_RINGNIBELUNGEN:
  12015. case BD_ROKISWEIL:
  12016. case BD_INTOABYSS:
  12017. case BD_SIEGFRIED:
  12018. case BA_DISSONANCE:
  12019. case BA_POEMBRAGI:
  12020. case BA_WHISTLE:
  12021. case BA_ASSASSINCROSS:
  12022. case BA_APPLEIDUN:
  12023. case DC_UGLYDANCE:
  12024. case DC_HUMMING:
  12025. case DC_DONTFORGETME:
  12026. case DC_FORTUNEKISS:
  12027. case DC_SERVICEFORYOU:
  12028. #endif
  12029. case CG_MOONLIT:
  12030. case GS_DESPERADO:
  12031. case NJ_KAENSIN:
  12032. case NJ_BAKUENRYU:
  12033. case NJ_SUITON:
  12034. case NJ_HYOUSYOURAKU:
  12035. case NJ_RAIGEKISAI:
  12036. case NJ_KAMAITACHI:
  12037. #ifdef RENEWAL
  12038. case HW_GRAVITATION:
  12039. #endif
  12040. case NPC_EVILLAND:
  12041. case NPC_VENOMFOG:
  12042. case NPC_COMET:
  12043. case NPC_WIDESUCK:
  12044. case NPC_ICEMINE:
  12045. case NPC_FLAMECROSS:
  12046. case NPC_HELLBURNING:
  12047. case NPC_REVERBERATION:
  12048. case WL_COMET:
  12049. case RA_ELECTRICSHOCKER:
  12050. case RA_CLUSTERBOMB:
  12051. case RA_MAGENTATRAP:
  12052. case RA_COBALTTRAP:
  12053. case RA_MAIZETRAP:
  12054. case RA_VERDURETRAP:
  12055. case RA_FIRINGTRAP:
  12056. case RA_ICEBOUNDTRAP:
  12057. case SC_MANHOLE:
  12058. case SC_DIMENSIONDOOR:
  12059. case SC_CHAOSPANIC:
  12060. case SC_MAELSTROM:
  12061. case SC_BLOODYLUST:
  12062. case WM_POEMOFNETHERWORLD:
  12063. case SO_PSYCHIC_WAVE:
  12064. case NPC_PSYCHIC_WAVE:
  12065. case SO_VACUUM_EXTREME:
  12066. case GN_THORNS_TRAP:
  12067. case SO_EARTHGRAVE:
  12068. case SO_DIAMONDDUST:
  12069. case SO_FIRE_INSIGNIA:
  12070. case SO_WATER_INSIGNIA:
  12071. case SO_WIND_INSIGNIA:
  12072. case SO_EARTH_INSIGNIA:
  12073. case KO_ZENKAI:
  12074. case MH_LAVA_SLIDE:
  12075. case MH_VOLCANIC_ASH:
  12076. case MH_POISON_MIST:
  12077. case MH_STEINWAND:
  12078. case MH_XENO_SLASHER:
  12079. case LG_KINGS_GRACE:
  12080. case SJ_BOOKOFCREATINGSTAR:
  12081. case RL_B_TRAP:
  12082. case NPC_STORMGUST2:
  12083. case AG_RAIN_OF_CRYSTAL:
  12084. case AG_MYSTERY_ILLUSION:
  12085. case AG_STRANTUM_TREMOR:
  12086. case AG_TORNADO_STORM:
  12087. case AG_FLORAL_FLARE_ROAD:
  12088. case IG_CROSS_RAIN:
  12089. case CD_PNEUMATICUS_PROCELLA:
  12090. case ABC_ABYSS_STRIKE:
  12091. case ABC_ABYSS_SQUARE:
  12092. case WH_DEEPBLINDTRAP:
  12093. case WH_SOLIDTRAP:
  12094. case WH_SWIFTTRAP:
  12095. case WH_FLAMETRAP:
  12096. case BO_ACIDIFIED_ZONE_WATER:
  12097. case BO_ACIDIFIED_ZONE_GROUND:
  12098. case BO_ACIDIFIED_ZONE_WIND:
  12099. case BO_ACIDIFIED_ZONE_FIRE:
  12100. case EM_DIAMOND_STORM:
  12101. case EM_LIGHTNING_LAND:
  12102. case EM_VENOM_SWAMP:
  12103. case EM_CONFLAGRATION:
  12104. case EM_TERRA_DRIVE:
  12105. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12106. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12107. case GN_WALLOFTHORN:
  12108. case GN_DEMONIC_FIRE:
  12109. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12110. break;
  12111. case WZ_ICEWALL:
  12112. flag|=1;
  12113. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12114. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12115. break;
  12116. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12117. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12118. flag|=1;
  12119. break;
  12120. case NPC_EARTHQUAKE:
  12121. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12122. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12123. break;
  12124. #ifndef RENEWAL
  12125. case HP_BASILICA:
  12126. if( sc->data[SC_BASILICA] ) {
  12127. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  12128. return 0;
  12129. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12130. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12131. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12132. return 0;
  12133. }
  12134. skill_clear_unitgroup(src);
  12135. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12136. flag|=1;
  12137. }
  12138. break;
  12139. #endif
  12140. #ifndef RENEWAL
  12141. case CG_HERMODE:
  12142. skill_clear_unitgroup(src);
  12143. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12144. sc_start4(src,src,SC_DANCING,100,
  12145. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12146. flag|=1;
  12147. #endif
  12148. break;
  12149. case RG_CLEANER: // [Valaris]
  12150. i = skill_get_splash(skill_id, skill_lv);
  12151. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12152. break;
  12153. case SO_WARMER:
  12154. case SO_CLOUD_KILL:
  12155. case NPC_CLOUD_KILL:
  12156. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12157. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12158. break;
  12159. case SU_CN_POWDERING:
  12160. case SU_NYANGGRASS:
  12161. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12162. if (skill_id == SU_CN_POWDERING)
  12163. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12164. else
  12165. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12166. }
  12167. flag |= 1;
  12168. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12169. break;
  12170. case SU_CN_METEOR:
  12171. if (sd) {
  12172. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12173. skill_id = SU_CN_METEOR2;
  12174. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12175. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12176. }
  12177. // Fall through
  12178. case WZ_METEOR:
  12179. {
  12180. int area = skill_get_splash(skill_id, skill_lv);
  12181. short tmpx = 0, tmpy = 0;
  12182. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12183. // Creates a random Cell in the Splash Area
  12184. tmpx = x - area + rnd() % (area * 2 + 1);
  12185. tmpy = y - area + rnd() % (area * 2 + 1);
  12186. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12187. }
  12188. }
  12189. break;
  12190. case AL_WARP:
  12191. if(sd)
  12192. {
  12193. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12194. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  12195. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  12196. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  12197. );
  12198. }
  12199. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  12200. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  12201. return 0; // not to consume item.
  12202. case MO_BODYRELOCATION:
  12203. if (unit_movepos(src, x, y, 2, 1)) {
  12204. #if PACKETVER >= 20111005
  12205. clif_snap(src, src->x, src->y);
  12206. #else
  12207. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12208. #endif
  12209. if (sd)
  12210. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12211. }
  12212. break;
  12213. case NJ_SHADOWJUMP:
  12214. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12215. clif_blown(src);
  12216. status_change_end(src, SC_HIDING, INVALID_TIMER);
  12217. break;
  12218. case AM_SPHEREMINE:
  12219. case AM_CANNIBALIZE:
  12220. {
  12221. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12222. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12223. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12224. struct mob_data *md;
  12225. // Correct info, don't change any of this! [celest]
  12226. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12227. if (md) {
  12228. md->master_id = src->id;
  12229. md->special_state.ai = ai;
  12230. if( md->deletetimer != INVALID_TIMER )
  12231. delete_timer(md->deletetimer, mob_timer_delete);
  12232. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12233. mob_spawn (md); //Now it is ready for spawning.
  12234. }
  12235. }
  12236. break;
  12237. // Slim Pitcher [Celest]
  12238. case CR_SLIMPITCHER:
  12239. if (sd) {
  12240. int i_lv = 0, j = 0;
  12241. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12242. i_lv = skill_lv%11 - 1;
  12243. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12244. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12245. {
  12246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12247. return 1;
  12248. }
  12249. potion_flag = 1;
  12250. potion_hp = 0;
  12251. potion_sp = 0;
  12252. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12253. potion_flag = 0;
  12254. //Apply skill bonuses
  12255. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12256. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12257. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12258. + pc_skillheal_bonus(sd, skill_id);
  12259. potion_hp = potion_hp * (100+i_lv)/100;
  12260. potion_sp = potion_sp * (100+i_lv)/100;
  12261. // Final heal increased by HPlus.
  12262. // Is this the right place for this??? [Rytech]
  12263. // Can HPlus also affect SP recovery???
  12264. status_data *sstatus = status_get_status_data(src);
  12265. if (sstatus && sstatus->hplus > 0) {
  12266. potion_hp += potion_hp * sstatus->hplus / 100;
  12267. potion_sp += potion_sp * sstatus->hplus / 100;
  12268. }
  12269. if(potion_hp > 0 || potion_sp > 0) {
  12270. i_lv = skill_get_splash(skill_id, skill_lv);
  12271. map_foreachinallarea(skill_area_sub,
  12272. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12273. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12274. skill_castend_nodamage_id);
  12275. }
  12276. } else {
  12277. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12278. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12279. potion_flag = 1;
  12280. potion_hp = 0;
  12281. potion_sp = 0;
  12282. run_script(item->script,0,src->id,0);
  12283. potion_flag = 0;
  12284. potion_hp = potion_hp * (100+id)/100;
  12285. potion_sp = potion_sp * (100+id)/100;
  12286. if(potion_hp > 0 || potion_sp > 0) {
  12287. id = skill_get_splash(skill_id, skill_lv);
  12288. map_foreachinallarea(skill_area_sub,
  12289. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12290. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12291. skill_castend_nodamage_id);
  12292. }
  12293. }
  12294. break;
  12295. case HW_GANBANTEIN:
  12296. if (rnd()%100 < 80) {
  12297. int dummy = 1;
  12298. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12299. i = skill_get_splash(skill_id, skill_lv);
  12300. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12301. } else {
  12302. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12303. return 1;
  12304. }
  12305. break;
  12306. #ifndef RENEWAL
  12307. case HW_GRAVITATION:
  12308. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12309. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12310. flag|=1;
  12311. break;
  12312. #endif
  12313. // Plant Cultivation [Celest]
  12314. case CR_CULTIVATION:
  12315. if (sd) {
  12316. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12317. {
  12318. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12319. return 1;
  12320. }
  12321. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12322. if (rnd()%100 < 50) {
  12323. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12324. } else {
  12325. TBL_MOB* md = NULL;
  12326. int t, mob_id;
  12327. if (skill_lv == 1)
  12328. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12329. else {
  12330. int rand_val = rnd() % 100;
  12331. if (rand_val < 30)
  12332. mob_id = MOBID_GREEN_PLANT;
  12333. else if (rand_val < 55)
  12334. mob_id = MOBID_RED_PLANT;
  12335. else if (rand_val < 80)
  12336. mob_id = MOBID_YELLOW_PLANT;
  12337. else if (rand_val < 90)
  12338. mob_id = MOBID_WHITE_PLANT;
  12339. else if (rand_val < 98)
  12340. mob_id = MOBID_BLUE_PLANT;
  12341. else
  12342. mob_id = MOBID_SHINING_PLANT;
  12343. }
  12344. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12345. if (!md)
  12346. break;
  12347. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12348. {
  12349. if( md->deletetimer != INVALID_TIMER )
  12350. delete_timer(md->deletetimer, mob_timer_delete);
  12351. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12352. }
  12353. mob_spawn(md);
  12354. }
  12355. }
  12356. break;
  12357. case SG_SUN_WARM:
  12358. case SG_MOON_WARM:
  12359. case SG_STAR_WARM:
  12360. skill_clear_unitgroup(src);
  12361. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12362. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12363. flag|=1;
  12364. break;
  12365. case PA_GOSPEL:
  12366. if (sce && sce->val4 == BCT_SELF)
  12367. {
  12368. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  12369. return 0;
  12370. }
  12371. else
  12372. {
  12373. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12374. if (!sg) break;
  12375. if (sce)
  12376. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  12377. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12378. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12379. }
  12380. break;
  12381. case NJ_TATAMIGAESHI:
  12382. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12383. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12384. break;
  12385. case AM_RESURRECTHOMUN: //[orn]
  12386. if (sd)
  12387. {
  12388. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12389. {
  12390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12391. break;
  12392. }
  12393. }
  12394. break;
  12395. case AC_SHOWER:
  12396. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  12397. case MA_SHOWER:
  12398. case NC_COLDSLOWER:
  12399. case RK_DRAGONBREATH:
  12400. case RK_DRAGONBREATH_WATER:
  12401. case NPC_DRAGONBREATH:
  12402. case WL_FROSTMISTY:
  12403. case RL_HAMMER_OF_GOD:
  12404. // Cast center might be relevant later (e.g. for knockback direction)
  12405. skill_area_temp[4] = x;
  12406. skill_area_temp[5] = y;
  12407. i = skill_get_splash(skill_id,skill_lv);
  12408. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12409. break;
  12410. case SO_ARRULLO:
  12411. i = skill_get_splash(skill_id,skill_lv);
  12412. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12413. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12414. break;
  12415. case GC_POISONSMOKE:
  12416. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  12417. if( sd )
  12418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12419. return 0;
  12420. }
  12421. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12422. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12423. break;
  12424. case AB_EPICLESIS:
  12425. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12426. i = skill_get_splash(skill_id, skill_lv);
  12427. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12428. }
  12429. break;
  12430. case WL_EARTHSTRAIN:
  12431. {
  12432. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12433. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12434. for( w = 1; w <= wave; w++ )
  12435. {
  12436. switch( dir ){
  12437. case 0: case 1: case 7: sy = y + w; break;
  12438. case 3: case 4: case 5: sy = y - w; break;
  12439. case 2: sx = x - w; break;
  12440. case 6: sx = x + w; break;
  12441. }
  12442. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12443. }
  12444. }
  12445. break;
  12446. case RA_DETONATOR:
  12447. i = skill_get_splash(skill_id, skill_lv);
  12448. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12449. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12450. break;
  12451. case NC_NEUTRALBARRIER:
  12452. case NC_STEALTHFIELD:
  12453. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  12454. skill_clear_unitgroup(src);
  12455. return 0;
  12456. }
  12457. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12458. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12459. 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));
  12460. }
  12461. break;
  12462. case NC_SILVERSNIPER:
  12463. {
  12464. struct mob_data *md;
  12465. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12466. if( md ) {
  12467. md->master_id = src->id;
  12468. md->special_state.ai = AI_FAW;
  12469. if( md->deletetimer != INVALID_TIMER )
  12470. delete_timer(md->deletetimer, mob_timer_delete);
  12471. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12472. mob_spawn(md);
  12473. }
  12474. }
  12475. break;
  12476. case NC_MAGICDECOY:
  12477. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12478. break;
  12479. case SC_FEINTBOMB: {
  12480. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12481. if( group == nullptr || group->unit == nullptr ) {
  12482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12483. return 1;
  12484. }
  12485. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12486. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12487. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12488. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12489. }
  12490. break;
  12491. case SC_ESCAPE:
  12492. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12493. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12494. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12495. flag |= 1;
  12496. break;
  12497. case LG_BANDING:
  12498. if( sc && sc->data[SC_BANDING] )
  12499. status_change_end(src,SC_BANDING,INVALID_TIMER);
  12500. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12501. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12502. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12503. break;
  12504. case WM_DOMINION_IMPULSE:
  12505. i = skill_get_splash(skill_id, skill_lv);
  12506. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12507. break;
  12508. case WM_GREAT_ECHO:
  12509. i = skill_get_splash(skill_id,skill_lv);
  12510. 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);
  12511. break;
  12512. case WM_SEVERE_RAINSTORM:
  12513. flag |= 1;
  12514. if (sd)
  12515. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12516. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12517. break;
  12518. case GN_CRAZYWEED: {
  12519. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12520. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12521. int x1 = x - area + rnd()%(area * 2 + 1);
  12522. int y1 = y - area + rnd()%(area * 2 + 1);
  12523. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12524. }
  12525. }
  12526. break;
  12527. case GN_FIRE_EXPANSION: {
  12528. struct unit_data *ud = unit_bl2ud(src);
  12529. if( !ud ) break;
  12530. for (const auto itsu : ud->skillunits) {
  12531. skill_unit *su = itsu->unit;
  12532. std::shared_ptr<s_skill_unit_group> sg = itsu->unit->group;
  12533. if (itsu->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  12534. switch (skill_lv) {
  12535. case 1: {
  12536. // TODO:
  12537. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  12538. skill_delunit(su);
  12539. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12540. flag |= 1;
  12541. }
  12542. break;
  12543. case 2:
  12544. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  12545. if (su != NULL)
  12546. skill_delunit(su);
  12547. break;
  12548. case 3:
  12549. skill_delunit(su);
  12550. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12551. flag |= 1;
  12552. break;
  12553. case 4:
  12554. skill_delunit(su);
  12555. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12556. flag |= 1;
  12557. break;
  12558. case 5: {
  12559. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12560. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12561. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12562. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  12563. if (su != NULL)
  12564. skill_delunit(su);
  12565. }
  12566. break;
  12567. }
  12568. }
  12569. }
  12570. }
  12571. break;
  12572. case SO_FIREWALK:
  12573. case SO_ELECTRICWALK:
  12574. case NPC_FIREWALK:
  12575. case NPC_ELECTRICWALK:
  12576. if( sc && sc->data[type] )
  12577. status_change_end(src,type,INVALID_TIMER);
  12578. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12579. break;
  12580. case KO_MAKIBISHI:
  12581. for( i = 0; i < (skill_lv+2); i++ ) {
  12582. x = src->x - 1 + rnd()%3;
  12583. y = src->y - 1 + rnd()%3;
  12584. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12585. }
  12586. break;
  12587. case KO_MUCHANAGE: {
  12588. struct status_data *sstatus;
  12589. int rate = 0;
  12590. sstatus = status_get_status_data(src);
  12591. i = skill_get_splash(skill_id,skill_lv);
  12592. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12593. if( rate < 0 )
  12594. rate = 0;
  12595. 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);
  12596. if( rnd()%100 < rate )
  12597. 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);
  12598. }
  12599. break;
  12600. case RL_FALLEN_ANGEL:
  12601. if (unit_movepos(src,x,y,1,1)) {
  12602. clif_snap(src, src->x, src->y);
  12603. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12604. } else {
  12605. if (sd)
  12606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12607. }
  12608. break;
  12609. case RL_FIRE_RAIN: {
  12610. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12611. int sx = x = src->x, sy = y = src->y;
  12612. for (w = 0; w <= wave; w++) {
  12613. switch (dir) {
  12614. case DIR_NORTH:
  12615. case DIR_NORTHWEST:
  12616. case DIR_NORTHEAST:
  12617. sy = y + w;
  12618. break;
  12619. case DIR_WEST:
  12620. sx = x - w;
  12621. break;
  12622. case DIR_SOUTHWEST:
  12623. case DIR_SOUTH:
  12624. case DIR_SOUTHEAST:
  12625. sy = y - w;
  12626. break;
  12627. case DIR_EAST:
  12628. sx = x + w;
  12629. break;
  12630. }
  12631. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12632. }
  12633. }
  12634. break;
  12635. case NPC_MAGMA_ERUPTION:
  12636. case NC_MAGMA_ERUPTION:
  12637. // 1st, AoE 'slam' damage
  12638. i = skill_get_splash(skill_id, skill_lv);
  12639. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12640. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12641. // 2nd, AoE 'eruption' unit
  12642. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12643. break;
  12644. case SU_LOPE:
  12645. {
  12646. uint8 dir = map_calc_dir(src, x, y);
  12647. // Fails on noteleport maps, except for GvG and BG maps
  12648. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12649. x = src->x;
  12650. y = src->y;
  12651. }
  12652. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12653. 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))
  12654. clif_blown(src);
  12655. }
  12656. break;
  12657. case AG_ASTRAL_STRIKE:
  12658. i = skill_get_splash(skill_id, skill_lv);
  12659. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12660. flag |= 1;
  12661. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12662. break;
  12663. case AG_VIOLENT_QUAKE:
  12664. case AG_ALL_BLOOM: {
  12665. int area = skill_get_splash(skill_id, skill_lv);
  12666. int unit_time = skill_get_time(skill_id, skill_lv);
  12667. int unit_interval = skill_get_unit_interval(skill_id);
  12668. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12669. // Grab Climax's effect level if active.
  12670. // This affects the behavior of certain skills in certain ways.
  12671. if (sc && sc->data[SC_CLIMAX])
  12672. climax_lv = sc->data[SC_CLIMAX]->val1;
  12673. if (skill_id == AG_VIOLENT_QUAKE) {
  12674. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12675. // Fixes rising rocks spawn area to 7x7.
  12676. if (climax_lv == 5)
  12677. area = 3;
  12678. } else { // AG_ALL_BLOOM
  12679. sub_skill = AG_ALL_BLOOM_ATK;
  12680. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12681. unit_time /= 2;
  12682. unit_interval /= 2;
  12683. }
  12684. }
  12685. // Displays the earthquake / flower garden.
  12686. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12687. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12688. i = skill_get_splash(skill_id, skill_lv);
  12689. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  12690. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12691. tmpx = x - area + rnd() % (area * 2 + 1);
  12692. tmpy = y - area + rnd() % (area * 2 + 1);
  12693. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12694. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  12695. tmpx = x - area + rnd() % (area * 2 + 1);
  12696. tmpy = y - area + rnd() % (area * 2 + 1);
  12697. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12698. }
  12699. }
  12700. // One final attack the size of the flower garden is dealt after
  12701. // all rose buds explode if Climax level 5 is active.
  12702. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  12703. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  12704. }
  12705. break;
  12706. default:
  12707. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  12708. return 1;
  12709. }
  12710. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  12711. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  12712. if( sd )
  12713. {// ensure that the skill last-cast tick is recorded
  12714. sd->canskill_tick = gettick();
  12715. if( sd->state.arrow_atk && !(flag&1) )
  12716. {// consume arrow if this is a ground skill
  12717. battle_consume_ammo(sd, skill_id, skill_lv);
  12718. }
  12719. skill_onskillusage(sd, NULL, skill_id, tick);
  12720. // perform skill requirement consumption
  12721. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12722. }
  12723. return 0;
  12724. }
  12725. /*==========================================
  12726. *
  12727. *------------------------------------------*/
  12728. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  12729. {
  12730. nullpo_ret(sd);
  12731. //Simplify skill_failed code.
  12732. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  12733. if(skill_id != sd->menuskill_id)
  12734. return 0;
  12735. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  12736. skill_failed(sd);
  12737. return 0;
  12738. }
  12739. if( sd->sc.cant.cast ) {
  12740. skill_failed(sd);
  12741. return 0;
  12742. }
  12743. pc_stop_attack(sd);
  12744. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  12745. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  12746. if(strcmp(mapname,"cancel")==0) {
  12747. skill_failed(sd);
  12748. return 0;
  12749. }
  12750. switch(skill_id)
  12751. {
  12752. case AL_TELEPORT:
  12753. case ALL_ODINS_RECALL:
  12754. //The storage window is closed automatically by the client when there's
  12755. //any kind of map change, so we need to restore it automatically
  12756. //bugreport:8027
  12757. if(strcmp(mapname,"Random") == 0)
  12758. pc_randomwarp(sd,CLR_TELEPORT);
  12759. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  12760. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  12761. clif_refresh_storagewindow(sd);
  12762. break;
  12763. case AL_WARP:
  12764. {
  12765. const struct point *p[4];
  12766. std::shared_ptr<s_skill_unit_group> group;
  12767. int i, lv, wx, wy;
  12768. int maxcount=0;
  12769. int x,y;
  12770. unsigned short mapindex;
  12771. mapindex = mapindex_name2id((char*)mapname);
  12772. if(!mapindex) { //Given map not found?
  12773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12774. skill_failed(sd);
  12775. return 0;
  12776. }
  12777. p[0] = &sd->status.save_point;
  12778. p[1] = &sd->status.memo_point[0];
  12779. p[2] = &sd->status.memo_point[1];
  12780. p[3] = &sd->status.memo_point[2];
  12781. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  12782. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  12783. if (maxcount == 0) {
  12784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12785. skill_failed(sd);
  12786. return 0;
  12787. }
  12788. }
  12789. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  12790. wx = sd->menuskill_val>>16;
  12791. wy = sd->menuskill_val&0xffff;
  12792. if( lv <= 0 ) return 0;
  12793. if( lv > 4 ) lv = 4; // crash prevention
  12794. // check if the chosen map exists in the memo list
  12795. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  12796. if( i < lv ) {
  12797. x=p[i]->x;
  12798. y=p[i]->y;
  12799. } else {
  12800. skill_failed(sd);
  12801. return 0;
  12802. }
  12803. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  12804. { // This checks versus skill_id/skill_lv...
  12805. skill_failed(sd);
  12806. return 0;
  12807. }
  12808. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  12809. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  12810. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  12811. skill_failed(sd);
  12812. return 0;
  12813. }
  12814. group->val1 = (group->val1<<16)|(short)0;
  12815. // record the destination coordinates
  12816. group->val2 = (x<<16)|y;
  12817. group->val3 = mapindex;
  12818. }
  12819. break;
  12820. }
  12821. sd->menuskill_id = sd->menuskill_val = 0;
  12822. return 0;
  12823. #undef skill_failed
  12824. }
  12825. /// transforms 'target' skill unit into dissonance (if conditions are met)
  12826. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  12827. {
  12828. struct skill_unit* target = (struct skill_unit*)bl;
  12829. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  12830. int flag = va_arg(ap, int);
  12831. if (src == target)
  12832. return 0;
  12833. if (!target->group || !(target->group->state.song_dance&0x1))
  12834. return 0;
  12835. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  12836. return 0;
  12837. if (flag) //Set dissonance
  12838. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  12839. else //Remove dissonance
  12840. target->val2 &= ~(1 << UF_ENSEMBLE);
  12841. skill_getareachar_skillunit_visibilty(target, AREA);
  12842. return 1;
  12843. }
  12844. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  12845. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  12846. //When 1, this unit has been positioned, so start the cancel effect.
  12847. int skill_dance_overlap(struct skill_unit* unit, int flag)
  12848. {
  12849. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  12850. return 0;
  12851. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  12852. return 0; //Nothing to remove, this unit is not overlapped.
  12853. if (unit->val1 != unit->group->skill_id)
  12854. { //Reset state
  12855. unit->val1 = unit->group->skill_id;
  12856. unit->val2 &= ~(1 << UF_ENSEMBLE);
  12857. }
  12858. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12859. }
  12860. /**
  12861. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12862. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12863. * @param flag 0 Convert
  12864. * @param flag 1 Revert
  12865. * @return true success
  12866. * @TODO: This should be completely removed later and rewritten
  12867. * The entire execution of the overlapping songs instances is dirty and hacked together
  12868. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12869. */
  12870. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12871. {
  12872. static int prevflag = 1; // by default the backup is empty
  12873. static s_skill_unit_group backup;
  12874. std::shared_ptr<s_skill_unit_group> group;
  12875. if( unit == nullptr || (group = unit->group) == nullptr )
  12876. return false;
  12877. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12878. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12879. return false;
  12880. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12881. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12882. flag ? "read an empty backup" : "write to a full backup",
  12883. group->skill_id, group->skill_lv, group->src_id);
  12884. return false;
  12885. }
  12886. prevflag = flag;
  12887. if (!flag) { //Transform
  12888. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12889. // backup
  12890. backup.skill_id = group->skill_id;
  12891. backup.skill_lv = group->skill_lv;
  12892. backup.unit_id = group->unit_id;
  12893. backup.target_flag = group->target_flag;
  12894. backup.bl_flag = group->bl_flag;
  12895. backup.interval = group->interval;
  12896. // replace
  12897. group->skill_id = skill_id;
  12898. group->skill_lv = 1;
  12899. group->unit_id = skill_get_unit_id(skill_id);
  12900. group->target_flag = skill_get_unit_target(skill_id);
  12901. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12902. group->interval = skill_get_unit_interval(skill_id);
  12903. } else { //Restore
  12904. group->skill_id = backup.skill_id;
  12905. group->skill_lv = backup.skill_lv;
  12906. group->unit_id = backup.unit_id;
  12907. group->target_flag = backup.target_flag;
  12908. group->bl_flag = backup.bl_flag;
  12909. group->interval = backup.interval;
  12910. }
  12911. return true;
  12912. }
  12913. /**
  12914. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12915. * @param src Object that triggers the skill
  12916. * @param skill_id Skill ID
  12917. * @param skill_lv Skill level of used skill
  12918. * @param x Position x
  12919. * @param y Position y
  12920. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  12921. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  12922. * @return s_skill_unit_group
  12923. */
  12924. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  12925. {
  12926. std::shared_ptr<s_skill_unit_group> group;
  12927. int i, val1 = 0, val2 = 0, val3 = 0;
  12928. t_tick limit;
  12929. int link_group_id = 0;
  12930. int target, interval, range;
  12931. t_itemid req_item = 0;
  12932. struct s_skill_unit_layout *layout;
  12933. struct map_session_data *sd;
  12934. struct status_data *status;
  12935. struct status_change *sc;
  12936. int active_flag = 1;
  12937. int subunt = 0;
  12938. bool hidden = false;
  12939. struct map_data *mapdata;
  12940. nullpo_retr(nullptr, src);
  12941. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12942. mapdata = map_getmapdata(src->m);
  12943. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12944. range = skill_get_unit_range(skill_id,skill_lv);
  12945. interval = skill->unit_interval;
  12946. target = skill_get_unit_target(skill_id);
  12947. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12948. sd = BL_CAST(BL_PC, src);
  12949. status = status_get_status_data(src);
  12950. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12951. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12952. switch( skill_id ) {
  12953. case MH_STEINWAND:
  12954. val2 = 4 + skill_lv;
  12955. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12956. break;
  12957. case MG_SAFETYWALL:
  12958. val2 = skill_lv + 1;
  12959. #ifdef RENEWAL
  12960. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  12961. #endif
  12962. break;
  12963. case MG_FIREWALL:
  12964. if(sc && sc->data[SC_VIOLENTGALE])
  12965. limit = limit*3/2;
  12966. val2 = 4+skill_lv;
  12967. break;
  12968. case AL_WARP:
  12969. val1=skill_lv+6;
  12970. if(!(flag&1))
  12971. limit=2000;
  12972. else // previous implementation (not used anymore)
  12973. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12974. if( src->type != BL_SKILL ) return nullptr;
  12975. group = ((TBL_SKILL*)src)->group;
  12976. src = map_id2bl(group->src_id);
  12977. if( !src ) return nullptr;
  12978. val2 = group->val2; //Copy the (x,y) position you warp to
  12979. val3 = group->val3; //as well as the mapindex to warp to.
  12980. }
  12981. break;
  12982. #ifndef RENEWAL
  12983. case HP_BASILICA:
  12984. val1 = src->id; // Store caster id.
  12985. break;
  12986. #endif
  12987. case PR_SANCTUARY:
  12988. case NPC_EVILLAND:
  12989. val1=skill_lv+3;
  12990. break;
  12991. case WZ_METEOR:
  12992. case SU_CN_METEOR:
  12993. case SU_CN_METEOR2:
  12994. limit = flag;
  12995. flag = 0; // Flag should not influence anything else for these skills
  12996. break;
  12997. case WZ_FIREPILLAR:
  12998. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12999. return nullptr;
  13000. if((flag&1)!=0)
  13001. limit=1000;
  13002. val1=skill_lv+2;
  13003. break;
  13004. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13005. case AM_DEMONSTRATION:
  13006. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13007. target = BCT_ALL;
  13008. break;
  13009. case HT_SKIDTRAP:
  13010. case MA_SKIDTRAP:
  13011. //Save position of caster
  13012. val1 = ((src->x)<<16)|(src->y);
  13013. case HT_ANKLESNARE:
  13014. case HT_SHOCKWAVE:
  13015. case HT_SANDMAN:
  13016. case MA_SANDMAN:
  13017. case HT_CLAYMORETRAP:
  13018. case HT_LANDMINE:
  13019. case MA_LANDMINE:
  13020. case HT_FLASHER:
  13021. case HT_FREEZINGTRAP:
  13022. case MA_FREEZINGTRAP:
  13023. case HT_BLASTMINE:
  13024. case RA_ELECTRICSHOCKER:
  13025. case RA_CLUSTERBOMB:
  13026. case RA_MAGENTATRAP:
  13027. case RA_COBALTTRAP:
  13028. case RA_MAIZETRAP:
  13029. case RA_VERDURETRAP:
  13030. case RA_FIRINGTRAP:
  13031. case RA_ICEBOUNDTRAP:
  13032. case RL_B_TRAP:
  13033. case SC_ESCAPE:
  13034. {
  13035. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13036. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13037. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13038. req_item = req.itemid[i];
  13039. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13040. break;
  13041. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13042. target = BCT_ALL;
  13043. }
  13044. break;
  13045. case SA_LANDPROTECTOR:
  13046. case SA_VOLCANO:
  13047. case SA_DELUGE:
  13048. case SA_VIOLENTGALE:
  13049. case SC_CHAOSPANIC:
  13050. {
  13051. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13052. if (old_sg != nullptr)
  13053. { //HelloKitty confirmed that these are interchangeable,
  13054. //so you can change element and not consume gemstones.
  13055. if ((
  13056. old_sg->skill_id == SA_VOLCANO ||
  13057. old_sg->skill_id == SA_DELUGE ||
  13058. old_sg->skill_id == SA_VIOLENTGALE
  13059. ) && old_sg->limit > 0)
  13060. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13061. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13062. if (limit < 0) //This can happen...
  13063. limit = skill_get_time(skill_id,skill_lv);
  13064. }
  13065. skill_clear_group(src,1);
  13066. }
  13067. break;
  13068. }
  13069. case BA_WHISTLE:
  13070. val1 = skill_lv + status->agi / 10; // Flee increase
  13071. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13072. if (sd) {
  13073. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13074. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13075. }
  13076. break;
  13077. case DC_HUMMING:
  13078. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13079. if (sd)
  13080. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13081. break;
  13082. case BA_POEMBRAGI:
  13083. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13084. //For some reason at level 10 the base delay reduction is 50%.
  13085. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13086. if (sd) {
  13087. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13088. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13089. }
  13090. break;
  13091. case DC_DONTFORGETME:
  13092. #ifdef RENEWAL
  13093. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13094. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13095. #else
  13096. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13097. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13098. #endif
  13099. if (sd) {
  13100. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13101. #ifdef RENEWAL
  13102. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13103. #else
  13104. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13105. #endif
  13106. }
  13107. val1 *= 10; //Because 10 is actually 1% aspd
  13108. break;
  13109. case DC_SERVICEFORYOU:
  13110. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13111. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13112. if (sd) {
  13113. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13114. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13115. }
  13116. break;
  13117. case BA_ASSASSINCROSS:
  13118. if (sd)
  13119. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13120. val1 += 5 + skill_lv + (status->agi / 20);
  13121. val1 *= 10; // ASPD works with 1000 as 100%
  13122. break;
  13123. case DC_FORTUNEKISS:
  13124. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13125. val1 *= 10; //Because every 10 crit is an actual cri point.
  13126. if (sd)
  13127. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13128. break;
  13129. case BD_DRUMBATTLEFIELD:
  13130. val1 = (skill_lv+1)*25; //Atk increase
  13131. val2 = (skill_lv+1)*2; //Def increase
  13132. break;
  13133. case BD_RINGNIBELUNGEN:
  13134. val1 = (skill_lv+2)*25; //Atk increase
  13135. break;
  13136. case BD_RICHMANKIM:
  13137. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13138. break;
  13139. case BD_SIEGFRIED:
  13140. val1 = 55 + skill_lv*5; //Elemental Resistance
  13141. val2 = skill_lv*10; //Status ailment resistance
  13142. break;
  13143. case WE_CALLPARTNER:
  13144. if (sd) val1 = sd->status.partner_id;
  13145. break;
  13146. case WE_CALLPARENT:
  13147. if (sd) {
  13148. val1 = sd->status.father;
  13149. val2 = sd->status.mother;
  13150. }
  13151. break;
  13152. case WE_CALLBABY:
  13153. if (sd) val1 = sd->status.child;
  13154. break;
  13155. case NJ_KAENSIN:
  13156. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13157. val2 = (skill_lv+1)/2 + 4;
  13158. break;
  13159. case NJ_SUITON:
  13160. skill_clear_group(src, 1);
  13161. break;
  13162. case GS_GROUNDDRIFT:
  13163. {
  13164. // Ground Drift Element is decided when it's placed.
  13165. int ele = skill_get_ele(skill_id, skill_lv);
  13166. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13167. if (ele == ELE_RANDOM)
  13168. val1 = element[rnd()%5]; // Use random from available unit visual?
