skill.c 587 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Cool Down Delay Saving
  59. * Struct skill_cd is not a member of struct map_session_data
  60. * to keep cooldowns in memory between player log-ins.
  61. * All cooldowns are reset when server is restarted.
  62. **/
  63. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  64. struct skill_cd {
  65. int duration[MAX_SKILL_TREE];//milliseconds
  66. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  67. short nameid[MAX_SKILL_TREE];//skill id
  68. unsigned char cursor;
  69. };
  70. /**
  71. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  72. **/
  73. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  74. struct skill_usave {
  75. uint16 skill_id, skill_lv;
  76. };
  77. struct s_skill_db skill_db[MAX_SKILL_DB];
  78. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  79. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  80. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  81. struct s_skill_improvise_db {
  82. uint16 skill_id;
  83. short per;//1-10000
  84. };
  85. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  86. bool skill_reproduce_db[MAX_SKILL_DB];
  87. struct s_skill_changematerial_db {
  88. int itemid;
  89. short rate;
  90. int qty[5];
  91. short qty_rate[5];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  94. //Warlock
  95. struct s_skill_spellbook_db {
  96. int nameid;
  97. uint16 skill_id;
  98. int point;
  99. };
  100. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  101. //Guillotine Cross
  102. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  103. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  104. int firewall_unit_pos;
  105. int icewall_unit_pos;
  106. int earthstrain_unit_pos;
  107. //early declaration
  108. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  109. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  110. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  112. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  113. //Since only mob-casted splash skills can hit ice-walls
  114. static inline int splash_target(struct block_list* bl) {
  115. #ifndef RENEWAL
  116. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  117. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  118. return BL_SKILL|BL_CHAR;
  119. #endif
  120. }
  121. /// Returns the id of the skill, or 0 if not found.
  122. int skill_name2id(const char* name) {
  123. if( name == NULL )
  124. return 0;
  125. return strdb_iget(skilldb_name2id, name);
  126. }
  127. /// Maps skill ids to skill db offsets.
  128. /// Returns the skill's array index, or 0 (Unknown Skill).
  129. int skill_get_index( uint16 skill_id ) {
  130. // avoid ranges reserved for mapping guild/homun/mercenary skills
  131. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  132. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  133. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  134. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  135. return 0;
  136. // map skill id to skill db index
  137. if( skill_id >= GD_SKILLBASE )
  138. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  139. else if( skill_id >= EL_SKILLBASE )
  140. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  141. else if( skill_id >= MC_SKILLBASE )
  142. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  143. else if( skill_id >= HM_SKILLBASE )
  144. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  145. // validate result
  146. if( !skill_id || skill_id >= MAX_SKILL_DB )
  147. return 0;
  148. return skill_id;
  149. }
  150. const char* skill_get_name( uint16 skill_id ) {
  151. return skill_db[skill_get_index(skill_id)].name;
  152. }
  153. const char* skill_get_desc( uint16 skill_id ) {
  154. return skill_db[skill_get_index(skill_id)].desc;
  155. }
  156. // out of bounds error checking [celest]
  157. static void skill_chk(int16* skill_id, uint16 skill_lv) {
  158. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  159. if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
  160. }
  161. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  162. // Skill DB
  163. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); }
  164. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); }
  165. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  166. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); }
  167. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); }
  168. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  169. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  170. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
  172. int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
  173. int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
  174. int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); }
  175. int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); }
  177. int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); }
  178. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  180. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  182. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  183. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  184. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  185. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); }
  186. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); }
  187. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); }
  188. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
  189. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); }
  190. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); }
  191. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  192. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  193. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
  194. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  195. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  196. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id, 1); }
  197. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
  198. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
  199. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
  200. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  201. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
  202. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
  203. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
  204. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  205. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  206. #ifdef RENEWAL_CAST
  207. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  208. #endif
  209. int skill_tree_get_max(uint16 skill_id, int b_class)
  210. {
  211. int i;
  212. b_class = pc_class2idx(b_class);
  213. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  214. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  215. return skill_tree[b_class][i].max;
  216. else
  217. return skill_get_max(skill_id);
  218. }
  219. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  220. int skill_attack_area(struct block_list *bl,va_list ap);
  221. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  222. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  223. int skill_greed(struct block_list *bl, va_list ap);
  224. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  225. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  226. static int skill_trap_splash(struct block_list *bl, va_list ap);
  227. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  228. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  229. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  230. static int skill_unit_effect(struct block_list *bl,va_list ap);
  231. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  232. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  233. int skill_get_casttype (uint16 skill_id) {
  234. int inf = skill_get_inf(skill_id);
  235. if (inf&(INF_GROUND_SKILL))
  236. return CAST_GROUND;
  237. if (inf&INF_SUPPORT_SKILL)
  238. return CAST_NODAMAGE;
  239. if (inf&INF_SELF_SKILL) {
  240. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  241. return CAST_DAMAGE; //Combo skill.
  242. return CAST_NODAMAGE;
  243. }
  244. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  245. return CAST_NODAMAGE;
  246. return CAST_DAMAGE;
  247. }
  248. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  249. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  250. int range;
  251. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  252. return 9; //Mobs have a range of 9 regardless of skill used.
  253. range = skill_get_range(skill_id, skill_lv);
  254. if( range < 0 ) {
  255. if( battle_config.use_weapon_skill_range&bl->type )
  256. return status_get_range(bl);
  257. range *=-1;
  258. }
  259. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  260. switch( skill_id ) {
  261. case AC_SHOWER: case MA_SHOWER:
  262. case AC_DOUBLE: case MA_DOUBLE:
  263. case HT_BLITZBEAT:
  264. case AC_CHARGEARROW:
  265. case MA_CHARGEARROW:
  266. case SN_FALCONASSAULT:
  267. case HT_POWER:
  268. /**
  269. * Ranger
  270. **/
  271. case RA_ARROWSTORM:
  272. case RA_AIMEDBOLT:
  273. case RA_WUGBITE:
  274. if( bl->type == BL_PC )
  275. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  276. else
  277. range += 10; //Assume level 10?
  278. break;
  279. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  280. case GS_RAPIDSHOWER:
  281. case GS_PIERCINGSHOT:
  282. case GS_FULLBUSTER:
  283. case GS_SPREADATTACK:
  284. case GS_GROUNDDRIFT:
  285. if (bl->type == BL_PC)
  286. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  287. else
  288. range += 10; //Assume level 10?
  289. break;
  290. case NJ_KIRIKAGE:
  291. if (bl->type == BL_PC)
  292. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  293. break;
  294. /**
  295. * Warlock
  296. **/
  297. case WL_WHITEIMPRISON:
  298. case WL_SOULEXPANSION:
  299. case WL_FROSTMISTY:
  300. case WL_MARSHOFABYSS:
  301. case WL_SIENNAEXECRATE:
  302. case WL_DRAINLIFE:
  303. case WL_CRIMSONROCK:
  304. case WL_HELLINFERNO:
  305. case WL_COMET:
  306. case WL_CHAINLIGHTNING:
  307. case WL_TETRAVORTEX:
  308. case WL_RELEASE:
  309. if( bl->type == BL_PC )
  310. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  311. break;
  312. /**
  313. * Ranger Bonus
  314. **/
  315. case HT_LANDMINE:
  316. case HT_FREEZINGTRAP:
  317. case HT_BLASTMINE:
  318. case HT_CLAYMORETRAP:
  319. case RA_CLUSTERBOMB:
  320. case RA_FIRINGTRAP:
  321. case RA_ICEBOUNDTRAP:
  322. if( bl->type == BL_PC )
  323. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  324. }
  325. if( !range && bl->type != BL_PC )
  326. return 9; // Enable non players to use self skills on others. [Skotlex]
  327. return range;
  328. }
  329. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  330. int skill, hp;
  331. struct map_session_data *sd = BL_CAST(BL_PC, src);
  332. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  333. struct status_change* sc;
  334. switch( skill_id ) {
  335. case BA_APPLEIDUN:
  336. #ifdef RENEWAL
  337. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  338. #else
  339. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  340. #endif
  341. if( sd )
  342. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  343. break;
  344. case PR_SANCTUARY:
  345. hp = (skill_lv>6)?777:skill_lv*100;
  346. break;
  347. case NPC_EVILLAND:
  348. hp = (skill_lv>6)?666:skill_lv*100;
  349. break;
  350. default:
  351. if (skill_lv >= battle_config.max_heal_lv)
  352. return battle_config.max_heal;
  353. #ifdef RENEWAL
  354. /**
  355. * Renewal Heal Formula
  356. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  357. **/
  358. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? (sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv) / 10;
  359. #else
  360. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? (sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv) * 8));
  361. #endif
  362. if (skill_id == AB_HIGHNESSHEAL)
  363. hp *= ( 17 + 3 * skill_lv ) / 10;
  364. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  365. hp += hp * skill * 2 / 100;
  366. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  367. hp += hp * skill * 2 / 100;
  368. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  369. hp *= 2;
  370. break;
  371. }
  372. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  373. hp >>= 1;
  374. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  375. hp += hp*skill/100;
  376. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  377. hp += hp*skill/100;
  378. sc = status_get_sc(target);
  379. if( sc && sc->count ) {
  380. if( heal && sc->data[SC_CRITICALWOUND] ) // Critical Wound has no effect on offensive heal. [Inkfish]
  381. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  382. if( heal && sc->data[SC_DEATHHURT] )
  383. hp -= hp * 20/100;
  384. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  385. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  386. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  387. hp += hp / 10;
  388. }
  389. #ifdef RENEWAL
  390. // MATK part of the RE heal formula [malufett]
  391. // Note: in this part matk bonuses from items or skills are not applied
  392. switch( skill_id ) {
  393. case BA_APPLEIDUN: case PR_SANCTUARY:
  394. case NPC_EVILLAND: break;
  395. default:
  396. {
  397. struct status_data *status = status_get_status_data(src);
  398. int min, max;
  399. sc = status_get_sc(src);
  400. min = max = status_base_matk(status, status_get_lv(src));
  401. if( status->rhw.matk > 0 ){
  402. int wMatk, variance;
  403. wMatk = status->rhw.matk;
  404. variance = wMatk * status->rhw.wlv / 10;
  405. min += wMatk - variance;
  406. max += wMatk + variance;
  407. }
  408. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  409. min = max;
  410. if( sd && sd->right_weapon.overrefine > 0 ){
  411. min++;
  412. max += sd->right_weapon.overrefine - 1;
  413. }
  414. if(max > min)
  415. hp += min+rnd()%(max-min);
  416. else
  417. hp += min;
  418. }
  419. }
  420. #endif
  421. return hp;
  422. }
  423. // Making plagiarize check its own function [Aru]
  424. int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
  425. {
  426. // Never copy NPC/Wedding Skills
  427. if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  428. return 0;
  429. // High-class skills
  430. if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION))
  431. {
  432. if(battle_config.copyskill_restrict == 2)
  433. return 0;
  434. else if(battle_config.copyskill_restrict)
  435. return (sd->status.class_ == JOB_STALKER);
  436. }
  437. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  438. if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  439. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  440. skill_id == MER_INCAGI || skill_id == MER_BLESSING))
  441. return 0;
  442. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  443. if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
  444. return 0;
  445. // Reproduce will only copy skills according on the list. [Jobbie]
  446. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] )
  447. return 0;
  448. return 1;
  449. }
  450. // [MouseJstr] - skill ok to cast? and when?
  451. //done before check_condition_begin, requirement
  452. int skillnotok (uint16 skill_id, struct map_session_data *sd)
  453. {
  454. int16 idx,m;
  455. nullpo_retr (1, sd);
  456. m = sd->bl.m;
  457. idx = skill_get_index(skill_id);
  458. if (idx == 0)
  459. return 1; // invalid skill id
  460. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  461. return 0; // can do any damn thing they want
  462. if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 )
  463. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  464. // Epoque:
  465. // This code will compare the player's attack motion value which is influenced by ASPD before
  466. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  467. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  468. if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  469. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
  470. {// attempted to cast a skill before the attack motion has finished
  471. return 1;
  472. }
  473. if (sd->blockskill[idx] > 0){
  474. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
  475. return 1;
  476. }
  477. /**
  478. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  479. * 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
  480. **/
  481. if( sd->skillitem == skill_id )
  482. return 0;
  483. // Check skill restrictions [Celest]
  484. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  485. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  486. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  487. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  488. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  489. clif_msg(sd, 0x536); // This skill cannot be used within this area
  490. return 1;
  491. }
  492. if( sd->sc.option&OPTION_MOUNTING )
  493. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  494. switch (skill_id) {
  495. case AL_WARP:
  496. case RETURN_TO_ELDICASTES:
  497. case ALL_GUARDIAN_RECALL:
  498. if(map[m].flag.nowarp) {
  499. clif_skill_teleportmessage(sd,0);
  500. return 1;
  501. }
  502. return 0;
  503. case AL_TELEPORT:
  504. case SC_FATALMENACE:
  505. case SC_DIMENSIONDOOR:
  506. if(map[m].flag.noteleport) {
  507. clif_skill_teleportmessage(sd,0);
  508. return 1;
  509. }
  510. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  511. case WE_CALLPARTNER:
  512. case WE_CALLPARENT:
  513. case WE_CALLBABY:
  514. if (map[m].flag.nomemo) {
  515. clif_skill_teleportmessage(sd,1);
  516. return 1;
  517. }
  518. break;
  519. case MC_VENDING:
  520. case ALL_BUYING_STORE:
  521. if( npc_isnear(&sd->bl) ) {
  522. // uncomment to send msg_txt.
  523. //char output[150];
  524. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  525. //clif_displaymessage(sd->fd, output);
  526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  527. return 1;
  528. }
  529. case MC_IDENTIFY:
  530. return 0; // always allowed
  531. case WZ_ICEWALL:
  532. // noicewall flag [Valaris]
  533. if (map[m].flag.noicewall) {
  534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  535. return 1;
  536. }
  537. break;
  538. case GC_DARKILLUSION:
  539. if( map_flag_gvg(m) ) {
  540. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  541. return 1;
  542. }
  543. break;
  544. case GD_EMERGENCYCALL:
  545. if (
  546. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  547. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  548. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  549. ) {
  550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  551. return 1;
  552. }
  553. break;
  554. case BS_GREED:
  555. case WS_CARTBOOST:
  556. case BS_HAMMERFALL:
  557. case BS_ADRENALINE:
  558. case MC_CARTREVOLUTION:
  559. case MC_MAMMONITE:
  560. case WS_MELTDOWN:
  561. case MG_SIGHT:
  562. case TF_HIDING:
  563. /**
  564. * These skills cannot be used while in mado gear (credits to Xantara)
  565. **/
  566. if( pc_ismadogear(sd) ) {
  567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  568. return 1;
  569. }
  570. break;
  571. case WM_SIRCLEOFNATURE:
  572. case WM_SOUND_OF_DESTRUCTION:
  573. case SC_MANHOLE:
  574. case WM_LULLABY_DEEPSLEEP:
  575. case WM_SATURDAY_NIGHT_FEVER:
  576. if( !map_flag_vs(m) ) {
  577. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  578. return 1;
  579. }
  580. break;
  581. }
  582. return (map[m].flag.noskill);
  583. }
  584. int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
  585. {
  586. uint16 idx = skill_get_index(skill_id);
  587. nullpo_retr(1,hd);
  588. if (idx == 0)
  589. return 1; // invalid skill id
  590. if (hd->blockskill[idx] > 0)
  591. return 1;
  592. switch(skill_id){
  593. case MH_LIGHT_OF_REGENE: //must be cordial
  594. if(hd->homunculus.intimacy <= 750) return 1;
  595. break;
  596. case MH_OVERED_BOOST: //if we starving
  597. if(hd->homunculus.hunger <= 1) return 1;
  598. break;
  599. case MH_GOLDENE_FERSE: //cant be used with angriff
  600. if(hd->sc.data[SC_ANGRIFFS_MODUS]) return 1;
  601. break;
  602. case MH_ANGRIFFS_MODUS:
  603. if(hd->sc.data[SC_GOLDENE_FERSE]) return 1;
  604. break;
  605. case MH_TINDER_BREAKER: //must be in grappling mode
  606. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) return 1;
  607. break;
  608. case MH_SONIC_CRAW: //must be in fighting mode
  609. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) return 1;
  610. break;
  611. case MH_SILVERVEIN_RUSH:
  612. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)) return 1;
  613. break;
  614. case MH_MIDNIGHT_FRENZY:
  615. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) return 1;
  616. break;
  617. case MH_CBC:
  618. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) return 1;
  619. break;
  620. case MH_EQC:
  621. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)) return 1;
  622. break;
  623. }
  624. //Use master's criteria.
  625. return skillnotok(skill_id, hd->master);
  626. }
  627. int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
  628. {
  629. uint16 idx = skill_get_index(skill_id);
  630. nullpo_retr(1,md);
  631. if( idx == 0 )
  632. return 1; // Invalid Skill ID
  633. if( md->blockskill[idx] > 0 )
  634. return 1;
  635. return skillnotok(skill_id, md->master);
  636. }
  637. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  638. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  639. uint8 dir;
  640. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  641. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  642. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  643. }
  644. if (pos != -1) // simple single-definition layout
  645. return &skill_unit_layout[pos];
  646. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  647. if (skill_id == MG_FIREWALL)
  648. return &skill_unit_layout [firewall_unit_pos + dir];
  649. else if (skill_id == WZ_ICEWALL)
  650. return &skill_unit_layout [icewall_unit_pos + dir];
  651. else if( skill_id == WL_EARTHSTRAIN ) //Warlock
  652. return &skill_unit_layout [earthstrain_unit_pos + dir];
  653. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  654. return &skill_unit_layout[0]; // default 1x1 layout
  655. }
  656. /*==========================================
  657. *
  658. *------------------------------------------*/
  659. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  660. {
  661. struct map_session_data *sd, *dstsd;
  662. struct mob_data *md, *dstmd;
  663. struct status_data *sstatus, *tstatus;
  664. struct status_change *sc, *tsc;
  665. enum sc_type status;
  666. int skill;
  667. int rate;
  668. nullpo_ret(src);
  669. nullpo_ret(bl);
  670. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  671. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  672. return 0;
  673. sd = BL_CAST(BL_PC, src);
  674. md = BL_CAST(BL_MOB, src);
  675. dstsd = BL_CAST(BL_PC, bl);
  676. dstmd = BL_CAST(BL_MOB, bl);
  677. sc = status_get_sc(src);
  678. tsc = status_get_sc(bl);
  679. sstatus = status_get_status_data(src);
  680. tstatus = status_get_status_data(bl);
  681. if (!tsc) //skill additional effect is about adding effects to the target...
  682. //So if the target can't be inflicted with statuses, this is pointless.
  683. return 0;
  684. if( sd )
  685. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  686. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  687. // Trigger status effects
  688. enum sc_type type;
  689. int i;
  690. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  691. rate = sd->addeff[i].rate;
  692. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  693. rate += sd->addeff[i].arrow_rate;
  694. if( !rate ) continue;
  695. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  696. // Trigger has attack type consideration.
  697. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  698. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  699. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  700. else
  701. continue;
  702. }
  703. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  704. // Trigger has range consideration.
  705. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  706. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  707. continue; //Range Failed.
  708. }
  709. type = sd->addeff[i].id;
  710. skill = skill_get_time2(status_sc2skill(type),7);
  711. if (sd->addeff[i].flag&ATF_TARGET)
  712. status_change_start(src,bl,type,rate,7,0,0,0,skill,0);
  713. if (sd->addeff[i].flag&ATF_SELF)
  714. status_change_start(src,src,type,rate,7,0,0,0,skill,0);
  715. }
  716. }
  717. if( skill_id ) {
  718. // Trigger status effects on skills
  719. enum sc_type type;
  720. int i;
  721. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  722. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  723. continue;
  724. type = sd->addeff3[i].id;
  725. skill = skill_get_time2(status_sc2skill(type),7);
  726. if( sd->addeff3[i].target&ATF_TARGET )
  727. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  728. if( sd->addeff3[i].target&ATF_SELF )
  729. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  730. }
  731. }
  732. }
  733. if( dmg_lv < ATK_DEF ) // no damage, return;
  734. return 0;
  735. switch(skill_id) {
  736. case 0: { // Normal attacks (no skill used)
  737. if( attack_type&BF_SKILL )
  738. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  739. if(sd) {
  740. // Automatic trigger of Blitz Beat
  741. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  742. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  743. rate=(sd->status.job_level+9)/10;
  744. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  745. }
  746. // Automatic trigger of Warg Strike [Jobbie]
  747. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  748. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  749. // Gank
  750. if(dstmd && sd->status.weapon != W_BOW &&
  751. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  752. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  753. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  754. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  755. else
  756. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  757. }
  758. // Chance to trigger Taekwon kicks [Dralnu]
  759. if(sc && !sc->data[SC_COMBO]) {
  760. if(sc->data[SC_READYSTORM] &&
  761. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  762. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  763. ; //Stance triggered
  764. else if(sc->data[SC_READYDOWN] &&
  765. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  766. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  767. ; //Stance triggered
  768. else if(sc->data[SC_READYTURN] &&
  769. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  770. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  771. ; //Stance triggered
  772. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  773. rate = 20;
  774. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  775. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  776. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  777. }
  778. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  779. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  780. }
  781. }
  782. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  783. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  784. }
  785. if (sc) {
  786. struct status_change_entry *sce;
  787. // Enchant Poison gives a chance to poison attacked enemies
  788. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  789. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  790. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  791. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  792. if((sce=sc->data[SC_EDP]))
  793. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  794. skill_get_time2(ASC_EDP,sce->val1));
  795. }
  796. }
  797. break;
  798. case SM_BASH:
  799. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  800. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  801. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  802. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  803. }
  804. break;
  805. case MER_CRASH:
  806. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  807. break;
  808. case AS_VENOMKNIFE:
  809. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  810. skill_lv = pc_checkskill(sd, TF_POISON);
  811. case TF_POISON:
  812. case AS_SPLASHER:
  813. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  814. && sd && skill_id==TF_POISON
  815. )
  816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  817. break;
  818. case AS_SONICBLOW:
  819. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  820. break;
  821. case WZ_FIREPILLAR:
  822. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  823. break;
  824. case MG_FROSTDIVER:
  825. #ifndef RENEWAL
  826. case WZ_FROSTNOVA:
  827. #endif
  828. sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv));
  829. break;
  830. #ifdef RENEWAL
  831. case WZ_FROSTNOVA:
  832. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  833. break;
  834. #endif
  835. case WZ_STORMGUST:
  836. /**
  837. * Storm Gust counter was dropped in renewal
  838. **/
  839. #ifdef RENEWAL
  840. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  841. #else
  842. //On third hit, there is a 150% to freeze the target
  843. if(tsc->sg_counter >= 3 &&
  844. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  845. tsc->sg_counter = 0;
  846. /**
  847. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  848. **/
  849. else if( tsc->sg_counter > 250 )
  850. tsc->sg_counter = 0;
  851. #endif
  852. break;
  853. case WZ_METEOR:
  854. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  855. break;
  856. case WZ_VERMILION:
  857. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  858. break;
  859. case HT_FREEZINGTRAP:
  860. case MA_FREEZINGTRAP:
  861. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  862. break;
  863. case HT_FLASHER:
  864. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  865. break;
  866. case HT_LANDMINE:
  867. case MA_LANDMINE:
  868. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  869. break;
  870. case HT_SHOCKWAVE:
  871. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  872. break;
  873. case HT_SANDMAN:
  874. case MA_SANDMAN:
  875. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  876. break;
  877. case TF_SPRINKLESAND:
  878. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  879. break;
  880. case TF_THROWSTONE:
  881. sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv));
  882. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  883. break;
  884. case NPC_DARKCROSS:
  885. case CR_HOLYCROSS:
  886. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  887. break;
  888. case CR_GRANDCROSS:
  889. case NPC_GRANDDARKNESS:
  890. //Chance to cause blind status vs demon and undead element, but not against players
  891. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  892. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  893. attack_type |= BF_WEAPON;
  894. break;
  895. case AM_ACIDTERROR:
  896. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  897. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  898. clif_emotion(bl,E_OMG);
  899. break;
  900. case AM_DEMONSTRATION:
  901. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  902. break;
  903. case CR_SHIELDCHARGE:
  904. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  905. break;
  906. case PA_PRESSURE:
  907. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  908. break;
  909. case RG_RAID:
  910. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  911. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  912. #ifdef RENEWAL
  913. sc_start(src,bl,SC_RAID,100,7,5000);
  914. break;
  915. case RG_BACKSTAP:
  916. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  917. #endif
  918. break;
  919. case BA_FROSTJOKER:
  920. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  921. break;
  922. case DC_SCREAM:
  923. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  924. break;
  925. case BD_LULLABY:
  926. sc_start(src,bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv));
  927. break;
  928. case DC_UGLYDANCE:
  929. rate = 5+5*skill_lv;
  930. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  931. rate += 5+skill;
  932. status_zap(bl, 0, rate);
  933. break;
  934. case SL_STUN:
  935. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  936. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  937. break;
  938. case NPC_PETRIFYATTACK:
  939. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  940. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  941. skill_get_time2(skill_id,skill_lv));
  942. break;
  943. case NPC_CURSEATTACK:
  944. case NPC_SLEEPATTACK:
  945. case NPC_BLINDATTACK:
  946. case NPC_POISON:
  947. case NPC_SILENCEATTACK:
  948. case NPC_STUNATTACK:
  949. case NPC_HELLPOWER:
  950. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  951. break;
  952. case NPC_ACIDBREATH:
  953. case NPC_ICEBREATH:
  954. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  955. break;
  956. case NPC_BLEEDING:
  957. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  958. break;
  959. case NPC_MENTALBREAKER:
  960. { //Based on observations by Tharis, Mental Breaker should do SP damage
  961. //equal to Matk*skLevel.
  962. rate = sstatus->matk_min;
  963. if (rate < sstatus->matk_max)
  964. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  965. rate*=skill_lv;
  966. status_zap(bl, 0, rate);
  967. break;
  968. }
  969. // Equipment breaking monster skills [Celest]
  970. case NPC_WEAPONBRAKER:
  971. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  972. break;
  973. case NPC_ARMORBRAKE:
  974. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  975. break;
  976. case NPC_HELMBRAKE:
  977. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  978. break;
  979. case NPC_SHIELDBRAKE:
  980. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  981. break;
  982. case CH_TIGERFIST:
  983. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  984. break;
  985. case LK_SPIRALPIERCE:
  986. case ML_SPIRALPIERCE:
  987. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  988. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  989. break;
  990. case ST_REJECTSWORD:
  991. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  992. break;
  993. case PF_FOGWALL:
  994. if (src != bl && !tsc->data[SC_DELUGE])
  995. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  996. break;
  997. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  998. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  999. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1000. break;
  1001. case LK_JOINTBEAT:
  1002. status = status_skill2sc(skill_id);
  1003. if (tsc->jb_flag) {
  1004. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1005. tsc->jb_flag = 0;
  1006. }
  1007. break;
  1008. case ASC_METEORASSAULT:
  1009. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1010. switch(rnd()%3) {
  1011. case 0:
  1012. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1013. break;
  1014. case 1:
  1015. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1016. break;
  1017. default:
  1018. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1019. }
  1020. break;
  1021. case HW_NAPALMVULCAN:
  1022. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1023. break;
  1024. case WS_CARTTERMINATION: // Cart termination
  1025. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1026. break;
  1027. case CR_ACIDDEMONSTRATION:
  1028. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1029. break;
  1030. case TK_DOWNKICK:
  1031. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1032. break;
  1033. case TK_JUMPKICK:
  1034. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  1035. {// debuff the following statuses
  1036. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1037. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1038. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1039. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1040. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1041. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1042. }
  1043. break;
  1044. case TK_TURNKICK:
  1045. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1046. if(attack_type&BF_MISC) //70% base stun chance...
  1047. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1048. break;
  1049. case GS_BULLSEYE: //0.1% coma rate.
  1050. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1051. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1052. break;
  1053. case GS_PIERCINGSHOT:
  1054. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1055. break;
  1056. case NJ_HYOUSYOURAKU:
  1057. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1058. break;
  1059. case GS_FLING:
  1060. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1061. break;
  1062. case GS_DISARM:
  1063. rate = 3*skill_lv;
  1064. if (sstatus->dex > tstatus->dex)
  1065. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1066. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1067. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1068. break;
  1069. case NPC_EVILLAND:
  1070. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1071. break;
  1072. case NPC_HELLJUDGEMENT:
  1073. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1074. break;
  1075. case NPC_CRITICALWOUND:
  1076. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1077. break;
  1078. case RK_WINDCUTTER:
  1079. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1080. break;
  1081. case RK_DRAGONBREATH:
  1082. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1083. break;
  1084. case AB_ADORAMUS:
  1085. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1086. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1087. break;
  1088. case WL_CRIMSONROCK:
  1089. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1090. break;
  1091. case WL_COMET:
  1092. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1093. break;
  1094. case WL_EARTHSTRAIN:
  1095. {
  1096. int rate = 0, i;
  1097. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1098. rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1099. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1100. for( i = 0; i < skill_lv; i++ )
  1101. skill_strip_equip(src,bl,pos[i],rate,skill_lv,skill_get_time2(skill_id,skill_lv));
  1102. }
  1103. break;
  1104. case WL_JACKFROST:
  1105. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1106. break;
  1107. case RA_WUGBITE:
  1108. sc_start(src,bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1109. break;
  1110. case RA_SENSITIVEKEEN:
  1111. if( rnd()%100 < 8 * skill_lv )
  1112. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
  1113. break;
  1114. case RA_FIRINGTRAP:
  1115. case RA_ICEBOUNDTRAP:
  1116. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1117. break;
  1118. case NC_PILEBUNKER:
  1119. if( rnd()%100 < 5 + 15*skill_lv )
  1120. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1121. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1122. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1123. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1124. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1125. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1126. }
  1127. break;
  1128. case NC_FLAMELAUNCHER:
  1129. sc_start4(src,bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1130. break;
  1131. case NC_COLDSLOWER:
  1132. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1133. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1134. break;
  1135. case NC_POWERSWING:
  1136. sc_start(src,bl, SC_STUN, 5*skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1137. if( rnd()%100 < 5*skill_lv )
  1138. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1139. break;
  1140. case GC_WEAPONCRUSH:
  1141. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1142. break;
  1143. case LG_SHIELDPRESS:
  1144. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv));
  1145. break;
  1146. case LG_PINPOINTATTACK:
  1147. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1148. switch( skill_lv ) {
  1149. case 1:
  1150. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1151. break;
  1152. case 2:
  1153. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1154. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1155. break;
  1156. default:
  1157. skill_break_equip(src,bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1158. break;
  1159. }
  1160. break;
  1161. case LG_MOONSLASHER:
  1162. rate = 32 + 8 * skill_lv;
  1163. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1164. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1165. else if( dstmd && !is_boss(bl) )
  1166. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1167. break;
  1168. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1169. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1170. sc_start(src,bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv));
  1171. break;
  1172. case LG_EARTHDRIVE:
  1173. skill_break_equip(src,src, EQP_SHIELD, 500, BCT_SELF);
  1174. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1175. break;
  1176. case SR_DRAGONCOMBO:
  1177. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1178. break;
  1179. case SR_FALLENEMPIRE:
  1180. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1181. break;
  1182. case SR_WINDMILL:
  1183. if( dstsd )
  1184. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1185. else if( dstmd && !is_boss(bl) )
  1186. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1187. break;
  1188. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1189. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1190. break;
  1191. case SR_EARTHSHAKER:
  1192. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1193. break;
  1194. case SR_HOWLINGOFLION:
  1195. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1196. break;
  1197. case WM_SOUND_OF_DESTRUCTION:
  1198. if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
  1199. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1200. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1201. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1202. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1203. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1204. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1205. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1206. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1207. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1208. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1209. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1210. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1211. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1212. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1213. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1214. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1215. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1216. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1217. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1218. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1219. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1220. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1221. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1222. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1223. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1224. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1225. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1226. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1227. }
  1228. break;
  1229. case SO_EARTHGRAVE:
  1230. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1231. break;
  1232. case SO_DIAMONDDUST:
  1233. rate = 5 + 5 * skill_lv;
  1234. if( sc && sc->data[SC_COOLER_OPTION] )
  1235. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1236. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1237. break;
  1238. case SO_VARETYR_SPEAR:
  1239. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1240. break;
  1241. case GN_SLINGITEM_RANGEMELEEATK:
  1242. if( sd ) {
  1243. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1244. case 13261:
  1245. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
  1246. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
  1247. break;
  1248. case 13262:
  1249. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
  1250. break;
  1251. case 13264:
  1252. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1253. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
  1254. break;
  1255. }
  1256. sd->itemid = -1;
  1257. }
  1258. break;
  1259. case GN_HELLS_PLANT_ATK:
  1260. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1261. sc_start2(src,bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1262. break;
  1263. case EL_WIND_SLASH: // Non confirmed rate.