  13169. else if (ele == ELE_ENDOWED)
  13170. val1 = status_get_attack_sc_element(src,sc);
  13171. else if (ele == ELE_WEAPON) {
  13172. val1 = status->rhw.ele;
  13173. if (sc && sc->data[SC_ENCHANTARMS])
  13174. val1 = sc->data[SC_ENCHANTARMS]->val1;
  13175. }
  13176. switch (val1) {
  13177. case ELE_FIRE:
  13178. subunt++;
  13179. case ELE_WATER:
  13180. subunt++;
  13181. case ELE_POISON:
  13182. subunt++;
  13183. case ELE_DARK:
  13184. subunt++;
  13185. case ELE_WIND:
  13186. break;
  13187. default:
  13188. subunt = rnd()%5;
  13189. break;
  13190. }
  13191. break;
  13192. }
  13193. case GC_POISONSMOKE:
  13194. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  13195. return nullptr;
  13196. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  13197. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  13198. limit = skill_get_time(skill_id, skill_lv);
  13199. break;
  13200. case NPC_COMET:
  13201. case WL_COMET:
  13202. if (sc) {
  13203. sc->comet_x = x;
  13204. sc->comet_y = y;
  13205. }
  13206. break;
  13207. case GD_LEADERSHIP:
  13208. case GD_GLORYWOUNDS:
  13209. case GD_SOULCOLD:
  13210. case GD_HAWKEYES:
  13211. limit = 1000000;//it doesn't matter
  13212. break;
  13213. case LG_BANDING:
  13214. limit = -1;
  13215. break;
  13216. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13217. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13218. target = BCT_ALL;
  13219. case WM_SEVERE_RAINSTORM:
  13220. case SO_WATER_INSIGNIA:
  13221. case SO_FIRE_INSIGNIA:
  13222. case SO_WIND_INSIGNIA:
  13223. case SO_EARTH_INSIGNIA:
  13224. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13225. return nullptr;
  13226. break;
  13227. case SO_CLOUD_KILL:
  13228. case NPC_CLOUD_KILL:
  13229. skill_clear_group(src, 4);
  13230. break;
  13231. case SO_WARMER:
  13232. skill_clear_group(src, 8);
  13233. break;
  13234. case SO_FIREWALK:
  13235. case SO_ELECTRICWALK:
  13236. limit = skill_get_time2(skill_id, skill_lv);
  13237. break;
  13238. case GN_WALLOFTHORN:
  13239. // Turns to Firewall
  13240. if( flag&1 )
  13241. limit = 3000;
  13242. val3 = (x<<16)|y;
  13243. break;
  13244. case GN_DEMONIC_FIRE:
  13245. if (flag) { // Fire Expansion level 1
  13246. limit = flag + 10000;
  13247. flag = 0;
  13248. }
  13249. break;
  13250. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13251. case GN_FIRE_EXPANSION_TEAR_GAS:
  13252. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13253. break;
  13254. case KO_ZENKAI:
  13255. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13256. val1 = sd->spiritcharm;
  13257. val2 = sd->spiritcharm_type;
  13258. limit = 6000 * val1;
  13259. subunt = sd->spiritcharm_type - 1;
  13260. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13261. }
  13262. break;
  13263. #ifndef RENEWAL
  13264. case HW_GRAVITATION:
  13265. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  13266. link_group_id = sc->data[SC_GRAVITATION]->val4;
  13267. break;
  13268. #endif
  13269. case SO_VACUUM_EXTREME:
  13270. // Coordinates
  13271. val1 = x;
  13272. val2 = y;
  13273. val3 = 0; // Suck target at n seconds.
  13274. break;
  13275. case MH_POISON_MIST:
  13276. case MH_LAVA_SLIDE:
  13277. skill_clear_group(src, 1);
  13278. break;
  13279. case MH_VOLCANIC_ASH:
  13280. if (!map_flag_vs(src->m))
  13281. target = BCT_ENEMY;
  13282. break;
  13283. case AG_VIOLENT_QUAKE:
  13284. case AG_ALL_BLOOM:
  13285. if (sc && sc->data[SC_CLIMAX]) {
  13286. if (skill_id == AG_ALL_BLOOM && sc->data[SC_CLIMAX]->val1 == 1)
  13287. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13288. else if (sc->data[SC_CLIMAX]->val1 == 4)
  13289. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13290. }
  13291. break;
  13292. case AG_VIOLENT_QUAKE_ATK:
  13293. case AG_ALL_BLOOM_ATK:
  13294. case AG_ALL_BLOOM_ATK2:
  13295. limit = flag;
  13296. flag = 0;
  13297. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 2)
  13298. range = 4; // Rising rocks splash is increased to 9x9.
  13299. break;
  13300. case WH_DEEPBLINDTRAP:
  13301. case WH_SOLIDTRAP:
  13302. case WH_SWIFTTRAP:
  13303. case WH_FLAMETRAP:
  13304. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13305. break;
  13306. }
  13307. // Init skill unit group
  13308. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13309. if (group == nullptr)
  13310. return nullptr;
  13311. group->val1 = val1;
  13312. group->val2 = val2;
  13313. group->val3 = val3;
  13314. group->link_group_id = link_group_id;
  13315. group->target_flag = target;
  13316. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13317. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13318. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13319. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13320. group->item_id = req_item;
  13321. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13322. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13323. active_flag = 0;
  13324. // Put message for Talkie Box & Graffiti
  13325. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13326. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13327. if (sd)
  13328. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13329. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13330. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13331. }
  13332. // Dance skill
  13333. if (group->state.song_dance) {
  13334. if(sd) {
  13335. sd->skill_id_dance = skill_id;
  13336. sd->skill_lv_dance = skill_lv;
  13337. }
  13338. if (
  13339. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13340. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13341. )
  13342. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13343. }
  13344. // Set skill unit
  13345. limit = group->limit;
  13346. for( i = 0; i < layout->count; i++ ) {
  13347. struct skill_unit *unit;
  13348. int ux = x + layout->dx[i];
  13349. int uy = y + layout->dy[i];
  13350. int unit_val1 = skill_lv;
  13351. int unit_val2 = 0;
  13352. int alive = 1;
  13353. // are the coordinates out of range?
  13354. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13355. continue;
  13356. }
  13357. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13358. continue; // don't place skill units on walls (except for songs/dances/encores)
  13359. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13360. continue; // no path between cell and caster
  13361. switch( skill_id ) {
  13362. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13363. case HT_LANDMINE:
  13364. case MA_LANDMINE:
  13365. case HT_ANKLESNARE:
  13366. case HT_SHOCKWAVE:
  13367. case HT_SANDMAN:
  13368. case MA_SANDMAN:
  13369. case HT_FLASHER:
  13370. case HT_FREEZINGTRAP:
  13371. case MA_FREEZINGTRAP:
  13372. case HT_SKIDTRAP:
  13373. case MA_SKIDTRAP:
  13374. case HT_CLAYMORETRAP:
  13375. case HT_BLASTMINE:
  13376. case SC_ESCAPE:
  13377. unit_val1 = 3500;
  13378. break;
  13379. case MG_FIREWALL:
  13380. case NJ_KAENSIN:
  13381. unit_val2 = group->val2;
  13382. break;
  13383. case WZ_ICEWALL:
  13384. unit_val1 = 200 + 200*skill_lv;
  13385. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13386. break;
  13387. case WZ_WATERBALL:
  13388. //Check if there are cells that can be turned into waterball units
  13389. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13390. || (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)
  13391. break; //Turn water, deluge or suiton into waterball cell
  13392. continue;
  13393. case GS_DESPERADO:
  13394. unit_val1 = abs(layout->dx[i]);
  13395. unit_val2 = abs(layout->dy[i]);
  13396. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13397. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13398. if (unit_val1) unit_val1--;
  13399. unit_val1 = 36 -12*unit_val1;
  13400. } else //Diagonal edges
  13401. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13402. if (unit_val1 < 1) unit_val1 = 1;
  13403. unit_val2 = 0;
  13404. break;
  13405. case NPC_REVERBERATION:
  13406. unit_val1 = 1 + skill_lv;
  13407. break;
  13408. case WM_POEMOFNETHERWORLD:
  13409. unit_val1 = 1 + skill_lv;
  13410. break;
  13411. case GN_WALLOFTHORN:
  13412. if (flag&1) // Turned become Firewall
  13413. break;
  13414. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13415. unit_val2 = 20; // Max hits
  13416. break;
  13417. case RL_B_TRAP:
  13418. unit_val1 = 3500;
  13419. unit_val2 = 0;
  13420. break;
  13421. default:
  13422. if (group->state.song_dance&0x1)
  13423. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  13424. break;
  13425. }
  13426. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13427. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13428. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13429. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13430. // Check active cell to failing or remove current unit
  13431. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13432. if( !alive )
  13433. continue;
  13434. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13435. unit->limit = limit;
  13436. unit->range = range;
  13437. if (skill_id == PF_FOGWALL && alive == 2)
  13438. { //Double duration of cells on top of Deluge/Suiton
  13439. unit->limit *= 2;
  13440. group->limit = unit->limit;
  13441. }
  13442. // Execute on all targets standing on this cell
  13443. if (range == 0 && active_flag)
  13444. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13445. }
  13446. if (!group->alive_count)
  13447. { //No cells? Something that was blocked completely by Land Protector?
  13448. skill_delunitgroup(group);
  13449. return nullptr;
  13450. }
  13451. //success, unit created.
  13452. switch( skill_id ) {
  13453. case NJ_TATAMIGAESHI: //Store number of tiles.
  13454. group->val1 = group->alive_count;
  13455. break;
  13456. }
  13457. return group;
  13458. }
  13459. /*==========================================
  13460. *
  13461. *------------------------------------------*/
  13462. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13463. {
  13464. skill_unit_onplace(unit, bl, tick);
  13465. }
  13466. /**
  13467. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13468. * while skill unit initialized or moved (such by knock back).
  13469. * As a follow of skill_unit_effect flag &1
  13470. * @param unit
  13471. * @param bl Target
  13472. * @param tick
  13473. */
  13474. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13475. {
  13476. struct block_list *ss; // Actual source that cast the skill unit
  13477. struct status_change *sc;
  13478. struct status_change_entry *sce;
  13479. struct status_data *tstatus;
  13480. enum sc_type type;
  13481. uint16 skill_id;
  13482. nullpo_ret(unit);
  13483. nullpo_ret(bl);
  13484. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13485. return 0;
  13486. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13487. if (sg == nullptr)
  13488. return 0;
  13489. nullpo_ret(ss = map_id2bl(sg->src_id));
  13490. tstatus = status_get_status_data(bl);
  13491. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  13492. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13493. return 0; //AoE skills are ineffective. [Skotlex]
  13494. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13495. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13496. return 0; //Songs don't work in Basilica
  13497. sc = status_get_sc(bl);
  13498. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13499. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13500. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13501. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  13502. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  13503. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13504. type = skill_get_sc(sg->skill_id);
  13505. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  13506. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13507. switch (sg->unit_id) {
  13508. case UNT_SPIDERWEB:
  13509. if (sc) {
  13510. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13511. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13512. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13513. const struct TimerData* td;
  13514. struct map_data *mapdata = map_getmapdata(bl->m);
  13515. if (mapdata_flag_vs(mapdata))
  13516. sec /= 2;
  13517. if (sc->data[type]) {
  13518. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  13519. //Already triple affected, immune
  13520. sg->limit = DIFF_TICK(tick, sg->tick);
  13521. break;
  13522. }
  13523. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13524. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  13525. sec *= (sc->data[type]->val1 + 1);
  13526. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  13527. sec *= (sc->data[type]->val1 + 1);
  13528. //Add group id to status change
  13529. if (sc->data[type]->val2 == 0)
  13530. sc->data[type]->val2 = sg->group_id;
  13531. else if (sc->data[type]->val3 == 0)
  13532. sc->data[type]->val3 = sg->group_id;
  13533. else if (sc->data[type]->val4 == 0)
  13534. sc->data[type]->val4 = sg->group_id;
  13535. //Overwrite status change with new duration
  13536. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  13537. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  13538. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13539. }
  13540. else {
  13541. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13542. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  13543. if (td)
  13544. sec = DIFF_TICK(td->tick, tick);
  13545. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13546. clif_fixpos(bl);
  13547. }
  13548. else
  13549. sec = 3000; //Couldn't trap it?
  13550. }
  13551. sg->val2 = bl->id;
  13552. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13553. }
  13554. break;
  13555. case UNT_SAFETYWALL:
  13556. if (!sce)
  13557. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13558. break;
  13559. case UNT_BLOODYLUST:
  13560. if (sg->src_id == bl->id)
  13561. break; //Does not affect the caster.
  13562. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13563. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13564. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13565. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13566. break;
  13567. case UNT_PNEUMA:
  13568. if (!sce)
  13569. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13570. break;
  13571. case UNT_CHAOSPANIC:
  13572. 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);
  13573. break;
  13574. case UNT_WARP_WAITING: {
  13575. int working = sg->val1&0xffff;
  13576. if(bl->type==BL_PC && !working){
  13577. struct map_session_data *sd = (struct map_session_data *)bl;
  13578. if((!sd->chatID || battle_config.chat_warpportal)
  13579. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13580. {
  13581. int x = sg->val2>>16;
  13582. int y = sg->val2&0xffff;
  13583. int count = sg->val1>>16;
  13584. unsigned short m = sg->val3;
  13585. if( --count <= 0 )
  13586. skill_delunitgroup(sg);
  13587. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13588. working = 1;/* we break it because officials break it, lovely stuff. */
  13589. sg->val1 = (count<<16)|working;
  13590. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  13591. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13592. }
  13593. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13594. int16 m = map_mapindex2mapid(sg->val3);
  13595. if (m < 0) break; //Map not available on this map-server.
  13596. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13597. }
  13598. }
  13599. break;
  13600. case UNT_QUAGMIRE:
  13601. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13602. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13603. break;
  13604. case UNT_VOLCANO:
  13605. case UNT_DELUGE:
  13606. case UNT_VIOLENTGALE:
  13607. case UNT_FIRE_INSIGNIA:
  13608. case UNT_WATER_INSIGNIA:
  13609. case UNT_WIND_INSIGNIA:
  13610. case UNT_EARTH_INSIGNIA:
  13611. if(!sce)
  13612. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13613. break;
  13614. case UNT_WATER_BARRIER:
  13615. case UNT_ZEPHYR:
  13616. case UNT_POWER_OF_GAIA:
  13617. if (bl->id == ss->id)
  13618. break; // Doesn't affect the Elemental
  13619. if (!sce)
  13620. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13621. break;
  13622. case UNT_SUITON:
  13623. if(!sce)
  13624. sc_start4(ss, bl,type,100,sg->skill_lv,
  13625. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13626. 0,0,sg->limit);
  13627. break;
  13628. case UNT_HERMODE:
  13629. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13630. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  13631. case UNT_RICHMANKIM:
  13632. case UNT_ETERNALCHAOS:
  13633. case UNT_DRUMBATTLEFIELD:
  13634. case UNT_RINGNIBELUNGEN:
  13635. case UNT_ROKISWEIL:
  13636. case UNT_INTOABYSS:
  13637. case UNT_SIEGFRIED:
  13638. //Needed to check when a dancer/bard leaves their ensemble area.
  13639. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13640. return skill_id;
  13641. if (!sce)
  13642. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13643. break;
  13644. case UNT_WHISTLE:
  13645. case UNT_ASSASSINCROSS:
  13646. case UNT_POEMBRAGI:
  13647. case UNT_APPLEIDUN:
  13648. case UNT_HUMMING:
  13649. case UNT_DONTFORGETME:
  13650. case UNT_FORTUNEKISS:
  13651. case UNT_SERVICEFORYOU:
  13652. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13653. return 0;
  13654. if (!sc) return 0;
  13655. if (!sce)
  13656. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13657. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13658. sce->val4 = 0; //remove the mark that we stepped out
  13659. delete_timer(sce->timer, status_change_timer);
  13660. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13661. }
  13662. break;
  13663. case UNT_FOGWALL:
  13664. if (!sce)
  13665. {
  13666. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  13667. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13668. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  13669. }
  13670. break;
  13671. #ifndef RENEWAL
  13672. case UNT_GRAVITATION:
  13673. if (!sce)
  13674. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  13675. break;
  13676. case UNT_BASILICA:
  13677. {
  13678. int i = battle_check_target(bl, bl, BCT_ENEMY);
  13679. if (i > 0) {
  13680. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13681. break;
  13682. }
  13683. if (!sce && i <= 0)
  13684. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13685. }
  13686. break;
  13687. #endif
  13688. case UNT_MOONLIT:
  13689. //Knockback out of area if affected char isn't in Moonlit effect
  13690. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  13691. break;
  13692. if (ss == bl) //Also needed to prevent infinite loop crash.
  13693. break;
  13694. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  13695. break;
  13696. case UNT_REVERBERATION:
  13697. if (sg->src_id == bl->id)
  13698. break; //Does not affect the caster.
  13699. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13700. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  13701. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  13702. sg->unit_id = UNT_USED_TRAPS;
  13703. break;
  13704. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  13705. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  13706. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13707. break;
  13708. case UNT_FIRE_EXPANSION_TEAR_GAS:
  13709. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  13710. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  13711. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  13712. break;
  13713. case UNT_VOLCANIC_ASH:
  13714. if (!sce)
  13715. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  13716. break;
  13717. case UNT_KINGS_GRACE:
  13718. if (!sce) {
  13719. int state = 0;
  13720. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  13721. state |= BCT_GUILD;
  13722. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  13723. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  13724. }
  13725. break;
  13726. case UNT_STEALTHFIELD:
  13727. if( bl->id == sg->src_id )
  13728. break; // Doesn't work on self (video shows that)
  13729. if (!sce)
  13730. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13731. break;
  13732. case UNT_NEUTRALBARRIER:
  13733. if (!sce)
  13734. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  13735. break;
  13736. case UNT_WARMER:
  13737. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  13738. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13739. break;
  13740. case UNT_CATNIPPOWDER:
  13741. if (sg->src_id == bl->id)
  13742. break; // Does not affect the caster or Boss.
  13743. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13744. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13745. break;
  13746. case UNT_NYANGGRASS:
  13747. if (!sce)
  13748. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13749. break;
  13750. case UNT_CREATINGSTAR:
  13751. if (!sce)
  13752. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  13753. break;
  13754. case UNT_GD_LEADERSHIP:
  13755. case UNT_GD_GLORYWOUNDS:
  13756. case UNT_GD_SOULCOLD:
  13757. case UNT_GD_HAWKEYES:
  13758. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  13759. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  13760. break;
  13761. }
  13762. return skill_id;
  13763. }
  13764. /**
  13765. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  13766. * @param unit Skill unit
  13767. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  13768. * @param tick
  13769. */
  13770. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13771. {
  13772. struct block_list *ss;
  13773. TBL_PC* tsd;
  13774. struct status_data *tstatus;
  13775. struct status_change *sc, *tsc;
  13776. struct skill_unit_group_tickset *ts;
  13777. enum sc_type type;
  13778. uint16 skill_id;
  13779. t_tick diff = 0;
  13780. nullpo_ret(unit);
  13781. nullpo_ret(bl);
  13782. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  13783. return 0;
  13784. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13785. if (sg == nullptr)
  13786. return 0;
  13787. nullpo_ret(ss = map_id2bl(sg->src_id));
  13788. tsd = BL_CAST(BL_PC, bl);
  13789. tsc = status_get_sc(bl);
  13790. sc = status_get_sc(ss);
  13791. tstatus = status_get_status_data(bl);
  13792. type = skill_get_sc(sg->skill_id);
  13793. skill_id = sg->skill_id;
  13794. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  13795. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  13796. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  13797. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  13798. return 0; // Under Hovering characters are immune to trap and ground target skills.
  13799. if (sg->interval == -1) {
  13800. switch (sg->unit_id) {
  13801. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  13802. case UNT_FIREPILLAR_ACTIVE:
  13803. case UNT_ELECTRICSHOCKER:
  13804. case UNT_MANHOLE:
  13805. return 0;
  13806. default:
  13807. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  13808. return 0;
  13809. }
  13810. }
  13811. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  13812. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  13813. diff = DIFF_TICK(tick,ts->tick);
  13814. if (diff < 0)
  13815. return 0;
  13816. ts->tick = tick+sg->interval;
  13817. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  13818. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  13819. }
  13820. // Wall of Thorn damaged by Fire element unit [Cydh]
  13821. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  13822. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  13823. struct skill_unit *su = (struct skill_unit *)bl;
  13824. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  13825. 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);
  13826. su->group->limit = sg->limit = 0;
  13827. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  13828. return skill_id;
  13829. }
  13830. }
  13831. switch (sg->unit_id) {
  13832. // Units that deals simple attack
  13833. case UNT_GRAVITATION:
  13834. case UNT_EARTHSTRAIN:
  13835. case UNT_FIREWALK:
  13836. case UNT_ELECTRICWALK:
  13837. case UNT_PSYCHIC_WAVE:
  13838. case UNT_LAVA_SLIDE:
  13839. case UNT_MAKIBISHI:
  13840. case UNT_VENOMFOG:
  13841. case UNT_ICEMINE:
  13842. case UNT_FLAMECROSS:
  13843. case UNT_HELLBURNING:
  13844. case UNT_RAIN_OF_CRYSTAL:
  13845. case UNT_MYSTERY_ILLUSION:
  13846. case UNT_STRANTUM_TREMOR:
  13847. case UNT_TORNADO_STORM:
  13848. case UNT_FLORAL_FLARE_ROAD:
  13849. case UNT_CROSS_RAIN:
  13850. case UNT_PNEUMATICUS_PROCELLA:
  13851. case UNT_LIGHTNING_LAND:
  13852. case UNT_VENOM_SWAMP:
  13853. case UNT_CONFLAGRATION:
  13854. case UNT_DEEPBLINDTRAP:
  13855. case UNT_SOLIDTRAP:
  13856. case UNT_SWIFTTRAP:
  13857. case UNT_FLAMETRAP:
  13858. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13859. break;
  13860. case UNT_DUMMYSKILL:
  13861. switch (sg->skill_id) {
  13862. case SG_SUN_WARM: //SG skills [Komurka]
  13863. case SG_MOON_WARM:
  13864. case SG_STAR_WARM: {
  13865. int count = 0;
  13866. const int x = bl->x, y = bl->y;
  13867. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  13868. do {
  13869. if( bl->type == BL_PC )
  13870. status_zap(bl, 0, 15); // sp damage to players
  13871. else // mobs
  13872. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  13873. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  13874. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  13875. } else { //should end when out of sp.
  13876. sg->limit = DIFF_TICK(tick,sg->tick);
  13877. break;
  13878. }
  13879. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  13880. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  13881. }
  13882. break;
  13883. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  13884. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  13885. if (tsc)
  13886. tsc->sg_counter++; //SG hit counter.
  13887. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  13888. tsc->sg_counter=0; //Attack absorbed.
  13889. break;
  13890. #endif
  13891. case GS_DESPERADO:
  13892. if (rnd()%100 < unit->val1)
  13893. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13894. break;
  13895. case NPC_COMET:
  13896. case WL_COMET:
  13897. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  13898. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13899. break;
  13900. case NPC_WIDESUCK: {
  13901. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13902. if (heal > 0) {
  13903. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  13904. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  13905. status_heal(ss,heal,0,0);
  13906. }
  13907. }
  13908. break;
  13909. default:
  13910. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13911. }
  13912. break;
  13913. case UNT_FIREWALL:
  13914. case UNT_KAEN: {
  13915. int count = 0;
  13916. const int x = bl->x, y = bl->y;
  13917. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  13918. break;
  13919. //Take into account these hit more times than the timer interval can handle.
  13920. do
  13921. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  13922. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  13923. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  13924. if (unit->val2 <= 0)
  13925. skill_delunit(unit);
  13926. }
  13927. break;
  13928. case UNT_SANCTUARY:
  13929. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  13930. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  13931. 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) )
  13932. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  13933. } else {
  13934. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13935. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13936. #ifdef RENEWAL
  13937. if (md && md->mob_id == MOBID_EMPERIUM)
  13938. break;
  13939. #endif
  13940. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  13941. break;
  13942. if( tstatus->hp >= tstatus->max_hp )
  13943. break;
  13944. if( status_isimmune(bl) )
  13945. heal = 0;
  13946. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13947. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  13948. heal = ~heal + 1;
  13949. status_heal(bl, heal, 0, 0);
  13950. }
  13951. break;
  13952. case UNT_EVILLAND:
  13953. //Will heal demon and undead element monsters, but not players.
  13954. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  13955. { //Damage enemies
  13956. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13957. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13958. } else {
  13959. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13960. if (tstatus->hp >= tstatus->max_hp)
  13961. break;
  13962. if (status_isimmune(bl))
  13963. heal = 0;
  13964. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13965. status_heal(bl, heal, 0, 0);
  13966. }
  13967. break;
  13968. case UNT_MAGNUS:
  13969. #ifndef RENEWAL
  13970. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  13971. break;
  13972. #endif
  13973. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13974. break;
  13975. case UNT_FIREPILLAR_WAITING:
  13976. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  13977. skill_delunit(unit);
  13978. break;
  13979. case UNT_SKIDTRAP: {
  13980. //Knockback away from position of user during placement [Playtester]
  13981. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  13982. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  13983. sg->unit_id = UNT_USED_TRAPS;
  13984. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13985. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  13986. //Target will be stopped for 3 seconds
  13987. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  13988. }
  13989. break;
  13990. case UNT_ANKLESNARE:
  13991. case UNT_MANHOLE:
  13992. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  13993. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  13994. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  13995. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13996. if( td )
  13997. sec = DIFF_TICK(td->tick, tick);
  13998. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  13999. || !unit_blown_immune(bl,0x1) )
  14000. {
  14001. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14002. clif_fixpos(bl);
  14003. }
  14004. sg->val2 = bl->id;
  14005. } else
  14006. sec = 3000; //Couldn't trap it?
  14007. if (sg->unit_id == UNT_ANKLESNARE) {
  14008. clif_skillunit_update(&unit->bl);
  14009. /**
  14010. * If you're snared from a trap that was invisible this makes the trap be
  14011. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14012. * bugreport:3961
  14013. **/
  14014. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14015. }
  14016. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14017. sg->interval = -1;
  14018. unit->range = 0;
  14019. }
  14020. break;
  14021. case UNT_EARTHQUAKE:
  14022. sg->val1++; // Hit count
  14023. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14024. break;
  14025. case UNT_ELECTRICSHOCKER:
  14026. if( bl->id != ss->id ) {
  14027. 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) ) {
  14028. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14029. clif_fixpos(bl);
  14030. }
  14031. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14032. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14033. }
  14034. break;
  14035. case UNT_VENOMDUST:
  14036. if(tsc && !tsc->data[type])
  14037. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14038. break;
  14039. case UNT_LANDMINE:
  14040. //Land Mine only hits single target
  14041. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14042. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14043. sg->limit = 1500;
  14044. break;
  14045. case UNT_MAGENTATRAP:
  14046. case UNT_COBALTTRAP:
  14047. case UNT_MAIZETRAP:
  14048. case UNT_VERDURETRAP:
  14049. if( bl->type == BL_PC )// it won't work on players
  14050. break;
  14051. case UNT_FIRINGTRAP:
  14052. case UNT_ICEBOUNDTRAP:
  14053. case UNT_CLUSTERBOMB:
  14054. if( bl->id == ss->id )// it won't trigger on caster
  14055. break;
  14056. case UNT_BLASTMINE:
  14057. case UNT_SHOCKWAVE:
  14058. case UNT_SANDMAN:
  14059. case UNT_FLASHER:
  14060. case UNT_FREEZINGTRAP:
  14061. case UNT_FIREPILLAR_ACTIVE:
  14062. case UNT_CLAYMORETRAP:
  14063. {
  14064. int bl_flag = sg->bl_flag;
  14065. if (tsc && tsc->data[SC__MANHOLE])
  14066. break;
  14067. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14068. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14069. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14070. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14071. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14072. sg->limit = DIFF_TICK(tick, sg->tick) +
  14073. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14074. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14075. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14076. }
  14077. break;
  14078. case UNT_TALKIEBOX:
  14079. if (sg->src_id == bl->id)
  14080. break;
  14081. if (sg->val2 == 0) {
  14082. clif_talkiebox(&unit->bl, sg->valstr);
  14083. sg->unit_id = UNT_USED_TRAPS;
  14084. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14085. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14086. sg->val2 = -1;
  14087. }
  14088. break;
  14089. case UNT_LULLABY:
  14090. if (ss->id == bl->id)
  14091. break;
  14092. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14093. break;
  14094. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14095. if (ss->id != bl->id)
  14096. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14097. break;
  14098. case UNT_DISSONANCE:
  14099. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14100. break;
  14101. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14102. int heal;
  14103. #ifdef RENEWAL
  14104. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14105. if (md && md->mob_id == MOBID_EMPERIUM)
  14106. break;
  14107. #endif
  14108. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  14109. break; // affects self only when soullinked
  14110. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14111. if (tsc->data[SC_AKAITSUKI] && heal)
  14112. heal = ~heal + 1;
  14113. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14114. status_heal(bl, heal, 0, 0);
  14115. }
  14116. break;
  14117. case UNT_TATAMIGAESHI:
  14118. case UNT_DEMONSTRATION:
  14119. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14120. break;
  14121. case UNT_GOSPEL:
  14122. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14123. break;
  14124. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14125. { // Support Effect only on party, not guild
  14126. int heal;
  14127. int i = rnd() % 13; // Positive buff count
  14128. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14129. switch (i)
  14130. {
  14131. case 0: // Heal 1000~9999 HP
  14132. heal = rnd() % 9000 + 1000;
  14133. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14134. status_heal(bl, heal, 0, 0);
  14135. break;
  14136. case 1: // End all negative status
  14137. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14138. if (tsd) clif_gospel_info(tsd, 0x15);
  14139. break;
  14140. case 2: // Immunity to all status
  14141. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14142. if (tsd) clif_gospel_info(tsd, 0x16);
  14143. break;
  14144. case 3: // MaxHP +100%
  14145. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14146. if (tsd) clif_gospel_info(tsd, 0x17);
  14147. break;
  14148. case 4: // MaxSP +100%
  14149. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14150. if (tsd) clif_gospel_info(tsd, 0x18);
  14151. break;
  14152. case 5: // All stats +20
  14153. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14154. if (tsd) clif_gospel_info(tsd, 0x19);
  14155. break;
  14156. case 6: // Level 10 Blessing
  14157. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14158. break;
  14159. case 7: // Level 10 Increase AGI
  14160. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14161. break;
  14162. case 8: // Enchant weapon with Holy element
  14163. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14164. if (tsd) clif_gospel_info(tsd, 0x1c);
  14165. break;
  14166. case 9: // Enchant armor with Holy element
  14167. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14168. if (tsd) clif_gospel_info(tsd, 0x1d);
  14169. break;
  14170. case 10: // DEF +25%
  14171. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14172. if (tsd) clif_gospel_info(tsd, 0x1e);
  14173. break;
  14174. case 11: // ATK +100%
  14175. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14176. if (tsd) clif_gospel_info(tsd, 0x1f);
  14177. break;
  14178. case 12: // HIT/Flee +50
  14179. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14180. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14181. if (tsd) clif_gospel_info(tsd, 0x20);
  14182. break;
  14183. }
  14184. }
  14185. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14186. { // Offensive Effect
  14187. int i = rnd() % 10; // Negative buff count
  14188. switch (i)
  14189. {
  14190. case 0: // Deal 3000~7999 damage reduced by DEF
  14191. case 1: // Deal 1500~5499 damage unreducable
  14192. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14193. break;
  14194. case 2: // Curse
  14195. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14196. break;
  14197. case 3: // Blind
  14198. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14199. break;
  14200. case 4: // Poison
  14201. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14202. break;
  14203. case 5: // Level 10 Provoke
  14204. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14205. break;
  14206. case 6: // DEF -100%
  14207. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14208. break;
  14209. case 7: // ATK -100%
  14210. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14211. break;
  14212. case 8: // Flee -100%
  14213. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14214. break;
  14215. case 9: // Speed/ASPD -25%
  14216. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14217. break;
  14218. }
  14219. }
  14220. break;
  14221. #ifndef RENEWAL
  14222. case UNT_BASILICA:
  14223. {
  14224. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14225. if (i > 0) {
  14226. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14227. break;
  14228. }
  14229. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  14230. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14231. }
  14232. break;
  14233. #endif
  14234. case UNT_GROUNDDRIFT_WIND:
  14235. case UNT_GROUNDDRIFT_DARK:
  14236. case UNT_GROUNDDRIFT_POISON:
  14237. case UNT_GROUNDDRIFT_WATER:
  14238. case UNT_GROUNDDRIFT_FIRE:
  14239. map_foreachinrange(skill_trap_splash,&unit->bl,
  14240. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14241. &unit->bl,tick);
  14242. sg->unit_id = UNT_USED_TRAPS;
  14243. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14244. sg->limit=DIFF_TICK(tick,sg->tick);
  14245. break;
  14246. case UNT_POISONSMOKE:
  14247. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  14248. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  14249. break;
  14250. case UNT_EPICLESIS:
  14251. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14252. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14253. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14254. int hp, sp;
  14255. switch( sg->skill_lv ) {
  14256. case 1: case 2: hp = 3; sp = 2; break;
  14257. case 3: case 4: hp = 4; sp = 3; break;
  14258. case 5: default: hp = 5; sp = 4; break;
  14259. }
  14260. hp = tstatus->max_hp * hp / 100;
  14261. sp = tstatus->max_sp * sp / 100;
  14262. if (tstatus->hp < tstatus->max_hp)
  14263. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14264. if (tstatus->sp < tstatus->max_sp)
  14265. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14266. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  14267. hp = ~hp + 1;
  14268. status_heal(bl, hp, sp, 3);
  14269. }
  14270. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14271. // Doesn't remove Invisibility or Chase Walk.
  14272. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  14273. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  14274. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  14275. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  14276. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  14277. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  14278. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14279. }
  14280. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14281. }
  14282. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14283. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14284. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14285. break;
  14286. case UNT_DIMENSIONDOOR:
  14287. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14288. pc_randomwarp(tsd,CLR_TELEPORT);
  14289. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14290. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14291. break;
  14292. case UNT_REVERBERATION:
  14293. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14294. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14295. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14296. sg->unit_id = UNT_USED_TRAPS;
  14297. break;
  14298. case UNT_SEVERE_RAINSTORM:
  14299. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14300. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14301. break;
  14302. case UNT_NETHERWORLD:
  14303. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14304. if (!(tsc && tsc->data[type])) {
  14305. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14306. sg->limit = DIFF_TICK(tick,sg->tick);
  14307. sg->unit_id = UNT_USED_TRAPS;
  14308. }
  14309. }
  14310. break;
  14311. case UNT_THORNS_TRAP:
  14312. if( tsc ) {
  14313. if( !sg->val2 ) {
  14314. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14315. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14316. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  14317. if( td )
  14318. sec = DIFF_TICK(td->tick, tick);
  14319. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14320. clif_fixpos(bl);
  14321. sg->val2 = bl->id;
  14322. } else
  14323. sec = 3000; // Couldn't trap it?
  14324. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14325. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  14326. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14327. }
  14328. break;
  14329. case UNT_WALLOFTHORN:
  14330. if (unit->val2-- <= 0) // Max hit reached
  14331. break;
  14332. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14333. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14334. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14335. 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);
  14336. break;
  14337. case UNT_DEMONIC_FIRE:
  14338. switch( sg->val2 ) {
  14339. case 1:
  14340. default:
  14341. 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));
  14342. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14343. break;
  14344. }
  14345. break;
  14346. case UNT_ZEPHYR:
  14347. if (ss == bl)
  14348. break; // Doesn't affect the Elemental
  14349. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14350. break;
  14351. case UNT_CLOUD_KILL:
  14352. if (tsc && !tsc->data[type])
  14353. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  14354. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14355. break;
  14356. case UNT_VACUUM_EXTREME:
  14357. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  14358. (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)
  14359. return 0;
  14360. // Apply effect and suck targets one-by-one each n seconds
  14361. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  14362. break;
  14363. case UNT_BANDING:
  14364. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  14365. 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));
  14366. break;
  14367. case UNT_FIRE_MANTLE:
  14368. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14369. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14370. break;
  14371. case UNT_ZENKAI_WATER:
  14372. case UNT_ZENKAI_LAND:
  14373. case UNT_ZENKAI_FIRE:
  14374. case UNT_ZENKAI_WIND:
  14375. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14376. switch( sg->unit_id ) {
  14377. case UNT_ZENKAI_WATER:
  14378. switch (rnd()%2 + 1) {
  14379. case 1:
  14380. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14381. break;
  14382. case 2:
  14383. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14384. break;
  14385. }
  14386. break;
  14387. case UNT_ZENKAI_LAND:
  14388. switch (rnd()%2 + 1) {
  14389. case 1:
  14390. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14391. break;
  14392. case 2:
  14393. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14394. break;
  14395. }
  14396. break;
  14397. case UNT_ZENKAI_FIRE:
  14398. 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));
  14399. break;
  14400. case UNT_ZENKAI_WIND:
  14401. switch (rnd()%3 + 1) {
  14402. case 1:
  14403. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14404. break;
  14405. case 2:
  14406. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14407. break;
  14408. case 3:
  14409. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14410. break;
  14411. }
  14412. break;
  14413. }
  14414. } else
  14415. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  14416. break;
  14417. case UNT_POISON_MIST:
  14418. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14419. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  14420. break;
  14421. case UNT_CHAOSPANIC:
  14422. if (tsc && tsc->data[type])
  14423. break;
  14424. 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);
  14425. break;
  14426. case UNT_B_TRAP:
  14427. if (tsc && tsc->data[type])
  14428. break;
  14429. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14430. unit->val2++; // Mark as ever been used
  14431. break;
  14432. case UNT_FIRE_RAIN:
  14433. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14434. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14435. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14436. break;
  14437. case UNT_MAGMA_ERUPTION:
  14438. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14439. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14440. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14441. else
  14442. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14443. break;
  14444. case UNT_ACIDIFIED_ZONE_WATER:
  14445. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14446. break;
  14447. case UNT_ACIDIFIED_ZONE_GROUND:
  14448. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14449. break;
  14450. case UNT_ACIDIFIED_ZONE_WIND:
  14451. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14452. break;
  14453. case UNT_ACIDIFIED_ZONE_FIRE:
  14454. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14455. break;
  14456. case UNT_ASTRAL_STRIKE:
  14457. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14458. break;
  14459. case UNT_ABYSS_SQUARE: {
  14460. short flag = 0;
  14461. // Check to see if the caster is in the AoE.
  14462. if (distance_bl(ss, &unit->bl) <= unit->range)
  14463. flag |= 2; // If yes, skill hits twice.
  14464. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14465. }
  14466. break;
  14467. }
  14468. if (bl->type == BL_MOB && ss != bl)
  14469. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14470. return skill_id;
  14471. }
  14472. /**
  14473. * Triggered when a char steps out of a skill unit
  14474. * @param src Skill unit from char moved out
  14475. * @param bl Char
  14476. * @param tick
  14477. */
  14478. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14479. {
  14480. struct status_change *sc;
  14481. struct status_change_entry *sce;
  14482. enum sc_type type;
  14483. nullpo_ret(src);
  14484. nullpo_ret(bl);
  14485. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14486. if (sg == nullptr)
  14487. return 0;
  14488. sc = status_get_sc(bl);
  14489. type = skill_get_sc(sg->skill_id);
  14490. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14491. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14492. return 0;
  14493. switch(sg->unit_id){
  14494. case UNT_SAFETYWALL:
  14495. case UNT_PNEUMA:
  14496. case UNT_EPICLESIS://Arch Bishop
  14497. if (sce)
  14498. status_change_end(bl, type, INVALID_TIMER);
  14499. break;
  14500. #ifndef RENEWAL
  14501. case UNT_BASILICA:
  14502. if (sce && sce->val4 != bl->id)
  14503. status_change_end(bl, type, INVALID_TIMER);
  14504. break;
  14505. #endif
  14506. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14507. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14508. status_change_end(bl, type, INVALID_TIMER);
  14509. break;
  14510. case UNT_DISSONANCE:
  14511. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14512. {
  14513. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14514. if(skill_get_inf2(i, INF2_ISSONG)) {
  14515. type = skill_get_sc(i);
  14516. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14517. if(sce)
  14518. return i;
  14519. }
  14520. }
  14521. }
  14522. case UNT_WHISTLE:
  14523. case UNT_ASSASSINCROSS:
  14524. case UNT_POEMBRAGI:
  14525. case UNT_APPLEIDUN:
  14526. case UNT_HUMMING:
  14527. case UNT_DONTFORGETME:
  14528. case UNT_FORTUNEKISS:
  14529. case UNT_SERVICEFORYOU:
  14530. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  14531. return -1;
  14532. }
  14533. return sg->skill_id;
  14534. }
  14535. /**
  14536. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14537. * @param skill_id Skill ID
  14538. * @param bl A char
  14539. * @param tick
  14540. */
  14541. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14542. {
  14543. struct status_change *sc;
  14544. struct status_change_entry *sce;
  14545. enum sc_type type;
  14546. sc = status_get_sc(bl);
  14547. if (sc && !sc->count)
  14548. sc = NULL;
  14549. type = skill_get_sc(skill_id);
  14550. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14551. switch (skill_id)
  14552. {
  14553. case WZ_QUAGMIRE:
  14554. if (bl->type==BL_MOB)
  14555. break;
  14556. if (sce)
  14557. status_change_end(bl, type, INVALID_TIMER);
  14558. break;
  14559. case BD_LULLABY:
  14560. case BD_RICHMANKIM:
  14561. case BD_ETERNALCHAOS:
  14562. case BD_DRUMBATTLEFIELD:
  14563. case BD_RINGNIBELUNGEN:
  14564. case BD_ROKISWEIL:
  14565. case BD_INTOABYSS:
  14566. case BD_SIEGFRIED:
  14567. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  14568. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14569. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14570. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14571. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14572. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14573. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14574. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  14575. }
  14576. case MH_STEINWAND:
  14577. case MG_SAFETYWALL:
  14578. case AL_PNEUMA:
  14579. case SA_VOLCANO:
  14580. case SA_DELUGE:
  14581. case SA_VIOLENTGALE:
  14582. case CG_HERMODE:
  14583. #ifndef RENEWAL
  14584. case HW_GRAVITATION:
  14585. case HP_BASILICA:
  14586. #endif
  14587. case NJ_SUITON:
  14588. case SC_MAELSTROM:
  14589. case EL_WATER_BARRIER:
  14590. case EL_ZEPHYR:
  14591. case EL_POWER_OF_GAIA:
  14592. case SO_WARMER:
  14593. case SO_FIRE_INSIGNIA:
  14594. case SO_WATER_INSIGNIA:
  14595. case SO_WIND_INSIGNIA:
  14596. case SO_EARTH_INSIGNIA:
  14597. case SJ_BOOKOFCREATINGSTAR:
  14598. case SC_BLOODYLUST:
  14599. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14600. case GN_FIRE_EXPANSION_TEAR_GAS:
  14601. case LG_KINGS_GRACE:
  14602. case NC_STEALTHFIELD:
  14603. case NC_NEUTRALBARRIER:
  14604. case SU_NYANGGRASS:
  14605. if (sce)
  14606. status_change_end(bl, type, INVALID_TIMER);
  14607. break;
  14608. case BA_DISSONANCE:
  14609. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14610. {
  14611. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14612. if(skill_get_inf2(i, INF2_ISSONG)){
  14613. type = skill_get_sc(i);
  14614. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14615. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14616. delete_timer(sce->timer, status_change_timer);
  14617. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14618. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14619. }
  14620. }
  14621. }
  14622. }
  14623. break;
  14624. case BA_POEMBRAGI:
  14625. case BA_WHISTLE:
  14626. case BA_ASSASSINCROSS:
  14627. case BA_APPLEIDUN:
  14628. case DC_HUMMING:
  14629. case DC_DONTFORGETME:
  14630. case DC_FORTUNEKISS:
  14631. case DC_SERVICEFORYOU:
  14632. if (sce)
  14633. {
  14634. delete_timer(sce->timer, status_change_timer);
  14635. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14636. //not possible on our current implementation.
  14637. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14638. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14639. }
  14640. break;
  14641. case PF_FOGWALL:
  14642. if (sce)
  14643. {
  14644. status_change_end(bl, type, INVALID_TIMER);
  14645. if ((sce=sc->data[SC_BLIND]))
  14646. {
  14647. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14648. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  14649. else {
  14650. delete_timer(sce->timer, status_change_timer);
  14651. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14652. }
  14653. }
  14654. }
  14655. break;
  14656. case GD_LEADERSHIP:
  14657. case GD_GLORYWOUNDS:
  14658. case GD_SOULCOLD:
  14659. case GD_HAWKEYES:
  14660. if( !(sce && sce->val4) )
  14661. status_change_end(bl, type, INVALID_TIMER);
  14662. break;
  14663. }
  14664. return skill_id;
  14665. }
  14666. /*==========================================
  14667. * Invoked when a unit cell has been placed/removed/deleted.
  14668. * flag values:
  14669. * flag&1: Invoke onplace function (otherwise invoke onout)
  14670. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  14671. * flag&8: Recursive
  14672. *------------------------------------------*/
  14673. static int skill_unit_effect(struct block_list* bl, va_list ap)
  14674. {
  14675. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  14676. t_tick tick = va_arg(ap,t_tick);
  14677. unsigned int flag = va_arg(ap,unsigned int);
  14678. uint16 skill_id;
  14679. bool dissonance = false;
  14680. bool isTarget = false;
  14681. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  14682. return 0;
  14683. std::shared_ptr<s_skill_unit_group> group = unit->group;
  14684. if (group == nullptr)
  14685. return 0;
  14686. if( !(flag&8) ) {
  14687. dissonance = skill_dance_switch(unit, 0);
  14688. //Target-type check.
  14689. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  14690. }
  14691. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14692. skill_id = group->skill_id;
  14693. if( isTarget ){
  14694. if( flag&1 )
  14695. skill_unit_onplace(unit,bl,tick);
  14696. else {
  14697. if( skill_unit_onout(unit,bl,tick) == -1 )
  14698. return 0; // Don't let a Bard/Dancer update their own song timer
  14699. }
  14700. if( flag&4 )
  14701. skill_unit_onleft(skill_id, bl, tick);
  14702. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  14703. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  14704. if( dissonance ) {
  14705. skill_dance_switch(unit, 1);
  14706. //we placed a dissonance, let's update
  14707. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  14708. }
  14709. return 0;
  14710. }
  14711. /**
  14712. * Check skill unit while receiving damage
  14713. * @param unit Skill unit
  14714. * @param damage Received damage
  14715. * @return Damage
  14716. */
  14717. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  14718. {
  14719. nullpo_ret(unit);
  14720. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14721. if (sg == nullptr)
  14722. return 0;
  14723. switch( sg->unit_id ) {
  14724. case UNT_BLASTMINE:
  14725. case UNT_SKIDTRAP:
  14726. case UNT_LANDMINE:
  14727. case UNT_SHOCKWAVE:
  14728. case UNT_SANDMAN:
  14729. case UNT_FLASHER:
  14730. case UNT_CLAYMORETRAP:
  14731. case UNT_FREEZINGTRAP:
  14732. case UNT_ANKLESNARE:
  14733. case UNT_ICEWALL:
  14734. case UNT_WALLOFTHORN:
  14735. case UNT_REVERBERATION:
  14736. case UNT_NETHERWORLD:
  14737. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  14738. break;
  14739. default:
  14740. damage = 0;
  14741. break;
  14742. }
  14743. return damage;
  14744. }
  14745. /**
  14746. * Check char condition around the skill caster
  14747. * @param bl Char around area
  14748. * @param *c Counter for 'valid' condition found
  14749. * @param *p_sd Stores 'rid' of char found
  14750. * @param skill_id Skill ID
  14751. * @param skill_lv Level of used skill
  14752. */
  14753. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  14754. {
  14755. int *c, skill_id;
  14756. struct block_list *src;
  14757. struct map_session_data *sd;
  14758. struct map_session_data *tsd;
  14759. int *p_sd; //Contains the list of characters found.
  14760. nullpo_ret(bl);
  14761. nullpo_ret(tsd=(struct map_session_data*)bl);
  14762. nullpo_ret(src=va_arg(ap,struct block_list *));
  14763. nullpo_ret(sd=(struct map_session_data*)src);
  14764. c=va_arg(ap,int *);
  14765. p_sd = va_arg(ap, int *);
  14766. skill_id = va_arg(ap,int);
  14767. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14768. if (skill_id == PR_BENEDICTIO) {
  14769. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  14770. return 0;
  14771. }
  14772. else if (is_chorus) {
  14773. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  14774. return 0;
  14775. }
  14776. else if (*c >= 1) // Check for one companion for all other cases.
  14777. return 0;
  14778. if (bl == src)
  14779. return 0;
  14780. if(pc_isdead(tsd))
  14781. return 0;
  14782. if (tsd->sc.cant.cast)
  14783. return 0;
  14784. if( is_chorus ) {
  14785. if( tsd->status.party_id && sd->status.party_id &&
  14786. tsd->status.party_id == sd->status.party_id &&
  14787. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  14788. p_sd[(*c)++] = tsd->bl.id;
  14789. return 1;
  14790. } else {
  14791. switch(skill_id) {
  14792. case PR_BENEDICTIO: {
  14793. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  14794. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  14795. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  14796. && sd->status.sp >= 10)
  14797. p_sd[(*c)++]=tsd->bl.id;
  14798. return 1;
  14799. }
  14800. case AB_ADORAMUS:
  14801. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  14802. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  14803. p_sd[(*c)++] = tsd->bl.id;
  14804. return 1;
  14805. case TR_GEF_NOCTURN:
  14806. case TR_ROKI_CAPRICCIO:
  14807. case TR_AIN_RHAPSODY:
  14808. case TR_MUSICAL_INTERLUDE:
  14809. case TR_JAWAII_SERENADE:
  14810. case TR_NIPELHEIM_REQUIEM:
  14811. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  14812. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  14813. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  14814. p_sd[(*c)++] = tsd->bl.id;
  14815. return 1;
  14816. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  14817. {
  14818. uint16 skill_lv;
  14819. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  14820. return 0;
  14821. if (sd->status.sex != tsd->status.sex &&
  14822. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  14823. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  14824. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  14825. sd->status.party_id && tsd->status.party_id &&
  14826. sd->status.party_id == tsd->status.party_id &&
  14827. !tsd->sc.data[SC_DANCING])
  14828. {
  14829. p_sd[(*c)++]=tsd->bl.id;
  14830. return skill_lv;
  14831. }
  14832. }
  14833. break;
  14834. }
  14835. }
  14836. return 0;
  14837. }
  14838. /**
  14839. * Checks and stores partners for ensemble skills [Skotlex]
  14840. * Max partners is 2.
  14841. * @param sd Caster
  14842. * @param skill_id
  14843. * @param skill_lv
  14844. * @param range Area range to check
  14845. * @param cast_flag Special handle
  14846. */
  14847. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  14848. {
  14849. static int c=0;
  14850. static int p_sd[MAX_PARTY];
  14851. int i;
  14852. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14853. if (!sd)
  14854. return 0;
  14855. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  14856. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  14857. if (cast_flag) { //Execute the skill on the partners.
  14858. struct map_session_data* tsd;
  14859. switch (skill_id) {
  14860. case PR_BENEDICTIO:
  14861. case WM_GREAT_ECHO:
  14862. for (i = 0; i < c; i++) {
  14863. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  14864. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  14865. }
  14866. return c;
  14867. case AB_ADORAMUS:
  14868. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  14869. i = 2 * (*skill_lv);
  14870. status_charge(&tsd->bl, 0, i);
  14871. }
  14872. break;
  14873. default:
  14874. if( is_chorus )
  14875. break;//Chorus skills are not to be parsed as ensembles
  14876. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  14877. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  14878. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  14879. 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);
  14880. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  14881. tsd->skill_id_dance = skill_id;
  14882. tsd->skill_lv_dance = *skill_lv;
  14883. #ifdef RENEWAL
  14884. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14885. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14886. #endif
  14887. }
  14888. }
  14889. return c;
  14890. }
  14891. }
  14892. //Else: new search for partners.
  14893. c = 0;
  14894. memset (p_sd, 0, sizeof(p_sd));
  14895. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  14896. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  14897. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  14898. *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.
  14899. return c;
  14900. }
  14901. /**
  14902. * Sub function to count how many spawned mob is around.
  14903. * Some skills check with matched AI.
  14904. * @param rid Source ID
  14905. * @param mob_class Monster ID
  14906. * @param skill_id Used skill
  14907. * @param *c Counter for found monster
  14908. */
  14909. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  14910. {
  14911. int *c,src_id,mob_class,skill;
  14912. uint16 ai;
  14913. struct mob_data *md;
  14914. md=(struct mob_data*)bl;
  14915. src_id=va_arg(ap,int);
  14916. mob_class=va_arg(ap,int);
  14917. skill=va_arg(ap,int);
  14918. c=va_arg(ap,int *);
  14919. switch (skill) {
  14920. case AM_SPHEREMINE:
  14921. ai = AI_SPHERE;
  14922. break;
  14923. case AM_CANNIBALIZE:
  14924. ai = AI_FLORA;
  14925. break;
  14926. case KO_ZANZOU:
  14927. ai = AI_ZANZOU;
  14928. break;
  14929. case MH_SUMMON_LEGION:
  14930. ai = AI_LEGION;
  14931. break;
  14932. case NC_SILVERSNIPER:
  14933. case NC_MAGICDECOY:
  14934. ai = AI_FAW;
  14935. break;
  14936. case MT_SUMMON_ABR_BATTLE_WARIOR:
  14937. case MT_SUMMON_ABR_DUAL_CANNON:
  14938. case MT_SUMMON_ABR_MOTHER_NET:
  14939. case MT_SUMMON_ABR_INFINITY:
  14940. ai = AI_ABR;
  14941. break;
  14942. case BO_WOODENWARRIOR:
  14943. case BO_WOODEN_FAIRY:
  14944. case BO_CREEPER:
  14945. case BO_HELLTREE:
  14946. ai = AI_BIONIC;
  14947. break;
  14948. default:
  14949. ai = AI_FLORA;
  14950. break;
  14951. }
  14952. if( md->master_id != src_id || md->special_state.ai != ai)
  14953. return 0; //Non alchemist summoned mobs have nothing to do here.
  14954. if(md->mob_id==mob_class)
  14955. (*c)++;
  14956. return 1;
  14957. }
  14958. /**
  14959. * Determines if a given skill should be made to consume ammo
  14960. * when used by the player. [Skotlex]
  14961. * @param sd Player
  14962. * @param skill_id Skill ID
  14963. * @return True if skill is need ammo; False otherwise.
  14964. */
  14965. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  14966. {
  14967. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  14968. return (
  14969. battle_config.arrow_decrement == 2 &&
  14970. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  14971. skill_id != HT_PHANTASMIC &&
  14972. skill->skill_type == BF_WEAPON &&
  14973. !skill->nk[NK_NODAMAGE] &&
  14974. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  14975. );
  14976. }
  14977. /**
  14978. * Check SC required to cast a skill
  14979. * @param sc
  14980. * @param skill_id
  14981. * @return True if condition is met, False otherwise
  14982. **/
  14983. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  14984. if (require == nullptr || require->status.empty())
  14985. return true;
  14986. nullpo_ret(sd);
  14987. status_change *sc = &sd->sc;
  14988. if (sc == nullptr) {
  14989. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14990. return false;
  14991. }
  14992. // May have multiple requirements
  14993. for (const auto &reqStatus : require->status) {
  14994. if (reqStatus == SC_NONE)
  14995. continue;
  14996. useskill_fail_cause cause;
  14997. switch (reqStatus) {
  14998. // Official fail message
  14999. case SC_PUSH_CART:
  15000. cause = USESKILL_FAIL_CART;
  15001. break;
  15002. case SC_POISONINGWEAPON:
  15003. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15004. break;
  15005. case SC_WEAPONBLOCK_ON:
  15006. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15007. break;
  15008. default:
  15009. cause = USESKILL_FAIL_LEVEL;
  15010. break;
  15011. }
  15012. if (!sc->data[reqStatus]) {
  15013. clif_skill_fail(sd, skill_id, cause, 0);
  15014. return false;
  15015. }
  15016. }
  15017. return true;
  15018. }
  15019. /**
  15020. * Check skill condition when cast begin
  15021. * For ammo, only check if the skill need ammo
  15022. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15023. * @param sd Player who uses skill
  15024. * @param skill_id ID of used skill
  15025. * @param skill_lv Level of used skill
  15026. * @return true: All condition passed, false: Failed
  15027. */
  15028. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15029. {
  15030. struct status_data *status;
  15031. struct status_change *sc;
  15032. struct s_skill_condition require;
  15033. int i;
  15034. nullpo_retr(false,sd);
  15035. if (sd->chatID)
  15036. return false;
  15037. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15038. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15039. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15040. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15041. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15042. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15043. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15044. return true;
  15045. }
  15046. switch( sd->menuskill_id ) {
  15047. case AM_PHARMACY:
  15048. switch( skill_id ) {
  15049. case AM_PHARMACY:
  15050. case AC_MAKINGARROW:
  15051. case BS_REPAIRWEAPON:
  15052. case AM_TWILIGHT1:
  15053. case AM_TWILIGHT2:
  15054. case AM_TWILIGHT3:
  15055. return false;
  15056. }
  15057. break;
  15058. case GN_MIX_COOKING:
  15059. case GN_MAKEBOMB:
  15060. case GN_S_PHARMACY:
  15061. case GN_CHANGEMATERIAL:
  15062. case MT_M_MACHINE:
  15063. case BO_BIONIC_PHARMACY:
  15064. if( sd->menuskill_id != skill_id )
  15065. return false;
  15066. break;
  15067. }
  15068. status = &sd->battle_status;
  15069. sc = &sd->sc;
  15070. if( !sc->count )
  15071. sc = NULL;
  15072. if( sd->skillitem == skill_id )
  15073. {
  15074. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15075. sd->state.abra_flag = 0;
  15076. else
  15077. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15078. if( (i = sd->itemindex) == -1 ||
  15079. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15080. sd->inventory_data[i] == NULL ||
  15081. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15082. sd->inventory.u.items_inventory[i].amount < 1
  15083. )
  15084. { //Something went wrong, item exploit?
  15085. sd->itemid = 0;
  15086. sd->itemindex = -1;
  15087. return false;
  15088. }
  15089. //Consume
  15090. sd->itemid = 0;
  15091. sd->itemindex = -1;
  15092. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15093. ; //Do not consume item.
  15094. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15095. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15096. }
  15097. if(!sd->skillitem_keep_requirement)
  15098. return true;
  15099. }
  15100. if( pc_is90overweight(sd) ) {
  15101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15102. return false;
  15103. }
  15104. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  15105. return false;
  15106. //Checks if disabling skill - in which case no SP requirements are necessary
  15107. if( sc && skill_disable_check(*sc,skill_id))
  15108. return true;
  15109. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15110. // Check the skills that can be used while mounted on a warg
  15111. if( pc_isridingwug(sd) ) {
  15112. if(!inf2[INF2_ALLOWONWARG])
  15113. return false; // in official there is no message.
  15114. }
  15115. if( pc_ismadogear(sd) ) {
  15116. // Skills that are unusable when Mado is equipped. [Jobbie]
  15117. if(!inf2[INF2_ALLOWONMADO]){
  15118. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15119. return false;
  15120. }
  15121. }
  15122. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15123. // return false;
  15124. require = skill_get_requirement(sd,skill_id,skill_lv);
  15125. //Can only update state when weapon/arrow info is checked.
  15126. sd->state.arrow_atk = require.ammo?1:0;
  15127. // perform skill-group checks
  15128. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15129. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15131. return false;
  15132. }
  15133. }
  15134. else if(inf2[INF2_ISENSEMBLE]) {
  15135. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->data[SC_KVASIR_SONATA])) {
  15136. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15137. return false;
  15138. }
  15139. }
  15140. // perform skill-specific checks (and actions)
  15141. switch( skill_id ) {
  15142. case RG_GRAFFITI:
  15143. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15145. return false;
  15146. }
  15147. break;
  15148. case SO_SPELLFIST:
  15149. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15151. return false;
  15152. }
  15153. case SA_CASTCANCEL:
  15154. if(sd->ud.skilltimer == INVALID_TIMER) {
  15155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15156. return false;
  15157. }
  15158. break;
  15159. case AS_CLOAKING:
  15160. {
  15161. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15162. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15163. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15164. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15165. int di;
  15166. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15167. if( di == 8 ) {
  15168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15169. return false;
  15170. }
  15171. }
  15172. break;
  15173. }
  15174. case AL_WARP:
  15175. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15176. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15177. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15178. return false;
  15179. }
  15180. break;
  15181. case AL_HOLYWATER:
  15182. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15183. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15184. return false;
  15185. }
  15186. break;
  15187. case MO_CALLSPIRITS:
  15188. if(sc && sc->data[SC_RAISINGDRAGON])
  15189. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  15190. if(sd->spiritball >= skill_lv) {
  15191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15192. return false;
  15193. }
  15194. break;
  15195. case MO_FINGEROFFENSIVE:
  15196. case GS_FLING:
  15197. case SR_RIDEINLIGHTNING:
  15198. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15199. sd->spiritball_old = require.spiritball = sd->spiritball;
  15200. else
  15201. sd->spiritball_old = require.spiritball;
  15202. break;
  15203. case MO_CHAINCOMBO:
  15204. if(!sc)
  15205. return false;
  15206. if(sc->data[SC_BLADESTOP])
  15207. break;
  15208. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  15209. break;
  15210. return false;
  15211. case MO_COMBOFINISH:
  15212. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  15213. return false;
  15214. break;
  15215. case CH_TIGERFIST:
  15216. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  15217. return false;
  15218. break;
  15219. case CH_CHAINCRUSH:
  15220. if(!(sc && sc->data[SC_COMBO]))
  15221. return false;
  15222. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  15223. return false;
  15224. break;
  15225. case SJ_SOLARBURST:
  15226. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  15227. return 0;
  15228. break;
  15229. case MO_EXTREMITYFIST:
  15230. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  15231. // return false;
  15232. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  15233. break;
  15234. if( sc && sc->data[SC_COMBO] ) {
  15235. switch(sc->data[SC_COMBO]->val1) {
  15236. case MO_COMBOFINISH:
  15237. case CH_TIGERFIST:
  15238. case CH_CHAINCRUSH:
  15239. break;
  15240. default:
  15241. return false;
  15242. }
  15243. }
  15244. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15246. return false;
  15247. }
  15248. #ifdef RENEWAL
  15249. sd->spiritball_old = sd->spiritball;
  15250. #endif
  15251. break;
  15252. case TK_MISSION:
  15253. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15254. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15255. return false;
  15256. }
  15257. break;
  15258. case ASC_EDP:
  15259. #ifdef RENEWAL
  15260. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15261. #else
  15262. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15263. #endif
  15264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15265. return false;
  15266. }
  15267. break;
  15268. case TK_READYCOUNTER:
  15269. case TK_READYDOWN:
  15270. case TK_READYSTORM:
  15271. case TK_READYTURN:
  15272. case TK_JUMPKICK:
  15273. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15275. return false;
  15276. }
  15277. break;
  15278. case TK_TURNKICK:
  15279. case TK_STORMKICK:
  15280. case TK_DOWNKICK:
  15281. case TK_COUNTER:
  15282. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15283. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15284. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  15285. return false; //Combo needs to be ready
  15286. if (sc->data[SC_COMBO]->val3) { //Kick chain
  15287. //Do not repeat a kick.
  15288. if (sc->data[SC_COMBO]->val3 != skill_id)
  15289. break;
  15290. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  15291. return false;
  15292. }
  15293. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15294. unit_cancel_combo(&sd->bl);
  15295. return false;
  15296. }
  15297. break; //Combo ready.
  15298. #ifndef RENEWAL
  15299. case BD_ADAPTATION:
  15300. {
  15301. int time;
  15302. if(!(sc && sc->data[SC_DANCING])) {
  15303. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15304. return false;
  15305. }
  15306. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  15307. if (skill_get_time(
  15308. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  15309. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  15310. - time < skill_get_time2(skill_id,skill_lv))
  15311. {
  15312. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15313. return false;
  15314. }
  15315. }
  15316. break;
  15317. #endif
  15318. case PR_BENEDICTIO:
  15319. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15320. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15321. return false;
  15322. }
  15323. break;
  15324. case SL_SMA:
  15325. if(!sc || !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  15326. return false;
  15327. break;
  15328. case HT_POWER:
  15329. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  15330. return false;
  15331. break;
  15332. #ifndef RENEWAL
  15333. case CG_HERMODE:
  15334. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15335. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15336. return false;
  15337. }
  15338. break;
  15339. #endif
  15340. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15341. {
  15342. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15343. int size = range*2+1;
  15344. for (s=0;s<size*size;s++) {
  15345. int x = sd->bl.x+(s%size-range);
  15346. int y = sd->bl.y+(s/size-range);
  15347. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15348. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15349. return false;
  15350. }
  15351. }
  15352. }
  15353. break;
  15354. #ifndef RENEWAL
  15355. case PR_REDEMPTIO:
  15356. {
  15357. t_exp exp = pc_nextbaseexp(sd);
  15358. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15359. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15360. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15361. return false;
  15362. }
  15363. break;
  15364. }
  15365. case HP_BASILICA:
  15366. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  15367. if( sd ) {
  15368. // When castbegin, needs 7x7 clear area
  15369. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15370. int size = range*2+1;
  15371. for( s=0;s<size*size;s++ ) {
  15372. int x = sd->bl.x+(s%size-range);
  15373. int y = sd->bl.y+(s/size-range);
  15374. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15375. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15376. return false;
  15377. }
  15378. }
  15379. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15380. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15381. return false;
  15382. }
  15383. }
  15384. }
  15385. break;
  15386. #endif
  15387. case AM_TWILIGHT2:
  15388. case AM_TWILIGHT3:
  15389. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15391. return false;
  15392. }
  15393. break;
  15394. case SG_SUN_WARM:
  15395. case SG_MOON_WARM:
  15396. case SG_STAR_WARM:
  15397. if (sc && sc->data[SC_MIRACLE])
  15398. break;
  15399. i = skill_id-SG_SUN_WARM;
  15400. if (sd->bl.m == sd->feel_map[i].m)
  15401. break;
  15402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15403. return false;
  15404. break;
  15405. case SG_SUN_COMFORT:
  15406. case SG_MOON_COMFORT:
  15407. case SG_STAR_COMFORT:
  15408. if (sc && sc->data[SC_MIRACLE])
  15409. break;
  15410. i = skill_id-SG_SUN_COMFORT;
  15411. if (sd->bl.m == sd->feel_map[i].m &&
  15412. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15413. break;
  15414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15415. return false;
  15416. case SG_FUSION:
  15417. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  15418. break;
  15419. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15420. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15421. if( require.sp > 0 ) {
  15422. if (status->sp < (unsigned int)require.sp)
  15423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15424. else
  15425. status_zap(&sd->bl, 0, require.sp);
  15426. }
  15427. return false;
  15428. case GD_BATTLEORDER:
  15429. case GD_REGENERATION:
  15430. case GD_RESTORE:
  15431. case GD_CHARGESHOUT_FLAG:
  15432. case GD_CHARGESHOUT_BEATING:
  15433. case GD_EMERGENCY_MOVE:
  15434. if (!map_flag_gvg2(sd->bl.m)) {
  15435. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15436. return false;
  15437. }
  15438. case GD_EMERGENCYCALL:
  15439. case GD_ITEMEMERGENCYCALL:
  15440. // other checks were already done in skill_isNotOk()
  15441. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15442. return false;
  15443. break;
  15444. case GS_GLITTERING:
  15445. case RL_RICHS_COIN:
  15446. if(sd->spiritball >= 10) {
  15447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15448. return false;
  15449. }
  15450. break;
  15451. case NJ_ISSEN:
  15452. #ifdef RENEWAL
  15453. if (status->hp < (status->hp/100)) {
  15454. #else
  15455. if (status->hp < 2) {
  15456. #endif
  15457. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15458. return false;
  15459. }
  15460. case NJ_BUNSINJYUTSU:
  15461. if (!(sc && sc->data[SC_NEN])) {
  15462. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15463. return false;
  15464. }
  15465. break;
  15466. case NJ_ZENYNAGE:
  15467. case KO_MUCHANAGE:
  15468. if(sd->status.zeny < require.zeny) {
  15469. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15470. return false;
  15471. }
  15472. break;
  15473. case PF_HPCONVERSION:
  15474. if (status->sp == status->max_sp)
  15475. return false; //Unusable when at full SP.
  15476. break;
  15477. case SP_KAUTE: // Fail if below 30% MaxHP.
  15478. if (status->hp < 30 * status->max_hp / 100) {
  15479. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15480. return false;
  15481. }
  15482. break;
  15483. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15484. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15486. return false;
  15487. }
  15488. break;
  15489. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15490. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15491. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15492. return false;
  15493. }
  15494. break;
  15495. case AB_ANCILLA: {
  15496. int count = 0;
  15497. for( i = 0; i < MAX_INVENTORY; i++ )
  15498. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15499. count += sd->inventory.u.items_inventory[i].amount;
  15500. if( count >= 3 ) {
  15501. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15502. return false;
  15503. }
  15504. }
  15505. break;
  15506. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15507. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15508. && sd->special_state.no_gemstone == 0
  15509. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15511. return false;
  15512. }
  15513. break;
  15514. case WL_SUMMONFB:
  15515. case WL_SUMMONBL:
  15516. case WL_SUMMONWB:
  15517. case WL_SUMMONSTONE:
  15518. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15519. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  15520. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15521. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15522. return false;
  15523. }
  15524. }
  15525. break;
  15526. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15527. case WL_RELEASE: {
  15528. int active_spheres = 0, req_spheres = 0;
  15529. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15530. if (sc && sc->data[i])
  15531. active_spheres++;
  15532. }
  15533. // Cast requirement
  15534. if (skill_id == WL_TETRAVORTEX)
  15535. req_spheres = 4;
  15536. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15537. req_spheres = 1;
  15538. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15539. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15540. return false;
  15541. }
  15542. }
  15543. break;
  15544. case GC_HALLUCINATIONWALK:
  15545. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  15546. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15547. return false;
  15548. }
  15549. break;
  15550. case NPC_HALLUCINATIONWALK:
  15551. if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
  15552. return false;
  15553. }
  15554. break;
  15555. case RA_WUGMASTERY:
  15556. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  15557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15558. return false;
  15559. }
  15560. break;
  15561. case RA_WUGSTRIKE:
  15562. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15564. return false;
  15565. }
  15566. break;
  15567. case RA_WUGRIDER:
  15568. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15569. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15570. return false;
  15571. }
  15572. break;
  15573. case RA_WUGDASH:
  15574. if(!pc_isridingwug(sd)) {
  15575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15576. return false;
  15577. }
  15578. else {
  15579. int16 sx = sd->bl.x;
  15580. int16 sy = sd->bl.y;
  15581. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15582. switch (dir) {
  15583. case 0: case 8: sy++; break;
  15584. case 1: sx--; sy++; break;
  15585. case 2: sx--; break;
  15586. case 3: sx--; sy--; break;
  15587. case 4: sy--; break;
  15588. case 5: sx++; sy--; break;
  15589. case 6: sx++; break;
  15590. case 7: sx++; sy++; break;
  15591. }
  15592. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15593. return false;
  15594. }
  15595. }
  15596. break;
  15597. case LG_RAYOFGENESIS:
  15598. case LG_BANDING:
  15599. if( sc && sc->data[SC_INSPIRATION] )
  15600. return true; // Don't check for partner.
  15601. break;
  15602. case LG_PRESTIGE:
  15603. if( sc && sc->data[SC_INSPIRATION] )
  15604. return true; // Don't check for partner.