  1264. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1265. break;
  1266. case EL_STONE_HAMMER:
  1267. rate = 10 * skill_lv;
  1268. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1269. break;
  1270. case EL_ROCK_CRUSHER:
  1271. case EL_ROCK_CRUSHER_ATK:
  1272. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1273. break;
  1274. case EL_TYPOON_MIS:
  1275. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1276. break;
  1277. case KO_JYUMONJIKIRI: // needs more info
  1278. sc_start(src,bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
  1279. break;
  1280. case KO_MAKIBISHI:
  1281. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
  1282. break;
  1283. case MH_LAVA_SLIDE:
  1284. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1285. break;
  1286. case MH_STAHL_HORN:
  1287. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1288. break;
  1289. case MH_NEEDLE_OF_PARALYZE:
  1290. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1291. break;
  1292. case MH_SILVERVEIN_RUSH:
  1293. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1294. break;
  1295. case MH_MIDNIGHT_FRENZY: {
  1296. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1297. int spiritball = (hd?hd->homunculus.spiritball:1);
  1298. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1299. break;
  1300. }
  1301. case MH_XENO_SLASHER:
  1302. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1303. break;
  1304. case WL_HELLINFERNO:
  1305. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1306. break;
  1307. }
  1308. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1309. { //Pass heritage to Master for status causing effects. [Skotlex]
  1310. sd = map_id2sd(md->master_id);
  1311. src = sd?&sd->bl:src;
  1312. }
  1313. if( attack_type&BF_WEAPON )
  1314. { // Coma, Breaking Equipment
  1315. if( sd && sd->special_state.bonus_coma )
  1316. {
  1317. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1318. rate += sd->weapon_coma_race[tstatus->race];
  1319. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1320. if (rate)
  1321. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1322. }
  1323. if( sd && battle_config.equip_self_break_rate )
  1324. { // Self weapon breaking
  1325. rate = battle_config.equip_natural_break_rate;
  1326. if( sc )
  1327. {
  1328. if(sc->data[SC_GIANTGROWTH])
  1329. rate += 10;
  1330. if(sc->data[SC_OVERTHRUST])
  1331. rate += 10;
  1332. if(sc->data[SC_MAXOVERTHRUST])
  1333. rate += 10;
  1334. }
  1335. if( rate )
  1336. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1337. }
  1338. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1339. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1340. // Target weapon breaking
  1341. rate = 0;
  1342. if( sd )
  1343. rate += sd->bonus.break_weapon_rate;
  1344. if( sc && sc->data[SC_MELTDOWN] )
  1345. rate += sc->data[SC_MELTDOWN]->val2;
  1346. if( rate )
  1347. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1348. // Target armor breaking
  1349. rate = 0;
  1350. if( sd )
  1351. rate += sd->bonus.break_armor_rate;
  1352. if( sc && sc->data[SC_MELTDOWN] )
  1353. rate += sc->data[SC_MELTDOWN]->val3;
  1354. if( rate )
  1355. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1356. }
  1357. }
  1358. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1359. struct unit_data *ud = unit_bl2ud(src);
  1360. if( sc->data[SC_WILD_STORM_OPTION] )
  1361. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1362. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1363. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1364. else if( sc->data[SC_TROPIC_OPTION] )
  1365. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1366. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1367. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1368. else
  1369. skill = 0;
  1370. if ( rnd()%100 < 25 && skill ){
  1371. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1372. if (ud) {
  1373. rate = skill_delayfix(src, skill, skill_lv);
  1374. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1375. ud->canact_tick = tick+rate;
  1376. if ( battle_config.display_status_timers )
  1377. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1378. }
  1379. }
  1380. }
  1381. }
  1382. // Autospell when attacking
  1383. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1384. {
  1385. struct block_list *tbl;
  1386. struct unit_data *ud;
  1387. int i, skill_lv, type, notok;
  1388. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1389. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1390. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1391. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1392. continue; // one or more trigger conditions were not fulfilled
  1393. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1394. sd->state.autocast = 1;
  1395. notok = skillnotok(skill, sd);
  1396. sd->state.autocast = 0;
  1397. if ( notok )
  1398. continue;
  1399. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1400. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1401. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1402. if (rnd()%1000 >= rate)
  1403. continue;
  1404. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1405. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1406. int maxcount = 0;
  1407. if( !(BL_PC&battle_config.skill_reiteration) &&
  1408. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1409. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1410. ) {
  1411. continue;
  1412. }
  1413. if( BL_PC&battle_config.skill_nofootset &&
  1414. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1415. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv)
  1416. ) {
  1417. continue;
  1418. }
  1419. if( BL_PC&battle_config.land_skill_limit &&
  1420. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1421. ) {
  1422. int v;
  1423. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1424. if(sd->ud.skillunit[v]->skill_id == skill)
  1425. maxcount--;
  1426. }
  1427. if( maxcount == 0 ) {
  1428. continue;
  1429. }
  1430. }
  1431. }
  1432. if( battle_config.autospell_check_range &&
  1433. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1434. continue;
  1435. if (skill == AS_SONICBLOW)
  1436. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1437. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1438. type = CAST_GROUND;
  1439. sd->state.autocast = 1;
  1440. skill_consume_requirement(sd,skill,skill_lv,1);
  1441. skill_toggle_magicpower(src, skill);
  1442. switch (type) {
  1443. case CAST_GROUND:
  1444. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1445. break;
  1446. case CAST_NODAMAGE:
  1447. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1448. break;
  1449. case CAST_DAMAGE:
  1450. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1451. break;
  1452. }
  1453. sd->state.autocast = 0;
  1454. //Set canact delay. [Skotlex]
  1455. ud = unit_bl2ud(src);
  1456. if (ud) {
  1457. rate = skill_delayfix(src, skill, skill_lv);
  1458. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1459. ud->canact_tick = tick+rate;
  1460. if ( battle_config.display_status_timers && sd )
  1461. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1462. }
  1463. }
  1464. }
  1465. }
  1466. //Autobonus when attacking
  1467. if( sd && sd->autobonus[0].rate )
  1468. {
  1469. int i;
  1470. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1471. {
  1472. if( rnd()%1000 >= sd->autobonus[i].rate )
  1473. continue;
  1474. if( sd->autobonus[i].active != INVALID_TIMER )
  1475. continue;
  1476. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1477. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1478. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1479. continue; // one or more trigger conditions were not fulfilled
  1480. pc_exeautobonus(sd,&sd->autobonus[i]);
  1481. }
  1482. }
  1483. //Polymorph
  1484. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1485. dstmd && !(tstatus->mode&MD_BOSS) &&
  1486. (rnd()%10000 < sd->bonus.classchange))
  1487. {
  1488. struct mob_db *mob;
  1489. int class_;
  1490. skill = 0;
  1491. do {
  1492. do {
  1493. class_ = rnd() % MAX_MOB_DB;
  1494. } while (!mobdb_checkid(class_));
  1495. rate = rnd() % 1000000;
  1496. mob = mob_db(class_);
  1497. } while (
  1498. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1499. (skill++) < 2000);
  1500. if (skill < 2000)
  1501. mob_class_change(dstmd,class_);
  1502. }
  1503. return 0;
  1504. }
  1505. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1506. int skill, skill_lv, i, type, notok;
  1507. struct block_list *tbl;
  1508. if( sd == NULL || !skill_id )
  1509. return 0;
  1510. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1511. if( sd->autospell3[i].flag != skill_id )
  1512. continue;
  1513. if( sd->autospell3[i].lock )
  1514. continue; // autospell already being executed
  1515. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1516. sd->state.autocast = 1;
  1517. notok = skillnotok(skill, sd);
  1518. sd->state.autocast = 0;
  1519. if ( notok )
  1520. continue;
  1521. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1522. if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv);
  1523. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1524. continue; // No target
  1525. if( rnd()%1000 >= sd->autospell3[i].rate )
  1526. continue;
  1527. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1528. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1529. int maxcount = 0;
  1530. if( !(BL_PC&battle_config.skill_reiteration) &&
  1531. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1532. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
  1533. ) {
  1534. continue;
  1535. }
  1536. if( BL_PC&battle_config.skill_nofootset &&
  1537. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1538. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
  1539. ) {
  1540. continue;
  1541. }
  1542. if( BL_PC&battle_config.land_skill_limit &&
  1543. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1544. ) {
  1545. int v;
  1546. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1547. if(sd->ud.skillunit[v]->skill_id == skill)
  1548. maxcount--;
  1549. }
  1550. if( maxcount == 0 ) {
  1551. continue;
  1552. }
  1553. }
  1554. }
  1555. if( battle_config.autospell_check_range &&
  1556. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1557. continue;
  1558. sd->state.autocast = 1;
  1559. sd->autospell3[i].lock = true;
  1560. skill_consume_requirement(sd,skill,skill_lv,1);
  1561. switch( type )
  1562. {
  1563. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1564. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1565. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1566. }
  1567. sd->autospell3[i].lock = false;
  1568. sd->state.autocast = 0;
  1569. }
  1570. if( sd && sd->autobonus3[0].rate ) {
  1571. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1572. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1573. continue;
  1574. if( sd->autobonus3[i].active != INVALID_TIMER )
  1575. continue;
  1576. if( sd->autobonus3[i].atk_type != skill_id )
  1577. continue;
  1578. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1579. }
  1580. }
  1581. return 1;
  1582. }
  1583. /* Splitted off from skill_additional_effect, which is never called when the
  1584. * attack skill kills the enemy. Place in this function counter status effects
  1585. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1586. * from cards) that will take effect on the source, not the target. [Skotlex]
  1587. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1588. * type of skills, so not every instance of skill_additional_effect needs a call
  1589. * to this one.
  1590. */
  1591. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1592. {
  1593. int rate;
  1594. struct map_session_data *sd=NULL;
  1595. struct map_session_data *dstsd=NULL;
  1596. nullpo_ret(src);
  1597. nullpo_ret(bl);
  1598. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1599. sd = BL_CAST(BL_PC, src);
  1600. dstsd = BL_CAST(BL_PC, bl);
  1601. if(dstsd && attack_type&BF_WEAPON)
  1602. { //Counter effects.
  1603. enum sc_type type;
  1604. int i, time;
  1605. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1606. {
  1607. rate = dstsd->addeff2[i].rate;
  1608. if (attack_type&BF_LONG)
  1609. rate+=dstsd->addeff2[i].arrow_rate;
  1610. if (!rate) continue;
  1611. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1612. { //Trigger has range consideration.
  1613. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1614. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1615. continue; //Range Failed.
  1616. }
  1617. type = dstsd->addeff2[i].id;
  1618. time = skill_get_time2(status_sc2skill(type),7);
  1619. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1620. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1621. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1622. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1623. }
  1624. }
  1625. switch(skill_id){
  1626. case MO_EXTREMITYFIST:
  1627. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1628. break;
  1629. case GS_FULLBUSTER:
  1630. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1631. break;
  1632. case HFLI_SBR44: //[orn]
  1633. case HVAN_EXPLOSION:
  1634. if(src->type == BL_HOM){
  1635. TBL_HOM *hd = (TBL_HOM*)src;
  1636. hd->homunculus.intimacy = 200;
  1637. if (hd->master)
  1638. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1639. }
  1640. break;
  1641. case CR_GRANDCROSS:
  1642. case NPC_GRANDDARKNESS:
  1643. attack_type |= BF_WEAPON;
  1644. break;
  1645. }
  1646. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1647. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1648. sc_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,battle_config.sg_miracle_skill_duration);
  1649. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1650. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1651. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1652. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1653. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1654. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1655. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1656. }
  1657. if( sd && status_isdead(bl) ) {
  1658. int sp = 0, hp = 0;
  1659. if( attack_type&BF_WEAPON ) {
  1660. sp += sd->bonus.sp_gain_value;
  1661. sp += sd->sp_gain_race[status_get_race(bl)];
  1662. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1663. hp += sd->bonus.hp_gain_value;
  1664. }
  1665. if( attack_type&BF_MAGIC ) {
  1666. sp += sd->bonus.magic_sp_gain_value;
  1667. hp += sd->bonus.magic_hp_gain_value;
  1668. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1669. struct status_change *sc = NULL;
  1670. if( ( sc = status_get_sc(src) ) ) {
  1671. if(sc->data[SC_SPIRIT] &&
  1672. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1673. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1674. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1675. }
  1676. }
  1677. }
  1678. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1679. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1680. }
  1681. }
  1682. // Trigger counter-spells to retaliate against damage causing skills.
  1683. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1684. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1685. {
  1686. struct block_list *tbl;
  1687. struct unit_data *ud;
  1688. int i, skill_id, skill_lv, rate, type, notok;
  1689. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1690. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1691. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1692. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1693. continue; // one or more trigger conditions were not fulfilled
  1694. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1695. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1696. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1697. rate = dstsd->autospell2[i].rate;
  1698. if (attack_type&BF_LONG)
  1699. rate>>=1;
  1700. dstsd->state.autocast = 1;
  1701. notok = skillnotok(skill_id, dstsd);
  1702. dstsd->state.autocast = 0;
  1703. if ( notok )
  1704. continue;
  1705. if (rnd()%1000 >= rate)
  1706. continue;
  1707. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1708. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1709. int maxcount = 0;
  1710. if( !(BL_PC&battle_config.skill_reiteration) &&
  1711. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1712. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1713. ) {
  1714. continue;
  1715. }
  1716. if( BL_PC&battle_config.skill_nofootset &&
  1717. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1718. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1719. ) {
  1720. continue;
  1721. }
  1722. if( BL_PC&battle_config.land_skill_limit &&
  1723. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1724. ) {
  1725. int v;
  1726. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1727. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1728. maxcount--;
  1729. }
  1730. if( maxcount == 0 ) {
  1731. continue;
  1732. }
  1733. }
  1734. }
  1735. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1736. continue;
  1737. dstsd->state.autocast = 1;
  1738. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1739. switch (type) {
  1740. case CAST_GROUND:
  1741. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1742. break;
  1743. case CAST_NODAMAGE:
  1744. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1745. break;
  1746. case CAST_DAMAGE:
  1747. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1748. break;
  1749. }
  1750. dstsd->state.autocast = 0;
  1751. //Set canact delay. [Skotlex]
  1752. ud = unit_bl2ud(bl);
  1753. if (ud) {
  1754. rate = skill_delayfix(bl, skill_id, skill_lv);
  1755. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1756. ud->canact_tick = tick+rate;
  1757. if ( battle_config.display_status_timers && dstsd )
  1758. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1759. }
  1760. }
  1761. }
  1762. }
  1763. //Autobonus when attacked
  1764. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1765. int i;
  1766. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1767. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1768. continue;
  1769. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1770. continue;
  1771. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1772. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1773. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1774. continue; // one or more trigger conditions were not fulfilled
  1775. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1776. }
  1777. }
  1778. return 0;
  1779. }
  1780. /*=========================================================================
  1781. Breaks equipment. On-non players causes the corresponding strip effect.
  1782. - rate goes from 0 to 10000 (100.00%)
  1783. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1784. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1785. --------------------------------------------------------------------------*/
  1786. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  1787. {
  1788. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1789. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1790. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1791. struct status_change *sc = status_get_sc(bl);
  1792. int i,j;
  1793. TBL_PC *sd;
  1794. sd = BL_CAST(BL_PC, bl);
  1795. if (sc && !sc->count)
  1796. sc = NULL;
  1797. if (sd) {
  1798. if (sd->bonus.unbreakable_equip)
  1799. where &= ~sd->bonus.unbreakable_equip;
  1800. if (sd->bonus.unbreakable)
  1801. rate -= rate*sd->bonus.unbreakable/100;
  1802. if (where&EQP_WEAPON) {
  1803. switch (sd->status.weapon) {
  1804. case W_FIST: //Bare fists should not break :P
  1805. case W_1HAXE:
  1806. case W_2HAXE:
  1807. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1808. case W_2HMACE:
  1809. case W_STAFF:
  1810. case W_2HSTAFF:
  1811. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1812. case W_HUUMA:
  1813. where &= ~EQP_WEAPON;
  1814. }
  1815. }
  1816. }
  1817. if (flag&BCT_ENEMY) {
  1818. if (battle_config.equip_skill_break_rate != 100)
  1819. rate = rate*battle_config.equip_skill_break_rate/100;
  1820. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1821. if (battle_config.equip_self_break_rate != 100)
  1822. rate = rate*battle_config.equip_self_break_rate/100;
  1823. }
  1824. for (i = 0; i < 4; i++) {
  1825. if (where&where_list[i]) {
  1826. if (sc && sc->count && sc->data[scdef[i]])
  1827. where&=~where_list[i];
  1828. else if (rnd()%10000 >= rate)
  1829. where&=~where_list[i];
  1830. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1831. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1832. }
  1833. }
  1834. if (!where) //Nothing to break.