  15605. if( sc && sc->data[SC_BANDING] ) {
  15606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15607. return false;
  15608. }
  15609. break;
  15610. case LG_RAGEBURST:
  15611. if( sd->spiritball == 0 ) {
  15612. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15613. return false;
  15614. }
  15615. sd->spiritball_old = require.spiritball = sd->spiritball;
  15616. break;
  15617. case SR_FALLENEMPIRE:
  15618. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  15619. return false;
  15620. break;
  15621. case SR_CRESCENTELBOW:
  15622. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  15623. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15624. return false;
  15625. }
  15626. break;
  15627. case SR_CURSEDCIRCLE:
  15628. if (map_flag_gvg2(sd->bl.m)) {
  15629. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15630. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15631. char output[128];
  15632. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15633. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15634. return false;
  15635. }
  15636. }
  15637. if( sd->spiritball > 0 )
  15638. sd->spiritball_old = require.spiritball = sd->spiritball;
  15639. else {
  15640. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15641. return false;
  15642. }
  15643. break;
  15644. case SR_GATEOFHELL:
  15645. if( sd->spiritball > 0 )
  15646. sd->spiritball_old = require.spiritball;
  15647. break;
  15648. case SC_MANHOLE:
  15649. case SC_DIMENSIONDOOR:
  15650. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  15651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15652. return false;
  15653. }
  15654. break;
  15655. case SC_FEINTBOMB:
  15656. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  15657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15658. return false;
  15659. }
  15660. break;
  15661. case WM_GREAT_ECHO: {
  15662. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  15663. if (count > 0)
  15664. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  15665. }
  15666. break;
  15667. case SO_FIREWALK:
  15668. case SO_ELECTRICWALK:
  15669. case NPC_FIREWALK:
  15670. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  15671. if( sc && sc->data[SC_PROPERTYWALK] &&
  15672. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  15673. if( sd )
  15674. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15675. return false;
  15676. }
  15677. break;
  15678. case SO_EL_CONTROL:
  15679. if( !sd->status.ele_id || !sd->ed ) {
  15680. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15681. return false;
  15682. }
  15683. break;
  15684. case KO_JYUMONJIKIRI:
  15685. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  15686. return true;
  15687. else {
  15688. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15689. return false;
  15690. }
  15691. break;
  15692. case KO_KAHU_ENTEN:
  15693. case KO_HYOUHU_HUBUKI:
  15694. case KO_KAZEHU_SEIRAN:
  15695. case KO_DOHU_KOUKAI:
  15696. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  15697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  15698. return false;
  15699. }
  15700. break;
  15701. case KO_KAIHOU:
  15702. case KO_ZENKAI:
  15703. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  15704. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  15705. return false;
  15706. }
  15707. break;
  15708. case SJ_FULLMOONKICK:
  15709. if (!(sc && sc->data[SC_NEWMOON])) {
  15710. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15711. return false;
  15712. }
  15713. break;
  15714. case SJ_STAREMPEROR:
  15715. case SJ_NOVAEXPLOSING:
  15716. case SJ_GRAVITYCONTROL:
  15717. case SJ_BOOKOFDIMENSION:
  15718. case SJ_BOOKOFCREATINGSTAR:
  15719. case SP_SOULDIVISION:
  15720. case SP_SOULEXPLOSION:
  15721. if (!map_flag_vs(sd->bl.m)) {
  15722. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15723. return false;
  15724. }
  15725. break;
  15726. case SP_SWHOO:
  15727. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  15728. return false;
  15729. break;
  15730. case DK_SERVANT_W_PHANTOM:
  15731. case DK_SERVANT_W_DEMOL:
  15732. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  15733. sd->servantball_old = require.spiritball = sd->servantball;
  15734. else
  15735. sd->servantball_old = require.spiritball;
  15736. break;
  15737. case IQ_SECOND_FAITH:
  15738. case IQ_THIRD_PUNISH:
  15739. if (!(sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
  15740. return false;
  15741. break;
  15742. case IQ_SECOND_JUDGEMENT:
  15743. case IQ_THIRD_CONSECRATION:
  15744. if (!(sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
  15745. return false;
  15746. break;
  15747. case IQ_SECOND_FLAME:
  15748. case IQ_THIRD_FLAME_BOMB:
  15749. if (!(sc && sc->data[SC_THIRD_EXOR_FLAME]))
  15750. return false;
  15751. break;
  15752. }
  15753. /* check state required */
  15754. switch (require.state) {
  15755. case ST_HIDDEN:
  15756. if(!pc_ishiding(sd)) {
  15757. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15758. return false;
  15759. }
  15760. break;
  15761. case ST_RIDING:
  15762. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  15763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15764. return false;
  15765. }
  15766. break;
  15767. case ST_FALCON:
  15768. if(!pc_isfalcon(sd)) {
  15769. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15770. return false;
  15771. }
  15772. break;
  15773. case ST_CART:
  15774. if(!pc_iscarton(sd)) {
  15775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  15776. return false;
  15777. }
  15778. break;
  15779. case ST_SHIELD:
  15780. if(sd->status.shield <= 0) {
  15781. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15782. return false;
  15783. }
  15784. break;
  15785. case ST_RECOVER_WEIGHT_RATE:
  15786. #ifdef RENEWAL
  15787. if(pc_is70overweight(sd)) {
  15788. #else
  15789. if(pc_is50overweight(sd)) {
  15790. #endif
  15791. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15792. return false;
  15793. }
  15794. break;
  15795. case ST_MOVE_ENABLE:
  15796. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  15797. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  15798. if (!unit_can_move(&sd->bl)) {
  15799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15800. return false;
  15801. }
  15802. break;
  15803. case ST_WATER:
  15804. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  15805. break;
  15806. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  15807. break;
  15808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15809. return false;
  15810. case ST_RIDINGDRAGON:
  15811. if( !pc_isridingdragon(sd) ) {
  15812. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  15813. return false;
  15814. }
  15815. break;
  15816. case ST_WUG:
  15817. if( !pc_iswug(sd) ) {
  15818. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15819. return false;
  15820. }
  15821. break;
  15822. case ST_RIDINGWUG:
  15823. if( !pc_isridingwug(sd) ) {
  15824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15825. return false;
  15826. }
  15827. break;
  15828. case ST_MADO:
  15829. if( !pc_ismadogear(sd) ) {
  15830. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  15831. return false;
  15832. }
  15833. break;
  15834. case ST_ELEMENTALSPIRIT:
  15835. case ST_ELEMENTALSPIRIT2:
  15836. if(!sd->ed) {
  15837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  15838. return false;
  15839. }
  15840. break;
  15841. case ST_PECO:
  15842. if(!pc_isriding(sd)) {
  15843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15844. return false;
  15845. }
  15846. break;
  15847. case ST_SUNSTANCE:
  15848. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15849. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15850. return false;
  15851. }
  15852. break;
  15853. case ST_MOONSTANCE:
  15854. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15855. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15856. return false;
  15857. }
  15858. break;
  15859. case ST_STARSTANCE:
  15860. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15861. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15862. return false;
  15863. }
  15864. break;
  15865. case ST_UNIVERSESTANCE:
  15866. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  15867. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15868. return false;
  15869. }
  15870. break;
  15871. }
  15872. /* check the status required */
  15873. if (!require.status.empty()) {
  15874. switch (skill_id) {
  15875. // Being checked later in skill_check_condition_castend()
  15876. case WZ_SIGHTRASHER:
  15877. break;
  15878. default:
  15879. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15880. return false;
  15881. break;
  15882. }
  15883. }
  15884. // Check for equipped item(s)
  15885. if (!require.eqItem.empty()) {
  15886. size_t count = require.eqItem.size();
  15887. for (const auto &it : require.eqItem) {
  15888. t_itemid reqeqit = it;
  15889. if (!reqeqit)
  15890. break; // Skill has no required item(s); get out of here
  15891. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  15892. case NC_PILEBUNKER:
  15893. case RL_P_ALTER:
  15894. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  15895. count--;
  15896. if (!count) {
  15897. if( skill_id == RL_P_ALTER ){
  15898. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  15899. }else{
  15900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15901. }
  15902. return false;
  15903. } else
  15904. continue;
  15905. }
  15906. break;
  15907. case NC_ACCELERATION:
  15908. case NC_SELFDESTRUCTION:
  15909. case NC_SHAPESHIFT:
  15910. case NC_EMERGENCYCOOL:
  15911. case NC_MAGNETICFIELD:
  15912. case NC_NEUTRALBARRIER:
  15913. case NC_STEALTHFIELD:
  15914. if (pc_search_inventory(sd, reqeqit) == -1) {
  15915. count--;
  15916. if (!count) {
  15917. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  15918. return false;
  15919. } else
  15920. continue;
  15921. }
  15922. break;
  15923. default:
  15924. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  15925. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  15926. return false;
  15927. }
  15928. break;
  15929. }
  15930. }
  15931. }
  15932. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  15933. //mhp is the max-hp-requirement, that is,
  15934. //you must have this % or less of HP to cast it.
  15935. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15936. return false;
  15937. }
  15938. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15939. switch(skill_id) {
  15940. case RA_AIMEDBOLT:
  15941. break;
  15942. default:
  15943. switch((unsigned int)log2(require.weapon)) {
  15944. case W_REVOLVER:
  15945. clif_msg(sd, SKILL_NEED_REVOLVER);
  15946. break;
  15947. case W_RIFLE:
  15948. clif_msg(sd, SKILL_NEED_RIFLE);
  15949. break;
  15950. case W_GATLING:
  15951. clif_msg(sd, SKILL_NEED_GATLING);
  15952. break;
  15953. case W_SHOTGUN:
  15954. clif_msg(sd, SKILL_NEED_SHOTGUN);
  15955. break;
  15956. case W_GRENADE:
  15957. clif_msg(sd, SKILL_NEED_GRENADE);
  15958. break;
  15959. default:
  15960. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  15961. break;
  15962. }
  15963. return false;
  15964. }
  15965. }
  15966. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  15967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15968. return false;
  15969. }
  15970. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  15971. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  15972. return false;
  15973. }
  15974. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  15975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15976. return false;
  15977. }
  15978. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  15979. switch (skill_id) { // Skills that require soul spheres.
  15980. case SP_SOULGOLEM:
  15981. case SP_SOULSHADOW:
  15982. case SP_SOULFALCON:
  15983. case SP_SOULFAIRY:
  15984. case SP_SOULCURSE:
  15985. case SP_SPA:
  15986. case SP_SHA:
  15987. case SP_SWHOO:
  15988. case SP_SOULUNITY:
  15989. case SP_SOULDIVISION:
  15990. case SP_SOULREAPER:
  15991. case SP_SOULEXPLOSION:
  15992. case SP_KAUTE:
  15993. if (sd->soulball < require.spiritball) {
  15994. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  15995. return false;
  15996. }
  15997. break;
  15998. // Skills that requires servants.
  15999. case DK_SERVANT_W_SIGN:
  16000. case DK_SERVANT_W_PHANTOM:
  16001. case DK_SERVANT_W_DEMOL:
  16002. if (sd->servantball < require.spiritball) {
  16003. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16004. return false;
  16005. }
  16006. break;
  16007. default: // Skills that require spirit/coin spheres.
  16008. if (sd->spiritball < require.spiritball) {
  16009. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16010. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16011. else
  16012. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16013. return false;
  16014. }
  16015. break;
  16016. }
  16017. }
  16018. return true;
  16019. }
  16020. /**
  16021. * Check skill condition when cast end.
  16022. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16023. * @param sd Player who uses skill
  16024. * @param skill_id ID of used skill
  16025. * @param skill_lv Level of used skill
  16026. * @return true: All condition passed, false: Failed
  16027. */
  16028. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16029. {
  16030. struct s_skill_condition require;
  16031. struct status_data *status;
  16032. int i;
  16033. short index[MAX_SKILL_ITEM_REQUIRE];
  16034. nullpo_retr(false,sd);
  16035. if( sd->chatID )
  16036. return false;
  16037. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16038. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16039. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16040. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16041. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16042. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16043. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16044. return true;
  16045. }
  16046. switch( sd->menuskill_id ) { // Cast start or cast end??
  16047. case AM_PHARMACY:
  16048. switch( skill_id ) {
  16049. case AM_PHARMACY:
  16050. case AC_MAKINGARROW:
  16051. case BS_REPAIRWEAPON:
  16052. case AM_TWILIGHT1:
  16053. case AM_TWILIGHT2:
  16054. case AM_TWILIGHT3:
  16055. return false;
  16056. }
  16057. break;
  16058. case GN_MIX_COOKING:
  16059. case GN_MAKEBOMB:
  16060. case GN_S_PHARMACY:
  16061. case GN_CHANGEMATERIAL:
  16062. case MT_M_MACHINE:
  16063. case BO_BIONIC_PHARMACY:
  16064. if( sd->menuskill_id != skill_id )
  16065. return false;
  16066. break;
  16067. }
  16068. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16069. return true;
  16070. if( pc_is90overweight(sd) ) {
  16071. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16072. return false;
  16073. }
  16074. // perform skill-specific checks (and actions)
  16075. switch( skill_id ) {
  16076. case PR_BENEDICTIO:
  16077. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16078. break;
  16079. case AM_CANNIBALIZE:
  16080. case AM_SPHEREMINE: {
  16081. int c=0;
  16082. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16083. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16084. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16085. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16086. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16087. if(c >= maxcount ||
  16088. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16089. { //Fails when: exceed max limit. There are other plant types already out.
  16090. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16091. return false;
  16092. }
  16093. }
  16094. break;
  16095. }
  16096. case NC_SILVERSNIPER:
  16097. case NC_MAGICDECOY: {
  16098. int c = 0;
  16099. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16100. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16101. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16102. if( skill_id == NC_MAGICDECOY ) {
  16103. int j;
  16104. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16105. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16106. } else
  16107. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16108. if( c >= maxcount ) {
  16109. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16110. return false;
  16111. }
  16112. }
  16113. }
  16114. break;
  16115. case KO_ZANZOU: {
  16116. int c = 0;
  16117. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16118. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16119. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16120. return false;
  16121. }
  16122. }
  16123. break;
  16124. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16125. case MT_SUMMON_ABR_DUAL_CANNON:
  16126. case MT_SUMMON_ABR_MOTHER_NET:
  16127. case MT_SUMMON_ABR_INFINITY: {
  16128. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16129. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16130. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16131. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16132. if (c >= maxcount) {
  16133. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16134. return false;
  16135. }
  16136. }
  16137. break;
  16138. }
  16139. case BO_WOODENWARRIOR:
  16140. case BO_WOODEN_FAIRY:
  16141. case BO_CREEPER:
  16142. case BO_HELLTREE: {
  16143. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16144. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16145. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16146. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16147. if (c >= maxcount) {
  16148. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16149. return false;
  16150. }
  16151. }
  16152. break;
  16153. }
  16154. }
  16155. status = &sd->battle_status;
  16156. require = skill_get_requirement(sd,skill_id,skill_lv);
  16157. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16159. return false;
  16160. }
  16161. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16162. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16163. return false;
  16164. }
  16165. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16166. uint8 extra_ammo = 0;
  16167. #ifdef RENEWAL
  16168. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16169. case WM_SEVERE_RAINSTORM:
  16170. case RL_FIREDANCE:
  16171. case RL_R_TRIP:
  16172. case RL_FIRE_RAIN:
  16173. extra_ammo = 1;
  16174. break;
  16175. default:
  16176. break;
  16177. }
  16178. #endif
  16179. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16180. clif_arrow_fail(sd,0);
  16181. return false;
  16182. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16183. char e_msg[100];
  16184. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16186. return false;
  16187. }
  16188. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16189. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16190. return false;
  16191. }
  16192. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16193. skill_get_desc(skill_id),
  16194. require.ammo_qty,
  16195. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16196. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16197. return false;
  16198. }
  16199. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16200. //which is the closest we have to wrong ammo type. [Skotlex]
  16201. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16202. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16203. return false;
  16204. }
  16205. }
  16206. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16207. if( !require.itemid[i] )
  16208. continue;
  16209. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16210. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16211. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16213. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16214. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16215. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16216. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16217. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16219. else if( require.itemid[i] == ITEMID_ANCILLA )
  16220. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16221. else
  16222. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16223. return false;
  16224. }
  16225. }
  16226. /* check the status required */
  16227. if (!require.status.empty()) {
  16228. switch (skill_id) {
  16229. case WZ_SIGHTRASHER:
  16230. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16231. return false;
  16232. break;
  16233. default:
  16234. break;
  16235. }
  16236. }
  16237. return true;
  16238. }
  16239. /** Consume skill requirement
  16240. * @param sd Player who uses the skill
  16241. * @param skill_id ID of used skill
  16242. * @param skill_lv Level of used skill
  16243. * @param type Consume type
  16244. * type&1: consume the others (before skill was used);
  16245. * type&2: consume items (after skill was used)
  16246. */
  16247. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16248. {
  16249. struct s_skill_condition require;
  16250. nullpo_retv(sd);
  16251. require = skill_get_requirement(sd,skill_id,skill_lv);
  16252. if( type&1 ) {
  16253. switch( skill_id ) {
  16254. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16255. case MC_IDENTIFY:
  16256. require.sp = 0;
  16257. break;
  16258. case MO_KITRANSLATION:
  16259. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16260. require.spiritball = 0;
  16261. //Fall through
  16262. default:
  16263. if(sd->state.autocast)
  16264. require.sp = 0;
  16265. break;
  16266. }
  16267. if(require.hp || require.sp || require.ap)
  16268. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16269. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16270. switch (skill_id) { // Skills that require soul spheres.
  16271. case SP_SOULGOLEM:
  16272. case SP_SOULSHADOW:
  16273. case SP_SOULFALCON:
  16274. case SP_SOULFAIRY:
  16275. case SP_SOULCURSE:
  16276. case SP_SPA:
  16277. case SP_SHA:
  16278. case SP_SWHOO:
  16279. case SP_SOULUNITY:
  16280. case SP_SOULDIVISION:
  16281. case SP_SOULREAPER:
  16282. case SP_SOULEXPLOSION:
  16283. case SP_KAUTE:
  16284. pc_delsoulball(sd, require.spiritball, false);
  16285. break;
  16286. // Skills that require servants.
  16287. // Note: We don't update the servants display here
  16288. // since using these skills auto trigger an animation
  16289. // with them in unique ways that makes them vanish.
  16290. case DK_SERVANT_W_SIGN:
  16291. case DK_SERVANT_W_PHANTOM:
  16292. case DK_SERVANT_W_DEMOL:
  16293. pc_delservantball( *sd, require.spiritball );
  16294. break;
  16295. default: // Skills that require spirit/coin spheres.
  16296. pc_delspiritball(sd, require.spiritball, 0);
  16297. break;
  16298. }
  16299. }
  16300. else if(require.spiritball == -1) {
  16301. sd->spiritball_old = sd->spiritball;
  16302. pc_delspiritball(sd,sd->spiritball,0);
  16303. }
  16304. if(require.zeny > 0)
  16305. {
  16306. if( skill_id == NJ_ZENYNAGE )
  16307. require.zeny = 0; //Zeny is reduced on skill_attack.
  16308. if( sd->status.zeny < require.zeny )
  16309. require.zeny = sd->status.zeny;
  16310. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  16311. }
  16312. }
  16313. if( type&2 ) {
  16314. struct status_change *sc = &sd->sc;
  16315. int n,i;
  16316. if( !sc->count )
  16317. sc = NULL;
  16318. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16319. {
  16320. if( !require.itemid[i] )
  16321. continue;
  16322. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  16323. continue; //Gemstones are checked, but not substracted from inventory.
  16324. switch( skill_id ){
  16325. case SA_SEISMICWEAPON:
  16326. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  16327. continue;
  16328. break;
  16329. case SA_FLAMELAUNCHER:
  16330. case SA_VOLCANO:
  16331. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  16332. continue;
  16333. break;
  16334. case SA_FROSTWEAPON:
  16335. case SA_DELUGE:
  16336. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  16337. continue;
  16338. break;
  16339. case SA_LIGHTNINGLOADER:
  16340. case SA_VIOLENTGALE:
  16341. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  16342. continue;
  16343. break;
  16344. }
  16345. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16346. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16347. }
  16348. }
  16349. }
  16350. /**
  16351. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16352. * @param sd Player's that will be checked
  16353. * @param skill_id Skill that's being used
  16354. * @param skill_lv Skill level of used skill
  16355. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16356. */
  16357. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16358. {
  16359. struct s_skill_condition req;
  16360. struct status_data *status;
  16361. struct status_change *sc;
  16362. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16363. memset(&req,0,sizeof(req));
  16364. if( !sd )
  16365. return req;
  16366. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16367. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16368. sc = &sd->sc;
  16369. if( !sc->count )
  16370. sc = NULL;
  16371. //Checks if disabling skill - in which case no SP requirements are necessary
  16372. if( sc && skill_disable_check(*sc,skill_id) )
  16373. return req;
  16374. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16375. status = &sd->battle_status;
  16376. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16377. req.hp = skill->require.hp[skill_lv - 1];
  16378. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16379. if(hp_rate > 0)
  16380. req.hp += (status->hp * hp_rate)/100;
  16381. else
  16382. req.hp += (status->max_hp * (-hp_rate))/100;
  16383. req.sp = skill->require.sp[skill_lv-1];
  16384. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16385. req.sp /= 2;
  16386. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16387. req.sp -= req.sp * 30 / 100;
  16388. sp_rate = skill->require.sp_rate[skill_lv-1];
  16389. if(sp_rate > 0)
  16390. req.sp += (status->sp * sp_rate)/100;
  16391. else
  16392. req.sp += (status->max_sp * (-sp_rate))/100;
  16393. if( sd->dsprate != 100 )
  16394. req.sp = req.sp * sd->dsprate / 100;
  16395. for (auto &it : sd->skillusesprate) {
  16396. if (it.id == skill_id) {
  16397. sp_skill_rate_bonus -= it.val;
  16398. break;
  16399. }
  16400. }
  16401. for (auto &it : sd->skillusesp) {
  16402. if (it.id == skill_id) {
  16403. req.sp -= it.val;
  16404. break;
  16405. }
  16406. }
  16407. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16408. req.sp += req.sp * 30 / 100;
  16409. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16410. if( sc ) {
  16411. if( sc->data[SC__LAZINESS] )
  16412. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  16413. if( sc->data[SC_RECOGNIZEDSPELL] )
  16414. req.sp += req.sp / 4;
  16415. if( sc->data[SC_OFFERTORIUM])
  16416. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  16417. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16418. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  16419. #ifdef RENEWAL
  16420. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16421. req.sp -= req.sp * 20 / 100;
  16422. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  16423. req.sp -= req.sp * 30 / 100;
  16424. #endif
  16425. if (sc->data[SC_GLOOMYDAY])
  16426. req.sp += req.sp * (skill_lv * 10) / 100;
  16427. if (sc->data[SC_CRESCIVEBOLT])
  16428. req.sp += req.sp * (20 * sc->data[SC_CRESCIVEBOLT]->val1) / 100;
  16429. }
  16430. req.ap = skill->require.ap[skill_lv - 1];
  16431. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16432. if (ap_rate > 0)
  16433. req.ap += (status->ap * ap_rate) / 100;
  16434. else
  16435. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16436. req.zeny = skill->require.zeny[skill_lv-1];
  16437. if( sc && sc->data[SC__UNLUCKY] ) {
  16438. if(sc->data[SC__UNLUCKY]->val1 < 3)
  16439. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  16440. else
  16441. req.zeny += 1000;
  16442. }
  16443. req.spiritball = skill->require.spiritball[skill_lv-1];
  16444. req.state = skill->require.state;
  16445. req.mhp = skill->require.mhp[skill_lv-1];
  16446. req.weapon = skill->require.weapon;
  16447. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16448. if (req.ammo_qty)
  16449. req.ammo = skill->require.ammo;
  16450. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16451. { //Assume this skill is using the weapon, therefore it requires arrows.
  16452. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16453. req.ammo_qty = 1;
  16454. }
  16455. req.status = skill->require.status;
  16456. req.eqItem = skill->require.eqItem;
  16457. // Level dependence flag is determined based on the ItemCost Level label
  16458. bool level_dependent = skill->require.itemid_level_dependent;
  16459. switch( skill_id ) {
  16460. /* Skill level-dependent checks */
  16461. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16462. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16463. req.itemid[1] = skill->require.itemid[skill->max];
  16464. req.amount[1] = skill->require.amount[skill->max];
  16465. // Fall through
  16466. /* Normal skill requirements and gemstone checks */
  16467. default:
  16468. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16469. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16470. if (!level_dependent) {
  16471. switch( skill_id ) {
  16472. case AM_POTIONPITCHER:
  16473. case CR_SLIMPITCHER:
  16474. case CR_CULTIVATION:
  16475. if (i != skill_lv%11 - 1)
  16476. continue;
  16477. break;
  16478. #ifdef RENEWAL
  16479. case AM_CALLHOMUN:
  16480. // Player has no homunculus, only requires first item
  16481. if (i > 0 && sd->hd == nullptr) {
  16482. i = MAX_SKILL_ITEM_REQUIRE;
  16483. continue;
  16484. }
  16485. // Recalling from Rest state has a different consume item (stored as second item)
  16486. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16487. req.itemid[0] = skill->require.itemid[1];
  16488. req.amount[0] = skill->require.amount[1];
  16489. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16490. skill_area_temp[0] = 0;
  16491. i = MAX_SKILL_ITEM_REQUIRE;
  16492. continue;
  16493. }
  16494. break;
  16495. #else
  16496. case AM_CALLHOMUN:
  16497. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16498. continue;
  16499. break;
  16500. #endif
  16501. case AB_ADORAMUS:
  16502. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  16503. continue;
  16504. break;
  16505. }
  16506. req.itemid[i] = skill->require.itemid[i];
  16507. req.amount[i] = skill->require.amount[i];
  16508. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16509. int16 itIndex;
  16510. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16511. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16512. req.itemid[i] = ITEMID_TRAP;
  16513. else
  16514. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16515. req.amount[i] = 1;
  16516. }
  16517. break;
  16518. }
  16519. }
  16520. // Check requirement for gemstone.
  16521. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16522. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16523. req.itemid[i] = req.amount[i] = 0;
  16524. else {
  16525. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  16526. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16527. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16528. req.itemid[i] = req.amount[i] = 0;
  16529. else if( --req.amount[i] < 1 )
  16530. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16531. }
  16532. }
  16533. }
  16534. // Check requirement for Magic Gear Fuel
  16535. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16536. req.itemid[i] = req.amount[i] = 0;
  16537. }
  16538. break;
  16539. }
  16540. // Check for cost reductions due to skills & SCs
  16541. switch(skill_id) {
  16542. case MC_MAMMONITE:
  16543. #ifdef RENEWAL
  16544. case WS_CARTTERMINATION:
  16545. #endif
  16546. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16547. #ifdef RENEWAL
  16548. req.zeny -= req.zeny*20/100;
  16549. #else
  16550. req.zeny -= req.zeny*10/100;
  16551. #endif
  16552. break;
  16553. case AL_HOLYLIGHT:
  16554. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  16555. req.sp *= 5;
  16556. break;
  16557. case SL_SMA:
  16558. case SL_STUN:
  16559. case SL_STIN:
  16560. {
  16561. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16562. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16563. break;
  16564. if(sd->status.base_level>=90)
  16565. req.sp -= req.sp*7*kaina_lv/100;
  16566. else if(sd->status.base_level>=80)
  16567. req.sp -= req.sp*5*kaina_lv/100;
  16568. else if(sd->status.base_level>=70)
  16569. req.sp -= req.sp*3*kaina_lv/100;
  16570. }
  16571. break;
  16572. case MO_CHAINCOMBO:
  16573. case MO_COMBOFINISH:
  16574. case CH_TIGERFIST:
  16575. case CH_CHAINCRUSH:
  16576. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  16577. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16578. break;
  16579. case MO_BODYRELOCATION:
  16580. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  16581. req.spiritball = 0;
  16582. break;
  16583. case MO_EXTREMITYFIST:
  16584. if( sc ) {
  16585. if( sc->data[SC_BLADESTOP] )
  16586. req.spiritball--;
  16587. else if( sc->data[SC_COMBO] ) {
  16588. #ifndef RENEWAL
  16589. switch( sc->data[SC_COMBO]->val1 ) {
  16590. case MO_COMBOFINISH:
  16591. req.spiritball = 4;
  16592. break;
  16593. case CH_TIGERFIST:
  16594. req.spiritball = 3;
  16595. break;
  16596. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16597. req.spiritball = sd->spiritball?sd->spiritball:1;
  16598. break;
  16599. }
  16600. #else
  16601. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16602. #endif
  16603. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  16604. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16605. }
  16606. break;
  16607. case LG_RAGEBURST:
  16608. req.spiritball = sd->spiritball?sd->spiritball:1;
  16609. break;
  16610. case SR_FALLENEMPIRE:
  16611. if (sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
  16612. req.spiritball = 0;
  16613. break;
  16614. case SR_TIGERCANNON:
  16615. if (sc && sc->data[SC_THIRD_EXOR_FLAME])
  16616. req.spiritball = 0;
  16617. break;
  16618. case SR_RAMPAGEBLASTER:
  16619. case SR_RIDEINLIGHTNING:
  16620. if (sc && sc->data[SC_MASSIVE_F_BLASTER])
  16621. req.spiritball = 0;
  16622. break;
  16623. case SR_GATEOFHELL:
  16624. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  16625. req.sp -= req.sp * 10 / 100;
  16626. break;
  16627. case SR_FLASHCOMBO:
  16628. if (sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
  16629. req.spiritball = 0;
  16630. break;
  16631. case SO_SUMMON_AGNI:
  16632. case SO_SUMMON_AQUA:
  16633. case SO_SUMMON_VENTUS:
  16634. case SO_SUMMON_TERA: {
  16635. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16636. if( spirit_sympathy )
  16637. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16638. }
  16639. break;
  16640. case NPC_PSYCHIC_WAVE:
  16641. case SO_PSYCHIC_WAVE:
  16642. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  16643. req.sp += req.sp / 2; // 1.5x SP cost
  16644. break;
  16645. }
  16646. //Check if player is using the copied skill [Cydh]
  16647. uint16 idx = skill_get_index(skill_id);
  16648. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  16649. uint16 req_opt = skill->copyable.req_opt;
  16650. if (req_opt & SKILL_REQ_HPCOST)
  16651. req.hp = 0;
  16652. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  16653. req.mhp = 0;
  16654. if (req_opt & SKILL_REQ_SPCOST)
  16655. req.sp = 0;
  16656. if (req_opt & SKILL_REQ_HPRATECOST)
  16657. req.hp_rate = 0;
  16658. if (req_opt & SKILL_REQ_SPRATECOST)
  16659. req.sp_rate = 0;
  16660. if (req_opt & SKILL_REQ_ZENYCOST)
  16661. req.zeny = 0;
  16662. if (req_opt & SKILL_REQ_WEAPON)
  16663. req.weapon = 0;
  16664. if (req_opt & SKILL_REQ_AMMO) {
  16665. req.ammo = 0;
  16666. req.ammo_qty = 0;
  16667. }
  16668. if (req_opt & SKILL_REQ_STATE)
  16669. req.state = ST_NONE;
  16670. if (req_opt & SKILL_REQ_STATUS) {
  16671. req.status.clear();
  16672. req.status.shrink_to_fit();
  16673. }
  16674. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  16675. req.spiritball = 0;
  16676. if (req_opt & SKILL_REQ_ITEMCOST) {
  16677. memset(req.itemid, 0, sizeof(req.itemid));
  16678. memset(req.amount, 0, sizeof(req.amount));
  16679. }
  16680. if (req_opt & SKILL_REQ_EQUIPMENT) {
  16681. req.eqItem.clear();
  16682. req.eqItem.shrink_to_fit();
  16683. }
  16684. if (req_opt & SKILL_REQ_APCOST)
  16685. req.ap = 0;
  16686. if (req_opt & SKILL_REQ_APRATECOST)
  16687. req.ap_rate = 0;
  16688. }
  16689. return req;
  16690. }
  16691. /*==========================================
  16692. * Does cast-time reductions based on dex, item bonuses and config setting
  16693. *------------------------------------------*/
  16694. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  16695. nullpo_ret(bl);
  16696. double time = skill_get_cast(skill_id, skill_lv);
  16697. #ifndef RENEWAL_CAST
  16698. {
  16699. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  16700. struct status_change *sc = status_get_sc(bl);
  16701. int reduce_cast_rate = 0;
  16702. uint8 flag = skill_get_castnodex(skill_id);
  16703. // Calculate base cast time (reduced by dex)
  16704. if (!(flag&1)) {
  16705. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  16706. if (scale > 0) // not instant cast
  16707. time = time * (float)scale / battle_config.castrate_dex_scale;
  16708. else
  16709. return 0; // instant cast
  16710. }
  16711. // Calculate cast time reduced by item/card bonuses
  16712. if (sd) {
  16713. if (!(flag&4)) {
  16714. if (sd->castrate != 100)
  16715. reduce_cast_rate += 100 - sd->castrate;
  16716. if (sd->bonus.add_varcast != 0)
  16717. time += sd->bonus.add_varcast; // bonus bVariableCast
  16718. }
  16719. // Skill-specific reductions work regardless of flag
  16720. for (const auto &it : sd->skillcastrate) {
  16721. if (it.id == skill_id) {
  16722. time += time * it.val / 100;
  16723. break;
  16724. }
  16725. }
  16726. for (const auto &it : sd->skillvarcast) {
  16727. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16728. time += it.val;
  16729. break;
  16730. }
  16731. }
  16732. }
  16733. // These cast time reductions are processed even if the skill fails
  16734. if (sc && sc->count) {
  16735. // Magic Strings stacks additively with item bonuses
  16736. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  16737. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  16738. // Foresight halves the cast time, it does not stack additively
  16739. if (sc->data[SC_MEMORIZE]) {
  16740. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16741. if(!(flag&2))
  16742. time -= time * 50 / 100;
  16743. // Foresight counter gets reduced even if the skill is not affected by it
  16744. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  16745. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  16746. }
  16747. }
  16748. }
  16749. time = time * (1 - (float)reduce_cast_rate / 100);
  16750. }
  16751. #endif
  16752. // config cast time multiplier
  16753. if (battle_config.cast_rate != 100)
  16754. time = time * battle_config.cast_rate / 100;
  16755. // return final cast time
  16756. time = max((int)time, 0);
  16757. //ShowInfo("Castime castfix = %f\n",time);
  16758. return (int)time;
  16759. }
  16760. #ifndef RENEWAL_CAST
  16761. /**
  16762. * Get the skill cast time for Pre-Re cast
  16763. * @param bl: The caster
  16764. * @param time: Cast time before Status Change addition or reduction
  16765. * @return time: Modified castime after status change addition or reduction
  16766. */
  16767. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  16768. {
  16769. if (time < 0)
  16770. return 0;
  16771. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16772. return (int)time;
  16773. status_change *sc = status_get_sc(bl);
  16774. if (sc && sc->count) {
  16775. if (!(flag&2)) {
  16776. if (sc->data[SC_SLOWCAST])
  16777. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  16778. if (sc->data[SC_PARALYSIS])
  16779. time += sc->data[SC_PARALYSIS]->val3;
  16780. if (sc->data[SC_IZAYOI])
  16781. time -= time * 50 / 100;
  16782. }
  16783. if (sc->data[SC_SUFFRAGIUM]) {
  16784. if(!(flag&2))
  16785. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  16786. //Suffragium ends even if the skill is not affected by it
  16787. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  16788. }
  16789. }
  16790. time = max(time, 0);
  16791. //ShowInfo("Castime castfix_sc = %f\n",time);
  16792. return (int)time;
  16793. }
  16794. #else
  16795. /**
  16796. * Get the skill cast time for RENEWAL_CAST.
  16797. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  16798. * Additive value:
  16799. * Variable CastTime : time += value
  16800. * Fixed CastTime : fixed += value
  16801. * Multipicative value
  16802. * Variable CastTime : VARCAST_REDUCTION(value)
  16803. * Fixed CastTime : FIXEDCASTRATE2(value)
  16804. * @param bl: The caster
  16805. * @param time: Cast time without reduction
  16806. * @param skill_id: Skill ID of the casted skill
  16807. * @param skill_lv: Skill level of the casted skill
  16808. * @return time: Modified castime after status and bonus addition or reduction
  16809. */
  16810. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  16811. {
  16812. nullpo_ret(bl);
  16813. if (time < 0)
  16814. return 0;
  16815. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16816. return (int)time;
  16817. status_change *sc = status_get_sc(bl);
  16818. map_session_data *sd = BL_CAST(BL_PC, bl);
  16819. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  16820. uint8 flag = skill_get_castnodex(skill_id);
  16821. if (fixed < 0) {
  16822. if (battle_config.default_fixed_castrate > 0) {
  16823. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  16824. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  16825. } else
  16826. fixed = 0;
  16827. }
  16828. // Additive Variable Cast bonus adjustments by items
  16829. if (sd && !(flag&4)) {
  16830. if (sd->bonus.varcastrate != 0)
  16831. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  16832. if (sd->bonus.fixcastrate != 0)
  16833. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  16834. if (sd->bonus.add_varcast != 0)
  16835. time += sd->bonus.add_varcast; // bonus bVariableCast
  16836. if (sd->bonus.add_fixcast != 0)
  16837. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  16838. for (const auto &it : sd->skillfixcast) {
  16839. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  16840. fixed += it.val;
  16841. break;
  16842. }
  16843. }
  16844. for (const auto &it : sd->skillvarcast) {
  16845. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16846. time += it.val;
  16847. break;
  16848. }
  16849. }
  16850. for (const auto &it : sd->skillcastrate) {
  16851. if (it.id == skill_id) { // bonus2 bVariableCastrate
  16852. reduce_cast_rate += it.val;
  16853. break;
  16854. }
  16855. }
  16856. for (const auto &it : sd->skillfixcastrate) {
  16857. if (it.id == skill_id) { // bonus2 bFixedCastrate
  16858. fixcast_r = max(fixcast_r, it.val);
  16859. break;
  16860. }
  16861. }
  16862. }
  16863. // Adjusted by active statuses
  16864. if (sc && sc->count && !(flag&2)) {
  16865. // Multiplicative Variable CastTime values
  16866. if (sc->data[SC_SLOWCAST])
  16867. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  16868. if (sc->data[SC__LAZINESS])
  16869. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  16870. if (sc->data[SC_SUFFRAGIUM]) {
  16871. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  16872. #ifndef RENEWAL
  16873. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  16874. #endif
  16875. }
  16876. if (sc->data[SC_MEMORIZE]) {
  16877. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16878. reduce_cast_rate += 50;
  16879. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  16880. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  16881. }
  16882. }
  16883. if (sc->data[SC_POEMBRAGI])
  16884. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  16885. if (sc->data[SC_IZAYOI])
  16886. VARCAST_REDUCTION(50);
  16887. 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)
  16888. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  16889. if (sc->data[SC_TELEKINESIS_INTENSE])
  16890. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  16891. if (sc->data[SC_SOULFAIRY])
  16892. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  16893. if (sc->data[SC_EP16_2_BUFF_AC])
  16894. VARCAST_REDUCTION(80);
  16895. // Multiplicative Fixed CastTime values
  16896. if (sc->data[SC_SECRAMENT])
  16897. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  16898. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  16899. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  16900. if (sc->data[SC_DANCEWITHWUG])
  16901. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  16902. if (sc->data[SC_HEAT_BARREL])
  16903. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  16904. if (sc->data[SC_FREEZING])
  16905. fixcast_r -= 50;
  16906. if (sc->data[SC_SWINGDANCE])
  16907. fixcast_r = max(fixcast_r, skill_lv * 6);
  16908. // Additive Fixed CastTime values
  16909. if (sc->data[SC_MANDRAGORA])
  16910. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  16911. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  16912. fixed -= 1000;
  16913. if (sc->data[SC_IZAYOI])
  16914. fixed = 0;
  16915. if (sc->data[SC_GLOOMYDAY])
  16916. fixed += skill_lv * 500;
  16917. }
  16918. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  16919. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  16920. if (varcast_r < 0)
  16921. time = time * (1 - (float)min(varcast_r, 100) / 100);
  16922. // Apply Variable CastTime calculation by INT & DEX
  16923. if (!(flag&1))
  16924. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  16925. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  16926. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  16927. return (int)time;
  16928. }
  16929. #endif
  16930. /*==========================================
  16931. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  16932. *------------------------------------------*/
  16933. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  16934. {
  16935. nullpo_ret(bl);
  16936. if (skill_id == SA_ABRACADABRA)
  16937. return 0; //Will use picked skill's delay.
  16938. if (bl->type&battle_config.no_skill_delay)
  16939. return battle_config.min_skill_delay_limit;
  16940. int delaynodex = skill_get_delaynodex(skill_id);
  16941. double time = skill_get_delay(skill_id, skill_lv);
  16942. if (time < 0)
  16943. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  16944. status_change* sc = status_get_sc(bl);
  16945. // Delay reductions
  16946. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  16947. case MO_TRIPLEATTACK:
  16948. case MO_CHAINCOMBO:
  16949. case MO_COMBOFINISH:
  16950. case CH_TIGERFIST:
  16951. case CH_CHAINCRUSH:
  16952. case SR_DRAGONCOMBO:
  16953. case SR_FALLENEMPIRE:
  16954. case SJ_PROMINENCEKICK:
  16955. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  16956. if (time == 0)
  16957. time = 1000;
  16958. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  16959. break;
  16960. #ifndef RENEWAL
  16961. case HP_BASILICA:
  16962. if (sc && !sc->data[SC_BASILICA])
  16963. time = 0; // There is no Delay on Basilica creation, only on cancel
  16964. break;
  16965. #endif
  16966. default:
  16967. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  16968. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  16969. if (scale > 0)
  16970. time = time * scale / battle_config.castrate_dex_scale;
  16971. else //To be capped later to minimum.
  16972. time = 0;
  16973. }
  16974. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  16975. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  16976. if (scale > 0)
  16977. time = time * scale / battle_config.castrate_dex_scale;
  16978. else //To be capped later to minimum.
  16979. time = 0;
  16980. }
  16981. }
  16982. if (sc && sc->count) {
  16983. if (sc->data[SC_SPIRIT]) {
  16984. switch (skill_id) {
  16985. case CR_SHIELDBOOMERANG:
  16986. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  16987. time /= 2;
  16988. break;
  16989. case AS_SONICBLOW:
  16990. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  16991. time /= 2;
  16992. break;
  16993. }
  16994. }
  16995. }
  16996. int delay = 0;
  16997. if (!(delaynodex&2)) {
  16998. if (sc && sc->count) {
  16999. if (sc->data[SC_POEMBRAGI])
  17000. delay += sc->data[SC_POEMBRAGI]->val3;
  17001. 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)
  17002. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17003. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  17004. delay += sc->data[SC_MAGICMUSHROOM]->val2;
  17005. }
  17006. }
  17007. if (!(delaynodex&4) && bl->type == BL_PC) {
  17008. map_session_data* sd = (map_session_data*)bl;
  17009. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17010. delay += sd->bonus.delayrate;
  17011. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17012. if (it.id == skill_id) {
  17013. time += it.val;
  17014. break;
  17015. }
  17016. }
  17017. }
  17018. if (delay != 0)
  17019. time = time * (1 - (float)min(delay, 100) / 100);
  17020. if (battle_config.delay_rate != 100)
  17021. time = time * battle_config.delay_rate / 100;
  17022. //ShowInfo("Delay delayfix = %f\n",time);
  17023. return max((int)time,0);
  17024. }
  17025. /*==========================================
  17026. * Weapon Repair [Celest/DracoRPG]
  17027. *------------------------------------------*/
  17028. void skill_repairweapon(struct map_session_data *sd, int idx) {
  17029. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17030. ITEMID_IRON_ORE,
  17031. ITEMID_IRON,
  17032. ITEMID_STEEL,
  17033. ITEMID_ORIDECON_STONE,
  17034. #ifdef RENEWAL
  17035. 0
  17036. #endif
  17037. };
  17038. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17039. ITEMID_STEEL,
  17040. #ifdef RENEWAL
  17041. 0
  17042. #endif
  17043. };
  17044. t_itemid material = 0;
  17045. struct item *item;
  17046. struct map_session_data *target_sd;
  17047. nullpo_retv(sd);
  17048. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17049. return;
  17050. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17051. return;
  17052. if( idx < 0 || idx >= MAX_INVENTORY )
  17053. return; //Invalid index??
  17054. item = &target_sd->inventory.u.items_inventory[idx];
  17055. if( !item->nameid || !item->attribute )
  17056. return; //Again invalid item....
  17057. if (itemdb_ishatched_egg(item))
  17058. return;
  17059. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17060. clif_item_repaireffect(sd, idx, 1);
  17061. return;
  17062. }
  17063. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17064. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17065. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17066. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17067. }
  17068. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17069. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17070. return;
  17071. }
  17072. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17073. item->attribute = 0;/* clear broken state */
  17074. clif_equiplist(target_sd);
  17075. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17076. clif_item_repaireffect(sd,idx,0);
  17077. if( sd != target_sd )
  17078. clif_item_repaireffect(target_sd,idx,0);
  17079. }
  17080. /*==========================================
  17081. * Item Appraisal
  17082. *------------------------------------------*/
  17083. void skill_identify(struct map_session_data *sd, int idx)
  17084. {
  17085. int flag=1;
  17086. nullpo_retv(sd);
  17087. sd->state.workinprogress = WIP_DISABLE_NONE;
  17088. if(idx >= 0 && idx < MAX_INVENTORY) {
  17089. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17090. flag=0;
  17091. sd->inventory.u.items_inventory[idx].identify = 1;
  17092. }
  17093. }
  17094. clif_item_identified(sd,idx,flag);
  17095. }
  17096. /*==========================================
  17097. * Weapon Refine [Celest]
  17098. *------------------------------------------*/
  17099. void skill_weaponrefine(struct map_session_data *sd, int idx)
  17100. {
  17101. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17102. ITEMID_PHRACON,
  17103. ITEMID_EMVERETARCON,
  17104. ITEMID_ORIDECON,
  17105. ITEMID_ORIDECON,
  17106. #ifdef RENEWAL
  17107. 0
  17108. #endif
  17109. };
  17110. nullpo_retv(sd);
  17111. if (idx >= 0 && idx < MAX_INVENTORY)
  17112. {
  17113. struct item *item;
  17114. struct item_data *ditem = sd->inventory_data[idx];
  17115. item = &sd->inventory.u.items_inventory[idx];
  17116. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17117. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17118. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17119. return;
  17120. }
  17121. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17122. clif_upgrademessage(sd, 2, item->nameid);
  17123. return;
  17124. }
  17125. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17126. if( i < 0 ) {
  17127. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17128. return;
  17129. }
  17130. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17131. if( info == nullptr ){
  17132. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17133. return;
  17134. }
  17135. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17136. if( cost == nullptr ){
  17137. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17138. return;
  17139. }
  17140. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17141. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17142. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17143. return;
  17144. }
  17145. int per = ( cost->chance / 100 );
  17146. if( sd->class_&JOBL_THIRD )
  17147. per += 10;
  17148. else
  17149. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17150. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17151. if (per > rnd() % 100) {
  17152. int ep=0;
  17153. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17154. item->refine++;
  17155. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17156. if(item->equip) {
  17157. ep = item->equip;
  17158. pc_unequipitem(sd,idx,3);
  17159. }
  17160. clif_delitem(sd,idx,1,3);
  17161. clif_upgrademessage(sd, 0, item->nameid);
  17162. clif_inventorylist(sd);
  17163. clif_refine(sd->fd,0,idx,item->refine);
  17164. if( ditem->type == IT_WEAPON ){
  17165. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17166. }
  17167. if (ep)
  17168. pc_equipitem(sd,idx,ep);
  17169. clif_misceffect(&sd->bl,3);
  17170. if(item->refine == 10 &&
  17171. item->card[0] == CARD0_FORGE &&
  17172. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17173. { // Fame point system [DracoRPG]
  17174. switch(ditem->weapon_level){
  17175. case 1:
  17176. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17177. break;
  17178. case 2:
  17179. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17180. break;
  17181. case 3:
  17182. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17183. break;
  17184. }
  17185. }
  17186. } else {
  17187. item->refine = 0;
  17188. if(item->equip)
  17189. pc_unequipitem(sd,idx,3);
  17190. clif_upgrademessage(sd, 1, item->nameid);
  17191. clif_refine(sd->fd,1,idx,item->refine);
  17192. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17193. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17194. clif_misceffect(&sd->bl,2);
  17195. clif_emotion(&sd->bl, ET_HUK);
  17196. }
  17197. }
  17198. }
  17199. }
  17200. /*==========================================
  17201. *
  17202. *------------------------------------------*/
  17203. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  17204. {
  17205. nullpo_ret(sd);
  17206. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17207. return 0;
  17208. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17209. uint16 maxlv = 1;
  17210. if (skill_lv == 0 || lv == 0)
  17211. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17212. #ifdef RENEWAL
  17213. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  17214. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17215. else
  17216. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17217. #else
  17218. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17219. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17220. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  17221. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17222. else if(skill_lv==2) maxlv=1;
  17223. else if(skill_lv==3) maxlv=2;
  17224. else if(skill_lv>=4) maxlv=3;
  17225. }
  17226. else if(skill_id==MG_SOULSTRIKE){
  17227. if(skill_lv==5) maxlv=1;
  17228. else if(skill_lv==6) maxlv=2;
  17229. else if(skill_lv>=7) maxlv=3;
  17230. }
  17231. else if(skill_id==MG_FIREBALL){
  17232. if(skill_lv==8) maxlv=1;
  17233. else if(skill_lv>=9) maxlv=2;
  17234. }
  17235. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17236. else return 0;
  17237. #endif
  17238. maxlv = min(lv, maxlv);
  17239. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17240. skill_get_time(SA_AUTOSPELL,skill_lv));
  17241. return 0;
  17242. }
  17243. /**
  17244. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17245. * @param bl: Player object
  17246. * @param ap: va_arg list
  17247. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17248. */
  17249. static int skill_sit_count(struct block_list *bl, va_list ap)
  17250. {
  17251. struct map_session_data *sd = (struct map_session_data*)bl;
  17252. int flag = va_arg(ap, int);
  17253. if (!pc_issit(sd))
  17254. return 0;
  17255. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17256. return 1;
  17257. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17258. return 1;
  17259. return 0;
  17260. }
  17261. /**
  17262. * Triggered when a player sits down to activate bonus states.
  17263. * @param bl: Player object
  17264. * @param ap: va_arg list
  17265. * @return 0
  17266. */
  17267. static int skill_sit_in(struct block_list *bl, va_list ap)
  17268. {
  17269. struct map_session_data *sd = (struct map_session_data*)bl;
  17270. int flag = va_arg(ap, int);
  17271. if (!pc_issit(sd))
  17272. return 0;
  17273. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17274. sd->state.gangsterparadise = 1;
  17275. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17276. sd->state.rest = 1;
  17277. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17278. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17279. }
  17280. return 0;
  17281. }
  17282. /**
  17283. * Triggered when a player stands up to deactivate bonus states.
  17284. * @param bl: Player object
  17285. * @param ap: va_arg list
  17286. * @return 0
  17287. */
  17288. static int skill_sit_out(struct block_list *bl, va_list ap)
  17289. {
  17290. struct map_session_data *sd = (struct map_session_data*)bl;
  17291. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17292. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17293. return 0;
  17294. if (flag&1 && sd->state.gangsterparadise)
  17295. sd->state.gangsterparadise = 0;
  17296. if (flag&2 && sd->state.rest) {
  17297. sd->state.rest = 0;
  17298. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17299. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17300. }
  17301. return 0;
  17302. }
  17303. /**
  17304. * Toggle Sit icon and player bonuses when sitting/standing.
  17305. * @param sd: Player data
  17306. * @param sitting: True when sitting or false when standing
  17307. * @return 0
  17308. */
  17309. int skill_sit(struct map_session_data *sd, bool sitting)
  17310. {
  17311. int flag = 0, range = 0, lv;
  17312. nullpo_ret(sd);
  17313. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17314. flag |= 1;
  17315. range = skill_get_splash(RG_GANGSTER, lv);
  17316. }
  17317. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17318. flag |= 2;
  17319. range = skill_get_splash(TK_HPTIME, lv);
  17320. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17321. flag |= 2;
  17322. range = skill_get_splash(TK_SPTIME, lv);
  17323. }
  17324. if (sitting)
  17325. clif_status_load(&sd->bl, EFST_SIT, 1);
  17326. else
  17327. clif_status_load(&sd->bl, EFST_SIT, 0);
  17328. if (!flag) // No need to count area if no skills are learned.
  17329. return 0;
  17330. if (sitting) {
  17331. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17332. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17333. } else
  17334. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17335. return 0;
  17336. }
  17337. /*==========================================
  17338. * Do Forstjoke/Scream effect
  17339. *------------------------------------------*/
  17340. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17341. {
  17342. struct block_list *src;
  17343. uint16 skill_id,skill_lv;
  17344. t_tick tick;
  17345. nullpo_ret(bl);
  17346. nullpo_ret(src = va_arg(ap,struct block_list*));
  17347. skill_id = va_arg(ap,int);
  17348. skill_lv = va_arg(ap,int);
  17349. if(!skill_lv)
  17350. return 0;
  17351. tick = va_arg(ap,t_tick);
  17352. if (src == bl || status_isdead(bl))
  17353. return 0;
  17354. if (bl->type == BL_PC) {
  17355. struct map_session_data *sd = (struct map_session_data *)bl;
  17356. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17357. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17358. }
  17359. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17360. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17361. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17362. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17363. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17364. return 0;
  17365. }
  17366. /**
  17367. * Set map cell flag as skill unit effect
  17368. * @param src Skill unit
  17369. * @param skill_id
  17370. * @param skill_lv
  17371. * @param cell Cell type cell_t
  17372. * @param flag 0/1
  17373. */
  17374. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17375. {
  17376. int range = skill_get_unit_range(skill_id,skill_lv);
  17377. int x, y;
  17378. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17379. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17380. map_setcell(src->bl.m, x, y, cell, flag);
  17381. }
  17382. /**
  17383. * Do skill attack area (such splash effect) around the 'first' target.
  17384. * First target will skip skill condition, always receive damage. But,
  17385. * around it, still need target/condition validation by
  17386. * battle_check_target and status_check_skilluse
  17387. * @param bl
  17388. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17389. */
  17390. int skill_attack_area(struct block_list *bl, va_list ap)
  17391. {
  17392. struct block_list *src,*dsrc;
  17393. int atk_type,skill_id,skill_lv,flag,type;
  17394. t_tick tick;
  17395. if(status_isdead(bl))
  17396. return 0;
  17397. atk_type = va_arg(ap,int);
  17398. src = va_arg(ap,struct block_list*);
  17399. dsrc = va_arg(ap,struct block_list*);
  17400. skill_id = va_arg(ap,int);
  17401. skill_lv = va_arg(ap,int);
  17402. tick = va_arg(ap,t_tick);
  17403. flag = va_arg(ap,int);
  17404. type = va_arg(ap,int);
  17405. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17406. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17407. }
  17408. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17409. !status_check_skilluse(NULL, bl, skill_id, 2))
  17410. return 0;
  17411. switch (skill_id) {
  17412. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17413. if (src->x == bl->x && src->y == bl->y)
  17414. return 0; //Does not hit current cell
  17415. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17416. return 0;
  17417. //Fall through
  17418. case NPC_ACIDBREATH:
  17419. case NPC_DARKNESSBREATH:
  17420. case NPC_FIREBREATH:
  17421. case NPC_ICEBREATH:
  17422. case NPC_THUNDERBREATH:
  17423. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17424. default:
  17425. //Area-splash, disable skill animation.
  17426. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17427. }
  17428. }
  17429. /**
  17430. * Clear skill unit group
  17431. * @param bl: Unit to check
  17432. * @param flag: Skill group to clear
  17433. */
  17434. int skill_clear_group(block_list *bl, uint8 flag)
  17435. {
  17436. nullpo_ret(bl);
  17437. unit_data *ud = unit_bl2ud(bl);
  17438. if (ud == nullptr)
  17439. return 0;
  17440. size_t count = 0;
  17441. bool deleted = false;
  17442. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17443. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17444. switch ((*it)->skill_id) {
  17445. case SA_DELUGE:
  17446. case SA_VOLCANO:
  17447. case SA_VIOLENTGALE:
  17448. case SA_LANDPROTECTOR:
  17449. case NJ_SUITON:
  17450. case NJ_KAENSIN:
  17451. case SC_CHAOSPANIC:
  17452. case MH_POISON_MIST:
  17453. case MH_LAVA_SLIDE:
  17454. if (flag & 1) {
  17455. skill_delunitgroup(*it);
  17456. count++;
  17457. deleted = true;
  17458. }
  17459. break;
  17460. case SO_CLOUD_KILL:
  17461. case NPC_CLOUD_KILL:
  17462. if (flag & 4) {
  17463. skill_delunitgroup(*it);
  17464. count++;
  17465. deleted = true;
  17466. }
  17467. break;
  17468. case SO_WARMER:
  17469. if (flag & 8) {
  17470. skill_delunitgroup(*it);
  17471. count++;
  17472. deleted = true;
  17473. }
  17474. break;
  17475. default:
  17476. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17477. skill_delunitgroup(*it);
  17478. count++;
  17479. deleted = true;
  17480. }
  17481. break;
  17482. }
  17483. }
  17484. return static_cast<int>(count);
  17485. }
  17486. /**
  17487. * Returns the first element field found [Skotlex]
  17488. * @param bl
  17489. * @return s_skill_unit_group
  17490. */
  17491. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17492. {
  17493. nullpo_ret(bl);
  17494. unit_data *ud = unit_bl2ud(bl);
  17495. if (ud == nullptr)
  17496. return nullptr;
  17497. for (const auto su : ud->skillunits) {
  17498. switch (su->skill_id) {
  17499. case SA_DELUGE:
  17500. case SA_VOLCANO:
  17501. case SA_VIOLENTGALE:
  17502. case SA_LANDPROTECTOR:
  17503. case NJ_SUITON:
  17504. case SO_CLOUD_KILL:
  17505. case NPC_CLOUD_KILL:
  17506. case SO_WARMER:
  17507. case SC_CHAOSPANIC:
  17508. case MH_POISON_MIST:
  17509. case MH_LAVA_SLIDE:
  17510. return su;
  17511. }
  17512. }
  17513. return nullptr;
  17514. }
  17515. /// Graffiti cleaner [Valaris]
  17516. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17517. {
  17518. struct skill_unit *unit = NULL;
  17519. int remove = va_arg(ap, int);
  17520. nullpo_retr(0, bl);
  17521. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17522. return 0;
  17523. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17524. if (remove == 1)
  17525. skill_delunit(unit);
  17526. return 1;
  17527. }
  17528. return 0;
  17529. }
  17530. /// Greed effect
  17531. int skill_greed(struct block_list *bl, va_list ap)
  17532. {
  17533. struct block_list *src;
  17534. struct map_session_data *sd = NULL;
  17535. struct flooritem_data *fitem = NULL;
  17536. nullpo_ret(bl);
  17537. nullpo_ret(src = va_arg(ap, struct block_list *));
  17538. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17539. pc_takeitem(sd, fitem);
  17540. return 0;
  17541. }
  17542. /// Ranger's Detonator [Jobbie/3CeAM]
  17543. int skill_detonator(struct block_list *bl, va_list ap)
  17544. {
  17545. nullpo_ret(bl);
  17546. if (bl->type != BL_SKILL)
  17547. return 0;
  17548. block_list *src = va_arg(ap, block_list *);
  17549. skill_unit *unit = (skill_unit *)bl;
  17550. if (unit == nullptr)
  17551. return 0;
  17552. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17553. if (group == nullptr || group->src_id != src->id)
  17554. return 0;
  17555. int unit_id = group->unit_id;
  17556. switch( unit_id )
  17557. { //List of Hunter and Ranger Traps that can be detonate.
  17558. case UNT_BLASTMINE:
  17559. case UNT_SANDMAN:
  17560. case UNT_CLAYMORETRAP:
  17561. case UNT_TALKIEBOX:
  17562. case UNT_CLUSTERBOMB:
  17563. case UNT_FIRINGTRAP:
  17564. case UNT_ICEBOUNDTRAP:
  17565. switch(unit_id) {
  17566. case UNT_TALKIEBOX:
  17567. clif_talkiebox(bl,group->valstr);
  17568. group->val2 = -1;
  17569. break;
  17570. case UNT_CLAYMORETRAP:
  17571. case UNT_FIRINGTRAP:
  17572. case UNT_ICEBOUNDTRAP:
  17573. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  17574. break;
  17575. default:
  17576. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17577. break;
  17578. }
  17579. if (unit->group == nullptr)
  17580. return 0;
  17581. clif_changetraplook(bl, UNT_USED_TRAPS);
  17582. group->unit_id = UNT_USED_TRAPS;
  17583. group->limit = DIFF_TICK(gettick(),group->tick) +
  17584. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17585. break;
  17586. }
  17587. return 0;
  17588. }
  17589. /**
  17590. * Calculate Royal Guard's Banding bonus
  17591. * @param sd: Player data
  17592. * @return Number of Royal Guard
  17593. */
  17594. int skill_banding_count(struct map_session_data *sd)
  17595. {
  17596. nullpo_ret(sd);
  17597. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17598. }
  17599. /**
  17600. * Rebellion's Bind Trap explosion
  17601. * @author [Cydh]
  17602. */
  17603. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17604. struct skill_unit *su = NULL;
  17605. struct block_list *src = NULL;
  17606. nullpo_ret(bl);
  17607. src = va_arg(ap,struct block_list *);
  17608. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17609. return 0;
  17610. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17611. return 0;
  17612. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17613. clif_changetraplook(bl, UNT_USED_TRAPS);
  17614. su->group->unit_id = UNT_USED_TRAPS;
  17615. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17616. return 1;
  17617. }
  17618. /*==========================================
  17619. * Check new skill unit cell when overlapping in other skill unit cell.
  17620. * Catched skill in cell value pushed to *unit pointer.
  17621. * Set (*alive) to 0 will ends 'new unit' check
  17622. *------------------------------------------*/
  17623. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17624. {
  17625. uint16 skill_id;
  17626. int *alive;
  17627. struct skill_unit *unit;
  17628. skill_id = va_arg(ap,int);
  17629. alive = va_arg(ap,int *);
  17630. unit = (struct skill_unit *)bl;
  17631. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17632. return 0;
  17633. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17634. return 0;
  17635. switch (skill_id) {
  17636. case SA_LANDPROTECTOR: {
  17637. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  17638. (*alive) = 0;
  17639. skill_delunit(unit);
  17640. return 1;
  17641. }
  17642. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  17643. //It deletes everything except traps and barriers
  17644. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  17645. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  17646. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17647. skill_delunitgroup(unit->group);
  17648. } else
  17649. skill_delunit(unit);
  17650. return 1;
  17651. }
  17652. }
  17653. break;
  17654. case GN_CRAZYWEED_ATK:
  17655. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  17656. break;
  17657. case HW_GANBANTEIN:
  17658. case LG_EARTHDRIVE:
  17659. // Officially songs/dances are removed
  17660. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  17661. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17662. skill_delunitgroup(unit->group);
  17663. } else
  17664. skill_delunit(unit);
  17665. return 1;
  17666. case SA_VOLCANO:
  17667. case SA_DELUGE:
  17668. case SA_VIOLENTGALE:
  17669. // The official implementation makes them fail to appear when casted on top of ANYTHING
  17670. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  17671. // hence, I leave the alternate implementation here, commented. [Skotlex]
  17672. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  17673. {
  17674. (*alive) = 0;
  17675. return 1;
  17676. }
  17677. /*
  17678. switch (unit->group->skill_id)
  17679. { //These cannot override each other.
  17680. case SA_VOLCANO:
  17681. case SA_DELUGE:
  17682. case SA_VIOLENTGALE:
  17683. (*alive) = 0;
  17684. return 1;
  17685. }
  17686. */
  17687. break;
  17688. case PF_FOGWALL:
  17689. switch(unit->group->skill_id) {
  17690. case SA_VOLCANO: //Can't be placed on top of these
  17691. case SA_VIOLENTGALE:
  17692. (*alive) = 0;
  17693. return 1;
  17694. case SA_DELUGE:
  17695. case NJ_SUITON:
  17696. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  17697. (*alive) = 2;
  17698. break;
  17699. }
  17700. break;
  17701. case WZ_WATERBALL:
  17702. switch (unit->group->skill_id) {
  17703. case SA_DELUGE:
  17704. case NJ_SUITON:
  17705. //Consumes deluge/suiton
  17706. skill_delunit(unit);
  17707. return 1;
  17708. }
  17709. break;
  17710. case WZ_ICEWALL:
  17711. #ifndef RENEWAL
  17712. case HP_BASILICA:
  17713. case HW_GRAVITATION:
  17714. #endif
  17715. //These can't be placed on top of themselves (duration can't be refreshed)
  17716. if (unit->group->skill_id == skill_id)
  17717. {
  17718. (*alive) = 0;
  17719. return 1;
  17720. }
  17721. break;
  17722. case RL_FIRE_RAIN: {
  17723. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  17724. if (uf[UF_REMOVEDBYFIRERAIN]) {
  17725. if (uf[UF_RANGEDSINGLEUNIT]) {
  17726. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17727. skill_delunitgroup(unit->group);
  17728. } else
  17729. skill_delunit(unit);
  17730. return 1;
  17731. }
  17732. }
  17733. break;
  17734. }
  17735. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  17736. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  17737. (*alive) = 0;
  17738. return 1;
  17739. }
  17740. return 0;
  17741. }
  17742. /*==========================================
  17743. * Splash effect for skill unit 'trap type'.
  17744. * Chance triggered when damaged, timeout, or char step on it.
  17745. *------------------------------------------*/
  17746. static int skill_trap_splash(struct block_list *bl, va_list ap)
  17747. {
  17748. struct block_list *src = va_arg(ap,struct block_list *);
  17749. struct skill_unit *unit = NULL;
  17750. t_tick tick = va_arg(ap,t_tick);
  17751. struct block_list *ss; //Skill src bl
  17752. nullpo_ret(src);
  17753. unit = (struct skill_unit *)src;
  17754. if (!unit || !unit->alive || bl->prev == NULL)
  17755. return 0;
  17756. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  17757. if (sg == nullptr)
  17758. return 0;
  17759. nullpo_ret(ss = map_id2bl(sg->src_id));
  17760. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  17761. return 0;
  17762. switch (sg->unit_id) {
  17763. case UNT_B_TRAP:
  17764. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  17765. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  17766. break;
  17767. case UNT_SHOCKWAVE:
  17768. case UNT_SANDMAN:
  17769. case UNT_FLASHER:
  17770. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  17771. break;
  17772. case UNT_GROUNDDRIFT_WIND:
  17773. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17774. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  17775. break;
  17776. case UNT_GROUNDDRIFT_DARK:
  17777. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17778. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  17779. break;
  17780. case UNT_GROUNDDRIFT_POISON:
  17781. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17782. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  17783. break;
  17784. case UNT_GROUNDDRIFT_WATER:
  17785. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17786. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  17787. break;
  17788. case UNT_GROUNDDRIFT_FIRE:
  17789. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17790. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  17791. break;
  17792. case UNT_ELECTRICSHOCKER:
  17793. if (bl->id != ss->id) {
  17794. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  17795. break;
  17796. 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)) {
  17797. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  17798. clif_fixpos(bl);
  17799. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  17800. }
  17801. }
  17802. break;
  17803. case UNT_MAGENTATRAP:
  17804. case UNT_COBALTTRAP:
  17805. case UNT_MAIZETRAP:
  17806. case UNT_VERDURETRAP:
  17807. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  17808. struct status_data *status = status_get_status_data(bl);
  17809. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  17810. status->ele_lv = (unsigned char)sg->skill_lv;
  17811. }
  17812. break;
  17813. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  17814. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  17815. break;
  17816. case UNT_FIRINGTRAP:
  17817. case UNT_ICEBOUNDTRAP:
  17818. if( src->id == bl->id ) break;
  17819. if( bl->type == BL_SKILL ) {
  17820. struct skill_unit *su = (struct skill_unit *)bl;
  17821. if (su && su->group->unit_id == UNT_USED_TRAPS)
  17822. break;
  17823. }
  17824. case UNT_CLUSTERBOMB:
  17825. if( ss != bl )
  17826. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  17827. break;
  17828. case UNT_CLAYMORETRAP:
  17829. if( src->id == bl->id ) break;
  17830. if( bl->type == BL_SKILL ) {
  17831. struct skill_unit *su = (struct skill_unit *)bl;
  17832. if (!su)
  17833. return 0;
  17834. switch(su->group->unit_id) {
  17835. case UNT_CLAYMORETRAP:
  17836. case UNT_LANDMINE:
  17837. case UNT_BLASTMINE:
  17838. case UNT_SHOCKWAVE:
  17839. case UNT_SANDMAN:
  17840. case UNT_FLASHER:
  17841. case UNT_FREEZINGTRAP:
  17842. case UNT_FIRINGTRAP:
  17843. case UNT_ICEBOUNDTRAP:
  17844. clif_changetraplook(bl, UNT_USED_TRAPS);
  17845. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  17846. su->group->unit_id = UNT_USED_TRAPS;
  17847. break;
  17848. }
  17849. }
  17850. default: {
  17851. int split_count = 0;
  17852. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  17853. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  17854. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  17855. }
  17856. break;
  17857. }
  17858. return 1;
  17859. }
  17860. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  17861. {
  17862. uint16 skill_id, skill_lv;
  17863. struct skill_unit *unit;
  17864. nullpo_ret(bl);
  17865. skill_id = va_arg(ap,int);
  17866. skill_lv = va_arg(ap,int);
  17867. unit = (struct skill_unit *)bl;
  17868. if( unit == NULL || unit->group == NULL )
  17869. return 0;
  17870. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  17871. return 0;
  17872. if( unit->group->skill_id == SC_MAELSTROM ) {
  17873. struct block_list *src;
  17874. if( (src = map_id2bl(unit->group->src_id)) ){
  17875. int sp = unit->group->skill_lv * skill_lv;
  17876. if( src->type == BL_PC )
  17877. sp += ((TBL_PC*)src)->status.job_level / 5;
  17878. status_heal(src, 0, sp/2, 1);
  17879. }
  17880. }
  17881. return 0;
  17882. }
  17883. /**
  17884. * Check cloaking condition
  17885. * @param bl
  17886. * @param sce
  17887. * @return True if near wall; False otherwise
  17888. */
  17889. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  17890. {
  17891. bool wall = true;
  17892. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  17893. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  17894. { //Check for walls.
  17895. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  17896. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  17897. int i;
  17898. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  17899. if( i == 8 )
  17900. wall = false;
  17901. }
  17902. if( sce ) {
  17903. if( !wall ) {
  17904. if( sce->val1 < 3 ) //End cloaking.
  17905. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  17906. else if( sce->val4&1 ) { //Remove wall bonus
  17907. sce->val4&=~1;
  17908. status_calc_bl(bl, { SCB_SPEED });
  17909. }
  17910. } else {
  17911. if( !(sce->val4&1) ) { //Add wall speed bonus
  17912. sce->val4|=1;
  17913. status_calc_bl(bl, { SCB_SPEED });
  17914. }
  17915. }
  17916. }
  17917. return wall;
  17918. }
  17919. /** Check Shadow Form on the target
  17920. * @param bl: Target
  17921. * @param damage: Damage amount
  17922. * @param hit
  17923. * @return true - in Shadow Form state; false - otherwise
  17924. */
  17925. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  17926. {
  17927. struct status_change *sc;
  17928. nullpo_retr(false,bl);
  17929. if (!damage)
  17930. return false;
  17931. sc = status_get_sc(bl);
  17932. if( sc && sc->data[SC__SHADOWFORM] ) {
  17933. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  17934. if( !src || src->m != bl->m ) {
  17935. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  17936. return false;
  17937. }
  17938. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  17939. if( src->type == BL_PC )
  17940. ((TBL_PC*)src)->shadowform_id = 0;
  17941. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  17942. return false;
  17943. }
  17944. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  17945. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  17946. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  17947. if( src->type == BL_PC )
  17948. ((TBL_PC*)src)->shadowform_id = 0;
  17949. }
  17950. return true;
  17951. }
  17952. return false;
  17953. }
  17954. /**
  17955. * Check camouflage condition
  17956. * @param bl
  17957. * @param sce
  17958. * @return True if near wall; False otherwise
  17959. * @TODO: Seems wrong
  17960. */
  17961. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  17962. {
  17963. bool wall = true;
  17964. if( bl->type == BL_PC ) { //Check for walls.
  17965. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  17966. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  17967. int i;
  17968. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  17969. if( i == 8 )
  17970. wall = false;
  17971. }
  17972. if( sce ) {
  17973. if( !wall && sce->val1 < 3 ) //End camouflage.
  17974. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  17975. status_calc_bl(bl, { SCB_SPEED });
  17976. }
  17977. return wall;
  17978. }
  17979. /**
  17980. * Process skill unit visibilty for single BL in area
  17981. * @param bl
  17982. * @param ap
  17983. * @author [Cydh]
  17984. **/
  17985. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  17986. struct skill_unit *su = NULL;
  17987. struct block_list *src = NULL;
  17988. unsigned int party1 = 0;
  17989. bool visible = true;
  17990. nullpo_ret(bl);
  17991. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  17992. nullpo_ret((src = va_arg(ap, struct block_list*)));
  17993. party1 = va_arg(ap, unsigned int);
  17994. if (src != bl) {
  17995. unsigned int party2 = status_get_party_id(bl);
  17996. if (!party1 || !party2 || party1 != party2)
  17997. visible = false;
  17998. }
  17999. clif_getareachar_skillunit(bl, su, SELF, visible);
  18000. return 1;
  18001. }
  18002. /**
  18003. * Check for skill unit visibilty in area on
  18004. * - skill first placement
  18005. * - skill moved (knocked back, moved dance)
  18006. * @param su Skill unit
  18007. * @param target Affected target for this visibility @see enum send_target
  18008. * @author [Cydh]
  18009. **/
  18010. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18011. nullpo_retv(su);
  18012. if (!su->hidden) // It's not hidden, just do this!
  18013. clif_getareachar_skillunit(&su->bl, su, target, true);
  18014. else {
  18015. struct block_list *src = battle_get_master(&su->bl);
  18016. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18017. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18018. }
  18019. }
  18020. /**
  18021. * Check for skill unit visibilty on single BL on insight/spawn action
  18022. * @param su Skill unit
  18023. * @param bl Block list
  18024. * @author [Cydh]
  18025. **/
  18026. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18027. bool visible = true;
  18028. struct block_list *src = NULL;
  18029. nullpo_retv(bl);
  18030. nullpo_retv(su);
  18031. nullpo_retv((src = battle_get_master(&su->bl)));
  18032. if (su->hidden && src != bl) {
  18033. unsigned int party1 = status_get_party_id(src);
  18034. unsigned int party2 = status_get_party_id(bl);
  18035. if (!party1 || !party2 || party1 != party2)
  18036. visible = false;
  18037. }
  18038. clif_getareachar_skillunit(bl, su, SELF, visible);
  18039. }
  18040. /**
  18041. * Initialize new skill unit for skill unit group.
  18042. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18043. * @param group Skill unit group
  18044. * @param idx
  18045. * @param x
  18046. * @param y
  18047. * @param val1
  18048. * @param val2
  18049. */
  18050. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18051. {
  18052. if (group == nullptr || group->unit == nullptr)
  18053. return nullptr;
  18054. skill_unit *unit = &group->unit[idx];
  18055. if (unit == nullptr)
  18056. return nullptr;
  18057. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18058. return unit;
  18059. if(!unit->alive)
  18060. group->alive_count++;
  18061. unit->bl.id = map_get_new_object_id();
  18062. unit->bl.type = BL_SKILL;
  18063. unit->bl.m = group->map;
  18064. unit->bl.x = x;
  18065. unit->bl.y = y;
  18066. unit->group = group;
  18067. unit->alive = 1;
  18068. unit->val1 = val1;
  18069. unit->val2 = val2;
  18070. unit->hidden = hidden;
  18071. // Stores new skill unit
  18072. idb_put(skillunit_db, unit->bl.id, unit);
  18073. map_addiddb(&unit->bl);
  18074. if(map_addblock(&unit->bl))
  18075. return NULL;
  18076. // Perform oninit actions
  18077. switch (group->skill_id) {
  18078. case WZ_ICEWALL:
  18079. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18080. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18081. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18082. break;
  18083. case SA_LANDPROTECTOR:
  18084. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18085. break;
  18086. #ifndef RENEWAL
  18087. case HP_BASILICA:
  18088. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18089. break;
  18090. #endif
  18091. case SC_MAELSTROM:
  18092. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18093. break;
  18094. default:
  18095. if (group->state.song_dance&0x1) //Check for dissonance.
  18096. skill_dance_overlap(unit, 1);
  18097. break;
  18098. }
  18099. skill_getareachar_skillunit_visibilty(unit, AREA);
  18100. return unit;
  18101. }
  18102. /**
  18103. * Remove unit
  18104. * @param unit
  18105. */
  18106. int skill_delunit(struct skill_unit* unit)
  18107. {
  18108. nullpo_ret(unit);
  18109. if( !unit->alive )
  18110. return 0;
  18111. unit->alive = 0;
  18112. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18113. if (group == nullptr)
  18114. return 0;
  18115. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18116. skill_dance_overlap(unit, 0);
  18117. // invoke onout event
  18118. if( !unit->range )
  18119. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18120. // perform ondelete actions
  18121. switch (group->skill_id) {
  18122. case HT_ANKLESNARE:
  18123. case SC_ESCAPE:
  18124. {
  18125. struct block_list* target = map_id2bl(group->val2);
  18126. if( target )
  18127. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  18128. }
  18129. break;
  18130. case WZ_ICEWALL:
  18131. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18132. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18133. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18134. break;
  18135. case SA_LANDPROTECTOR:
  18136. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18137. break;
  18138. #ifndef RENEWAL
  18139. case HP_BASILICA:
  18140. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18141. break;
  18142. #endif
  18143. case RA_ELECTRICSHOCKER: {
  18144. struct block_list* target = map_id2bl(group->val2);
  18145. if( target )
  18146. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  18147. }
  18148. break;
  18149. case SC_MAELSTROM:
  18150. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18151. break;
  18152. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18153. if( group->val2 ) { // Someone Traped
  18154. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18155. if( tsc && tsc->data[SC__MANHOLE] )
  18156. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  18157. }
  18158. break;
  18159. }
  18160. clif_skill_delunit(unit);
  18161. unit->group=NULL;
  18162. map_delblock(&unit->bl); // don't free yet
  18163. map_deliddb(&unit->bl);
  18164. idb_remove(skillunit_db, unit->bl.id);
  18165. if(--group->alive_count==0)
  18166. skill_delunitgroup(group);
  18167. return 0;
  18168. }
  18169. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18170. /// Returns the target s_skill_unit_group or nullptr if not found.
  18171. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18172. return util::umap_find(skillunit_group_db, group_id);
  18173. }
  18174. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18175. /**
  18176. * Returns a new group_id that isn't being used in skillunit_group_db.
  18177. * Fatal error if nothing is available.