  1835. return 0;
  1836. if (sd) {
  1837. for (i = 0; i < EQI_MAX; i++) {
  1838. j = sd->equip_index[i];
  1839. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1840. continue;
  1841. switch(i) {
  1842. case EQI_HEAD_TOP: //Upper Head
  1843. flag = (where&EQP_HELM);
  1844. break;
  1845. case EQI_ARMOR: //Body
  1846. flag = (where&EQP_ARMOR);
  1847. break;
  1848. case EQI_HAND_R: //Left/Right hands
  1849. case EQI_HAND_L:
  1850. flag = (
  1851. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1852. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1853. break;
  1854. case EQI_SHOES:
  1855. flag = (where&EQP_SHOES);
  1856. break;
  1857. case EQI_GARMENT:
  1858. flag = (where&EQP_GARMENT);
  1859. break;
  1860. default:
  1861. continue;
  1862. }
  1863. if (flag) {
  1864. sd->status.inventory[j].attribute = 1;
  1865. pc_unequipitem(sd, j, 3);
  1866. }
  1867. }
  1868. clif_equiplist(sd);
  1869. }
  1870. return where; //Return list of pieces broken.
  1871. }
  1872. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1873. {
  1874. struct status_change *sc;
  1875. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1876. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1877. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1878. int i;
  1879. if (rnd()%100 >= rate)
  1880. return 0;
  1881. sc = status_get_sc(bl);
  1882. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1883. return 0;
  1884. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1885. if (where&pos[i] && sc->data[sc_def[i]])
  1886. where&=~pos[i];
  1887. }
  1888. if (!where) return 0;
  1889. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1890. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  1891. where&=~pos[i];
  1892. }
  1893. return where?1:0;
  1894. }
  1895. //Early declaration
  1896. static int skill_area_temp[8];
  1897. /*=========================================================================
  1898. Used to knock back players, monsters, traps, etc
  1899. - 'count' is the number of squares to knock back
  1900. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1901. - if 'flag&0x1', position update packets must not be sent.
  1902. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1903. -------------------------------------------------------------------------*/
  1904. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  1905. int dx = 0, dy = 0;
  1906. struct skill_unit* su = NULL;
  1907. nullpo_ret(src);
  1908. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1909. return 0; //No knocking back in WoE
  1910. if (count == 0)
  1911. return 0; //Actual knockback distance is 0.
  1912. switch (target->type) {
  1913. case BL_MOB: {
  1914. struct mob_data* md = BL_CAST(BL_MOB, target);
  1915. if( md->class_ == MOBID_EMPERIUM )
  1916. return 0;
  1917. //Bosses or imune can't be knocked-back
  1918. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  1919. return 0;
  1920. }
  1921. break;
  1922. case BL_PC: {
  1923. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1924. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1925. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1926. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1927. return 0;
  1928. }
  1929. break;
  1930. case BL_SKILL:
  1931. su = (struct skill_unit *)target;
  1932. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1933. return 0; // ankle snare cannot be knocked back
  1934. break;
  1935. }
  1936. if (dir == -1) // <optimized>: do the computation here instead of outside
  1937. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1938. if (dir >= 0 && dir < 8)
  1939. { // take the reversed 'direction' and reverse it
  1940. dx = -dirx[dir];
  1941. dy = -diry[dir];
  1942. }
  1943. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1944. }
  1945. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1946. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1947. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1948. {
  1949. struct status_change *sc = status_get_sc(bl);
  1950. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1951. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1952. return 0;
  1953. // item-based reflection
  1954. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1955. return 1;
  1956. if( is_boss(src) )
  1957. return 0;
  1958. // status-based reflection
  1959. if( !sc || sc->count == 0 )
  1960. return 0;
  1961. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1962. return 1;
  1963. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1964. {// Kaite only works against non-players if they are low-level.
  1965. clif_specialeffect(bl, 438, AREA);
  1966. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1967. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1968. return 2;
  1969. }
  1970. return 0;
  1971. }
  1972. /*
  1973. * Combo handler, start stop combo status
  1974. */
  1975. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  1976. TBL_PC *sd = BL_CAST(BL_PC, bl);
  1977. switch (skill_id) {
  1978. case MH_MIDNIGHT_FRENZY:
  1979. case MH_EQC:{
  1980. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  1981. int idx = skill_id2 - HM_SKILLBASE;
  1982. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  1983. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  1984. sd = hd->master;
  1985. hd->homunculus.hskill[idx].flag= flag;
  1986. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  1987. }
  1988. break;
  1989. case MO_COMBOFINISH:
  1990. case CH_TIGERFIST:
  1991. case CH_CHAINCRUSH:
  1992. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  1993. break;
  1994. case TK_JUMPKICK:
  1995. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  1996. break;
  1997. case MO_TRIPLEATTACK:
  1998. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  1999. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2000. break;
  2001. case SR_FALLENEMPIRE:
  2002. if (sd){
  2003. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2004. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2005. }
  2006. break;
  2007. }
  2008. }
  2009. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2010. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2011. struct status_change_entry *sce;
  2012. TBL_PC *sd = BL_CAST(BL_PC,src);
  2013. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2014. struct status_change *sc = status_get_sc(src);
  2015. if(sc == NULL) return;
  2016. //End previous combo state after skill is invoked
  2017. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2018. switch (skill_id) {
  2019. case TK_TURNKICK:
  2020. case TK_STORMKICK:
  2021. case TK_DOWNKICK:
  2022. case TK_COUNTER:
  2023. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2024. sce->val1 = skill_id; //Update combo-skill
  2025. sce->val3 = skill_id;
  2026. if( sce->timer != INVALID_TIMER )
  2027. delete_timer(sce->timer, status_change_timer);
  2028. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2029. break;
  2030. }
  2031. unit_cancel_combo(src); // Cancel combo wait
  2032. break;
  2033. default:
  2034. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2035. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2036. }
  2037. }
  2038. //start new combo
  2039. if(sd){ //player only
  2040. switch(skill_id) {
  2041. case MO_TRIPLEATTACK:
  2042. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2043. duration=1;
  2044. break;
  2045. case MO_CHAINCOMBO:
  2046. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2047. duration=1;
  2048. break;
  2049. case MO_COMBOFINISH:
  2050. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2051. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2052. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2053. duration=1;
  2054. case CH_TIGERFIST:
  2055. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2056. duration=1;
  2057. case CH_CHAINCRUSH:
  2058. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2059. duration=1;
  2060. break;
  2061. case AC_DOUBLE: {
  2062. unsigned char race = status_get_race(bl);
  2063. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2064. duration = 2000;
  2065. break;
  2066. }
  2067. case SR_DRAGONCOMBO:
  2068. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2069. duration = 1;
  2070. break;
  2071. case SR_FALLENEMPIRE:
  2072. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2073. duration = 1;
  2074. break;
  2075. }
  2076. }
  2077. else { //other
  2078. switch(skill_id) {
  2079. case MH_TINDER_BREAKER:
  2080. case MH_CBC:
  2081. case MH_SONIC_CRAW:
  2082. case MH_SILVERVEIN_RUSH:
  2083. if(hd->homunculus.spiritball > 0) duration = 2000;
  2084. delay=1;
  2085. break;
  2086. case MH_EQC:
  2087. case MH_MIDNIGHT_FRENZY:
  2088. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2089. delay=1;
  2090. break;
  2091. }
  2092. }
  2093. if (duration) { //Possible to chain
  2094. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2095. duration = max(1,duration);
  2096. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2097. clif_combo_delay(src, duration);
  2098. }
  2099. }
  2100. /*
  2101. * =========================================================================
  2102. * Does a skill attack with the given properties.
  2103. * src is the master behind the attack (player/mob/pet)
  2104. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2105. * bl is the target to be attacked.
  2106. * flag can hold a bunch of information:
  2107. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2108. * (usually holds number of targets, or just 1 for simple splash attacks)
  2109. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2110. * packet shouldn't display a skill animation)
  2111. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2112. * client (causes player characters to not scream skill name)
  2113. *-------------------------------------------------------------------------*/
  2114. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2115. {
  2116. struct Damage dmg;
  2117. struct status_data *sstatus, *tstatus;
  2118. struct status_change *sc;
  2119. struct map_session_data *sd, *tsd;
  2120. int type,damage,rdamage=0;
  2121. int8 rmdamage=0;//magic reflected
  2122. bool additional_effects = true;
  2123. if(skill_id > 0 && !skill_lv) return 0;
  2124. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2125. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2126. nullpo_ret(bl); //Target to be attacked.
  2127. if (src != dsrc) {
  2128. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2129. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2130. return 0;
  2131. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2132. //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]
  2133. if (!status_check_skilluse(src, bl, skill_id, 2))
  2134. return 0;
  2135. }
  2136. sd = BL_CAST(BL_PC, src);
  2137. tsd = BL_CAST(BL_PC, bl);
  2138. sstatus = status_get_status_data(src);
  2139. tstatus = status_get_status_data(bl);
  2140. sc= status_get_sc(bl);
  2141. if (sc && !sc->count) sc = NULL; //Don't need it.
  2142. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  2143. if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  2144. return 0;
  2145. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2146. if (sc && sc->data[SC_TRICKDEAD])
  2147. return 0;
  2148. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2149. //Skotlex: Adjusted to the new system
  2150. if( src->type == BL_PET ) { // [Valaris]
  2151. struct pet_data *pd = (TBL_PET*)src;
  2152. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2153. int element = skill_get_ele(skill_id, skill_lv);
  2154. /*if (skill_id == -1) Does it ever worked?
  2155. element = sstatus->rhw.ele;*/
  2156. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2157. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2158. else
  2159. dmg.damage= skill_lv;
  2160. dmg.damage2=0;
  2161. dmg.div_= pd->a_skill->div_;
  2162. }
  2163. }
  2164. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2165. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2166. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2167. { //Magic reflection, switch caster/target
  2168. struct block_list *tbl = bl;
  2169. rmdamage = 1;
  2170. bl = src;
  2171. src = tbl;
  2172. dsrc = tbl;
  2173. sd = BL_CAST(BL_PC, src);
  2174. tsd = BL_CAST(BL_PC, bl);
  2175. sc = status_get_sc(bl);
  2176. if (sc && !sc->count)
  2177. sc = NULL; //Don't need it.
  2178. /* bugreport:2564 flag&2 disables double casting trigger */
  2179. flag |= 2;
  2180. //Spirit of Wizard blocks Kaite's reflection
  2181. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2182. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2183. type = tsd?pc_search_inventory (tsd, 7321):0;
  2184. if (type >= 0) {
  2185. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2186. dmg.damage = dmg.damage2 = 0;
  2187. dmg.dmg_lv = ATK_MISS;
  2188. sc->data[SC_SPIRIT]->val3 = skill_id;
  2189. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  2190. }
  2191. } else if( type != 2 ) /* Kaite bypasses */
  2192. additional_effects = false;
  2193. /**
  2194. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2195. **/
  2196. #if MAGIC_REFLECTION_TYPE
  2197. if( dmg.dmg_lv != ATK_MISS ){//Wiz SL cancelled and consumed fragment
  2198. short s_ele = skill_get_ele(skill_id, skill_lv);
  2199. if (s_ele == -1) // the skill takes the weapon's element
  2200. s_ele = sstatus->rhw.ele;
  2201. else if (s_ele == -2) //Use status element
  2202. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2203. else if( s_ele == -3 ) //Use random element
  2204. s_ele = rnd()%ELE_MAX;
  2205. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2206. if( sc && sc->data[SC_ENERGYCOAT] ) {
  2207. struct status_data *status = status_get_status_data(bl);
  2208. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2209. per /=20; //Uses 20% SP intervals.
  2210. //SP Cost: 1% + 0.5% per every 20% SP
  2211. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2212. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2213. //Reduction: 6% + 6% every 20%
  2214. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2215. }
  2216. }
  2217. #endif
  2218. }
  2219. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  2220. int sp = skill_get_sp(skill_id,skill_lv);
  2221. dmg.damage = dmg.damage2 = 0;
  2222. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2223. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  2224. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2225. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2226. status_heal(bl, 0, sp, 2);
  2227. }
  2228. }
  2229. damage = dmg.damage + dmg.damage2;
  2230. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2231. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2232. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2233. damage = 1;
  2234. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
  2235. || ((sc && sc->data[SC_REFLECTDAMAGE]) && !dmg.flag&(BF_MAGIC|BF_LONG) && !skill_get_inf2(skill_id)&INF2_TRAP)) )
  2236. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
  2237. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2238. struct block_list *nbl;
  2239. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2240. if( nbl ){ // Only one target is chosen.
  2241. damage = damage / 2; // Deflect half of the damage to a target nearby
  2242. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2243. }
  2244. }
  2245. //Skill hit type
  2246. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2247. switch(skill_id){
  2248. case SC_TRIANGLESHOT:
  2249. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2250. break;
  2251. default:
  2252. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2253. dmg.blewcount = 0; //only pushback when it hit for other
  2254. break;
  2255. }
  2256. switch(skill_id){
  2257. case CR_GRANDCROSS:
  2258. case NPC_GRANDDARKNESS:
  2259. if(battle_config.gx_disptype) dsrc = src;
  2260. if(src == bl) type = 4;
  2261. else flag|=SD_ANIMATION;
  2262. break;
  2263. case NJ_TATAMIGAESHI: //For correct knockback.
  2264. dsrc = src;
  2265. flag|=SD_ANIMATION;
  2266. break;
  2267. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2268. int level;
  2269. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2270. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2271. }
  2272. break;
  2273. case SL_STIN:
  2274. case SL_STUN:
  2275. if (skill_lv >= 7 && !sd->sc.data[SC_SMA])
  2276. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2277. break;
  2278. case GS_FULLBUSTER:
  2279. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2280. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2281. break;
  2282. }
  2283. //combo handling
  2284. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2285. //Display damage.
  2286. switch( skill_id ) {
  2287. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2288. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2289. break;
  2290. //Skills that need be passed as a normal attack for the client to display correctly.
  2291. case HVAN_EXPLOSION:
  2292. case NPC_SELFDESTRUCTION:
  2293. if(src->type==BL_PC)
  2294. dmg.blewcount = 10;
  2295. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2296. // fall through
  2297. case KN_AUTOCOUNTER:
  2298. case NPC_CRITICALSLASH:
  2299. case TF_DOUBLE:
  2300. case GS_CHAINACTION:
  2301. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2302. break;
  2303. case AS_SPLASHER:
  2304. if( flag&SD_ANIMATION ) // the surrounding targets
  2305. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2306. else // the central target doesn't display an animation
  2307. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2308. break;
  2309. case WL_HELLINFERNO:
  2310. case SR_EARTHSHAKER:
  2311. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2312. break;
  2313. case WL_SOULEXPANSION:
  2314. case WL_COMET:
  2315. case KO_MUCHANAGE:
  2316. case NJ_HUUMA:
  2317. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2318. break;
  2319. case WL_CHAINLIGHTNING_ATK:
  2320. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2321. break;
  2322. case LG_OVERBRAND_BRANDISH:
  2323. case LG_OVERBRAND_PLUSATK:
  2324. case EL_FIRE_BOMB:
  2325. case EL_FIRE_BOMB_ATK:
  2326. case EL_FIRE_WAVE:
  2327. case EL_FIRE_WAVE_ATK:
  2328. case EL_FIRE_MANTLE:
  2329. case EL_CIRCLE_OF_FIRE:
  2330. case EL_FIRE_ARROW:
  2331. case EL_ICE_NEEDLE:
  2332. case EL_WATER_SCREW:
  2333. case EL_WATER_SCREW_ATK:
  2334. case EL_WIND_SLASH:
  2335. case EL_TIDAL_WEAPON:
  2336. case EL_ROCK_CRUSHER:
  2337. case EL_ROCK_CRUSHER_ATK:
  2338. case EL_HURRICANE:
  2339. case EL_HURRICANE_ATK:
  2340. case KO_BAKURETSU:
  2341. case GN_CRAZYWEED_ATK:
  2342. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2343. break;
  2344. case GN_SLINGITEM_RANGEMELEEATK:
  2345. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2346. break;
  2347. case EL_STONE_RAIN:
  2348. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2349. break;
  2350. case WM_SEVERE_RAINSTORM_MELEE:
  2351. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
  2352. break;
  2353. case WM_REVERBERATION_MELEE:
  2354. case WM_REVERBERATION_MAGIC:
  2355. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2356. break;
  2357. case HT_CLAYMORETRAP:
  2358. case HT_BLASTMINE:
  2359. case HT_FLASHER:
  2360. case HT_FREEZINGTRAP:
  2361. case RA_CLUSTERBOMB:
  2362. case RA_FIRINGTRAP:
  2363. case RA_ICEBOUNDTRAP:
  2364. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2365. if( dsrc != src ) // avoid damage display redundancy
  2366. break;
  2367. case HT_LANDMINE:
  2368. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2369. break;
  2370. case WZ_SIGHTBLASTER:
  2371. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2372. break;
  2373. case AB_DUPLELIGHT_MELEE:
  2374. case AB_DUPLELIGHT_MAGIC:
  2375. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2376. default:
  2377. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2378. type = 5;
  2379. if( bl->type == BL_SKILL ){
  2380. TBL_SKILL *su = (TBL_SKILL*)bl;
  2381. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2382. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2383. }
  2384. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2385. break;
  2386. }
  2387. map_freeblock_lock();
  2388. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2389. && pc_checkskill(tsd,RG_PLAGIARISM)
  2390. && (!sc || !sc->data[SC_PRESERVE])
  2391. && damage < tsd->battle_status.hp)
  2392. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2393. int copy_skill = skill_id;
  2394. /**
  2395. * Copy Referal: dummy skills should point to their source upon copying
  2396. **/
  2397. switch( skill_id ) {
  2398. case AB_DUPLELIGHT_MELEE:
  2399. case AB_DUPLELIGHT_MAGIC:
  2400. copy_skill = AB_DUPLELIGHT;
  2401. break;
  2402. case WL_CHAINLIGHTNING_ATK:
  2403. copy_skill = WL_CHAINLIGHTNING;
  2404. break;
  2405. case WM_REVERBERATION_MELEE:
  2406. case WM_REVERBERATION_MAGIC:
  2407. copy_skill = WM_REVERBERATION;
  2408. break;
  2409. case WM_SEVERE_RAINSTORM_MELEE:
  2410. copy_skill = WM_SEVERE_RAINSTORM;
  2411. break;
  2412. case GN_CRAZYWEED_ATK:
  2413. copy_skill = GN_CRAZYWEED;
  2414. break;
  2415. case GN_HELLS_PLANT_ATK:
  2416. copy_skill = GN_HELLS_PLANT;
  2417. break;
  2418. case LG_OVERBRAND_BRANDISH:
  2419. case LG_OVERBRAND_PLUSATK:
  2420. copy_skill = LG_OVERBRAND;
  2421. break;
  2422. }
  2423. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2424. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2425. {
  2426. int lv;
  2427. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2428. //Level dependent and limitation.
  2429. lv = min(lv,skill_get_max(copy_skill));
  2430. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2431. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2432. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2433. tsd->status.skill[tsd->reproduceskill_id].flag = SKILL_FLAG_PERMANENT;
  2434. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2435. }
  2436. tsd->reproduceskill_id = copy_skill;
  2437. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2438. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2439. tsd->status.skill[copy_skill].id = copy_skill;
  2440. tsd->status.skill[copy_skill].lv = lv;
  2441. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2442. clif_addskill(tsd,copy_skill);
  2443. } else {
  2444. lv = skill_lv;
  2445. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2446. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2447. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2448. tsd->status.skill[tsd->cloneskill_id].flag = SKILL_FLAG_PERMANENT;
  2449. clif_deleteskill(tsd,tsd->cloneskill_id);
  2450. }
  2451. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2452. lv = type;
  2453. tsd->cloneskill_id = copy_skill;
  2454. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2455. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2456. tsd->status.skill[skill_id].id = copy_skill;
  2457. tsd->status.skill[skill_id].lv = lv;
  2458. tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
  2459. clif_addskill(tsd,skill_id);
  2460. }
  2461. }
  2462. }
  2463. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2464. { //Skills with can't walk delay also stop normal attacking for that
  2465. //duration when the attack connects. [Skotlex]
  2466. struct unit_data *ud = unit_bl2ud(src);
  2467. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2468. ud->attackabletime = tick + type;
  2469. }
  2470. if( !dmg.amotion ) {
  2471. //Instant damage
  2472. if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
  2473. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2474. if( !status_isdead(bl) && additional_effects )
  2475. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2476. if( damage > 0 ) //Counter status effects [Skotlex]
  2477. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2478. }
  2479. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2480. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2481. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2482. int8 dir = -1; // default
  2483. switch(skill_id) {//direction
  2484. case MG_FIREWALL:
  2485. case PR_SANCTUARY:
  2486. case SC_TRIANGLESHOT:
  2487. case LG_OVERBRAND:
  2488. case SR_KNUCKLEARROW:
  2489. case GN_WALLOFTHORN:
  2490. case EL_FIRE_MANTLE:
  2491. dir = unit_getdir(bl);// backwards
  2492. break;
  2493. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2494. case WZ_STORMGUST:
  2495. dir = rand()%8;
  2496. break;
  2497. case WL_CRIMSONROCK:
  2498. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2499. break;
  2500. }
  2501. //blown-specific handling
  2502. switch( skill_id ) {
  2503. case LG_OVERBRAND:
  2504. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
  2505. short dir_x, dir_y;
  2506. dir_x = dirx[(dir+4)%8];
  2507. dir_y = diry[(dir+4)%8];
  2508. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2509. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2510. } else
  2511. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2512. break;
  2513. case SR_KNUCKLEARROW:
  2514. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2515. short dir_x, dir_y;
  2516. dir_x = dirx[(dir+4)%8];
  2517. dir_y = diry[(dir+4)%8];
  2518. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2519. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2520. }
  2521. break;
  2522. case GN_WALLOFTHORN:
  2523. unit_stop_walking(bl,1);
  2524. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2525. clif_fixpos(bl);
  2526. break;
  2527. default:
  2528. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2529. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2530. TBL_SKILL *su = (TBL_SKILL*)bl;
  2531. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2532. skill_blown(src, bl, 3, -1, 0);
  2533. }
  2534. break;
  2535. }
  2536. }
  2537. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2538. if (dmg.amotion)
  2539. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2540. if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2541. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2542. struct block_list *d_bl = map_id2bl(sce->val1);
  2543. if( d_bl && (
  2544. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2545. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2546. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2547. {
  2548. if(!rmdamage){
  2549. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2550. status_fix_damage(NULL,d_bl, damage, 0);
  2551. } else {//Reflected magics are done directly on the target not on paladin
  2552. //This check is only for magical skill.
  2553. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2554. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2555. status_fix_damage(bl,bl, damage, 0);
  2556. }
  2557. }
  2558. else {
  2559. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2560. if( !dmg.amotion )
  2561. status_fix_damage(src,bl,damage,dmg.dmotion);
  2562. }
  2563. }
  2564. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2565. if( skill_id == RG_INTIMIDATE ) {
  2566. int rate = 50 + skill_lv * 5;
  2567. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2568. if(rnd()%100 < rate)
  2569. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2570. } else if( skill_id == SC_FATALMENACE )
  2571. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2572. }
  2573. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2574. dmg.flag |= BF_WEAPON;
  2575. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2576. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) )
  2577. {
  2578. if (battle_config.left_cardfix_to_right)
  2579. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2580. else
  2581. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2582. }
  2583. if( rdamage > 0 ) {
  2584. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2585. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2586. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2587. } else {
  2588. if( dmg.amotion )
  2589. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0,additional_effects);
  2590. else
  2591. status_fix_damage(bl,src,rdamage,0);
  2592. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2593. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2594. if( tsd && src != bl )
  2595. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2596. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2597. }
  2598. }
  2599. if( damage > 0 ) {
  2600. /**
  2601. * Post-damage effects
  2602. **/
  2603. switch( skill_id ) {
  2604. case RK_CRUSHSTRIKE:
  2605. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2606. break;
  2607. case GC_VENOMPRESSURE: {
  2608. struct status_change *ssc = status_get_sc(src);
  2609. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2610. sc_start(src,bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2611. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2612. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2613. }
  2614. }
  2615. break;
  2616. case WM_METALICSOUND:
  2617. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2618. break;
  2619. case SR_TIGERCANNON:
  2620. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2621. break;
  2622. }
  2623. if( sd )
  2624. skill_onskillusage(sd, bl, skill_id, tick);
  2625. }
  2626. if (!(flag&2) &&
  2627. (
  2628. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2629. ) &&
  2630. (sc = status_get_sc(src)) &&
  2631. sc->data[SC_DOUBLECAST] &&
  2632. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2633. {
  2634. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2635. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2636. }
  2637. map_freeblock_unlock();
  2638. return damage;
  2639. }
  2640. /*==========================================
  2641. * sub fonction for recursive skill call.
  2642. * Checking bl battle flag and display dammage
  2643. * then call func with source,target,skill_id,skill_lv,tick,flag
  2644. *------------------------------------------*/
  2645. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2646. int skill_area_sub (struct block_list *bl, va_list ap) {
  2647. struct block_list *src;
  2648. uint16 skill_id,skill_lv;
  2649. int flag;
  2650. unsigned int tick;
  2651. SkillFunc func;
  2652. nullpo_ret(bl);
  2653. src=va_arg(ap,struct block_list *);
  2654. skill_id=va_arg(ap,int);
  2655. skill_lv=va_arg(ap,int);
  2656. tick=va_arg(ap,unsigned int);
  2657. flag=va_arg(ap,int);
  2658. func=va_arg(ap,SkillFunc);
  2659. if(battle_check_target(src,bl,flag) > 0)
  2660. {
  2661. // several splash skills need this initial dummy packet to display correctly
  2662. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2663. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2664. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2665. skill_area_temp[2]++;
  2666. return func(src,bl,skill_id,skill_lv,tick,flag);
  2667. }
  2668. return 0;
  2669. }
  2670. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2671. {
  2672. struct skill_unit *unit;
  2673. uint16 skill_id,g_skill_id;
  2674. unit = (struct skill_unit *)bl;
  2675. if(bl->prev == NULL || bl->type != BL_SKILL)
  2676. return 0;
  2677. if(!unit->alive)
  2678. return 0;
  2679. skill_id = va_arg(ap,int);
  2680. g_skill_id = unit->group->skill_id;
  2681. switch (skill_id) {
  2682. case MH_STEINWAND:
  2683. case MG_SAFETYWALL:
  2684. case AL_PNEUMA:
  2685. case SC_MAELSTROM:
  2686. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2687. return 0;
  2688. break;
  2689. case AL_WARP:
  2690. case HT_SKIDTRAP:
  2691. case MA_SKIDTRAP:
  2692. case HT_LANDMINE:
  2693. case MA_LANDMINE:
  2694. case HT_ANKLESNARE:
  2695. case HT_SHOCKWAVE:
  2696. case HT_SANDMAN:
  2697. case MA_SANDMAN:
  2698. case HT_FLASHER:
  2699. case HT_FREEZINGTRAP:
  2700. case MA_FREEZINGTRAP:
  2701. case HT_BLASTMINE:
  2702. case HT_CLAYMORETRAP:
  2703. case HT_TALKIEBOX:
  2704. case HP_BASILICA:
  2705. case RA_ELECTRICSHOCKER:
  2706. case RA_CLUSTERBOMB:
  2707. case RA_MAGENTATRAP:
  2708. case RA_COBALTTRAP:
  2709. case RA_MAIZETRAP:
  2710. case RA_VERDURETRAP:
  2711. case RA_FIRINGTRAP:
  2712. case RA_ICEBOUNDTRAP:
  2713. case SC_DIMENSIONDOOR:
  2714. case SC_BLOODYLUST:
  2715. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2716. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  2717. return 0;
  2718. break;
  2719. default: //Avoid stacking with same kind of trap. [Skotlex]
  2720. if (g_skill_id != skill_id)
  2721. return 0;
  2722. break;
  2723. }
  2724. return 1;
  2725. }
  2726. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2727. {
  2728. //Non players do not check for the skill's splash-trigger area.
  2729. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2730. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2731. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2732. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2733. return 0;
  2734. }
  2735. range += layout_type;
  2736. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2737. }
  2738. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2739. {
  2740. uint16 skill_id;
  2741. if(bl->prev == NULL)
  2742. return 0;
  2743. skill_id = va_arg(ap,int);
  2744. if( status_isdead(bl) && skill_id != AL_WARP )
  2745. return 0;
  2746. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2747. return 0;
  2748. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2749. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2750. return 1;
  2751. }
  2752. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2753. {
  2754. int range, type;
  2755. switch (skill_id) { // to be expanded later
  2756. case WZ_ICEWALL:
  2757. range = 2;
  2758. break;
  2759. default:
  2760. {
  2761. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2762. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2763. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2764. return 0;
  2765. }
  2766. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  2767. }
  2768. break;
  2769. }
  2770. // if the caster is a monster/NPC, only check for players
  2771. // otherwise just check characters
  2772. if (bl->type == BL_PC)
  2773. type = BL_CHAR;
  2774. else
  2775. type = BL_PC;
  2776. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2777. x - range, y - range, x + range, y + range,
  2778. type, skill_id);
  2779. }
  2780. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2781. {
  2782. if(id == sd->bl.id && battle_config.guild_aura&16)
  2783. return 0; // Do not affect guild leader
  2784. if (sd->sc.data[SC_GUILDAURA]) {
  2785. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2786. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2787. sce->val3 = strvit;
  2788. sce->val4 = agidex;
  2789. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2790. }
  2791. return 0;
  2792. }
  2793. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2794. return 1;
  2795. }
  2796. /*==========================================
  2797. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2798. * Flag:
  2799. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2800. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2801. *------------------------------------------*/
  2802. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2803. {
  2804. struct status_data *status;
  2805. struct map_session_data *sd = NULL;
  2806. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  2807. uint16 idx;
  2808. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2809. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2810. return 0;
  2811. nullpo_ret(bl);
  2812. switch( bl->type )
  2813. {
  2814. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2815. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2816. }
  2817. status = status_get_status_data(bl);
  2818. if( (idx = skill_get_index(skill)) == 0 )
  2819. return 0;
  2820. // Requeriments
  2821. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2822. {
  2823. itemid[i] = skill_db[idx].itemid[i];
  2824. amount[i] = skill_db[idx].amount[i];
  2825. }
  2826. hp = skill_db[idx].hp[lv-1];
  2827. sp = skill_db[idx].sp[lv-1];
  2828. hp_rate = skill_db[idx].hp_rate[lv-1];
  2829. sp_rate = skill_db[idx].sp_rate[lv-1];
  2830. state = skill_db[idx].state;
  2831. if( (mhp = skill_db[idx].mhp[lv-1]) > 0 )
  2832. hp += (status->max_hp * mhp) / 100;
  2833. if( hp_rate > 0 )
  2834. hp += (status->hp * hp_rate) / 100;
  2835. else
  2836. hp += (status->max_hp * (-hp_rate)) / 100;
  2837. if( sp_rate > 0 )
  2838. sp += (status->sp * sp_rate) / 100;
  2839. else
  2840. sp += (status->max_sp * (-sp_rate)) / 100;
  2841. if( bl->type == BL_HOM )
  2842. { // Intimacy Requeriments
  2843. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2844. switch( skill )
  2845. {
  2846. case HFLI_SBR44:
  2847. if( hd->homunculus.intimacy <= 200 )
  2848. return 0;
  2849. break;
  2850. case HVAN_EXPLOSION:
  2851. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2852. return 0;
  2853. break;
  2854. }
  2855. }
  2856. if( !(type&2) )
  2857. {
  2858. if( hp > 0 && status->hp <= (unsigned int)hp )
  2859. {
  2860. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2861. return 0;
  2862. }
  2863. if( sp > 0 && status->sp <= (unsigned int)sp )
  2864. {
  2865. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2866. return 0;
  2867. }
  2868. }
  2869. if( !type )
  2870. switch( state )
  2871. {
  2872. case ST_MOVE_ENABLE:
  2873. if( !unit_can_move(bl) )
  2874. {
  2875. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2876. return 0;
  2877. }
  2878. break;
  2879. }
  2880. if( !(type&1) )
  2881. return 1;
  2882. // Check item existences
  2883. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2884. {
  2885. index[i] = -1;
  2886. if( itemid[i] < 1 ) continue; // No item
  2887. index[i] = pc_search_inventory(sd, itemid[i]);
  2888. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2889. {
  2890. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2891. return 0;
  2892. }
  2893. }
  2894. // Consume items
  2895. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2896. {
  2897. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2898. }
  2899. if( type&2 )
  2900. return 1;
  2901. if( sp || hp )
  2902. status_zap(bl, hp, sp);
  2903. return 1;
  2904. }
  2905. /*==========================================
  2906. *
  2907. *------------------------------------------*/
  2908. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2909. {
  2910. return 1;
  2911. }
  2912. /*==========================================
  2913. *
  2914. *------------------------------------------*/
  2915. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2916. {
  2917. struct block_list *src = map_id2bl(id),*target;
  2918. struct unit_data *ud = unit_bl2ud(src);
  2919. struct skill_timerskill *skl;
  2920. int range;
  2921. nullpo_ret(src);
  2922. nullpo_ret(ud);
  2923. skl = ud->skilltimerskill[data];
  2924. nullpo_ret(skl);
  2925. ud->skilltimerskill[data] = NULL;
  2926. do {
  2927. if(src->prev == NULL)
  2928. break; // Source not on Map
  2929. if(skl->target_id) {
  2930. target = map_id2bl(skl->target_id);
  2931. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2932. target = src; //Required since it has to warp.
  2933. if(target == NULL)
  2934. break; // Target offline?