  18178. */
  18179. static int skill_get_new_group_id(void)
  18180. {
  18181. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18182. return skill_unit_group_newid++;// available
  18183. {// find next id
  18184. int base_id = skill_unit_group_newid;
  18185. while( base_id != ++skill_unit_group_newid )
  18186. {
  18187. if( skill_unit_group_newid < MAX_SKILL )
  18188. skill_unit_group_newid = MAX_SKILL;
  18189. if( skill_id2group(skill_unit_group_newid) == NULL )
  18190. return skill_unit_group_newid++;// available
  18191. }
  18192. // full loop, nothing available
  18193. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18194. exit(1);
  18195. }
  18196. }
  18197. /**
  18198. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18199. * @param src Object that cast the skill
  18200. * @param count How many 'cells' used that needed. Related with skill layout
  18201. * @param skill_id ID of used skill
  18202. * @param skill_lv Skill level of used skill
  18203. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18204. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18205. * @param interval Time interval
  18206. * @return s_skill_unit_group
  18207. */
  18208. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18209. {
  18210. nullpo_retr(nullptr, src);
  18211. unit_data *ud = unit_bl2ud(src);
  18212. nullpo_retr(nullptr, ud);
  18213. if (skill_id == 0 || skill_lv == 0)
  18214. return 0;
  18215. auto group = std::make_shared<s_skill_unit_group>();
  18216. group->src_id = src->id;
  18217. group->party_id = status_get_party_id(src);
  18218. group->guild_id = status_get_guild_id(src);
  18219. group->bg_id = bg_team_get_id(src);
  18220. group->group_id = skill_get_new_group_id();
  18221. group->link_group_id = 0;
  18222. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18223. group->unit_count = count;
  18224. group->alive_count = 0;
  18225. group->val1 = 0;
  18226. group->val2 = 0;
  18227. group->val3 = 0;
  18228. group->skill_id = skill_id;
  18229. group->skill_lv = skill_lv;
  18230. group->unit_id = unit_id;
  18231. group->map = src->m;
  18232. group->limit = limit;
  18233. group->interval = interval;
  18234. group->tick = gettick();
  18235. group->valstr = nullptr;
  18236. ud->skillunits.push_back(group);
  18237. // Stores this new group
  18238. skillunit_group_db.insert({ group->group_id, group });
  18239. return group;
  18240. }
  18241. /**
  18242. * Remove skill unit group
  18243. * @param group
  18244. * @param file
  18245. * @param line
  18246. * @param *func
  18247. */
  18248. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18249. {
  18250. struct block_list* src;
  18251. struct unit_data *ud;
  18252. short i;
  18253. int link_group_id;
  18254. if( group == nullptr ) {
  18255. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18256. return 0;
  18257. }
  18258. src = map_id2bl(group->src_id);
  18259. ud = unit_bl2ud(src);
  18260. if (!src || !ud) {
  18261. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18262. return 0;
  18263. }
  18264. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18265. switch( group->skill_id ) {
  18266. case BA_DISSONANCE:
  18267. case BA_POEMBRAGI:
  18268. case BA_WHISTLE:
  18269. case BA_ASSASSINCROSS:
  18270. case BA_APPLEIDUN:
  18271. case DC_UGLYDANCE:
  18272. case DC_HUMMING:
  18273. case DC_DONTFORGETME:
  18274. case DC_FORTUNEKISS:
  18275. case DC_SERVICEFORYOU:
  18276. case NC_NEUTRALBARRIER:
  18277. case NC_STEALTHFIELD:
  18278. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18279. break;
  18280. }
  18281. }
  18282. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18283. struct status_change* sc = status_get_sc(src);
  18284. if (sc && sc->data[SC_DANCING]) {
  18285. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18286. status_change_end(src, SC_DANCING, INVALID_TIMER);
  18287. }
  18288. }
  18289. // End SC from the master when the skill group is deleted
  18290. i = SC_NONE;
  18291. switch (group->unit_id) {
  18292. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18293. #ifndef RENEWAL
  18294. case UNT_BASILICA: i = SC_BASILICA; break;
  18295. #endif
  18296. }
  18297. if (i != SC_NONE) {
  18298. struct status_change *sc = status_get_sc(src);
  18299. if (sc && sc->data[i]) {
  18300. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  18301. status_change_end(src, (sc_type)i, INVALID_TIMER);
  18302. }
  18303. }
  18304. switch( group->skill_id ) {
  18305. case PF_SPIDERWEB:
  18306. {
  18307. struct block_list* target = map_id2bl(group->val2);
  18308. struct status_change *sc;
  18309. bool removed = true;
  18310. //Clear group id from status change
  18311. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  18312. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  18313. sc->data[SC_SPIDERWEB]->val2 = 0;
  18314. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  18315. sc->data[SC_SPIDERWEB]->val3 = 0;
  18316. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  18317. sc->data[SC_SPIDERWEB]->val4 = 0;
  18318. else //Group was already removed in status_change_end, don't call it again!
  18319. removed = false;
  18320. //The last group was cleared, end status change
  18321. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  18322. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  18323. }
  18324. }
  18325. break;
  18326. case SG_SUN_WARM:
  18327. case SG_MOON_WARM:
  18328. case SG_STAR_WARM: {
  18329. status_change *sc = status_get_sc(src);
  18330. if (sc && sc->data[SC_WARM]) {
  18331. sc->data[SC_WARM]->val4 = 0;
  18332. status_change_end(src, SC_WARM, INVALID_TIMER);
  18333. }
  18334. }
  18335. break;
  18336. case LG_BANDING: {
  18337. status_change *sc = status_get_sc(src);
  18338. if (sc && sc->data[SC_BANDING]) {
  18339. sc->data[SC_BANDING]->val4 = 0;
  18340. status_change_end(src, SC_BANDING, INVALID_TIMER);
  18341. }
  18342. }
  18343. break;
  18344. case NC_NEUTRALBARRIER:
  18345. {
  18346. struct status_change *sc = NULL;
  18347. if( (sc = status_get_sc(src)) != NULL ) {
  18348. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18349. {
  18350. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  18351. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  18352. }
  18353. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  18354. }
  18355. }
  18356. break;
  18357. case NC_STEALTHFIELD:
  18358. {
  18359. struct status_change *sc = NULL;
  18360. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  18361. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  18362. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  18363. }
  18364. }
  18365. break;
  18366. }
  18367. if (src->type==BL_PC && group->state.ammo_consume)
  18368. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18369. group->alive_count=0;
  18370. // remove all unit cells
  18371. if(group->unit != NULL)
  18372. for( int j = 0; j < group->unit_count; j++ )
  18373. skill_delunit(&group->unit[j]);
  18374. // clear Talkie-box string
  18375. if( group->valstr != NULL ) {
  18376. aFree(group->valstr);
  18377. group->valstr = NULL;
  18378. }
  18379. link_group_id = group->link_group_id;
  18380. if (skillunit_group_db.erase(group->group_id) != 1)
  18381. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18382. util::vector_erase_if_exists(ud->skillunits, group);
  18383. if(link_group_id) {
  18384. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18385. if(group_cur)
  18386. skill_delunitgroup(group_cur);
  18387. }
  18388. return 1;
  18389. }
  18390. /**
  18391. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18392. * @param src
  18393. */
  18394. void skill_clear_unitgroup(struct block_list *src)
  18395. {
  18396. nullpo_retv(src);
  18397. unit_data *ud = unit_bl2ud(src);
  18398. nullpo_retv(ud);
  18399. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18400. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18401. skill_delunitgroup(*it);
  18402. }
  18403. }
  18404. /**
  18405. * Search tickset for skill unit in skill unit group
  18406. * @param bl Block List for skill_unit
  18407. * @param group Skill unit group
  18408. * @param tick
  18409. * @return skill_unit_group_tickset if found
  18410. */
  18411. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18412. {
  18413. int i, j = -1, s, id;
  18414. struct unit_data *ud;
  18415. struct skill_unit_group_tickset *set;
  18416. nullpo_ret(bl);
  18417. if (group->interval == -1)
  18418. return NULL;
  18419. ud = unit_bl2ud(bl);
  18420. if (!ud)
  18421. return NULL;
  18422. set = ud->skillunittick;
  18423. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18424. id = s = group->skill_id;
  18425. else
  18426. id = s = group->group_id;
  18427. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18428. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18429. if (set[k].id == id)
  18430. return &set[k];
  18431. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18432. j=k;
  18433. }
  18434. if (j == -1) {
  18435. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18436. j = id % MAX_SKILLUNITGROUPTICKSET;
  18437. }
  18438. set[j].id = id;
  18439. set[j].tick = tick;
  18440. return &set[j];
  18441. }
  18442. /*==========================================
  18443. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18444. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18445. *------------------------------------------*/
  18446. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18447. {
  18448. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18449. t_tick tick = va_arg(ap,t_tick);
  18450. nullpo_ret(unit);
  18451. if( !unit->alive || bl->prev == NULL )
  18452. return 0;
  18453. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18454. if (group == nullptr)
  18455. return 0;
  18456. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18457. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  18458. return 0; //AoE skills are ineffective. [Skotlex]
  18459. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18460. return 0;
  18461. skill_unit_onplace_timer(unit,bl,tick);
  18462. return 1;
  18463. }
  18464. /**
  18465. * @see DBApply
  18466. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18467. */
  18468. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18469. {
  18470. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18471. t_tick tick = va_arg(ap,t_tick);
  18472. bool dissonance;
  18473. struct block_list* bl = &unit->bl;
  18474. nullpo_ret(unit);
  18475. if( !unit->alive )
  18476. return 0;
  18477. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18478. if (group == nullptr)
  18479. return 0;
  18480. // Check for expiration
  18481. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18482. {// skill unit expired (inlined from skill_unit_onlimit())
  18483. switch( group->unit_id ) {
  18484. case UNT_ICEWALL:
  18485. unit->val1 -= 50; // icewall loses 50 hp every second
  18486. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18487. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18488. if( unit->val1 <= 0 )
  18489. skill_delunit(unit);
  18490. break;
  18491. case UNT_BLASTMINE:
  18492. #ifdef RENEWAL
  18493. case UNT_CLAYMORETRAP:
  18494. #endif
  18495. case UNT_GROUNDDRIFT_WIND:
  18496. case UNT_GROUNDDRIFT_DARK:
  18497. case UNT_GROUNDDRIFT_POISON:
  18498. case UNT_GROUNDDRIFT_WATER:
  18499. case UNT_GROUNDDRIFT_FIRE:
  18500. group->unit_id = UNT_USED_TRAPS;
  18501. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18502. group->limit=DIFF_TICK(tick+1500,group->tick);
  18503. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18504. break;
  18505. case UNT_ANKLESNARE:
  18506. case UNT_ELECTRICSHOCKER:
  18507. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18508. skill_delunit(unit);
  18509. break;
  18510. }
  18511. case UNT_SKIDTRAP:
  18512. case UNT_LANDMINE:
  18513. case UNT_SHOCKWAVE:
  18514. case UNT_SANDMAN:
  18515. case UNT_FLASHER:
  18516. case UNT_FREEZINGTRAP:
  18517. #ifndef RENEWAL
  18518. case UNT_CLAYMORETRAP:
  18519. #endif
  18520. case UNT_TALKIEBOX:
  18521. case UNT_CLUSTERBOMB:
  18522. case UNT_MAGENTATRAP:
  18523. case UNT_COBALTTRAP:
  18524. case UNT_MAIZETRAP:
  18525. case UNT_VERDURETRAP:
  18526. case UNT_FIRINGTRAP:
  18527. case UNT_ICEBOUNDTRAP:
  18528. {
  18529. struct block_list* src;
  18530. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18531. { // revert unit back into a trap
  18532. struct item item_tmp;
  18533. memset(&item_tmp,0,sizeof(item_tmp));
  18534. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18535. item_tmp.identify = 1;
  18536. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18537. }
  18538. skill_delunit(unit);
  18539. }
  18540. break;
  18541. case UNT_WARP_ACTIVE:
  18542. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18543. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18544. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18545. // restart timers
  18546. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18547. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18548. // apply effect to all units standing on it
  18549. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18550. break;
  18551. case UNT_CALLFAMILY:
  18552. {
  18553. struct map_session_data *sd = NULL;
  18554. if(group->val1) {
  18555. sd = map_charid2sd(group->val1);
  18556. group->val1 = 0;
  18557. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  18558. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18559. }
  18560. if(group->val2) {
  18561. sd = map_charid2sd(group->val2);
  18562. group->val2 = 0;
  18563. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  18564. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18565. }
  18566. skill_delunit(unit);
  18567. }
  18568. break;
  18569. case UNT_REVERBERATION:
  18570. case UNT_NETHERWORLD:
  18571. if( unit->val1 <= 0 ) { // If it was deactivated.
  18572. skill_delunit(unit);
  18573. break;
  18574. }
  18575. clif_changetraplook(bl,UNT_USED_TRAPS);
  18576. if (group->unit_id == UNT_REVERBERATION)
  18577. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18578. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18579. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18580. group->unit_id = UNT_USED_TRAPS;
  18581. break;
  18582. case UNT_FEINTBOMB: {
  18583. struct block_list *src = map_id2bl(group->src_id);
  18584. if (src)
  18585. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  18586. skill_delunit(unit);
  18587. }
  18588. break;
  18589. case UNT_BANDING:
  18590. {
  18591. struct block_list *src = map_id2bl(group->src_id);
  18592. struct status_change *sc;
  18593. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  18594. skill_delunit(unit);
  18595. break;
  18596. }
  18597. // This unit isn't removed while SC_BANDING is active.
  18598. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18599. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18600. }
  18601. break;
  18602. case UNT_B_TRAP:
  18603. {
  18604. struct block_list* src;
  18605. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18606. struct item item_tmp;
  18607. memset(&item_tmp, 0, sizeof(item_tmp));
  18608. item_tmp.nameid = group->item_id;
  18609. item_tmp.identify = 1;
  18610. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18611. }
  18612. skill_delunit(unit);
  18613. }
  18614. break;
  18615. default:
  18616. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18617. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)) {
  18618. // Deal damage before expiration
  18619. break;
  18620. }
  18621. skill_delunit(unit);
  18622. break;
  18623. }
  18624. } else {// skill unit is still active
  18625. switch( group->unit_id ) {
  18626. case UNT_BLASTMINE:
  18627. case UNT_SKIDTRAP:
  18628. case UNT_LANDMINE:
  18629. case UNT_SHOCKWAVE:
  18630. case UNT_SANDMAN:
  18631. case UNT_FLASHER:
  18632. case UNT_CLAYMORETRAP:
  18633. case UNT_FREEZINGTRAP:
  18634. case UNT_TALKIEBOX:
  18635. case UNT_ANKLESNARE:
  18636. case UNT_B_TRAP:
  18637. if( unit->val1 <= 0 ) {
  18638. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  18639. skill_delunit(unit);
  18640. else {
  18641. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  18642. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  18643. group->unit_id = UNT_USED_TRAPS;
  18644. }
  18645. }
  18646. break;
  18647. case UNT_REVERBERATION:
  18648. case UNT_NETHERWORLD:
  18649. if (unit->val1 <= 0) {
  18650. clif_changetraplook(bl,UNT_USED_TRAPS);
  18651. if (group->unit_id == UNT_REVERBERATION)
  18652. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18653. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18654. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18655. group->unit_id = UNT_USED_TRAPS;
  18656. }
  18657. break;
  18658. case UNT_WALLOFTHORN:
  18659. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  18660. skill_delunitgroup(group);
  18661. break;
  18662. }
  18663. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  18664. skill_delunit(unit);
  18665. break;
  18666. case UNT_SANCTUARY:
  18667. if (group->val1 <= 0) {
  18668. skill_delunitgroup(group);
  18669. }
  18670. break;
  18671. default:
  18672. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18673. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
  18674. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  18675. // Unit will expire the next interval, start dropping Meteor
  18676. block_list *src = map_id2bl(group->src_id);
  18677. if (src != nullptr) {
  18678. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  18679. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  18680. else
  18681. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  18682. group->val2 = 1;
  18683. }
  18684. }
  18685. // No damage until expiration
  18686. return 0;
  18687. }
  18688. break;
  18689. }
  18690. }
  18691. //Don't continue if unit or even group is expired and has been deleted.
  18692. if( !group || !unit->alive )
  18693. return 0;
  18694. dissonance = skill_dance_switch(unit, 0);
  18695. if( unit->range >= 0 && group->interval != -1 )
  18696. {
  18697. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  18698. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  18699. group->unit_id = UNT_USED_TRAPS;
  18700. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  18701. unit->range = -1; //Disable processed cell.
  18702. if (--group->val1 <= 0) { // number of live cells
  18703. //All tiles were processed, disable skill.
  18704. group->target_flag=BCT_NOONE;
  18705. group->bl_flag= BL_NUL;
  18706. }
  18707. }
  18708. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18709. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
  18710. skill_delunit(unit);
  18711. return 0;
  18712. }
  18713. }
  18714. if( dissonance )
  18715. skill_dance_switch(unit, 1);
  18716. return 0;
  18717. }
  18718. /*==========================================
  18719. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  18720. *------------------------------------------*/
  18721. TIMER_FUNC(skill_unit_timer){
  18722. map_freeblock_lock();
  18723. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  18724. map_freeblock_unlock();
  18725. return 0;
  18726. }
  18727. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  18728. /*==========================================
  18729. * flag :
  18730. * 1 : store that skill_unit in array
  18731. * 2 : clear that skill_unit
  18732. * 4 : call_on_left
  18733. *------------------------------------------*/
  18734. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  18735. {
  18736. struct skill_unit* unit = (struct skill_unit *)bl;
  18737. struct block_list* target = va_arg(ap,struct block_list*);
  18738. t_tick tick = va_arg(ap,t_tick);
  18739. int flag = va_arg(ap,int);
  18740. bool dissonance;
  18741. uint16 skill_id;
  18742. int i;
  18743. nullpo_ret(unit);
  18744. nullpo_ret(target);
  18745. if( !unit->alive || target->prev == NULL )
  18746. return 0;
  18747. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18748. if (group == nullptr)
  18749. return 0;
  18750. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  18751. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  18752. dissonance = skill_dance_switch(unit, 0);
  18753. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  18754. skill_id = group->skill_id;
  18755. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  18756. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  18757. if( dissonance ) {
  18758. skill_dance_switch(unit, 1);
  18759. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  18760. }
  18761. return 0;
  18762. }
  18763. //Target-type check.
  18764. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  18765. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  18766. if( flag&1 ) {
  18767. if( flag&2 ) { //Clear this skill id.
  18768. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  18769. if( i < ARRAYLENGTH(skill_unit_temp) )
  18770. skill_unit_temp[i] = 0;
  18771. }
  18772. } else {
  18773. if( flag&2 ) { //Store this skill id.
  18774. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18775. if( i < ARRAYLENGTH(skill_unit_temp) )
  18776. skill_unit_temp[i] = skill_id;
  18777. else
  18778. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18779. }
  18780. }
  18781. if( flag&4 )
  18782. skill_unit_onleft(skill_id,target,tick);
  18783. }
  18784. if( dissonance )
  18785. skill_dance_switch(unit, 1);
  18786. return 0;
  18787. } else {
  18788. if( flag&1 ) {
  18789. int result = skill_unit_onplace(unit,target,tick);
  18790. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  18791. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  18792. if( i < ARRAYLENGTH(skill_unit_temp) )
  18793. skill_unit_temp[i] = 0;
  18794. }
  18795. } else {
  18796. int result = skill_unit_onout(unit,target,tick);
  18797. if( flag&2 && result ) { //Store this unit id.
  18798. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18799. if( i < ARRAYLENGTH(skill_unit_temp) )
  18800. skill_unit_temp[i] = skill_id;
  18801. else
  18802. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18803. }
  18804. }
  18805. //TODO: Normally, this is dangerous since the unit and group could be freed
  18806. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  18807. //cells do not get deleted within them. [Skotlex]
  18808. if( dissonance )
  18809. skill_dance_switch(unit, 1);
  18810. if( flag&4 )
  18811. skill_unit_onleft(skill_id,target,tick);
  18812. return 1;
  18813. }
  18814. }
  18815. /*==========================================
  18816. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  18817. * Flag values:
  18818. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  18819. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  18820. * units to figure out when they have left a group.
  18821. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  18822. *------------------------------------------*/
  18823. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  18824. {
  18825. nullpo_ret(bl);
  18826. if( bl->prev == NULL )
  18827. return 0;
  18828. if( flag&2 && !(flag&1) ) //Onout, clear data
  18829. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  18830. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  18831. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  18832. int i;
  18833. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  18834. if( skill_unit_temp[i] )
  18835. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  18836. }
  18837. return 0;
  18838. }
  18839. /*==========================================
  18840. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  18841. * @param bl Skill unit
  18842. * @param m Map
  18843. * @param dx
  18844. * @param dy
  18845. *------------------------------------------*/
  18846. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  18847. t_tick tick = gettick();
  18848. struct skill_unit *su;
  18849. if (bl->type != BL_SKILL)
  18850. return;
  18851. if (!(su = (struct skill_unit *)bl))
  18852. return;
  18853. if (!su->alive)
  18854. return;
  18855. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  18856. return; //Ensembles may not be moved around.
  18857. if (!bl->prev) {
  18858. bl->x = dx;
  18859. bl->y = dy;
  18860. return;
  18861. }
  18862. map_moveblock(bl, dx, dy, tick);
  18863. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  18864. skill_getareachar_skillunit_visibilty(su, AREA);
  18865. return;
  18866. }
  18867. /**
  18868. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  18869. * @param group Skill Group
  18870. * @param m Map
  18871. * @param dx
  18872. * @param dy
  18873. */
  18874. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  18875. {
  18876. int i, j;
  18877. t_tick tick = gettick();
  18878. int *m_flag;
  18879. struct skill_unit *unit1;
  18880. struct skill_unit *unit2;
  18881. if (group == NULL)
  18882. return;
  18883. if (group->unit_count <= 0)
  18884. return;
  18885. if (group->unit == NULL)
  18886. return;
  18887. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  18888. return; //Ensembles may not be moved around.
  18889. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  18890. // m_flag
  18891. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  18892. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  18893. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  18894. // 3: Both 1+2.
  18895. for(i = 0; i < group->unit_count; i++) {
  18896. unit1 =& group->unit[i];
  18897. if (!unit1->alive || unit1->bl.m != m)
  18898. continue;
  18899. for(j = 0; j < group->unit_count; j++) {
  18900. unit2 = &group->unit[j];
  18901. if (!unit2->alive)
  18902. continue;
  18903. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  18904. m_flag[i] |= 0x1;
  18905. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  18906. m_flag[i] |= 0x2;
  18907. }
  18908. }
  18909. j = 0;
  18910. for (i = 0; i < group->unit_count; i++) {
  18911. unit1 = &group->unit[i];
  18912. if (!unit1->alive)
  18913. continue;
  18914. if (!(m_flag[i]&0x2)) {
  18915. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  18916. skill_dance_overlap(unit1, 0);
  18917. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  18918. }
  18919. //Move Cell using "smart" criteria (avoid useless moving around)
  18920. switch(m_flag[i]) {
  18921. case 0:
  18922. //Cell moves independently, safely move it.
  18923. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  18924. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  18925. break;
  18926. case 1:
  18927. //Cell moves unto another cell, look for a replacement cell that won't collide
  18928. //and has no cell moving into it (flag == 2)
  18929. for(; j < group->unit_count; j++) {
  18930. int dx2, dy2;
  18931. if(m_flag[j] != 2 || !group->unit[j].alive)
  18932. continue;
  18933. //Move to where this cell would had moved.
  18934. unit2 = &group->unit[j];
  18935. dx2 = unit2->bl.x + dx - unit1->bl.x;
  18936. dy2 = unit2->bl.y + dy - unit1->bl.y;
  18937. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  18938. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  18939. j++; //Skip this cell as we have used it.
  18940. break;
  18941. }
  18942. break;
  18943. case 2:
  18944. case 3:
  18945. break; //Don't move the cell as a cell will end on this tile anyway.
  18946. }
  18947. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  18948. if (group->state.song_dance&0x1) //Check for dissonance effect.
  18949. skill_dance_overlap(unit1, 1);
  18950. skill_getareachar_skillunit_visibilty(unit1, AREA);
  18951. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  18952. }
  18953. }
  18954. aFree(m_flag);
  18955. }
  18956. /**
  18957. * Checking product requirement in player's inventory.
  18958. * Checking if player has the item or not, the amount, and the weight limit.
  18959. * @param sd Player
  18960. * @param nameid Product requested
  18961. * @param trigger Trigger criteria to match will 'ItemLv'
  18962. * @param qty Amount of item will be created
  18963. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  18964. */
  18965. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  18966. {
  18967. short i, j;
  18968. nullpo_ret(sd);
  18969. if (!nameid || !itemdb_exists(nameid))
  18970. return 0;
  18971. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  18972. if (skill_produce_db[i].nameid == nameid) {
  18973. if ((j = skill_produce_db[i].req_skill) > 0 &&
  18974. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  18975. continue; // must iterate again to check other skills that produce it. [malufett]
  18976. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  18977. continue; // special case
  18978. break;
  18979. }
  18980. }
  18981. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  18982. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  18983. return 0;
  18984. }
  18985. if (i >= MAX_SKILL_PRODUCE_DB)
  18986. return 0;
  18987. // Cannot carry the produced stuff
  18988. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  18989. return 0;
  18990. // Matching the requested produce list
  18991. if (trigger >= 0) {
  18992. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  18993. if (skill_produce_db[i].itemlv != trigger)
  18994. return 0;
  18995. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  18996. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  18997. return 0;
  18998. } else { // Weapon (itemlv must be higher or equal)
  18999. if (skill_produce_db[i].itemlv > trigger)
  19000. return 0;
  19001. }
  19002. }
  19003. // Check on player's inventory
  19004. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19005. t_itemid nameid_produce;
  19006. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19007. continue;
  19008. if (skill_produce_db[i].mat_amount[j] == 0) {
  19009. if (pc_search_inventory(sd,nameid_produce) < 0)
  19010. return 0;
  19011. } else {
  19012. unsigned short idx, amt;
  19013. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19014. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19015. amt += sd->inventory.u.items_inventory[idx].amount;
  19016. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19017. return 0;
  19018. }
  19019. }
  19020. return i + 1;
  19021. }
  19022. /**
  19023. * Attempt to produce an item
  19024. * @param sd Player
  19025. * @param skill_id Skill used
  19026. * @param nameid Requested product
  19027. * @param slot1
  19028. * @param slot2
  19029. * @param slot3
  19030. * @param qty Amount of requested item
  19031. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19032. * @return True is success, False if failed
  19033. */
  19034. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19035. {
  19036. int slot[3];
  19037. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19038. int num = -1; // exclude the recipe
  19039. struct status_data *status;
  19040. nullpo_ret(sd);
  19041. status = status_get_status_data(&sd->bl);
  19042. if( sd->skill_id_old == skill_id )
  19043. skill_lv = sd->skill_lv_old;
  19044. if (produce_idx == -1) {
  19045. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19046. return false;
  19047. idx--;
  19048. }
  19049. else
  19050. idx = produce_idx;
  19051. if (qty < 1)
  19052. qty = 1;
  19053. if (!skill_id) //A skill can be specified for some override cases.
  19054. skill_id = skill_produce_db[idx].req_skill;
  19055. if( skill_id == GC_RESEARCHNEWPOISON )
  19056. skill_id = GC_CREATENEWPOISON;
  19057. slot[0] = slot1;
  19058. slot[1] = slot2;
  19059. slot[2] = slot3;
  19060. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19061. short j;
  19062. if (slot[i] <= 0)
  19063. continue;
  19064. j = pc_search_inventory(sd,slot[i]);
  19065. if (j < 0)
  19066. continue;
  19067. if (slot[i] == ITEMID_STAR_CRUMB) {
  19068. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19069. sc++;
  19070. }
  19071. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19072. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19073. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19074. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19075. }
  19076. }
  19077. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19078. short x, j;
  19079. t_itemid id;
  19080. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  19081. continue;
  19082. num++;
  19083. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19084. do {
  19085. int y = 0;
  19086. j = pc_search_inventory(sd,id);
  19087. if (j >= 0) {
  19088. y = sd->inventory.u.items_inventory[j].amount;
  19089. if (y > x)
  19090. y = x;
  19091. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19092. } else {
  19093. ShowError("skill_produce_mix: material item error\n");
  19094. return false;
  19095. }
  19096. x -= y;
  19097. } while( j >= 0 && x > 0 );
  19098. }
  19099. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19100. wlv = itemdb_wlv(nameid);
  19101. else
  19102. wlv = 0;
  19103. if (!equip) {
  19104. switch (skill_id) {
  19105. case BS_IRON:
  19106. case BS_STEEL:
  19107. case BS_ENCHANTEDSTONE:
  19108. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19109. i = pc_checkskill(sd,skill_id);
  19110. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19111. switch (nameid) {
  19112. case ITEMID_IRON:
  19113. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19114. break;
  19115. case ITEMID_STEEL:
  19116. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19117. break;
  19118. case ITEMID_STAR_CRUMB:
  19119. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19120. break;
  19121. default: // Enchanted Stones
  19122. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19123. break;
  19124. }
  19125. break;
  19126. case ASC_CDP:
  19127. make_per = (2000 + 40*status->dex + 20*status->luk);
  19128. break;
  19129. case AL_HOLYWATER:
  19130. case AB_ANCILLA:
  19131. make_per = 100000; //100% success
  19132. break;
  19133. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19134. case AM_TWILIGHT1:
  19135. case AM_TWILIGHT2:
  19136. case AM_TWILIGHT3:
  19137. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19138. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19139. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19140. if (hom_is_active(sd->hd)) {//Player got a homun
  19141. int skill;
  19142. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19143. make_per += skill*100; //+1% bonus per level
  19144. }
  19145. switch(nameid){
  19146. case ITEMID_RED_POTION:
  19147. case ITEMID_YELLOW_POTION:
  19148. case ITEMID_WHITE_POTION:
  19149. make_per += (1+rnd()%100)*10 + 2000;
  19150. break;
  19151. case ITEMID_ALCOHOL:
  19152. make_per += (1+rnd()%100)*10 + 1000;
  19153. break;
  19154. case ITEMID_FIRE_BOTTLE:
  19155. case ITEMID_ACID_BOTTLE:
  19156. case ITEMID_MAN_EATER_BOTTLE:
  19157. case ITEMID_MINI_BOTTLE:
  19158. make_per += (1+rnd()%100)*10;
  19159. break;
  19160. case ITEMID_YELLOW_SLIM_POTION:
  19161. make_per -= (1+rnd()%50)*10;
  19162. break;
  19163. case ITEMID_WHITE_SLIM_POTION:
  19164. case ITEMID_COATING_BOTTLE:
  19165. make_per -= (1+rnd()%100)*10;
  19166. break;
  19167. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19168. case ITEMID_BLUE_POTION:
  19169. case ITEMID_RED_SLIM_POTION:
  19170. case ITEMID_ANODYNE:
  19171. case ITEMID_ALOEBERA:
  19172. default:
  19173. break;
  19174. }
  19175. if (battle_config.pp_rate != 100)
  19176. make_per = make_per * battle_config.pp_rate / 100;
  19177. break;
  19178. case SA_CREATECON: // Elemental Converter Creation
  19179. make_per = 100000; // should be 100% success rate
  19180. break;
  19181. case RK_RUNEMASTERY: {
  19182. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19183. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19184. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19185. int D = 0;
  19186. switch (nameid) { //rune rank it_diff 9 craftable rune
  19187. case ITEMID_BERKANA:
  19188. D = -2000;
  19189. break; //Rank S
  19190. case ITEMID_NAUTHIZ:
  19191. case ITEMID_URUZ:
  19192. D = -1500;
  19193. break; //Rank A
  19194. case ITEMID_ISA:
  19195. case ITEMID_WYRD:
  19196. D = -1000;
  19197. break; //Rank B
  19198. case ITEMID_RAIDO:
  19199. case ITEMID_THURISAZ:
  19200. case ITEMID_HAGALAZ:
  19201. case ITEMID_OTHILA:
  19202. D = -500;
  19203. break; //Rank C
  19204. default:
  19205. D = -1500;
  19206. break; //not specified =-15%
  19207. }
  19208. make_per = A + B + C + D;
  19209. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19210. if (runemastery_skill_lv > 9)
  19211. qty = 2 + rnd() % 5; // 2~6
  19212. else if (runemastery_skill_lv > 4)
  19213. qty = 2 + rnd() % 3; // 2~4
  19214. else
  19215. qty = 2;
  19216. }
  19217. break;
  19218. case GC_CREATENEWPOISON:
  19219. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19220. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19221. break;
  19222. case GN_CHANGEMATERIAL:
  19223. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19224. if (skill_changematerial_db[i].nameid == nameid) {
  19225. make_per = skill_changematerial_db[i].rate * 10;
  19226. break;
  19227. }
  19228. }
  19229. break;
  19230. case GN_S_PHARMACY:
  19231. {
  19232. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19233. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19234. switch (nameid) { // Item difficulty factor
  19235. case ITEMID_HP_INCREASE_POTION_SMALL:
  19236. case ITEMID_SP_INCREASE_POTION_SMALL:
  19237. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19238. difficulty += 10;
  19239. break;
  19240. case ITEMID_BOMB_MUSHROOM_SPORE:
  19241. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19242. difficulty += 15;
  19243. break;
  19244. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19245. case ITEMID_SP_INCREASE_POTION_LARGE:
  19246. case ITEMID_VITATA500:
  19247. difficulty += 20;
  19248. break;
  19249. case ITEMID_SEED_OF_HORNY_PLANT:
  19250. case ITEMID_BLOODSUCK_PLANT_SEED:
  19251. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19252. difficulty += 30;
  19253. break;
  19254. case ITEMID_HP_INCREASE_POTION_LARGE:
  19255. case ITEMID_CURE_FREE:
  19256. difficulty += 40;
  19257. break;
  19258. }
  19259. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19260. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19261. make_per -= difficulty;
  19262. qty = production_count[skill_lv - 1];
  19263. // Determine quantity from difficulty
  19264. if (make_per < 1)
  19265. qty -= 6;
  19266. else if (make_per < 100)
  19267. qty -= 5;
  19268. else if (make_per < 300)
  19269. qty -= 4;
  19270. else if (make_per < 400)
  19271. qty -= 3;
  19272. make_per = 100000; // Adjust success back to 100% for crafting
  19273. }
  19274. break;
  19275. case GN_MAKEBOMB:
  19276. case GN_MIX_COOKING:
  19277. {
  19278. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19279. switch (nameid) { // Item difficulty factor
  19280. // GN_MAKEBOMB
  19281. case ITEMID_APPLE_BOMB:
  19282. difficulty += 5;
  19283. break;
  19284. case ITEMID_COCONUT_BOMB:
  19285. case ITEMID_MELON_BOMB:
  19286. difficulty += 10;
  19287. break;
  19288. case ITEMID_PINEAPPLE_BOMB:
  19289. difficulty += 15;
  19290. break;
  19291. case ITEMID_BANANA_BOMB:
  19292. difficulty += 20;
  19293. break;
  19294. // GN_MIX_COOKING
  19295. case ITEMID_SAVAGE_FULL_ROAST:
  19296. case ITEMID_COCKTAIL_WARG_BLOOD:
  19297. case ITEMID_MINOR_STEW:
  19298. case ITEMID_SIROMA_ICED_TEA:
  19299. case ITEMID_DROSERA_HERB_SALAD:
  19300. case ITEMID_PETITE_TAIL_NOODLES:
  19301. difficulty += 15;
  19302. break;
  19303. }
  19304. 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)
  19305. if (skill_lv > 1) {
  19306. make_per -= difficulty;
  19307. // Determine quantity from difficulty
  19308. if (make_per >= 30)
  19309. qty = 10 + rnd() % 2;
  19310. else if (make_per >= 10)
  19311. qty = 10;
  19312. else if (make_per >= -10)
  19313. qty = 8;
  19314. else if (make_per >= -30)
  19315. qty = 5;
  19316. else
  19317. qty = 0;
  19318. } else {
  19319. if (make_per < difficulty)
  19320. qty = 0;
  19321. }
  19322. make_per = 100000; // Adjust success back to 100% for crafting
  19323. }
  19324. break;
  19325. case MT_M_MACHINE:
  19326. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19327. if (skill_id == MT_M_MACHINE)
  19328. qty = 7 + skill_lv;
  19329. else // BO_BIONIC_PHARMACY
  19330. qty = 10 + skill_lv;
  19331. make_per = 100000;
  19332. break;
  19333. default:
  19334. if (sd->menuskill_id == AM_PHARMACY &&
  19335. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19336. { //Assume Cooking Dish
  19337. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19338. make_per = 10000; //100% Success
  19339. else
  19340. make_per = 1200 * (sd->menuskill_val - 10)
  19341. + 20 * (sd->status.base_level + 1)
  19342. + 20 * (status->dex + 1)
  19343. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19344. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19345. - 10 * (100 - status->luk + 1)
  19346. - 500 * (num - 1)
  19347. - 100 * (rnd()%4 + 1);
  19348. break;
  19349. }
  19350. make_per = 5000;
  19351. break;
  19352. }
  19353. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19354. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19355. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19356. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19357. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19358. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19359. if( wlv >= 3 ){
  19360. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19361. }
  19362. // Element Stone: -20%
  19363. if( ele ){
  19364. make_per -= 2000;
  19365. }
  19366. // Star Crumb: -15% each
  19367. make_per -= sc * 1500;
  19368. // Weapon level malus: -0/-10/-20/-30
  19369. if( wlv > 1 ){
  19370. make_per -= ( wlv * 1000 );
  19371. }
  19372. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19373. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19374. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19375. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19376. if (battle_config.wp_rate != 100)
  19377. make_per = make_per * battle_config.wp_rate / 100;
  19378. }
  19379. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19380. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19381. if (make_per < 1) make_per = 1;
  19382. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19383. struct item tmp_item;
  19384. memset(&tmp_item,0,sizeof(tmp_item));
  19385. tmp_item.nameid = nameid;
  19386. tmp_item.amount = 1;
  19387. tmp_item.identify = 1;
  19388. if (equip) {
  19389. tmp_item.card[0] = CARD0_FORGE;
  19390. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19391. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19392. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19393. } else {
  19394. //Flag is only used on the end, so it can be used here. [Skotlex]
  19395. switch (skill_id) {
  19396. case BS_DAGGER:
  19397. case BS_SWORD:
  19398. case BS_TWOHANDSWORD:
  19399. case BS_AXE:
  19400. case BS_MACE:
  19401. case BS_KNUCKLE:
  19402. case BS_SPEAR:
  19403. flag = battle_config.produce_item_name_input&0x1;
  19404. break;
  19405. case AM_PHARMACY:
  19406. case AM_TWILIGHT1:
  19407. case AM_TWILIGHT2:
  19408. case AM_TWILIGHT3:
  19409. flag = battle_config.produce_item_name_input&0x2;
  19410. break;
  19411. case AL_HOLYWATER:
  19412. case AB_ANCILLA:
  19413. flag = battle_config.produce_item_name_input&0x8;
  19414. break;
  19415. case ASC_CDP:
  19416. flag = battle_config.produce_item_name_input&0x10;
  19417. break;
  19418. default:
  19419. flag = battle_config.produce_item_name_input&0x80;
  19420. break;
  19421. }
  19422. if (flag) {
  19423. tmp_item.card[0] = CARD0_CREATE;
  19424. tmp_item.card[1] = 0;
  19425. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19426. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19427. }
  19428. }
  19429. // if(log_config.produce > 0)
  19430. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19431. //TODO update PICKLOG
  19432. if (equip) {
  19433. clif_produceeffect(sd,0,nameid);
  19434. clif_misceffect(&sd->bl,3);
  19435. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19436. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19437. } else {
  19438. int fame = 0;
  19439. tmp_item.amount = 0;
  19440. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19441. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  19442. tmp_item.amount = qty;
  19443. break;
  19444. }
  19445. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19446. tmp_item.amount++;
  19447. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19448. continue;
  19449. if (skill_id != AM_PHARMACY &&
  19450. skill_id != AM_TWILIGHT1 &&
  19451. skill_id != AM_TWILIGHT2 &&
  19452. skill_id != AM_TWILIGHT3)
  19453. continue;
  19454. //Add fame as needed.