  2935. if(target->prev == NULL)
  2936. break; // Target not on Map
  2937. if(src->m != target->m)
  2938. break; // Different Maps
  2939. if(status_isdead(src))
  2940. break; // Caster is Dead
  2941. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2942. break;
  2943. switch(skl->skill_id) {
  2944. case RG_INTIMIDATE:
  2945. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2946. short x,y;
  2947. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2948. if (target != src && !status_isdead(target))
  2949. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2950. }
  2951. break;
  2952. case BA_FROSTJOKER:
  2953. case DC_SCREAM:
  2954. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2955. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2956. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2957. break;
  2958. case NPC_EARTHQUAKE:
  2959. if( skl->type > 1 )
  2960. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2961. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2962. skill_area_temp[1] = src->id;
  2963. skill_area_temp[2] = 0;
  2964. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2965. break;
  2966. case WZ_WATERBALL:
  2967. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2968. if (!status_isdead(target))
  2969. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2970. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2971. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2972. } else {
  2973. struct status_change *sc = status_get_sc(src);
  2974. if(sc) {
  2975. if(sc->data[SC_SPIRIT] &&
  2976. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2977. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2978. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2979. }
  2980. }
  2981. break;
  2982. /**
  2983. * Warlock
  2984. **/
  2985. case WL_CHAINLIGHTNING_ATK: {
  2986. struct block_list *nbl = NULL; // Next Target of Chain
  2987. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2988. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2989. if( skl->type > 1 )
  2990. { // Remaining Chains Hit
  2991. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2992. if( nbl == NULL && skl->x > 1 )
  2993. {
  2994. nbl = target;
  2995. skl->x--;
  2996. }
  2997. else skl->x = 3;
  2998. }
  2999. if( nbl )
  3000. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  3001. }
  3002. break;
  3003. case WL_TETRAVORTEX_FIRE:
  3004. case WL_TETRAVORTEX_WATER:
  3005. case WL_TETRAVORTEX_WIND:
  3006. case WL_TETRAVORTEX_GROUND:
  3007. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3008. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3009. if( skl->type >= 3 )
  3010. { // Final Hit
  3011. if( !status_isdead(target) )
  3012. { // Final Status Effect
  3013. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3014. applyeffects[4] = { 0, 0, 0, 0 },
  3015. i, j = 0, k = 0;
  3016. for( i = 1; i <= 8; i = i + i )
  3017. {
  3018. if( skl->x&i )
  3019. {
  3020. applyeffects[j] = effects[k];
  3021. j++;
  3022. }
  3023. k++;
  3024. }
  3025. if( j )
  3026. {
  3027. i = applyeffects[rnd()%j];
  3028. status_change_start(src,target, i, 10000, skl->skill_lv,
  3029. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3030. (i == SC_BURNING ? src->id : 0),
  3031. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  3032. }
  3033. }
  3034. }
  3035. break;
  3036. case WM_REVERBERATION_MELEE:
  3037. case WM_REVERBERATION_MAGIC:
  3038. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3039. break;
  3040. case SC_FATALMENACE:
  3041. if( src == target ) // Casters Part
  3042. unit_warp(src, -1, skl->x, skl->y, 3);
  3043. else { // Target's Part
  3044. short x = skl->x, y = skl->y;
  3045. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3046. unit_warp(target,-1,x,y,3);
  3047. }
  3048. break;
  3049. case LG_MOONSLASHER:
  3050. case SR_WINDMILL:
  3051. if( target->type == BL_PC ) {
  3052. struct map_session_data *tsd = NULL;
  3053. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3054. pc_setsit(tsd);
  3055. skill_sit(tsd,1);
  3056. clif_sitting(&tsd->bl);
  3057. }
  3058. }
  3059. break;
  3060. case LG_OVERBRAND_BRANDISH:
  3061. case LG_OVERBRAND_PLUSATK:
  3062. case SR_KNUCKLEARROW:
  3063. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3064. break;
  3065. case GN_SPORE_EXPLOSION:
  3066. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3067. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3068. break;
  3069. case RK_HUNDREDSPEAR:
  3070. if(src->type == BL_PC) {
  3071. int skill_lv = pc_checkskill((struct map_session_data *)src,KN_SPEARBOOMERANG);
  3072. if(skill_lv > 0)
  3073. skill_attack(BF_WEAPON,src,src,target,KN_SPEARBOOMERANG,skill_lv,tick,skl->flag);
  3074. } else
  3075. skill_attack(BF_WEAPON,src,src,target,KN_SPEARBOOMERANG,1,tick,skl->flag);
  3076. break;
  3077. case CH_PALMSTRIKE:
  3078. {
  3079. struct status_change* tsc = status_get_sc(target);
  3080. struct status_change* sc = status_get_sc(src);
  3081. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3082. ( sc && sc->option&OPTION_HIDE ) ){
  3083. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3084. break;
  3085. }
  3086. }
  3087. default:
  3088. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3089. break;
  3090. }
  3091. }
  3092. else {
  3093. if(src->m != skl->map)
  3094. break;
  3095. switch( skl->skill_id )
  3096. {
  3097. case WZ_METEOR:
  3098. if( skl->type >= 0 )
  3099. {
  3100. int x = skl->type>>16, y = skl->type&0xFFFF;
  3101. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3102. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3103. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3104. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3105. }
  3106. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3107. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3108. break;
  3109. case GN_CRAZYWEED_ATK:
  3110. {
  3111. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3112. 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);
  3113. }
  3114. case WL_EARTHSTRAIN:
  3115. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3116. break;
  3117. }
  3118. }
  3119. } while (0);
  3120. //Free skl now that it is no longer needed.
  3121. ers_free(skill_timer_ers, skl);
  3122. return 0;
  3123. }
  3124. /*==========================================
  3125. *
  3126. *------------------------------------------*/
  3127. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3128. {
  3129. int i;
  3130. struct unit_data *ud;
  3131. nullpo_retr(1, src);
  3132. if (src->prev == NULL)
  3133. return 0;
  3134. ud = unit_bl2ud(src);
  3135. nullpo_retr(1, ud);
  3136. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3137. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3138. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3139. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3140. ud->skilltimerskill[i]->src_id = src->id;
  3141. ud->skilltimerskill[i]->target_id = target;
  3142. ud->skilltimerskill[i]->skill_id = skill_id;
  3143. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3144. ud->skilltimerskill[i]->map = src->m;
  3145. ud->skilltimerskill[i]->x = x;
  3146. ud->skilltimerskill[i]->y = y;
  3147. ud->skilltimerskill[i]->type = type;
  3148. ud->skilltimerskill[i]->flag = flag;
  3149. return 0;
  3150. }
  3151. /*==========================================
  3152. *
  3153. *------------------------------------------*/
  3154. int skill_cleartimerskill (struct block_list *src)
  3155. {
  3156. int i;
  3157. struct unit_data *ud;
  3158. nullpo_ret(src);
  3159. ud = unit_bl2ud(src);
  3160. nullpo_ret(ud);
  3161. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3162. if(ud->skilltimerskill[i]) {
  3163. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3164. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3165. ud->skilltimerskill[i]=NULL;
  3166. }
  3167. }
  3168. return 1;
  3169. }
  3170. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3171. struct skill_unit *su = (TBL_SKILL*)bl;
  3172. struct skill_unit_group *sg;
  3173. if( bl->type != BL_SKILL )
  3174. return 0;
  3175. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3176. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3177. su->limit=DIFF_TICK(gettick(),sg->tick);
  3178. sg->unit_id = UNT_USED_TRAPS;
  3179. }
  3180. return 0;
  3181. }
  3182. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3183. {
  3184. TBL_SKILL *su = (TBL_SKILL*)bl;
  3185. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3186. { //Reveal trap.
  3187. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3188. //clif_changetraplook(bl, su->group->unit_id);
  3189. clif_skill_setunit(su);
  3190. return 1;
  3191. }
  3192. return 0;
  3193. }
  3194. /*==========================================
  3195. *
  3196. *
  3197. *------------------------------------------*/
  3198. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3199. {
  3200. struct map_session_data *sd = NULL;
  3201. struct status_data *tstatus;
  3202. struct status_change *sc, *tsc;
  3203. if (skill_id > 0 && !skill_lv) return 0;
  3204. nullpo_retr(1, src);
  3205. nullpo_retr(1, bl);
  3206. if (src->m != bl->m)
  3207. return 1;
  3208. if (bl->prev == NULL)
  3209. return 1;
  3210. sd = BL_CAST(BL_PC, src);
  3211. if (status_isdead(bl))
  3212. return 1;
  3213. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3214. { //GTB makes all targetted magic display miss with a single bolt.
  3215. sc_type sct = status_skill2sc(skill_id);
  3216. if(sct != SC_NONE)
  3217. status_change_end(bl, sct, INVALID_TIMER);
  3218. 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));
  3219. return 1;
  3220. }
  3221. sc = status_get_sc(src);
  3222. tsc = status_get_sc(bl);
  3223. if (sc && !sc->count)
  3224. sc = NULL; //Unneeded
  3225. if (tsc && !tsc->count)
  3226. tsc = NULL;
  3227. tstatus = status_get_status_data(bl);
  3228. map_freeblock_lock();
  3229. switch(skill_id)
  3230. {
  3231. case MER_CRASH:
  3232. case SM_BASH:
  3233. case MS_BASH:
  3234. case MC_MAMMONITE:
  3235. case TF_DOUBLE:
  3236. case AC_DOUBLE:
  3237. case MA_DOUBLE:
  3238. case AS_SONICBLOW:
  3239. case KN_PIERCE:
  3240. case ML_PIERCE:
  3241. case KN_SPEARBOOMERANG:
  3242. case TF_POISON:
  3243. case TF_SPRINKLESAND:
  3244. case AC_CHARGEARROW:
  3245. case MA_CHARGEARROW:
  3246. case RG_INTIMIDATE:
  3247. case AM_ACIDTERROR:
  3248. case BA_MUSICALSTRIKE:
  3249. case DC_THROWARROW:
  3250. case BA_DISSONANCE:
  3251. case CR_HOLYCROSS:
  3252. case NPC_DARKCROSS:
  3253. case CR_SHIELDCHARGE:
  3254. case CR_SHIELDBOOMERANG:
  3255. case NPC_PIERCINGATT:
  3256. case NPC_MENTALBREAKER:
  3257. case NPC_RANGEATTACK:
  3258. case NPC_CRITICALSLASH:
  3259. case NPC_COMBOATTACK:
  3260. case NPC_GUIDEDATTACK:
  3261. case NPC_POISON:
  3262. case NPC_RANDOMATTACK:
  3263. case NPC_WATERATTACK:
  3264. case NPC_GROUNDATTACK:
  3265. case NPC_FIREATTACK:
  3266. case NPC_WINDATTACK:
  3267. case NPC_POISONATTACK:
  3268. case NPC_HOLYATTACK:
  3269. case NPC_DARKNESSATTACK:
  3270. case NPC_TELEKINESISATTACK:
  3271. case NPC_UNDEADATTACK:
  3272. case NPC_ARMORBRAKE:
  3273. case NPC_WEAPONBRAKER:
  3274. case NPC_HELMBRAKE:
  3275. case NPC_SHIELDBRAKE:
  3276. case NPC_BLINDATTACK:
  3277. case NPC_SILENCEATTACK:
  3278. case NPC_STUNATTACK:
  3279. case NPC_PETRIFYATTACK:
  3280. case NPC_CURSEATTACK:
  3281. case NPC_SLEEPATTACK:
  3282. case LK_AURABLADE:
  3283. case LK_SPIRALPIERCE:
  3284. case ML_SPIRALPIERCE:
  3285. case LK_HEADCRUSH:
  3286. case CG_ARROWVULCAN:
  3287. case HW_MAGICCRASHER:
  3288. case ITM_TOMAHAWK:
  3289. case MO_TRIPLEATTACK:
  3290. case CH_CHAINCRUSH:
  3291. case CH_TIGERFIST:
  3292. case PA_SHIELDCHAIN: // Shield Chain
  3293. case PA_SACRIFICE:
  3294. case WS_CARTTERMINATION: // Cart Termination
  3295. case AS_VENOMKNIFE:
  3296. case HT_PHANTASMIC:
  3297. case HT_POWER:
  3298. case TK_DOWNKICK:
  3299. case TK_COUNTER:
  3300. case GS_CHAINACTION:
  3301. case GS_TRIPLEACTION:
  3302. case GS_MAGICALBULLET:
  3303. case GS_TRACKING:
  3304. case GS_PIERCINGSHOT:
  3305. case GS_RAPIDSHOWER:
  3306. case GS_DUST:
  3307. case GS_DISARM: // Added disarm. [Reddozen]
  3308. case GS_FULLBUSTER:
  3309. case NJ_SYURIKEN:
  3310. case NJ_KUNAI:
  3311. case ASC_BREAKER:
  3312. case HFLI_MOON: //[orn]
  3313. case HFLI_SBR44: //[orn]
  3314. case NPC_BLEEDING:
  3315. case NPC_CRITICALWOUND:
  3316. case NPC_HELLPOWER:
  3317. case RK_SONICWAVE:
  3318. case AB_DUPLELIGHT_MELEE:
  3319. case RA_AIMEDBOLT:
  3320. case NC_AXEBOOMERANG:
  3321. case NC_POWERSWING:
  3322. case GC_CROSSIMPACT:
  3323. case GC_VENOMPRESSURE:
  3324. case SC_TRIANGLESHOT:
  3325. case SC_FEINTBOMB:
  3326. case LG_BANISHINGPOINT:
  3327. case LG_SHIELDPRESS:
  3328. case LG_RAGEBURST:
  3329. case LG_RAYOFGENESIS:
  3330. case LG_HESPERUSLIT:
  3331. case SR_FALLENEMPIRE:
  3332. case SR_CRESCENTELBOW_AUTOSPELL:
  3333. case SR_GATEOFHELL:
  3334. case SR_GENTLETOUCH_QUIET:
  3335. case WM_SEVERE_RAINSTORM_MELEE:
  3336. case WM_GREAT_ECHO:
  3337. case GN_SLINGITEM_RANGEMELEEATK:
  3338. case KO_JYUMONJIKIRI:
  3339. case KO_SETSUDAN:
  3340. case KO_KAIHOU:
  3341. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3342. break;
  3343. /**
  3344. * Mechanic (MADO GEAR)
  3345. **/
  3346. case NC_BOOSTKNUCKLE:
  3347. case NC_PILEBUNKER:
  3348. case NC_VULCANARM:
  3349. case NC_COLDSLOWER:
  3350. case NC_ARMSCANNON:
  3351. if (sd) pc_overheat(sd,1);
  3352. case RK_WINDCUTTER:
  3353. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3354. break;
  3355. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3356. switch( rnd()%6 ){
  3357. case 0: flag |= BREAK_ANKLE; break;
  3358. case 1: flag |= BREAK_WRIST; break;
  3359. case 2: flag |= BREAK_KNEE; break;
  3360. case 3: flag |= BREAK_SHOULDER; break;
  3361. case 4: flag |= BREAK_WAIST; break;
  3362. case 5: flag |= BREAK_NECK; break;
  3363. }
  3364. //TODO: is there really no cleaner way to do this?
  3365. sc = status_get_sc(bl);
  3366. if (sc) sc->jb_flag = flag;
  3367. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3368. break;
  3369. case MO_COMBOFINISH:
  3370. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3371. { //Becomes a splash attack when Soul Linked.
  3372. map_foreachinrange(skill_area_sub, bl,
  3373. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3374. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3375. skill_castend_damage_id);
  3376. } else
  3377. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3378. break;
  3379. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3381. skill_area_temp[1] = 0;
  3382. map_foreachinrange(skill_attack_area, src,
  3383. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3384. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3385. break;
  3386. case KN_CHARGEATK:
  3387. {
  3388. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3389. unsigned int dist = distance_bl(src, bl);
  3390. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3391. // teleport to target (if not on WoE grounds)
  3392. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3393. clif_slide(src, bl->x, bl->y);
  3394. // cause damage and knockback if the path to target was a straight one
  3395. if( path )
  3396. {
  3397. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3398. skill_blown(src, bl, dist, dir, 0);
  3399. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3400. // make the caster look in the direction of the target
  3401. unit_setdir(src, (dir+4)%8);
  3402. }
  3403. }
  3404. break;
  3405. case NC_FLAMELAUNCHER:
  3406. if (sd) pc_overheat(sd,1);
  3407. case SN_SHARPSHOOTING:
  3408. case MA_SHARPSHOOTING:
  3409. case NJ_KAMAITACHI:
  3410. case LG_CANNONSPEAR:
  3411. //It won't shoot through walls since on castend there has to be a direct
  3412. //line of sight between caster and target.
  3413. skill_area_temp[1] = bl->id;
  3414. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3415. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3416. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3417. break;
  3418. case NPC_ACIDBREATH:
  3419. case NPC_DARKNESSBREATH:
  3420. case NPC_FIREBREATH:
  3421. case NPC_ICEBREATH:
  3422. case NPC_THUNDERBREATH:
  3423. skill_area_temp[1] = bl->id;
  3424. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3425. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3426. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3427. break;
  3428. case MO_INVESTIGATE:
  3429. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3430. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3431. break;
  3432. case RG_BACKSTAP:
  3433. {
  3434. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3435. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3436. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3437. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3438. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3439. unit_setdir(bl,dir);
  3440. }
  3441. else if (sd)
  3442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3443. }
  3444. break;
  3445. case MO_FINGEROFFENSIVE:
  3446. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3447. if (battle_config.finger_offensive_type && sd) {
  3448. int i;
  3449. for (i = 1; i < sd->spiritball_old; i++)
  3450. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3451. }
  3452. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3453. break;
  3454. case MO_CHAINCOMBO:
  3455. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3456. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3457. break;
  3458. case NJ_ISSEN:
  3459. status_change_end(src, SC_NEN, INVALID_TIMER);
  3460. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3461. // fall through
  3462. case MO_EXTREMITYFIST:
  3463. {
  3464. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3465. struct block_list *mbl = bl;
  3466. short dir = 0;
  3467. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3468. if( skill_id == MO_EXTREMITYFIST )
  3469. {
  3470. mbl = src;
  3471. i = 3; // for Asura(from caster)
  3472. status_set_sp(src, 0, 0);
  3473. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3474. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3475. #ifdef RENEWAL
  3476. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3477. #endif
  3478. }else
  3479. status_set_hp(src,
  3480. #ifdef RENEWAL
  3481. max(status_get_max_hp(src)/100, 1)
  3482. #else
  3483. 1
  3484. #endif
  3485. , 0);
  3486. dir = map_calc_dir(src,bl->x,bl->y);
  3487. if( dir > 0 && dir < 4) x = -i;
  3488. else if( dir > 4 ) x = i;
  3489. else x = 0;
  3490. if( dir > 2 && dir < 6 ) y = -i;
  3491. else if( dir == 7 || dir < 2 ) y = i;
  3492. else y = 0;
  3493. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3494. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3495. clif_slide(src, src->x, src->y);
  3496. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3497. //clif_fixpos(src);
  3498. }
  3499. }
  3500. break;
  3501. //Splash attack skills.
  3502. case AS_GRIMTOOTH:
  3503. case MC_CARTREVOLUTION:
  3504. case NPC_SPLASHATTACK:
  3505. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3506. case AS_SPLASHER:
  3507. case SM_MAGNUM:
  3508. case MS_MAGNUM:
  3509. case HT_BLITZBEAT:
  3510. case AC_SHOWER:
  3511. case MA_SHOWER:
  3512. case MG_NAPALMBEAT:
  3513. case MG_FIREBALL:
  3514. case RG_RAID:
  3515. case HW_NAPALMVULCAN:
  3516. case NJ_HUUMA:
  3517. case NJ_BAKUENRYU:
  3518. case ASC_METEORASSAULT:
  3519. case GS_DESPERADO:
  3520. case GS_SPREADATTACK:
  3521. case NPC_EARTHQUAKE:
  3522. case NPC_PULSESTRIKE:
  3523. case NPC_HELLJUDGEMENT:
  3524. case NPC_VAMPIRE_GIFT:
  3525. case RK_IGNITIONBREAK:
  3526. case AB_JUDEX:
  3527. case WL_SOULEXPANSION:
  3528. case WL_CRIMSONROCK:
  3529. case WL_JACKFROST:
  3530. case RA_ARROWSTORM:
  3531. case RA_WUGDASH:
  3532. case NC_SELFDESTRUCTION:
  3533. case NC_AXETORNADO:
  3534. case GC_ROLLINGCUTTER:
  3535. case GC_COUNTERSLASH:
  3536. case LG_MOONSLASHER:
  3537. case LG_EARTHDRIVE:
  3538. case SR_TIGERCANNON:
  3539. case SR_RAMPAGEBLASTER:
  3540. case SR_SKYNETBLOW:
  3541. case SR_WINDMILL:
  3542. case SR_RIDEINLIGHTNING:
  3543. case WM_SOUND_OF_DESTRUCTION:
  3544. case WM_REVERBERATION_MELEE:
  3545. case WM_REVERBERATION_MAGIC:
  3546. case SO_VARETYR_SPEAR:
  3547. case GN_CART_TORNADO:
  3548. case GN_CARTCANNON:
  3549. case KO_HAPPOKUNAI:
  3550. case KO_HUUMARANKA:
  3551. case KO_MUCHANAGE:
  3552. case KO_BAKURETSU:
  3553. if( flag&1 ) {//Recursive invocation
  3554. // skill_area_temp[0] holds number of targets in area
  3555. // skill_area_temp[1] holds the id of the original target
  3556. // skill_area_temp[2] counts how many targets have already been processed
  3557. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3558. if( flag&SD_LEVEL )
  3559. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3560. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3561. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3562. heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3563. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3564. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3565. status_heal(src,heal,0,0);
  3566. }
  3567. } else {
  3568. switch ( skill_id ) {
  3569. case NJ_BAKUENRYU:
  3570. case LG_EARTHDRIVE:
  3571. case GN_CARTCANNON:
  3572. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3573. break;
  3574. case LG_MOONSLASHER:
  3575. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3576. break;
  3577. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3578. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3579. default:
  3580. break;
  3581. }
  3582. skill_area_temp[0] = 0;
  3583. skill_area_temp[1] = bl->id;
  3584. skill_area_temp[2] = 0;
  3585. if( skill_id == WL_CRIMSONROCK ) {
  3586. skill_area_temp[4] = bl->x;
  3587. skill_area_temp[5] = bl->y;
  3588. }
  3589. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3590. skill_area_temp[1] = 0;
  3591. // if skill damage should be split among targets, count them
  3592. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3593. //special case: Venom Splasher uses a different range for searching than for splashing
  3594. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3595. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3596. // recursive invocation of skill_castend_damage_id() with flag|1
  3597. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3598. }
  3599. break;
  3600. case WL_COMET:
  3601. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3602. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3603. break;
  3604. case KN_BRANDISHSPEAR:
  3605. case ML_BRANDISH:
  3606. //Coded apart for it needs the flag passed to the damage calculation.
  3607. if (skill_area_temp[1] != bl->id)
  3608. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3609. else
  3610. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3611. break;
  3612. case KN_BOWLINGBASH:
  3613. case MS_BOWLINGBASH:
  3614. {
  3615. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  3616. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  3617. c = (skill_lv-(flag&0xFFF)+1)/2;
  3618. // Determine the Bowling Bash area depending on configuration
  3619. if (battle_config.bowling_bash_area == 0) {
  3620. // Gutter line system
  3621. min_x = ((src->x)-c) - ((src->x)-c)%40;
  3622. if(min_x < 0) min_x = 0;
  3623. max_x = min_x + 39;
  3624. min_y = ((src->y)-c) - ((src->y)-c)%40;
  3625. if(min_y < 0) min_y = 0;
  3626. max_y = min_y + 39;
  3627. } else if (battle_config.bowling_bash_area == 1) {
  3628. // Gutter line system without demi gutter bug
  3629. min_x = src->x - (src->x)%40;
  3630. max_x = min_x + 39;
  3631. min_y = src->y - (src->y)%40;
  3632. max_y = min_y + 39;
  3633. } else {
  3634. // Area around caster
  3635. min_x = src->x - battle_config.bowling_bash_area;
  3636. max_x = src->x + battle_config.bowling_bash_area;
  3637. min_y = src->y - battle_config.bowling_bash_area;
  3638. max_y = src->y + battle_config.bowling_bash_area;
  3639. }
  3640. // Initialization, break checks, direction
  3641. if((flag&0xFFF) > 0) {
  3642. // Ignore monsters outside area
  3643. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  3644. break;
  3645. // Ignore monsters already in list
  3646. if(idb_exists(bowling_db, bl->id))
  3647. break;
  3648. // Random direction
  3649. dir = rand()%8;
  3650. } else {
  3651. // Create an empty list of already hit targets
  3652. db_clear(bowling_db);
  3653. // Direction is walkpath
  3654. dir = (unit_getdir(src)+4)%8;
  3655. }
  3656. // Add current target to the list of already hit targets
  3657. idb_put(bowling_db, bl->id, bl);
  3658. // Keep moving target in direction square by square
  3659. tx = bl->x;
  3660. ty = bl->y;
  3661. for(i=0;i<c;i++) {
  3662. // Target coordinates (get changed even if knockback fails)
  3663. tx -= dirx[dir];
  3664. ty -= diry[dir];
  3665. // If target cell is a wall then break
  3666. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  3667. break;
  3668. skill_blown(src,bl,1,dir,0);
  3669. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  3670. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  3671. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  3672. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  3673. // Recursive call
  3674. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  3675. // Self-collision
  3676. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  3677. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3678. break;
  3679. }
  3680. }
  3681. // Original hit or chain hit depending on flag
  3682. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3683. }
  3684. break;
  3685. case KN_SPEARSTAB:
  3686. if(flag&1) {
  3687. if (bl->id==skill_area_temp[1])
  3688. break;
  3689. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  3690. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3691. } else {
  3692. int x=bl->x,y=bl->y,i,dir;
  3693. dir = map_calc_dir(bl,src->x,src->y);
  3694. skill_area_temp[1] = bl->id;
  3695. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  3696. // all the enemies between the caster and the target are hit, as well as the target
  3697. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  3698. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3699. for (i=0;i<4;i++) {
  3700. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3701. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3702. x += dirx[dir];
  3703. y += diry[dir];
  3704. }
  3705. }
  3706. break;
  3707. case TK_TURNKICK:
  3708. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3709. {
  3710. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3711. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  3712. map_foreachinrange(skill_area_sub,bl,
  3713. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  3714. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  3715. skill_castend_nodamage_id);
  3716. }
  3717. break;
  3718. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3719. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  3720. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3721. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3722. break;
  3723. case PR_TURNUNDEAD:
  3724. case ALL_RESURRECTION:
  3725. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3726. break;
  3727. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3728. break;
  3729. case MG_SOULSTRIKE:
  3730. case NPC_DARKSTRIKE:
  3731. case MG_COLDBOLT:
  3732. case MG_FIREBOLT:
  3733. case MG_LIGHTNINGBOLT:
  3734. case WZ_EARTHSPIKE:
  3735. case AL_HEAL:
  3736. case AL_HOLYLIGHT:
  3737. case WZ_JUPITEL:
  3738. case NPC_DARKTHUNDER:
  3739. case PR_ASPERSIO:
  3740. case MG_FROSTDIVER:
  3741. case WZ_SIGHTBLASTER:
  3742. case WZ_SIGHTRASHER:
  3743. case NJ_KOUENKA:
  3744. case NJ_HYOUSENSOU:
  3745. case NJ_HUUJIN:
  3746. case AB_ADORAMUS:
  3747. case AB_RENOVATIO:
  3748. case AB_HIGHNESSHEAL:
  3749. case AB_DUPLELIGHT_MAGIC:
  3750. case WM_METALICSOUND:
  3751. case MH_ERASER_CUTTER:
  3752. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3753. break;
  3754. case NPC_MAGICALATTACK:
  3755. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3756. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  3757. break;
  3758. case HVAN_CAPRICE: //[blackhole89]
  3759. {
  3760. int ran=rnd()%4;
  3761. int sid = 0;
  3762. switch(ran)
  3763. {
  3764. case 0: sid=MG_COLDBOLT; break;
  3765. case 1: sid=MG_FIREBOLT; break;
  3766. case 2: sid=MG_LIGHTNINGBOLT; break;
  3767. case 3: sid=WZ_EARTHSPIKE; break;
  3768. }
  3769. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  3770. }
  3771. break;
  3772. case WZ_WATERBALL:
  3773. {
  3774. int range = skill_lv / 2;
  3775. int maxlv = skill_get_max(skill_id); // learnable level
  3776. int count = 0;
  3777. int x, y;
  3778. struct skill_unit* unit;
  3779. if( skill_lv > maxlv )
  3780. {
  3781. if( src->type == BL_MOB && skill_lv == 10 )
  3782. range = 4;
  3783. else
  3784. range = maxlv / 2;
  3785. }
  3786. for( y = src->y - range; y <= src->y + range; ++y )
  3787. for( x = src->x - range; x <= src->x + range; ++x )
  3788. {
  3789. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3790. {
  3791. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3792. count++; // natural water cell
  3793. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3794. {
  3795. count++; // skill-induced water cell
  3796. skill_delunit(unit); // consume cell
  3797. }
  3798. }
  3799. }
  3800. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3801. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  3802. }
  3803. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3804. break;
  3805. case PR_BENEDICTIO:
  3806. //Should attack undead and demons. [Skotlex]
  3807. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3808. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  3809. break;
  3810. case SL_SMA:
  3811. status_change_end(src, SC_SMA, INVALID_TIMER);
  3812. case SL_STIN:
  3813. case SL_STUN:
  3814. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3815. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  3816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3817. break;
  3818. }
  3819. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3820. break;
  3821. case NPC_DARKBREATH:
  3822. clif_emotion(src,E_AG);
  3823. case SN_FALCONASSAULT:
  3824. case PA_PRESSURE:
  3825. case CR_ACIDDEMONSTRATION:
  3826. case TF_THROWSTONE:
  3827. case NPC_SMOKING:
  3828. case GS_FLING:
  3829. case NJ_ZENYNAGE:
  3830. case GN_THORNS_TRAP:
  3831. case GN_HELLS_PLANT_ATK:
  3832. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3833. break;
  3834. /**
  3835. * Rune Knight
  3836. **/
  3837. case RK_DRAGONBREATH: {
  3838. struct status_change *tsc = NULL;
  3839. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3840. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  3841. } else
  3842. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3843. }
  3844. break;
  3845. case NPC_SELFDESTRUCTION: {
  3846. struct status_change *tsc = NULL;
  3847. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3848. break;
  3849. }
  3850. case HVAN_EXPLOSION:
  3851. if (src != bl)
  3852. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3853. break;
  3854. // Celest
  3855. case PF_SOULBURN:
  3856. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  3857. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3858. if (skill_lv == 5)
  3859. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3860. status_percent_damage(src, bl, 0, 100, false);
  3861. } else {
  3862. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  3863. if (skill_lv == 5)
  3864. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  3865. status_percent_damage(src, src, 0, 100, false);
  3866. }
  3867. break;
  3868. case NPC_BLOODDRAIN:
  3869. case NPC_ENERGYDRAIN:
  3870. {
  3871. int heal = skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3872. src, src, bl, skill_id, skill_lv, tick, flag);
  3873. if (heal > 0){
  3874. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3875. status_heal(src, heal, 0, 0);
  3876. }
  3877. }
  3878. break;
  3879. case GS_BULLSEYE:
  3880. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3881. break;
  3882. case NJ_KASUMIKIRI:
  3883. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  3884. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3885. break;
  3886. case NJ_KIRIKAGE:
  3887. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3888. { //You don't move on GVG grounds.
  3889. short x, y;
  3890. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3891. if (unit_movepos(src, x, y, 0, 0))
  3892. clif_slide(src,src->x,src->y);
  3893. }
  3894. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3895. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3896. break;
  3897. case RK_HUNDREDSPEAR:
  3898. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3899. if(rnd()%100 < (10 + 3*skill_lv)) {
  3900. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  3901. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  3902. skill_blown(src,bl,6,-1,0);
  3903. skill_addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  3904. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  3905. }
  3906. break;
  3907. case RK_CRUSHSTRIKE:
  3908. if( sd ) {
  3909. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3910. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3911. else
  3912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3913. } else //non-sd support
  3914. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3915. break;
  3916. case RK_STORMBLAST:
  3917. if( flag&1 )
  3918. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3919. else {
  3920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3921. 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);
  3922. }
  3923. break;
  3924. case GC_DARKILLUSION:
  3925. {
  3926. short x, y;
  3927. short dir = map_calc_dir(src,bl->x,bl->y);
  3928. if( dir > 0 && dir < 4) x = 2;
  3929. else if( dir > 4 ) x = -2;
  3930. else x = 0;
  3931. if( dir > 2 && dir < 6 ) y = 2;
  3932. else if( dir == 7 || dir < 2 ) y = -2;
  3933. else y = 0;
  3934. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3935. {
  3936. clif_slide(src,bl->x+x,bl->y+y);
  3937. clif_fixpos(src); // the official server send these two packts.