  19455. switch(++sd->potion_success_counter) {
  19456. case 3:
  19457. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19458. break;
  19459. case 5:
  19460. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19461. break;
  19462. case 7:
  19463. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19464. break;
  19465. case 10:
  19466. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19467. sd->potion_success_counter = 0;
  19468. break;
  19469. }
  19470. } else //Failure
  19471. sd->potion_success_counter = 0;
  19472. }
  19473. if (fame)
  19474. pc_addfame(*sd, fame);
  19475. //Visual effects and the like.
  19476. switch (skill_id) {
  19477. case AM_PHARMACY:
  19478. case AM_TWILIGHT1:
  19479. case AM_TWILIGHT2:
  19480. case AM_TWILIGHT3:
  19481. case ASC_CDP:
  19482. case GC_CREATENEWPOISON:
  19483. clif_produceeffect(sd,2,nameid);
  19484. clif_misceffect(&sd->bl,5);
  19485. break;
  19486. case BS_IRON:
  19487. case BS_STEEL:
  19488. case BS_ENCHANTEDSTONE:
  19489. clif_produceeffect(sd,0,nameid);
  19490. clif_misceffect(&sd->bl,3);
  19491. break;
  19492. default: //Those that don't require a skill?
  19493. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19494. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19495. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19496. }
  19497. break;
  19498. }
  19499. }
  19500. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19501. int j, k = 0, l;
  19502. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19503. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19504. if (skill_changematerial_db[i].nameid == nameid){
  19505. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19506. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19507. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19508. tmp_item.amount = (isStackable ? total_qty : 1);
  19509. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19510. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19511. clif_additem(sd,0,0,flag);
  19512. if( battle_config.skill_drop_items_full ){
  19513. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19514. }
  19515. }
  19516. }
  19517. k++;
  19518. }
  19519. }
  19520. break;
  19521. }
  19522. }
  19523. if (k) {
  19524. clif_produceeffect(sd,6,nameid);
  19525. clif_misceffect(&sd->bl,5);
  19526. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19527. return true;
  19528. }
  19529. } else if (tmp_item.amount) { //Success
  19530. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19531. clif_additem(sd,0,0,flag);
  19532. if( battle_config.skill_drop_items_full ){
  19533. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19534. }
  19535. }
  19536. switch (skill_id) {
  19537. case RK_RUNEMASTERY:
  19538. clif_produceeffect(sd, 4, nameid);
  19539. clif_misceffect(&sd->bl, 5);
  19540. break;
  19541. case GN_MIX_COOKING:
  19542. case GN_MAKEBOMB:
  19543. case GN_S_PHARMACY:
  19544. clif_produceeffect(sd, 6, nameid);
  19545. clif_misceffect(&sd->bl, 5);
  19546. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19547. break;
  19548. case MT_M_MACHINE:
  19549. clif_produceeffect(sd, 0, nameid);
  19550. clif_misceffect(&sd->bl, 3);
  19551. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19552. break;
  19553. case BO_BIONIC_PHARMACY:
  19554. clif_produceeffect(sd, 2, nameid);
  19555. clif_misceffect(&sd->bl, 5);
  19556. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19557. break;
  19558. }
  19559. return true;
  19560. }
  19561. }
  19562. //Failure
  19563. // if(log_config.produce)
  19564. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19565. //TODO update PICKLOG
  19566. if (equip) {
  19567. clif_produceeffect(sd,1,nameid);
  19568. clif_misceffect(&sd->bl,2);
  19569. } else {
  19570. switch (skill_id) {
  19571. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19572. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19573. case AM_PHARMACY:
  19574. case AM_TWILIGHT1:
  19575. case AM_TWILIGHT2:
  19576. case AM_TWILIGHT3:
  19577. case GC_CREATENEWPOISON:
  19578. clif_produceeffect(sd,3,nameid);
  19579. clif_misceffect(&sd->bl,6);
  19580. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19581. break;
  19582. case BS_IRON:
  19583. case BS_STEEL:
  19584. case BS_ENCHANTEDSTONE:
  19585. clif_produceeffect(sd,1,nameid);
  19586. clif_misceffect(&sd->bl,2);
  19587. break;
  19588. case RK_RUNEMASTERY:
  19589. clif_produceeffect(sd,5,nameid);
  19590. clif_misceffect(&sd->bl,6);
  19591. break;
  19592. case GN_MIX_COOKING:
  19593. if (qty == 0) {
  19594. item tmp_item;
  19595. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19596. int rate = rnd() % 1000 + 1;
  19597. memset(&tmp_item, 0, sizeof(tmp_item));
  19598. if (rate < 500)
  19599. i = 0;
  19600. else if (rate < 750)
  19601. i = 1;
  19602. else if (rate < 850)
  19603. i = 2;
  19604. else if (rate < 950)
  19605. i = 3;
  19606. else
  19607. i = 4;
  19608. tmp_item.nameid = compensation[i];
  19609. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19610. tmp_item.identify = 1;
  19611. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19612. clif_additem(sd,0,0,flag);
  19613. if( battle_config.skill_drop_items_full ){
  19614. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19615. }
  19616. }
  19617. clif_produceeffect(sd,7,nameid);
  19618. clif_misceffect(&sd->bl,6);
  19619. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19620. }
  19621. break;
  19622. case GN_MAKEBOMB:
  19623. case GN_S_PHARMACY:
  19624. case GN_CHANGEMATERIAL:
  19625. clif_produceeffect(sd,7,nameid);
  19626. clif_misceffect(&sd->bl,6);
  19627. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19628. break;
  19629. case MT_M_MACHINE:
  19630. clif_produceeffect(sd, 1, nameid);
  19631. clif_misceffect(&sd->bl, 2);
  19632. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19633. break;
  19634. case BO_BIONIC_PHARMACY:
  19635. clif_produceeffect(sd, 3, nameid);
  19636. clif_misceffect(&sd->bl, 6);
  19637. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19638. break;
  19639. default:
  19640. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  19641. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19642. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  19643. }
  19644. break;
  19645. }
  19646. }
  19647. return false;
  19648. }
  19649. /**
  19650. * Attempt to create arrow by specified material
  19651. * @param sd Player
  19652. * @param nameid Item ID of material
  19653. * @return True if created, False is failed
  19654. */
  19655. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  19656. {
  19657. nullpo_ret(sd);
  19658. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  19659. return false;
  19660. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  19661. for (const auto &it : skill_arrow_db) {
  19662. if (nameid == it.second->nameid) {
  19663. arrow = it.second;
  19664. break;
  19665. }
  19666. }
  19667. short j;
  19668. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  19669. return false;
  19670. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  19671. for (const auto &it : arrow->created) {
  19672. char flag = 0;
  19673. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  19674. continue;
  19675. struct item tmp_item = { 0 };
  19676. tmp_item.identify = 1;
  19677. tmp_item.nameid = it.first;
  19678. tmp_item.amount = it.second;
  19679. if (battle_config.produce_item_name_input&0x4) {
  19680. tmp_item.card[0] = CARD0_CREATE;
  19681. tmp_item.card[1] = 0;
  19682. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19683. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19684. }
  19685. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19686. clif_additem(sd,0,0,flag);
  19687. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19688. }
  19689. }
  19690. return true;
  19691. }
  19692. /**
  19693. * Enchant weapon with poison
  19694. * @param sd Player
  19695. * @nameid Item ID of poison type
  19696. */
  19697. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  19698. {
  19699. nullpo_ret(sd);
  19700. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  19701. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19702. return 0;
  19703. }
  19704. sc_type type;
  19705. int chance;
  19706. //uint16 msg = 1443; //Official is using msgstringtable.txt
  19707. char output[CHAT_SIZE_MAX];
  19708. const char *msg;
  19709. switch( nameid ) {
  19710. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  19711. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  19712. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  19713. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  19714. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  19715. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  19716. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  19717. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  19718. default:
  19719. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19720. return 0;
  19721. }
  19722. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  19723. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  19724. 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
  19725. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  19726. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  19727. sprintf(output, msg_txt(sd,721), msg);
  19728. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  19729. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  19730. clif_msg(sd,msg);
  19731. #endif*/
  19732. return 0;
  19733. }
  19734. /**
  19735. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  19736. * @param bl: Object
  19737. * @param skill_id: Skill invoking to determine if Magic type
  19738. */
  19739. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  19740. {
  19741. struct status_change *sc = status_get_sc(bl);
  19742. // non-offensive and non-magic skills do not affect the status
  19743. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  19744. return;
  19745. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  19746. if (sc->data[SC_MAGICPOWER]->val4) {
  19747. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  19748. } else {
  19749. sc->data[SC_MAGICPOWER]->val4 = 1;
  19750. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  19751. if(bl->type == BL_PC){// update current display.
  19752. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  19753. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  19754. }
  19755. }
  19756. }
  19757. }
  19758. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  19759. int x, y, i, class_, skill;
  19760. struct mob_data *md;
  19761. nullpo_ret(sd);
  19762. skill = sd->menuskill_val;
  19763. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  19764. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19765. return 0;
  19766. }
  19767. // Spawn Position
  19768. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  19769. x = sd->sc.comet_x;
  19770. y = sd->sc.comet_y;
  19771. sd->sc.comet_x = 0;
  19772. sd->sc.comet_y = 0;
  19773. sd->menuskill_val = 0;
  19774. // Item picked decides the mob class
  19775. switch(nameid) {
  19776. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  19777. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  19778. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  19779. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  19780. default:
  19781. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19782. return 0;
  19783. }
  19784. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  19785. if( md ) {
  19786. struct unit_data *ud = unit_bl2ud(&md->bl);
  19787. md->master_id = sd->bl.id;
  19788. md->special_state.ai = AI_FAW;
  19789. if(ud) {
  19790. ud->skill_id = NC_MAGICDECOY;
  19791. ud->skill_lv = skill;
  19792. }
  19793. if( md->deletetimer != INVALID_TIMER )
  19794. delete_timer(md->deletetimer, mob_timer_delete);
  19795. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  19796. mob_spawn(md);
  19797. }
  19798. return 0;
  19799. }
  19800. /**
  19801. * Process Warlock Spellbooks
  19802. * @param sd: Player data
  19803. * @param nameid: Spellbook item used
  19804. */
  19805. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  19806. if (reading_spellbook_db.empty())
  19807. return;
  19808. status_change *sc = status_get_sc(&sd.bl);
  19809. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  19810. if (sc == nullptr || sc->data[i] == nullptr)
  19811. break;
  19812. if (i == SC_MAXSPELLBOOK) {
  19813. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  19814. return;
  19815. }
  19816. }
  19817. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  19818. if (spell == nullptr)
  19819. return;
  19820. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  19821. if (skill_lv == 0) { // Caster hasn't learned the skill
  19822. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  19823. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  19824. return;
  19825. }
  19826. uint16 points = spell->points;
  19827. if (sc && sc->data[SC_FREEZE_SP]) {
  19828. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  19829. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  19830. return;
  19831. }
  19832. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  19833. if (!sc->data[i]) {
  19834. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  19835. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19836. break;
  19837. }
  19838. }
  19839. } else {
  19840. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  19841. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19842. }
  19843. // Reading Spell Book SP cost same as the sealed spell.
  19844. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  19845. }
  19846. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  19847. int lv, prob, aslvl = 0;
  19848. uint16 id, sk_idx = 0;
  19849. nullpo_ret(sd);
  19850. if (sd->sc.data[SC_STOP]) {
  19851. aslvl = sd->sc.data[SC_STOP]->val1;
  19852. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  19853. }
  19854. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  19855. return 0;
  19856. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  19857. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  19858. return 0;
  19859. }
  19860. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  19861. lv = min(lv,sd->status.skill[sk_idx].lv);
  19862. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  19863. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  19864. return 0;
  19865. }
  19866. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  19867. int i;
  19868. nullpo_ret(sd);
  19869. nullpo_ret(item_list);
  19870. if( n <= 0 )
  19871. return 1;
  19872. for( i = 0; i < n; i++ ) {
  19873. t_itemid nameid, product;
  19874. int add_amount, del_amount, idx;
  19875. struct item tmp_item;
  19876. idx = item_list[i*2+0]-2;
  19877. if( idx < 0 || idx >= MAX_INVENTORY ){
  19878. return 1;
  19879. }
  19880. del_amount = item_list[i*2+1];
  19881. if( skill_lv == 2 )
  19882. del_amount -= (del_amount % 10);
  19883. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  19884. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  19885. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19886. return 1;
  19887. }
  19888. switch( nameid ) {
  19889. // Level 1
  19890. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  19891. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  19892. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  19893. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  19894. // Level 2
  19895. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  19896. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  19897. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  19898. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  19899. default:
  19900. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19901. return 1;
  19902. }
  19903. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  19904. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19905. return 1;
  19906. }
  19907. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  19908. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19909. return 1;
  19910. }
  19911. memset(&tmp_item,0,sizeof(tmp_item));
  19912. tmp_item.nameid = product;
  19913. tmp_item.amount = add_amount;
  19914. tmp_item.identify = 1;
  19915. if( tmp_item.amount ) {
  19916. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  19917. if( flag != 0 ) {
  19918. clif_additem(sd,0,0,flag);
  19919. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19920. }
  19921. }
  19922. }
  19923. return 0;
  19924. }
  19925. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  19926. int i, j, k, c, p = 0, amount;
  19927. t_itemid nameid;
  19928. nullpo_ret(sd);
  19929. nullpo_ret(item_list);
  19930. // Search for objects that can be created.
  19931. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  19932. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  19933. p = 0;
  19934. do {
  19935. c = 0;
  19936. // Verification of overlap between the objects required and the list submitted.
  19937. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  19938. if( skill_produce_db[i].mat_id[j] > 0 ) {
  19939. for( k = 0; k < n; k++ ) {
  19940. int idx = item_list[k*2+0]-2;
  19941. if( idx < 0 || idx >= MAX_INVENTORY ){
  19942. return 0;
  19943. }
  19944. nameid = sd->inventory.u.items_inventory[idx].nameid;
  19945. amount = item_list[k*2+1];
  19946. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  19947. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  19948. return 0;
  19949. }
  19950. 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]
  19951. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  19952. c++; // match
  19953. }
  19954. }
  19955. else
  19956. break; // No more items required
  19957. }
  19958. p++;
  19959. } while(n == j && c == n);
  19960. p--;
  19961. if ( p > 0 ) {
  19962. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  19963. return 1;
  19964. }
  19965. }
  19966. }
  19967. if( p == 0)
  19968. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  19969. return 0;
  19970. }
  19971. /**
  19972. * For Royal Guard's LG_TRAMPLE
  19973. */
  19974. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  19975. {
  19976. skill_unit *su = (struct skill_unit *)bl;
  19977. nullpo_ret(su);
  19978. std::shared_ptr<s_skill_unit_group> sg;
  19979. t_tick tick = va_arg(ap, t_tick);
  19980. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  19981. switch( sg->unit_id ) {
  19982. case UNT_CLAYMORETRAP:
  19983. case UNT_FIRINGTRAP:
  19984. case UNT_ICEBOUNDTRAP:
  19985. 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);
  19986. break;
  19987. case UNT_LANDMINE:
  19988. case UNT_BLASTMINE:
  19989. case UNT_SHOCKWAVE:
  19990. case UNT_SANDMAN:
  19991. case UNT_FLASHER:
  19992. case UNT_FREEZINGTRAP:
  19993. case UNT_CLUSTERBOMB:
  19994. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  19995. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  19996. else
  19997. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  19998. break;
  19999. }
  20000. // Traps aren't recovered.
  20001. skill_delunit(su);
  20002. }
  20003. return 0;
  20004. }
  20005. /*==========================================
  20006. *
  20007. *------------------------------------------*/
  20008. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  20009. int i;
  20010. nullpo_retr(-1, sd);
  20011. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20012. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20013. }
  20014. TIMER_FUNC(skill_blockpc_end){
  20015. struct map_session_data *sd = map_id2sd(id);
  20016. int i = (int)data;
  20017. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20018. return 0;
  20019. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20020. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20021. return 0;
  20022. }
  20023. aFree(sd->scd[i]);
  20024. sd->scd[i] = NULL;
  20025. return 1;
  20026. }
  20027. /**
  20028. * Flags a singular skill as being blocked from persistent usage.
  20029. * @param sd the player the skill delay affects
  20030. * @param skill_id the skill which should be delayed
  20031. * @param tick the length of time the delay should last
  20032. * @param load whether this assignment is being loaded upon player login
  20033. * @return 0 if successful, -1 otherwise
  20034. */
  20035. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  20036. int i;
  20037. nullpo_retr(-1, sd);
  20038. if (!skill_id || tick < 1)
  20039. return -1;
  20040. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20041. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20042. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20043. aFree(sd->scd[i]);
  20044. sd->scd[i] = NULL;
  20045. }
  20046. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20047. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20048. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20049. sd->scd[i]->skill_id = skill_id;
  20050. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20051. if (battle_config.display_status_timers)
  20052. clif_skill_cooldown(sd, skill_id, tick);
  20053. return 1;
  20054. } else {
  20055. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20056. return 0;
  20057. }
  20058. }
  20059. int skill_blockpc_clear(struct map_session_data *sd) {
  20060. int i;
  20061. nullpo_ret(sd);
  20062. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20063. if (!sd->scd[i])
  20064. continue;
  20065. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20066. aFree(sd->scd[i]);
  20067. sd->scd[i] = NULL;
  20068. }
  20069. return 1;
  20070. }
  20071. TIMER_FUNC(skill_blockhomun_end){
  20072. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20073. if (hd) {
  20074. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20075. if (skill != hd->blockskill.end())
  20076. hd->blockskill.erase(skill);
  20077. }
  20078. return 1;
  20079. }
  20080. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20081. {
  20082. nullpo_retr(-1, hd);
  20083. if (!skill_db.exists(skill_id))
  20084. return -1;
  20085. auto skill = util::vector_get(hd->blockskill, skill_id);
  20086. if (tick < 1 && skill != hd->blockskill.end()) {
  20087. hd->blockskill.erase(skill);
  20088. return -1;
  20089. }
  20090. hd->blockskill.push_back(skill_id);
  20091. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20092. }
  20093. TIMER_FUNC(skill_blockmerc_end){
  20094. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20095. if (md) {
  20096. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20097. if (skill != md->blockskill.end())
  20098. md->blockskill.erase(skill);
  20099. }
  20100. return 1;
  20101. }
  20102. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20103. {
  20104. nullpo_retr(-1, md);
  20105. if (!skill_db.exists(skill_id))
  20106. return -1;
  20107. auto skill = util::vector_get(md->blockskill, skill_id);
  20108. if (tick < 1 && skill != md->blockskill.end()) {
  20109. md->blockskill.erase(skill);
  20110. return -1;
  20111. }
  20112. md->blockskill.push_back(skill_id);
  20113. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20114. }
  20115. /**
  20116. * Adds a new skill unit entry for this player to recast after map load
  20117. * @param sd: Player
  20118. * @param skill_id: Skill ID to save
  20119. * @param skill_lv: Skill level to save
  20120. */
  20121. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20122. {
  20123. struct skill_usave *sus = NULL;
  20124. if (idb_exists(skillusave_db,sd->status.char_id))
  20125. idb_remove(skillusave_db,sd->status.char_id);
  20126. CREATE(sus, struct skill_usave, 1);
  20127. idb_put(skillusave_db, sd->status.char_id, sus);
  20128. sus->skill_id = skill_id;
  20129. sus->skill_lv = skill_lv;
  20130. }
  20131. /**
  20132. * Loads saved skill unit entries for this player after map load
  20133. * @param sd: Player
  20134. */
  20135. void skill_usave_trigger(struct map_session_data *sd)
  20136. {
  20137. skill_usave *sus;
  20138. std::shared_ptr<s_skill_unit_group> group;
  20139. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20140. return;
  20141. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20142. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20143. 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));
  20144. idb_remove(skillusave_db, sd->status.char_id);
  20145. }
  20146. /*
  20147. *
  20148. */
  20149. int skill_split_str (char *str, char **val, int num)
  20150. {
  20151. int i;
  20152. for( i = 0; i < num && str; i++ ) {
  20153. val[i] = str;
  20154. str = strchr(str,',');
  20155. if( str )
  20156. *str++ = 0;
  20157. }
  20158. return i;
  20159. }
  20160. /*
  20161. *
  20162. */
  20163. void skill_init_unit_layout (void) {
  20164. int i,j,pos = 0;
  20165. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20166. // standard square layouts go first
  20167. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20168. int size = i*2+1;
  20169. skill_unit_layout[i].count = size*size;
  20170. for (j=0; j<size*size; j++) {
  20171. skill_unit_layout[i].dx[j] = (j%size-i);
  20172. skill_unit_layout[i].dy[j] = (j/size-i);
  20173. }
  20174. }
  20175. // afterwards add special ones
  20176. pos = i;
  20177. for (const auto &it : skill_db) {
  20178. std::shared_ptr<s_skill_db> skill = it.second;
  20179. uint16 skill_id = skill->nameid;
  20180. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20181. continue;
  20182. if( skill_id == EL_FIRE_MANTLE ) {
  20183. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20184. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20185. skill_unit_layout[pos].count = 8;
  20186. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20187. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20188. } else {
  20189. switch (skill_id) {
  20190. case MG_FIREWALL:
  20191. case WZ_ICEWALL:
  20192. case WL_EARTHSTRAIN:
  20193. case RL_FIRE_RAIN:
  20194. // these will be handled later
  20195. break;
  20196. case PR_SANCTUARY:
  20197. case NPC_EVILLAND: {
  20198. static const int dx[] = {
  20199. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20200. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20201. static const int dy[]={
  20202. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20203. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20204. skill_unit_layout[pos].count = 21;
  20205. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20206. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20207. }
  20208. break;
  20209. case PR_MAGNUS: {
  20210. static const int dx[] = {
  20211. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20212. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20213. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20214. static const int dy[] = {
  20215. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20216. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20217. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20218. skill_unit_layout[pos].count = 33;
  20219. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20220. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20221. }
  20222. break;
  20223. case AS_VENOMDUST: {
  20224. static const int dx[] = {-1, 0, 0, 0, 1};
  20225. static const int dy[] = { 0,-1, 0, 1, 0};
  20226. skill_unit_layout[pos].count = 5;
  20227. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20228. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20229. }
  20230. break;
  20231. case CR_GRANDCROSS:
  20232. case NPC_GRANDDARKNESS: {
  20233. static const int dx[] = {
  20234. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20235. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20236. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20237. static const int dy[] = {
  20238. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20239. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20240. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20241. skill_unit_layout[pos].count = 29;
  20242. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20243. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20244. }
  20245. break;
  20246. case PF_FOGWALL: {
  20247. static const int dx[] = {
  20248. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20249. static const int dy[] = {
  20250. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20251. skill_unit_layout[pos].count = 15;
  20252. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20253. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20254. }
  20255. break;
  20256. case PA_GOSPEL: {
  20257. static const int dx[] = {
  20258. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20259. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20260. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20261. -1, 0, 1};
  20262. static const int dy[] = {
  20263. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20264. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20265. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20266. 3, 3, 3};
  20267. skill_unit_layout[pos].count = 33;
  20268. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20269. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20270. }
  20271. break;
  20272. case NJ_KAENSIN: {
  20273. 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};
  20274. 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};
  20275. skill_unit_layout[pos].count = 24;
  20276. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20277. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20278. }
  20279. break;
  20280. case NJ_TATAMIGAESHI: {
  20281. //Level 1 (count 4, cross of 3x3)
  20282. static const int dx1[] = {-1, 1, 0, 0};
  20283. static const int dy1[] = { 0, 0,-1, 1};
  20284. //Level 2-3 (count 8, cross of 5x5)
  20285. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20286. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20287. //Level 4-5 (count 12, cross of 7x7
  20288. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20289. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20290. //lv1
  20291. j = 0;
  20292. skill_unit_layout[pos].count = 4;
  20293. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20294. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20295. skill->unit_layout_type[j] = pos;
  20296. //lv2/3
  20297. j++;
  20298. pos++;
  20299. skill_unit_layout[pos].count = 8;
  20300. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20301. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20302. skill->unit_layout_type[j] = pos;
  20303. skill->unit_layout_type[++j] = pos;
  20304. //lv4/5
  20305. j++;
  20306. pos++;
  20307. skill_unit_layout[pos].count = 12;
  20308. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20309. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20310. skill->unit_layout_type[j] = pos;
  20311. skill->unit_layout_type[++j] = pos;
  20312. //Fill in the rest using lv 5.
  20313. for (;j<MAX_SKILL_LEVEL;j++)
  20314. skill->unit_layout_type[j] = pos;
  20315. //Skip, this way the check below will fail and continue to the next skill.
  20316. pos++;
  20317. }
  20318. break;
  20319. case GN_WALLOFTHORN: {
  20320. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20321. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20322. skill_unit_layout[pos].count = 16;
  20323. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20324. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20325. }
  20326. break;
  20327. case NPC_FLAMECROSS: {
  20328. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20329. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20330. skill_unit_layout[pos].count = 8;
  20331. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20332. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20333. }
  20334. break;
  20335. default:
  20336. ShowError("unknown unit layout at skill %d\n",i);
  20337. break;
  20338. }
  20339. }
  20340. if (!skill_unit_layout[pos].count)
  20341. continue;
  20342. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20343. skill->unit_layout_type[j] = pos;
  20344. pos++;
  20345. }
  20346. // firewall and icewall have 8 layouts (direction-dependent)
  20347. firewall_unit_pos = pos;
  20348. for (i=0;i<8;i++) {
  20349. if (i&1) {
  20350. skill_unit_layout[pos].count = 5;
  20351. if (i&0x2) {
  20352. int dx[] = {-1,-1, 0, 0, 1};
  20353. int dy[] = { 1, 0, 0,-1,-1};
  20354. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20355. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20356. } else {
  20357. int dx[] = { 1, 1 ,0, 0,-1};
  20358. int dy[] = { 1, 0, 0,-1,-1};
  20359. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20360. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20361. }
  20362. } else {
  20363. skill_unit_layout[pos].count = 3;
  20364. if (i%4==0) {
  20365. int dx[] = {-1, 0, 1};
  20366. int dy[] = { 0, 0, 0};
  20367. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20368. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20369. } else {
  20370. int dx[] = { 0, 0, 0};
  20371. int dy[] = {-1, 0, 1};
  20372. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20373. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20374. }
  20375. }
  20376. pos++;
  20377. }
  20378. icewall_unit_pos = pos;
  20379. for (i=0;i<8;i++) {
  20380. skill_unit_layout[pos].count = 5;
  20381. if (i&1) {
  20382. if (i&0x2) {
  20383. int dx[] = {-2,-1, 0, 1, 2};
  20384. int dy[] = { 2, 1, 0,-1,-2};
  20385. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20386. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20387. } else {
  20388. int dx[] = { 2, 1 ,0,-1,-2};
  20389. int dy[] = { 2, 1, 0,-1,-2};
  20390. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20391. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20392. }
  20393. } else {
  20394. if (i%4==0) {
  20395. int dx[] = {-2,-1, 0, 1, 2};
  20396. int dy[] = { 0, 0, 0, 0, 0};
  20397. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20398. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20399. } else {
  20400. int dx[] = { 0, 0, 0, 0, 0};
  20401. int dy[] = {-2,-1, 0, 1, 2};
  20402. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20403. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20404. }
  20405. }
  20406. pos++;
  20407. }
  20408. earthstrain_unit_pos = pos;
  20409. for( i = 0; i < 8; i++ )
  20410. { // For each Direction
  20411. skill_unit_layout[pos].count = 15;
  20412. switch( i )
  20413. {
  20414. case 0: case 1: case 3: case 4: case 5: case 7:
  20415. {
  20416. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20417. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20418. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20419. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20420. }
  20421. break;
  20422. case 2:
  20423. case 6:
  20424. {
  20425. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20426. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20427. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20428. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20429. }
  20430. break;
  20431. }
  20432. pos++;
  20433. }
  20434. firerain_unit_pos = pos;
  20435. for( i = 0; i < 8; i++ ) {
  20436. skill_unit_layout[pos].count = 3;
  20437. switch( i ) {
  20438. case 0: case 1: case 3: case 4: case 5: case 7:
  20439. {
  20440. static const int dx[] = {-1, 0, 1};
  20441. static const int dy[] = { 0, 0, 0};
  20442. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20443. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20444. }
  20445. break;
  20446. case 2:
  20447. case 6:
  20448. {
  20449. static const int dx[] = { 0, 0, 0};
  20450. static const int dy[] = {-1, 0, 1};
  20451. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20452. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20453. }
  20454. break;
  20455. }
  20456. pos++;
  20457. }
  20458. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20459. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20460. }
  20461. void skill_init_nounit_layout (void) {
  20462. int i, pos = 0;
  20463. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20464. for( i = 0; i < 8; i++ ) {
  20465. if( i&1 ) {
  20466. skill_nounit_layout[pos].count = 33;
  20467. if( i&2 ) {
  20468. if( i&4 ) { // 7
  20469. 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};
  20470. 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};
  20471. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20472. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20473. } else { // 3
  20474. 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};
  20475. 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};
  20476. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20477. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20478. }
  20479. } else {
  20480. if( i&4 ) { // 5
  20481. 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};
  20482. 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};
  20483. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20484. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20485. } else { // 1
  20486. 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};
  20487. 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};
  20488. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20489. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20490. }
  20491. }
  20492. } else {
  20493. skill_nounit_layout[pos].count = 21;
  20494. if( i&2 ) {
  20495. if( i&4 ) { // 6
  20496. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20497. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20498. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20499. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20500. } else { // 2
  20501. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20502. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20503. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20504. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20505. }
  20506. } else {
  20507. if( i&4 ) { // 4
  20508. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20509. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20510. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20511. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20512. } else { // 0
  20513. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20514. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20515. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20516. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20517. }
  20518. }
  20519. }
  20520. pos++;
  20521. }
  20522. for( i = 0; i < 8; i++ ) {
  20523. if( i&1 ) {
  20524. skill_nounit_layout[pos].count = 74;
  20525. if( i&2 ) {
  20526. if( i&4 ) { // 7
  20527. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20528. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20529. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20530. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20531. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20532. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20533. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20534. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20535. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20536. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20537. } else { // 3
  20538. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20539. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20540. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20541. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20542. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20543. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20544. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20545. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20546. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20547. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20548. }
  20549. } else {
  20550. if( i&4 ) { // 5
  20551. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20552. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20553. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20554. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20555. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20556. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20557. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20558. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20559. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20560. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20561. } else { // 1
  20562. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20563. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20564. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20565. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20566. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20567. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20568. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20569. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20570. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20571. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20572. }
  20573. }
  20574. } else {
  20575. skill_nounit_layout[pos].count = 44;
  20576. if( i&2 ) {
  20577. if( i&4 ) { // 6
  20578. 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};
  20579. 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};
  20580. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20581. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20582. } else { // 2
  20583. 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};
  20584. 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};
  20585. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20586. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20587. }
  20588. } else {
  20589. if( i&4 ) { // 4
  20590. 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};
  20591. 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};
  20592. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20593. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20594. } else { // 0
  20595. 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};
  20596. 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};
  20597. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20598. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20599. }
  20600. }
  20601. }
  20602. pos++;
  20603. }
  20604. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20605. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20606. }
  20607. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20608. struct status_change *sc = status_get_sc(bl);
  20609. if( !sc || !bl || !skill_id )
  20610. return 0; // Can do it
  20611. switch (type) {
  20612. case SC_ANKLE:
  20613. if (skill_id == AL_TELEPORT)
  20614. return 1;
  20615. break;
  20616. case SC_STASIS:
  20617. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20618. return 1; // Can't do it.
  20619. break;
  20620. case SC_KAGEHUMI:
  20621. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20622. return 1;
  20623. case SC_BITE:
  20624. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20625. return 1;
  20626. break;
  20627. }
  20628. return 0;
  20629. }
  20630. /**
  20631. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  20632. * @param sc: Status changes active on target
  20633. * @param skill_id: Skill to toggle
  20634. * @return True on success or false otherwise
  20635. */
  20636. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  20637. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  20638. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  20639. return false;
  20640. if (skill->inf2[INF2_TOGGLEABLE]) {
  20641. if (sc.data[skill->sc])
  20642. return true;
  20643. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20644. if (skill->nameid == NC_NEUTRALBARRIER && sc.data[SC_NEUTRALBARRIER_MASTER])
  20645. return true;
  20646. if (skill->nameid == NC_STEALTHFIELD && sc.data[SC_STEALTHFIELD_MASTER])
  20647. return true;
  20648. }
  20649. return false;
  20650. }
  20651. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  20652. int type = 0;
  20653. switch( skill_id ) {
  20654. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  20655. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  20656. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  20657. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  20658. }
  20659. type += skill_lv - 1;
  20660. return type;
  20661. }
  20662. /**
  20663. * Check before do `unit_movepos` call
  20664. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  20665. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  20666. **/
  20667. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  20668. struct status_change *sc;
  20669. nullpo_retr(false, bl);
  20670. struct map_data *mapdata = map_getmapdata(bl->m);
  20671. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  20672. return false;
  20673. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  20674. return false;
  20675. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  20676. return false;
  20677. sc = status_get_sc(bl);
  20678. if (sc && sc->data[SC_SV_ROOTTWIST])
  20679. return false;
  20680. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  20681. }
  20682. /**
  20683. * Get skill duration after adjustments by skill_duration mapflag
  20684. * @param mapdata: Source map data
  20685. * @param skill_id: Skill ID
  20686. * @param skill_lv: Skill level
  20687. * @return Adjusted skill duration
  20688. */
  20689. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  20690. int time = 0;
  20691. if (!(time = skill_get_time(skill_id, skill_lv)))
  20692. return 0;
  20693. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  20694. return time / 100 * mapdata->skill_duration[skill_id];
  20695. return time;
  20696. }
  20697. const std::string SkillDatabase::getDefaultLocation() {
  20698. return std::string(db_path) + "/skill_db.yml";
  20699. }
  20700. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, ryml::NodeRef node, T (&arr)[S]) {
  20701. int32 value;
  20702. const auto skNode = node[c4::to_csubstr(nodeName)];
  20703. if (!skNode.is_seq()) {
  20704. if (!this->asInt32(node, nodeName, value))
  20705. return false;
  20706. for (size_t i = 0; i < S; i++)
  20707. arr[i] = value;
  20708. } else {
  20709. uint16 max_level = 0;
  20710. for (const auto it : skNode.children()) {
  20711. uint16 skill_lv;
  20712. if (!this->asUInt16(it, "Level", skill_lv))
  20713. continue;
  20714. if (skill_lv > MAX_SKILL_LEVEL) {
  20715. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  20716. return false;
  20717. }
  20718. if (!this->asInt32(it, subNodeName, value))
  20719. continue;
  20720. arr[skill_lv - 1] = value;
  20721. max_level = max(max_level, skill_lv);
  20722. }
  20723. size_t i = max_level, j;
  20724. // Check for linear change with increasing steps until we reach half of the data acquired.
  20725. for (size_t step = 1; step <= i / 2; step++) {
  20726. int diff = arr[i - 1] - arr[i - step - 1];
  20727. for (j = i - 1; j >= step; j--) {
  20728. if ((arr[j] - arr[j - step]) != diff)
  20729. break;
  20730. }
  20731. if (j >= step) // No match, try next step.
  20732. continue;
  20733. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  20734. arr[i] = arr[i - step] + diff;
  20735. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  20736. arr[i] = 1;
  20737. diff = 0;
  20738. step = 1;
  20739. }
  20740. }
  20741. return true;
  20742. }
  20743. // Unable to determine linear trend, fill remaining array values with last value
  20744. for (; i < S; i++)
  20745. arr[i] = arr[max_level - 1];
  20746. }
  20747. return true;
  20748. }
  20749. /**
  20750. * Reads and parses an entry from the skill_db.
  20751. * @param node: YAML node containing the entry.
  20752. * @return count of successfully parsed rows
  20753. */
  20754. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef node) {
  20755. uint16 skill_id;
  20756. if (!this->asUInt16(node, "Id", skill_id))
  20757. return 0;
  20758. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  20759. bool exists = skill != nullptr;
  20760. if (!exists) {
  20761. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  20762. return 0;
  20763. skill = std::make_shared<s_skill_db>();
  20764. skill->nameid = skill_id;
  20765. }
  20766. if (this->nodeExists(node, "Name")) {
  20767. std::string name;
  20768. if (!this->asString(node, "Name", name))
  20769. return 0;
  20770. name.resize(SKILL_NAME_LENGTH);
  20771. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  20772. }
  20773. if (this->nodeExists(node, "Description")) {
  20774. std::string name;
  20775. if (!this->asString(node, "Description", name))
  20776. return 0;
  20777. name.resize(SKILL_DESC_LENGTH);
  20778. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  20779. }
  20780. if (this->nodeExists(node, "MaxLevel")) {
  20781. uint16 skill_lv;
  20782. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  20783. return 0;
  20784. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  20785. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  20786. return 0;
  20787. }
  20788. skill->max = skill_lv;
  20789. }
  20790. if (this->nodeExists(node, "Type")) {
  20791. std::string type;
  20792. if (!this->asString(node, "Type", type))
  20793. return 0;
  20794. std::string type_constant = "BF_" + type;
  20795. int64 constant;
  20796. if (!script_get_constant(type_constant.c_str(), &constant)) {
  20797. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  20798. return 0;
  20799. }
  20800. if (constant < BF_NONE || constant > BF_MISC) {
  20801. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  20802. return 0;
  20803. }
  20804. skill->skill_type = static_cast<e_battle_flag>(constant);
  20805. } else {
  20806. if (!exists)
  20807. skill->skill_type = BF_NONE;
  20808. }
  20809. if (this->nodeExists(node, "TargetType")) {
  20810. std::string inf;
  20811. if (!this->asString(node, "TargetType", inf))
  20812. return 0;
  20813. std::string inf_constant = "INF_" + inf + "_SKILL";
  20814. int64 constant;
  20815. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  20816. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  20817. return 0;
  20818. }
  20819. skill->inf = static_cast<uint16>(constant);
  20820. }
  20821. if (this->nodeExists(node, "DamageFlags")) {
  20822. const auto damageNode = node["DamageFlags"];
  20823. for (const auto it : damageNode.children()) {
  20824. std::string nk;
  20825. c4::from_chars(it.key(), &nk);
  20826. std::string nk_constant = "NK_" + nk;
  20827. int64 constant;
  20828. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  20829. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  20830. return 0;
  20831. }
  20832. bool active;
  20833. if (!this->asBool(damageNode, nk, active))
  20834. return 0;
  20835. if (active)
  20836. skill->nk.set(static_cast<uint8>(constant));
  20837. else
  20838. skill->nk.reset(static_cast<uint8>(constant));
  20839. }
  20840. }
  20841. if (this->nodeExists(node, "Flags")) {
  20842. const auto infoNode = node["Flags"];
  20843. for (const auto it : infoNode.children()) {
  20844. std::string inf2;
  20845. c4::from_chars(it.key(), &inf2);
  20846. std::string inf2_constant = "INF2_" + inf2;
  20847. int64 constant;
  20848. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  20849. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  20850. continue;
  20851. }
  20852. bool active;
  20853. if (!this->asBool(infoNode, inf2, active))
  20854. return 0;
  20855. if (active)
  20856. skill->inf2.set(static_cast<uint8>(constant));
  20857. else
  20858. skill->inf2.reset(static_cast<uint8>(constant));
  20859. }
  20860. }
  20861. if (this->nodeExists(node, "Range")) {
  20862. if (!this->parseNode("Range", "Size", node, skill->range))
  20863. return 0;
  20864. } else {
  20865. if (!exists)
  20866. memset(skill->range, 0, sizeof(skill->range));
  20867. }
  20868. if (this->nodeExists(node, "Hit")) {
  20869. std::string hit;
  20870. if (!this->asString(node, "Hit", hit))
  20871. return 0;
  20872. std::string hit_constant = "DMG_" + hit;
  20873. int64 constant;
  20874. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  20875. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  20876. return 0;
  20877. }
  20878. skill->hit = static_cast<e_damage_type>(constant);
  20879. } else {
  20880. if (!exists)
  20881. skill->hit = DMG_NORMAL;
  20882. }
  20883. if (this->nodeExists(node, "HitCount")) {
  20884. if (!this->parseNode("HitCount", "Count", node, skill->num))
  20885. return 0;
  20886. } else {
  20887. if (!exists)
  20888. memset(skill->num, 0, sizeof(skill->num));
  20889. }
  20890. if (this->nodeExists(node, "Element")) {
  20891. const auto elementNode = node["Element"];
  20892. std::string element;
  20893. if (!elementNode.is_seq()) {
  20894. if (!this->asString(node, "Element", element))
  20895. return 0;
  20896. std::string element_constant = "ELE_" + element;
  20897. int64 constant;
  20898. if (!script_get_constant(element_constant.c_str(), &constant)) {
  20899. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  20900. return 0;
  20901. }
  20902. if (constant == ELE_NONE) {
  20903. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  20904. return 0;
  20905. }
  20906. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  20907. } else {
  20908. for (const auto it : elementNode.children()) {
  20909. uint16 skill_lv;
  20910. if (!this->asUInt16(it, "Level", skill_lv))
  20911. continue;
  20912. if (skill_lv > MAX_SKILL_LEVEL) {
  20913. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20914. return false;
  20915. }
  20916. if (!this->asString(it, "Element", element))
  20917. continue;
  20918. std::string element_constant = "ELE_" + element;
  20919. int64 constant;
  20920. if (!script_get_constant(element_constant.c_str(), &constant)) {
  20921. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  20922. return 0;
  20923. }
  20924. if (constant == ELE_NONE) {
  20925. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  20926. return 0;
  20927. }
  20928. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  20929. }
  20930. }
  20931. } else {
  20932. if (!exists)
  20933. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  20934. }
  20935. if (this->nodeExists(node, "SplashArea")) {
  20936. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  20937. return 0;
  20938. } else {
  20939. if (!exists)
  20940. memset(skill->splash, 0, sizeof(skill->splash));
  20941. }
  20942. if (this->nodeExists(node, "ActiveInstance")) {
  20943. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  20944. return 0;
  20945. } else {
  20946. if (!exists)
  20947. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  20948. }
  20949. if (this->nodeExists(node, "Knockback")) {
  20950. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  20951. return 0;
  20952. } else {
  20953. if (!exists)
  20954. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  20955. }
  20956. if (this->nodeExists(node, "CopyFlags")) {
  20957. const auto copyNode = node["CopyFlags"];
  20958. if (this->nodeExists(copyNode, "Skill")) {
  20959. const auto copyskillNode = copyNode["Skill"];
  20960. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  20961. bool active;
  20962. if (!this->asBool(copyskillNode, "Plagiarism", active))
  20963. return 0;
  20964. if (active)
  20965. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  20966. else
  20967. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  20968. }
  20969. if (this->nodeExists(copyskillNode, "Reproduce")) {
  20970. bool active;
  20971. if (!this->asBool(copyskillNode, "Reproduce", active))
  20972. return 0;
  20973. if (active)
  20974. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  20975. else
  20976. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  20977. }
  20978. } else {
  20979. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  20980. return 0;
  20981. }
  20982. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  20983. const auto copyreqNode = copyNode["RemoveRequirement"];
  20984. for (const auto it : copyreqNode.children()) {
  20985. std::string req;
  20986. c4::from_chars(it.key(), &req);
  20987. std::string req_constant = "SKILL_REQ_" + req;
  20988. int64 constant;
  20989. if (!script_get_constant(req_constant.c_str(), &constant)) {
  20990. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  20991. return 0;
  20992. }
  20993. skill->copyable.req_opt |= constant;
  20994. }
  20995. } else {
  20996. if (!exists)
  20997. skill->copyable.req_opt = 0;
  20998. }
  20999. }
  21000. if (this->nodeExists(node, "NoNearNpc")) {
  21001. const auto npcNode = node["NoNearNpc"];
  21002. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21003. uint16 range;
  21004. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21005. return 0;
  21006. skill->unit_nonearnpc_range = range;
  21007. } else {
  21008. if (!exists)
  21009. skill->unit_nonearnpc_range = 0;
  21010. }
  21011. if (this->nodeExists(npcNode, "Type")) {
  21012. const auto npctypeNode = npcNode["Type"];
  21013. for (const auto it : npctypeNode.children()) {
  21014. std::string type;
  21015. c4::from_chars(it.key(), &type);
  21016. std::string type_constant = "SKILL_NONEAR_" + type;
  21017. int64 constant;
  21018. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21019. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21020. return 0;
  21021. }
  21022. bool active;
  21023. if (!this->asBool(npctypeNode, type, active))
  21024. return 0;
  21025. if (active)
  21026. skill->unit_nonearnpc_type |= constant;
  21027. else
  21028. skill->unit_nonearnpc_type &= ~constant;
  21029. }
  21030. } else {
  21031. if (!exists)
  21032. skill->unit_nonearnpc_type = 0;
  21033. }
  21034. }
  21035. if (this->nodeExists(node, "CastCancel")) {
  21036. bool active;
  21037. if (!this->asBool(node, "CastCancel", active))
  21038. return 0;
  21039. skill->castcancel = active;
  21040. } else {
  21041. if (!exists)
  21042. skill->castcancel = false;
  21043. }
  21044. if (this->nodeExists(node, "CastDefenseReduction")) {
  21045. uint16 reduction;
  21046. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21047. return 0;
  21048. skill->cast_def_rate = reduction;
  21049. } else {
  21050. if (!exists)
  21051. skill->cast_def_rate = 0;
  21052. }
  21053. if (this->nodeExists(node, "CastTime")) {
  21054. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21055. return 0;
  21056. } else {
  21057. if (!exists)
  21058. memset(skill->cast, 0, sizeof(skill->cast));
  21059. }
  21060. if (this->nodeExists(node, "AfterCastActDelay")) {
  21061. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21062. return 0;
  21063. } else {
  21064. if (!exists)
  21065. memset(skill->delay, 0, sizeof(skill->delay));
  21066. }
  21067. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21068. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21069. return 0;
  21070. } else {
  21071. if (!exists)
  21072. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21073. }
  21074. if (this->nodeExists(node, "Duration1")) {
  21075. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21076. return 0;
  21077. } else {
  21078. if (!exists)
  21079. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21080. }
  21081. if (this->nodeExists(node, "Duration2")) {
  21082. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21083. return 0;
  21084. } else {
  21085. if (!exists)
  21086. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21087. }
  21088. if (this->nodeExists(node, "Cooldown")) {
  21089. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21090. return 0;
  21091. } else {
  21092. if (!exists)
  21093. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21094. }
  21095. #ifdef RENEWAL_CAST
  21096. if (this->nodeExists(node, "FixedCastTime")) {
  21097. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21098. return 0;
  21099. } else {
  21100. if (!exists)
  21101. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21102. }
  21103. #endif
  21104. if (this->nodeExists(node, "CastTimeFlags")) {
  21105. const auto castNode = node["CastTimeFlags"];
  21106. for (const auto it : castNode.children()) {
  21107. std::string flag;
  21108. c4::from_chars(it.key(), &flag);
  21109. std::string flag_constant = "SKILL_CAST_" + flag;
  21110. int64 constant;
  21111. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21112. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21113. return 0;
  21114. }
  21115. bool active;
  21116. if (!this->asBool(castNode, flag, active))
  21117. return 0;
  21118. if (active)
  21119. skill->castnodex |= constant;
  21120. else
  21121. skill->castnodex &= ~constant;
  21122. }
  21123. }
  21124. if (this->nodeExists(node, "CastDelayFlags")) {
  21125. const auto castNode = node["CastDelayFlags"];
  21126. for (const auto it : castNode.children()) {
  21127. std::string flag;
  21128. c4::from_chars(it.key(), &flag);
  21129. std::string flag_constant = "SKILL_CAST_" + flag;
  21130. int64 constant;
  21131. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21132. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21133. return 0;
  21134. }
  21135. bool active;
  21136. if (!this->asBool(castNode, flag, active))
  21137. return 0;
  21138. if (active)
  21139. skill->delaynodex |= constant;
  21140. else
  21141. skill->delaynodex &= ~constant;
  21142. }
  21143. }
  21144. if (this->nodeExists(node, "Requires")) {
  21145. const auto requireNode = node["Requires"];
  21146. if (this->nodeExists(requireNode, "HpCost")) {
  21147. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21148. return 0;
  21149. } else {
  21150. if (!exists)
  21151. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21152. }
  21153. if (this->nodeExists(requireNode, "SpCost")) {
  21154. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21155. return 0;
  21156. } else {
  21157. if (!exists)
  21158. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21159. }
  21160. if (this->nodeExists(requireNode, "ApCost")) {
  21161. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21162. return 0;
  21163. } else {
  21164. if (!exists)
  21165. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21166. }
  21167. if (this->nodeExists(requireNode, "HpRateCost")) {
  21168. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21169. return 0;
  21170. } else {
  21171. if (!exists)
  21172. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21173. }
  21174. if (this->nodeExists(requireNode, "SpRateCost")) {
  21175. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21176. return 0;
  21177. } else {
  21178. if (!exists)
  21179. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21180. }
  21181. if (this->nodeExists(requireNode, "ApRateCost")) {
  21182. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21183. return 0;
  21184. } else {
  21185. if (!exists)
  21186. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21187. }
  21188. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21189. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21190. return 0;
  21191. } else {
  21192. if (!exists)
  21193. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21194. }
  21195. if (this->nodeExists(requireNode, "ZenyCost")) {
  21196. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21197. return 0;
  21198. } else {
  21199. if (!exists)
  21200. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21201. }
  21202. if (this->nodeExists(requireNode, "Weapon")) {
  21203. const auto weaponNode = requireNode["Weapon"];
  21204. if (this->nodeExists(weaponNode, "All")) {
  21205. bool active;
  21206. if (!this->asBool(weaponNode, "All", active))
  21207. return 0;
  21208. if (active)
  21209. skill->require.weapon = 0;
  21210. } else {
  21211. for (const auto it : weaponNode.children()) {
  21212. std::string weapon;
  21213. c4::from_chars(it.key(), &weapon);
  21214. std::string weapon_constant = "W_" + weapon;
  21215. int64 constant;
  21216. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21217. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21218. return 0;
  21219. }
  21220. bool active;
  21221. if (!this->asBool(weaponNode, weapon, active))
  21222. return 0;
  21223. if (active)
  21224. skill->require.weapon |= 1 << constant;
  21225. else
  21226. skill->require.weapon &= ~(1 << constant);
  21227. }
  21228. }
  21229. } else {
  21230. if (!exists)
  21231. skill->require.weapon = 0;
  21232. }
  21233. if (this->nodeExists(requireNode, "Ammo")) {
  21234. const auto ammoNode = requireNode["Ammo"];
  21235. if (this->nodeExists(ammoNode, "None")) {
  21236. bool active;
  21237. if (!this->asBool(ammoNode, "None", active))
  21238. return 0;
  21239. if (active)
  21240. skill->require.ammo = 0;
  21241. } else {
  21242. for (const auto it : ammoNode.children()) {
  21243. std::string ammo;
  21244. c4::from_chars(it.key(), &ammo);
  21245. std::string ammo_constant = "AMMO_" + ammo;
  21246. int64 constant;
  21247. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21248. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21249. return 0;
  21250. }
  21251. bool active;
  21252. if (!this->asBool(ammoNode, ammo, active))
  21253. return 0;
  21254. if (active)
  21255. skill->require.ammo |= 1 << constant;
  21256. else
  21257. skill->require.ammo &= ~(1 << constant);
  21258. }
  21259. }
  21260. } else {
  21261. if (!exists)
  21262. skill->require.ammo = 0;
  21263. }
  21264. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21265. if (skill->require.ammo == 0) {
  21266. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21267. return 0;
  21268. }
  21269. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21270. return 0;
  21271. } else {
  21272. if (!exists)
  21273. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21274. }
  21275. if (this->nodeExists(requireNode, "State")) {
  21276. std::string state;
  21277. if (!this->asString(requireNode, "State", state))
  21278. return 0;
  21279. std::string state_constant = "ST_" + state;
  21280. int64 constant;
  21281. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21282. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21283. return 0;
  21284. }
  21285. skill->require.state = static_cast<int32>(constant);
  21286. }
  21287. if (this->nodeExists(requireNode, "Status")) {
  21288. const auto statusNode = requireNode["Status"];
  21289. for (const auto it : statusNode.children()) {
  21290. std::string status;
  21291. c4::from_chars(it.key(), &status);
  21292. std::string status_constant = "SC_" + status;
  21293. int64 constant;
  21294. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21295. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21296. return 0;
  21297. }
  21298. bool active;
  21299. if (!this->asBool(statusNode, status, active))
  21300. return 0;
  21301. auto status_exists = util::vector_get(skill->require.status, constant);
  21302. if (active && status_exists == skill->require.status.end())
  21303. skill->require.status.push_back(static_cast<sc_type>(constant));
  21304. else if (!active && status_exists != skill->require.status.end())
  21305. skill->require.status.erase(status_exists);
  21306. }
  21307. }
  21308. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21309. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21310. return 0;
  21311. } else {
  21312. if (!exists)
  21313. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21314. }
  21315. if (this->nodeExists(requireNode, "ItemCost")) {
  21316. const auto itemNode = requireNode["ItemCost"];
  21317. int32 count = 0;
  21318. for (const auto it : itemNode.children()) {
  21319. std::string item_name;
  21320. if (!this->asString(it, "Item", item_name))
  21321. continue;
  21322. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21323. if (item == nullptr) {
  21324. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21325. return 0;
  21326. }
  21327. int32 amount;
  21328. if (!this->asInt32(it, "Amount", amount))
  21329. continue;
  21330. if (this->nodeExists(it, "Level")) {
  21331. uint16 cost_level;
  21332. if (!this->asUInt16(it, "Level", cost_level))
  21333. continue;
  21334. if (cost_level < 1 || cost_level > skill->max) {
  21335. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  21336. return 0;
  21337. }
  21338. count = cost_level - 1;
  21339. if (!skill->require.itemid_level_dependent)
  21340. skill->require.itemid_level_dependent = true;
  21341. }
  21342. skill->require.itemid[count] = item->nameid;
  21343. skill->require.amount[count] = amount;
  21344. count++;
  21345. }
  21346. }
  21347. if (this->nodeExists(requireNode, "Equipment")) {
  21348. const auto equipNode = requireNode["Equipment"];
  21349. for (const auto it : equipNode.children()) {
  21350. std::string item_name;
  21351. c4::from_chars(it.key(), &item_name);
  21352. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21353. if (item == nullptr) {
  21354. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21355. return 0;
  21356. }
  21357. bool active;
  21358. if (!this->asBool(equipNode, item_name, active))
  21359. return 0;
  21360. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21361. if (active && equip_exists == skill->require.eqItem.end())
  21362. skill->require.eqItem.push_back(item->nameid);
  21363. else if (!active && equip_exists != skill->require.eqItem.end())
  21364. skill->require.eqItem.erase(equip_exists);
  21365. }
  21366. }
  21367. }
  21368. if (this->nodeExists(node, "GiveAp")) {
  21369. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21370. return 0;
  21371. } else {
  21372. if (!exists)
  21373. memset(skill->giveap, 0, sizeof(skill->giveap));
  21374. }
  21375. if (this->nodeExists(node, "Unit")) {
  21376. const auto unitNode = node["Unit"];
  21377. if (this->nodeExists(unitNode, "Id")) {
  21378. std::string unit;
  21379. if (!this->asString(unitNode, "Id", unit))
  21380. return 0;
  21381. std::string unit_constant = "UNT_" + unit;
  21382. int64 constant;
  21383. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21384. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21385. return 0;
  21386. }
  21387. skill->unit_id = static_cast<uint16>(constant);
  21388. } else {
  21389. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21390. return 0;
  21391. }
  21392. if (this->nodeExists(unitNode, "AlternateId")) {
  21393. std::string unit;
  21394. if (!this->asString(unitNode, "AlternateId", unit))
  21395. return 0;
  21396. std::string unit_constant = "UNT_" + unit;
  21397. int64 constant;
  21398. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21399. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21400. return 0;
  21401. }
  21402. skill->unit_id2 = static_cast<uint16>(constant);
  21403. } else {
  21404. if (!exists)
  21405. skill->unit_id2 = 0;
  21406. }
  21407. if (this->nodeExists(unitNode, "Layout")) {
  21408. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21409. return 0;
  21410. } else {
  21411. if (!exists)
  21412. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21413. }
  21414. if (this->nodeExists(unitNode, "Range")) {
  21415. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21416. return 0;
  21417. } else {
  21418. if (!exists)
  21419. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21420. }
  21421. if (this->nodeExists(unitNode, "Interval")) {
  21422. int16 interval;
  21423. if (!this->asInt16(unitNode, "Interval", interval))
  21424. return 0;
  21425. skill->unit_interval = interval;
  21426. } else {
  21427. if (!exists)
  21428. skill->unit_interval = 0;
  21429. }
  21430. if (this->nodeExists(unitNode, "Target")) {
  21431. std::string target;
  21432. if (!this->asString(unitNode, "Target", target))
  21433. return 0;
  21434. std::string target_constant = "BCT_" + target;
  21435. int64 constant;
  21436. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21437. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21438. return 0;
  21439. }
  21440. skill->unit_target = static_cast<int32>(constant);
  21441. } else {
  21442. if (!exists)
  21443. skill->unit_target = BCT_ALL;
  21444. }
  21445. if (this->nodeExists(unitNode, "Flag")) {
  21446. const auto flagNode = unitNode["Flag"];
  21447. for (const auto it : flagNode.children()) {
  21448. std::string flag;
  21449. c4::from_chars(it.key(), &flag);
  21450. std::string flag_constant = "UF_" + flag;
  21451. int64 constant;
  21452. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21453. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21454. return 0;
  21455. }
  21456. bool active;
  21457. if (!this->asBool(flagNode, flag, active))
  21458. return 0;
  21459. if (active)
  21460. skill->unit_flag.set(static_cast<uint8>(constant));
  21461. else
  21462. skill->unit_flag.reset(static_cast<uint8>(constant));
  21463. }
  21464. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21465. skill->unit_target = BCT_NOENEMY;
  21466. // By default, target just characters.
  21467. skill->unit_target |= BL_CHAR;
  21468. if (skill->unit_flag[UF_NOPC])
  21469. skill->unit_target &= ~BL_PC;
  21470. if (skill->unit_flag[UF_NOMOB])
  21471. skill->unit_target &= ~BL_MOB;
  21472. if (skill->unit_flag[UF_SKILL])
  21473. skill->unit_target |= BL_SKILL;
  21474. } else {
  21475. if (!exists){
  21476. skill->unit_flag = UF_NONE;
  21477. // By default, target just characters.
  21478. skill->unit_target |= BL_CHAR;
  21479. }
  21480. }
  21481. }
  21482. if (this->nodeExists(node, "Status")) {
  21483. std::string status;
  21484. if (!this->asString(node, "Status", status))
  21485. return 0;
  21486. std::string status_constant = "SC_" + status;
  21487. int64 constant;
  21488. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21489. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21490. return 0;
  21491. }
  21492. if (constant < SC_NONE || constant >= SC_MAX) {
  21493. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21494. constant = SC_NONE;
  21495. }
  21496. skill->sc = static_cast<sc_type>(constant);
  21497. } else {
  21498. if (!exists)
  21499. skill->sc = SC_NONE;
  21500. }
  21501. if (!exists) {
  21502. this->put(skill_id, skill);
  21503. this->skilldb_id2idx[skill_id] = this->skill_num;
  21504. this->skill_num++;
  21505. }
  21506. return 1;
  21507. }
  21508. void SkillDatabase::clear() {
  21509. TypesafeCachedYamlDatabase::clear();
  21510. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21511. this->skill_num = 1;
  21512. }
  21513. void SkillDatabase::loadingFinished(){
  21514. if( this->skill_num > MAX_SKILL ){
  21515. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  21516. }
  21517. }
  21518. /**
  21519. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21520. * @param skill_id
  21521. * @param silent If Skill is undefined, show error message!
  21522. * @return Skill Index or 0 if not found/unset
  21523. **/
  21524. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21525. uint16 idx = this->skilldb_id2idx[skill_id];
  21526. if( idx == 0 && skill_id != 0 && !silent ){
  21527. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21528. }
  21529. return idx;
  21530. }
  21531. SkillDatabase skill_db;
  21532. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21533. return std::string(db_path) + "/spellbook_db.yml";
  21534. }
  21535. /**
  21536. * Reads and parses an entry from the spellbook_db.
  21537. * @param node: YAML node containing the entry.
  21538. * @return count of successfully parsed rows
  21539. */
  21540. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef node) {
  21541. std::string skill_name;
  21542. if (!this->asString(node, "Skill", skill_name))
  21543. return 0;
  21544. uint16 skill_id = skill_name2id(skill_name.c_str());
  21545. if (skill_id == 0) {
  21546. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21547. return 0;
  21548. }
  21549. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21550. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21551. return 0;
  21552. }
  21553. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21554. bool exists = spell != nullptr;
  21555. if (!exists) {
  21556. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21557. return 0;
  21558. spell = std::make_shared<s_skill_spellbook_db>();
  21559. spell->skill_id = skill_id;
  21560. }
  21561. if (this->nodeExists(node, "Book")) {
  21562. std::string book_name;
  21563. if (!this->asString(node, "Book", book_name))
  21564. return 0;
  21565. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21566. if (item == nullptr) {
  21567. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21568. return 0;
  21569. }
  21570. spell->nameid = item->nameid;
  21571. }
  21572. if (this->nodeExists(node, "PreservePoints")) {
  21573. uint16 points;
  21574. if (!this->asUInt16(node, "PreservePoints", points))
  21575. return 0;
  21576. spell->points = points;
  21577. }
  21578. if (!exists)
  21579. this->put(skill_id, spell);
  21580. return 1;
  21581. }
  21582. /**
  21583. * Check if the specified item is available in the spellbook_db or not
  21584. * @param nameid: Book Item ID
  21585. * @return Spell data or nullptr otherwise
  21586. */
  21587. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21588. if (nameid == 0 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  21589. return nullptr;
  21590. for (const auto &spell : reading_spellbook_db) {
  21591. if (spell.second->nameid == nameid)
  21592. return spell.second;
  21593. }
  21594. return nullptr;
  21595. }
  21596. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21597. return std::string(db_path) + "/magicmushroom_db.yml";
  21598. }
  21599. /**
  21600. * Reads and parses an entry from the magicmushroom_db.
  21601. * @param node: YAML node containing the entry.
  21602. * @return count of successfully parsed rows
  21603. */
  21604. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef node) {
  21605. std::string skill_name;
  21606. if (!this->asString(node, "Skill", skill_name))
  21607. return 0;
  21608. uint16 skill_id = skill_name2id(skill_name.c_str());
  21609. if (!skill_id) {
  21610. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21611. return 0;
  21612. }
  21613. if (!skill_get_inf(skill_id)) {
  21614. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21615. return 0;
  21616. }
  21617. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21618. bool exists = mushroom != nullptr;
  21619. if (!exists) {
  21620. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21621. mushroom->skill_id = skill_id;
  21622. this->put(skill_id, mushroom);
  21623. }
  21624. return 1;
  21625. }
  21626. /** Reads skill no cast db
  21627. * Structure: SkillID,Flag
  21628. */
  21629. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21630. {
  21631. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21632. if (!skill)
  21633. return false;
  21634. skill->nocast |= atoi(split[1]);
  21635. return true;
  21636. }
  21637. /** Reads Produce db
  21638. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  21639. */
  21640. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  21641. {
  21642. unsigned short x, y;
  21643. unsigned short id = atoi(split[0]);
  21644. t_itemid nameid = 0;
  21645. bool found = false;
  21646. if (id >= ARRAYLENGTH(skill_produce_db)) {
  21647. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  21648. return false;
  21649. }
  21650. // Clear previous data, for importing support
  21651. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  21652. // Import just for clearing/disabling from original data
  21653. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  21654. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  21655. return true;
  21656. }
  21657. if (!itemdb_exists(nameid)) {
  21658. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  21659. return false;
  21660. }
  21661. skill_produce_db[id].nameid = nameid;
  21662. skill_produce_db[id].itemlv = atoi(split[2]);
  21663. skill_produce_db[id].req_skill = atoi(split[3]);
  21664. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  21665. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  21666. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  21667. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  21668. }
  21669. if (!found)
  21670. skill_produce_count++;
  21671. return true;
  21672. }
  21673. const std::string SkillArrowDatabase::getDefaultLocation() {
  21674. return std::string(db_path) + "/create_arrow_db.yml";
  21675. }
  21676. /**
  21677. * Reads and parses an entry from the create_arrow_db.
  21678. * @param node: YAML node containing the entry.
  21679. * @return count of successfully parsed rows
  21680. */
  21681. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef node) {
  21682. std::string source_name;
  21683. if (!this->asString(node, "Source", source_name))
  21684. return 0;
  21685. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  21686. if (item == nullptr) {
  21687. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  21688. return 0;
  21689. }
  21690. t_itemid nameid = item->nameid;
  21691. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  21692. bool exists = arrow != nullptr;
  21693. if (!exists) {
  21694. arrow = std::make_shared<s_skill_arrow_db>();
  21695. arrow->nameid = nameid;
  21696. }
  21697. const auto MakeNode = node["Make"];
  21698. for (const auto &it : MakeNode.children()) {
  21699. std::string item_name;
  21700. if (!this->asString(it, "Item", item_name))
  21701. return 0;
  21702. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21703. if (item == nullptr) {
  21704. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  21705. return 0;
  21706. }
  21707. uint16 amount;
  21708. if (!this->asUInt16(it, "Amount", amount))
  21709. return 0;
  21710. if (amount == 0) {
  21711. if (arrow->created.erase(item->nameid) == 0)
  21712. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  21713. continue;
  21714. }
  21715. if (amount > MAX_AMOUNT) {
  21716. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  21717. continue;
  21718. }
  21719. arrow->created[item->nameid] = amount;
  21720. }
  21721. if (!exists)
  21722. this->put(nameid, arrow);
  21723. return 1;
  21724. }
  21725. const std::string AbraDatabase::getDefaultLocation() {
  21726. return std::string(db_path) + "/abra_db.yml";
  21727. }
  21728. /**
  21729. * Reads and parses an entry from the abra_db.
  21730. * @param node: YAML node containing the entry.
  21731. * @return count of successfully parsed rows
  21732. */
  21733. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef node) {
  21734. std::string skill_name;
  21735. if (!this->asString(node, "Skill", skill_name))
  21736. return 0;
  21737. uint16 skill_id = skill_name2id(skill_name.c_str());
  21738. if (!skill_id) {
  21739. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  21740. return 0;
  21741. }
  21742. if (!skill_get_inf(skill_id)) {
  21743. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  21744. return 0;
  21745. }
  21746. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  21747. bool exists = abra != nullptr;
  21748. if (!exists) {
  21749. abra = std::make_shared<s_skill_abra_db>();
  21750. abra->skill_id = skill_id;
  21751. }
  21752. if (this->nodeExists(node, "Probability")) {
  21753. const auto probNode = node["Probability"];
  21754. uint16 probability;
  21755. if (!probNode.is_seq()) {
  21756. if (!this->asUInt16Rate(probNode, "Probability", probability))
  21757. return 0;
  21758. abra->per.fill(probability);
  21759. } else {
  21760. abra->per.fill(0);
  21761. for (const auto it : probNode.children()) {
  21762. uint16 skill_lv;
  21763. if (!this->asUInt16(it, "Level", skill_lv))
  21764. continue;
  21765. if (skill_lv > MAX_SKILL_LEVEL) {
  21766. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21767. return 0;
  21768. }
  21769. if (!this->asUInt16Rate(it, "Probability", probability))
  21770. continue;
  21771. abra->per[skill_lv - 1] = probability;
  21772. }
  21773. }
  21774. } else {
  21775. if (!exists)
  21776. abra->per.fill(500);
  21777. }
  21778. if (!exists)
  21779. this->put(skill_id, abra);
  21780. return 1;
  21781. }
  21782. /** Reads change material db
  21783. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  21784. */
  21785. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  21786. {
  21787. uint16 id = atoi(split[0]);
  21788. t_itemid nameid = strtoul(split[1], nullptr, 10);
  21789. short rate = atoi(split[2]);
  21790. bool found = false;
  21791. int x, y;
  21792. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  21793. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  21794. return false;
  21795. }
  21796. // Clear previous data, for importing support
  21797. if (skill_changematerial_db[id].nameid > 0) {
  21798. found = true;
  21799. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21800. }
  21801. // Import just for clearing/disabling from original data
  21802. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  21803. if (nameid == 0) {
  21804. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21805. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  21806. return true;
  21807. }
  21808. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  21809. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  21810. if (skill_produce_db[x].nameid == nameid)
  21811. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  21812. break;
  21813. }
  21814. if (x >= MAX_SKILL_PRODUCE_DB) {
  21815. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  21816. return false;
  21817. }
  21818. skill_changematerial_db[id].nameid = nameid;
  21819. skill_changematerial_db[id].rate = rate;
  21820. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  21821. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  21822. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  21823. }
  21824. if (!found)
  21825. skill_changematerial_count++;
  21826. return true;
  21827. }
  21828. /**
  21829. * Reads skill damage adjustment
  21830. * @author [Lilith]
  21831. */
  21832. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  21833. {
  21834. int64 caster_tmp;
  21835. uint16 id;
  21836. int caster, value;
  21837. char *result;
  21838. trim(split[0]);
  21839. if (ISDIGIT(split[0][0])) {
  21840. value = strtol(split[0], &result, 10);
  21841. if (*result) {
  21842. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  21843. return false;
  21844. }
  21845. id = value;
  21846. } else
  21847. id = skill_name2id(split[0]);
  21848. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  21849. if (!skill)
  21850. return false;
  21851. skill->damage = {};
  21852. trim(split[1]);
  21853. if (ISDIGIT(split[1][0])) {
  21854. value = strtol(split[1], &result, 10);
  21855. if (*result) {
  21856. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  21857. return false;
  21858. }
  21859. caster = value;
  21860. } else { // Try to parse caster as constant
  21861. if (!script_get_constant(split[1], &caster_tmp)) {
  21862. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  21863. return false;
  21864. }
  21865. caster = static_cast<uint16>(caster_tmp);
  21866. }
  21867. skill->damage.caster |= caster;
  21868. value = strtol(split[2], &result, 10);
  21869. if (*result) {
  21870. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  21871. return false;
  21872. }
  21873. skill->damage.map |= value;
  21874. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  21875. value = strtol(split[offset], &result, 10);
  21876. if (*result && *result != ' ') {
  21877. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  21878. value = 0;
  21879. }
  21880. skill->damage.rate[i] = cap_value(value, -100, 100000);
  21881. }
  21882. return true;
  21883. }
  21884. /** Reads skill database files */
  21885. static void skill_readdb(void) {
  21886. int i;
  21887. const char* dbsubpath[] = {
  21888. "",
  21889. "/" DBIMPORT,
  21890. //add other path here
  21891. };
  21892. memset(skill_produce_db,0,sizeof(skill_produce_db));
  21893. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  21894. skill_produce_count = skill_changematerial_count = 0;
  21895. skill_db.load();
  21896. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  21897. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  21898. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  21899. char* dbsubpath1 = (char*)aMalloc(n1+1);
  21900. char* dbsubpath2 = (char*)aMalloc(n2+1);
  21901. if (i == 0) {
  21902. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  21903. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  21904. } else {
  21905. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  21906. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  21907. }
  21908. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  21909. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  21910. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  21911. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  21912. aFree(dbsubpath1);
  21913. aFree(dbsubpath2);
  21914. }
  21915. abra_db.load();
  21916. magic_mushroom_db.load();
  21917. reading_spellbook_db.load();
  21918. skill_arrow_db.load();
  21919. skill_init_unit_layout();
  21920. skill_init_nounit_layout();
  21921. }
  21922. void skill_reload (void) {
  21923. skill_db.clear();
  21924. abra_db.clear();
  21925. magic_mushroom_db.clear();
  21926. reading_spellbook_db.clear();
  21927. skill_arrow_db.clear();
  21928. skill_readdb();
  21929. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  21930. s_mapiterator *iter = mapit_getallusers();
  21931. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  21932. pc_validate_skill(sd);
  21933. clif_skillinfoblock(sd);
  21934. }
  21935. mapit_free(iter);
  21936. }
  21937. /*==========================================
  21938. *
  21939. *------------------------------------------*/
  21940. void do_init_skill(void)
  21941. {
  21942. skill_readdb();
  21943. skillunit_db = idb_alloc(DB_OPT_BASE);
  21944. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  21945. bowling_db = idb_alloc(DB_OPT_BASE);
  21946. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  21947. ers_chunk_size(skill_timer_ers, 150);
  21948. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  21949. add_timer_func_list(skill_castend_id,"skill_castend_id");
  21950. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  21951. add_timer_func_list(skill_timerskill,"skill_timerskill");
  21952. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  21953. add_timer_func_list(skill_keep_using, "skill_keep_using");
  21954. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  21955. }
  21956. void do_final_skill(void)
  21957. {
  21958. skill_db.clear();
  21959. abra_db.clear();
  21960. magic_mushroom_db.clear();
  21961. reading_spellbook_db.clear();
  21962. skill_arrow_db.clear();
  21963. db_destroy(skillunit_db);
  21964. db_destroy(skillusave_db);
  21965. db_destroy(bowling_db);
  21966. ers_destroy(skill_timer_ers);
  21967. }