  3938. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3939. if( rnd()%100 < 4 * skill_lv )
  3940. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  3941. }
  3942. }
  3943. break;
  3944. case GC_WEAPONCRUSH:
  3945. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3946. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3947. else if( sd )
  3948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3949. break;
  3950. case GC_CROSSRIPPERSLASHER:
  3951. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  3953. else
  3954. {
  3955. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3956. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3957. }
  3958. break;
  3959. case GC_PHANTOMMENACE:
  3960. if( flag&1 )
  3961. { // Only Hits Invisible Targets
  3962. struct status_change *tsc = status_get_sc(bl);
  3963. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3964. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3965. }
  3966. break;
  3967. case WL_CHAINLIGHTNING:
  3968. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3969. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
  3970. break;
  3971. case WL_DRAINLIFE:
  3972. {
  3973. int heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3974. int rate = 70 + 5 * skill_lv;
  3975. heal = heal * (5 + 5 * skill_lv) / 100;
  3976. if( bl->type == BL_SKILL )
  3977. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3978. if( heal && rnd()%100 < rate )
  3979. {
  3980. status_heal(src, heal, 0, 0);
  3981. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3982. }
  3983. }
  3984. break;
  3985. case WL_TETRAVORTEX:
  3986. if( sd )
  3987. {
  3988. int spheres[5] = { 0, 0, 0, 0, 0 },
  3989. positions[5] = {-1,-1,-1,-1,-1 },
  3990. i, j = 0, k, subskill = 0;
  3991. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3992. if( sc && sc->data[i] )
  3993. {
  3994. spheres[j] = i;
  3995. positions[j] = sc->data[i]->val2;
  3996. j++; //
  3997. }
  3998. if( j < 4 )
  3999. { // Need 4 spheres minimum
  4000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4001. break;
  4002. }
  4003. // Sphere Sort, this time from new to old
  4004. for( i = 0; i <= j - 2; i++ )
  4005. for( k = i + 1; k <= j - 1; k++ )
  4006. if( positions[i] < positions[k] )
  4007. {
  4008. swap(positions[i],positions[k]);
  4009. swap(spheres[i],spheres[k]);
  4010. }
  4011. k = 0;
  4012. for( i = 0; i < 4; i++ )
  4013. {
  4014. switch( sc->data[spheres[i]]->val1 )
  4015. {
  4016. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4017. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4018. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4019. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4020. }
  4021. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4022. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4023. status_change_end(src, spheres[i], INVALID_TIMER);
  4024. }
  4025. }
  4026. break;
  4027. case WL_RELEASE:
  4028. if( sd )
  4029. {
  4030. int i;
  4031. // Priority is to release SpellBook
  4032. if( sc && sc->data[SC_READING_SB] )
  4033. { // SpellBook
  4034. uint16 skill_id, skill_lv, point, s = 0;
  4035. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4036. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4037. if( sc->data[i] ) spell[s++] = i;
  4038. if ( s == 0 )
  4039. break;
  4040. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4041. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  4042. skill_id = sc->data[i]->val1;
  4043. skill_lv = sc->data[i]->val2;
  4044. point = sc->data[i]->val3;
  4045. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4046. }else //something went wrong :(
  4047. break;
  4048. if( sc->data[SC_READING_SB]->val2 > point )
  4049. sc->data[SC_READING_SB]->val2 -= point;
  4050. else // Last spell to be released
  4051. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4052. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4053. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4054. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  4055. break;
  4056. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4057. skill_toggle_magicpower(src, skill_id);
  4058. switch( skill_get_casttype(skill_id) )
  4059. {
  4060. case CAST_GROUND:
  4061. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  4062. break;
  4063. case CAST_NODAMAGE:
  4064. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  4065. break;
  4066. case CAST_DAMAGE:
  4067. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  4068. break;
  4069. }
  4070. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4071. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4072. }
  4073. else
  4074. { // Summon Balls
  4075. int j = 0, k, skele;
  4076. int spheres[5] = { 0, 0, 0, 0, 0 },
  4077. positions[5] = {-1,-1,-1,-1,-1 };
  4078. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4079. if( sc && sc->data[i] )
  4080. {
  4081. spheres[j] = i;
  4082. positions[j] = sc->data[i]->val2;
  4083. sc->data[i]->val2--; // Prepares for next position
  4084. j++;
  4085. }
  4086. if( j == 0 )
  4087. { // No Spheres
  4088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4089. break;
  4090. }
  4091. // Sphere Sort
  4092. for( i = 0; i <= j - 2; i++ )
  4093. for( k = i + 1; k <= j - 1; k++ )
  4094. if( positions[i] > positions[k] )
  4095. {
  4096. swap(positions[i],positions[k]);
  4097. swap(spheres[i],spheres[k]);
  4098. }
  4099. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4100. for( i = 0; i < j; i++ )
  4101. {
  4102. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4103. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4104. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4105. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4106. }
  4107. clif_skill_nodamage(src,bl,skill_id,0,1);
  4108. }
  4109. }
  4110. break;
  4111. case WL_FROSTMISTY:
  4112. // Causes Freezing status through walls.
  4113. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4114. // Doesn't deal damage through non-shootable walls.
  4115. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4116. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4117. break;
  4118. case WL_HELLINFERNO:
  4119. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4120. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4121. break;
  4122. case RA_WUGSTRIKE:
  4123. if( sd && pc_isridingwug(sd) ){
  4124. short x[8]={0,-1,-1,-1,0,1,1,1};
  4125. short y[8]={1,1,0,-1,-1,-1,0,1};
  4126. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4127. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4128. {
  4129. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4130. clif_fixpos(src);
  4131. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4132. }
  4133. break;
  4134. }
  4135. case RA_WUGBITE:
  4136. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4137. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4138. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4139. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4140. break;
  4141. case RA_SENSITIVEKEEN:
  4142. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4143. struct status_change * tsc = status_get_sc(bl);
  4144. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4145. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4146. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4147. }
  4148. }
  4149. else
  4150. {
  4151. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4152. struct skill_unit_group* sg;
  4153. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4154. {
  4155. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4156. {
  4157. struct item item_tmp;
  4158. memset(&item_tmp,0,sizeof(item_tmp));
  4159. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4160. item_tmp.identify = 1;
  4161. if( item_tmp.nameid )
  4162. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4163. }
  4164. skill_delunit(su);
  4165. }
  4166. }
  4167. break;
  4168. case NC_INFRAREDSCAN:
  4169. if( flag&1 )
  4170. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4171. if( rnd()%100 < 50 )
  4172. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4173. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4174. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4175. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4176. }
  4177. else
  4178. {
  4179. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4180. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4181. if( sd ) pc_overheat(sd,1);
  4182. }
  4183. break;
  4184. case NC_MAGNETICFIELD:
  4185. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4186. break;
  4187. case SC_FATALMENACE:
  4188. if( flag&1 )
  4189. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4190. else
  4191. {
  4192. short x, y;
  4193. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4194. // Destination area
  4195. skill_area_temp[4] = x;
  4196. skill_area_temp[5] = y;
  4197. 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);
  4198. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4199. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4200. }
  4201. break;
  4202. case LG_PINPOINTATTACK:
  4203. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4204. clif_slide(src,bl->x,bl->y);
  4205. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4206. break;
  4207. case LG_SHIELDSPELL:
  4208. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4209. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4210. break;
  4211. case LG_OVERBRAND:
  4212. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4213. break;
  4214. case LG_OVERBRAND_BRANDISH:
  4215. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
  4216. break;
  4217. case SR_DRAGONCOMBO:
  4218. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4219. break;
  4220. case SR_KNUCKLEARROW:
  4221. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4222. clif_slide(src,bl->x,bl->y);
  4223. clif_fixpos(src); // Aegis send this packet too.
  4224. }
  4225. if( flag&1 )
  4226. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4227. else
  4228. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4229. break;
  4230. case SR_HOWLINGOFLION:
  4231. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4232. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4233. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4234. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4235. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4236. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4237. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4238. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4239. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4240. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4241. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4242. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4243. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4244. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4245. break;
  4246. case SR_EARTHSHAKER:
  4247. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4248. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4249. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4250. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4251. } else{
  4252. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4253. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4254. }
  4255. break;
  4256. case SO_POISON_BUSTER: {
  4257. struct status_change *tsc = status_get_sc(bl);
  4258. if( tsc && tsc->data[SC_POISON] ) {
  4259. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4260. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4261. }
  4262. else if( sd )
  4263. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4264. }
  4265. break;
  4266. case GN_SPORE_EXPLOSION:
  4267. if( flag&1 )
  4268. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4269. else {
  4270. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4271. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4272. }
  4273. break;
  4274. case EL_FIRE_BOMB:
  4275. case EL_FIRE_WAVE:
  4276. case EL_WATER_SCREW:
  4277. case EL_HURRICANE:
  4278. case EL_TYPOON_MIS:
  4279. if( flag&1 )
  4280. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4281. else {
  4282. int i = skill_get_splash(skill_id,skill_lv);
  4283. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4284. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4285. if( rnd()%100 < 30 )
  4286. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4287. else
  4288. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4289. }
  4290. break;
  4291. case EL_ROCK_CRUSHER:
  4292. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4293. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4294. if( rnd()%100 < 50 )
  4295. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4296. else
  4297. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4298. break;
  4299. case EL_STONE_RAIN:
  4300. if( flag&1 )
  4301. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4302. else {
  4303. int i = skill_get_splash(skill_id,skill_lv);
  4304. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4305. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4306. if( rnd()%100 < 30 )
  4307. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4308. else
  4309. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4310. }
  4311. break;
  4312. case EL_FIRE_ARROW:
  4313. case EL_ICE_NEEDLE:
  4314. case EL_WIND_SLASH:
  4315. case EL_STONE_HAMMER:
  4316. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4317. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4318. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4319. break;
  4320. case EL_TIDAL_WEAPON:
  4321. if( src->type == BL_ELEM ) {
  4322. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4323. struct status_change *sc = status_get_sc(&ele->bl);
  4324. struct status_change *tsc = status_get_sc(bl);
  4325. sc_type type = status_skill2sc(skill_id), type2;
  4326. type2 = type-1;
  4327. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4328. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4329. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4330. elemental_clean_single_effect(ele, skill_id);
  4331. }
  4332. if( rnd()%100 < 50 )
  4333. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4334. else {
  4335. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4336. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4337. }
  4338. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4339. }
  4340. break;
  4341. //recursive homon skill
  4342. case MH_MAGMA_FLOW:
  4343. case MH_HEILIGE_STANGE:
  4344. if(flag & 1){
  4345. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4346. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4347. }
  4348. else {
  4349. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4350. }
  4351. break;
  4352. case MH_STAHL_HORN:
  4353. case MH_NEEDLE_OF_PARALYZE:
  4354. case MH_SONIC_CRAW:
  4355. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4356. break;
  4357. case MH_MIDNIGHT_FRENZY:
  4358. case MH_SILVERVEIN_RUSH:{
  4359. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4360. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4361. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4362. break;
  4363. }
  4364. case MH_TINDER_BREAKER:
  4365. case MH_CBC:
  4366. case MH_EQC: {
  4367. int duration=0;
  4368. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4369. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4370. hom_delspiritball(hd,skill_id==MH_EQC?2:1,0); //only EQC consume 2 in grp 2
  4371. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4372. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4373. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4374. if (skill_id==MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4375. #if PACKETVER >= 20111005
  4376. clif_snap(src, bl->x, bl->y);
  4377. #else
  4378. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4379. #endif
  4380. }
  4381. break;
  4382. }
  4383. case 0:/* no skill - basic/normal attack */
  4384. if(sd) {
  4385. if (flag & 3){
  4386. if (bl->id != skill_area_temp[1])
  4387. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4388. } else {
  4389. skill_area_temp[1] = bl->id;
  4390. map_foreachinrange(skill_area_sub, bl,
  4391. sd->bonus.splash_range, BL_CHAR,
  4392. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4393. skill_castend_damage_id);
  4394. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4395. }
  4396. }
  4397. break;
  4398. default:
  4399. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4400. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4401. 0, abs(skill_get_num(skill_id, skill_lv)),
  4402. skill_id, skill_lv, skill_get_hit(skill_id));
  4403. map_freeblock_unlock();
  4404. return 1;
  4405. }
  4406. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4407. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4408. map_freeblock_unlock();
  4409. if( sd && !(flag&1) )
  4410. {// ensure that the skill last-cast tick is recorded
  4411. sd->canskill_tick = gettick();
  4412. if( sd->state.arrow_atk )
  4413. {// consume arrow on last invocation to this skill.
  4414. battle_consume_ammo(sd, skill_id, skill_lv);
  4415. }
  4416. // perform skill requirement consumption
  4417. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4418. }
  4419. return 0;
  4420. }
  4421. /*==========================================
  4422. *
  4423. *------------------------------------------*/
  4424. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4425. {
  4426. struct map_session_data *sd, *dstsd;
  4427. struct mob_data *md, *dstmd;
  4428. struct homun_data *hd;
  4429. struct mercenary_data *mer;
  4430. struct status_data *sstatus, *tstatus;
  4431. struct status_change *tsc;
  4432. struct status_change_entry *tsce;
  4433. int i = 0;
  4434. enum sc_type type;
  4435. if(skill_id > 0 && !skill_lv) return 0; // celest
  4436. nullpo_retr(1, src);
  4437. nullpo_retr(1, bl);
  4438. if (src->m != bl->m)
  4439. return 1;
  4440. sd = BL_CAST(BL_PC, src);
  4441. hd = BL_CAST(BL_HOM, src);
  4442. md = BL_CAST(BL_MOB, src);
  4443. mer = BL_CAST(BL_MER, src);
  4444. dstsd = BL_CAST(BL_PC, bl);
  4445. dstmd = BL_CAST(BL_MOB, bl);
  4446. if(bl->prev == NULL)
  4447. return 1;
  4448. if(status_isdead(src))
  4449. return 1;
  4450. if( src != bl && status_isdead(bl) ) {
  4451. /**
  4452. * Skills that may be cast on dead targets
  4453. **/
  4454. switch( skill_id ) {
  4455. case NPC_WIDESOULDRAIN:
  4456. case PR_REDEMPTIO:
  4457. case ALL_RESURRECTION:
  4458. case WM_DEADHILLHERE:
  4459. break;
  4460. default:
  4461. return 1;
  4462. }
  4463. }
  4464. tstatus = status_get_status_data(bl);
  4465. sstatus = status_get_status_data(src);
  4466. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4467. switch (skill_id) {
  4468. case HLIF_HEAL: //[orn]
  4469. if (bl->type != BL_HOM) {
  4470. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4471. break ;
  4472. }
  4473. case AL_HEAL:
  4474. case ALL_RESURRECTION:
  4475. case PR_ASPERSIO:
  4476. /**
  4477. * Arch Bishop
  4478. **/
  4479. case AB_RENOVATIO:
  4480. case AB_HIGHNESSHEAL:
  4481. //Apparently only player casted skills can be offensive like this.
  4482. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4483. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4484. //Offensive heal does not works on non-enemies. [Skotlex]
  4485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4486. return 0;
  4487. }
  4488. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4489. }
  4490. break;
  4491. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4492. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4493. case MH_STEINWAND: {
  4494. struct block_list *s_src = battle_get_master(src);
  4495. short ret = 0;
  4496. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4497. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4498. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4499. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4500. if (hd)
  4501. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4502. return ret;
  4503. }
  4504. break;
  4505. default:
  4506. //Skill is actually ground placed.
  4507. if (src == bl && skill_get_unit_id(skill_id,0))
  4508. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4509. }
  4510. type = status_skill2sc(skill_id);
  4511. tsc = status_get_sc(bl);
  4512. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4513. if (src!=bl && type > -1 &&
  4514. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4515. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  4516. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4517. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4518. map_freeblock_lock();
  4519. switch(skill_id)
  4520. {
  4521. case HLIF_HEAL: //[orn]
  4522. case AL_HEAL:
  4523. /**
  4524. * Arch Bishop
  4525. **/
  4526. case AB_HIGHNESSHEAL:
  4527. {
  4528. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  4529. int heal_get_jobexp;
  4530. if( status_isimmune(bl) ||
  4531. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4532. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4533. heal=0;
  4534. if( tsc && tsc->count ) {
  4535. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  4536. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4537. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4538. if (src == bl)
  4539. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4540. else {
  4541. bl = src;
  4542. dstsd = sd;
  4543. }
  4544. }
  4545. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
  4546. heal = 0; //Needed so that it actually displays 0 when healing.
  4547. }
  4548. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  4549. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  4550. heal = ~heal + 1;
  4551. heal_get_jobexp = status_heal(bl,heal,0,0);
  4552. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4553. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4554. if (heal_get_jobexp <= 0)
  4555. heal_get_jobexp = 1;
  4556. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4557. }
  4558. }
  4559. break;
  4560. case PR_REDEMPTIO:
  4561. if (sd && !(flag&1)) {
  4562. if (sd->status.party_id == 0) {
  4563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4564. break;
  4565. }
  4566. skill_area_temp[0] = 0;
  4567. party_foreachsamemap(skill_area_sub,
  4568. sd,skill_get_splash(skill_id, skill_lv),
  4569. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  4570. skill_castend_nodamage_id);
  4571. if (skill_area_temp[0] == 0) {
  4572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4573. break;
  4574. }
  4575. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4576. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4577. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4578. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4579. clif_updatestatus(sd,SP_BASEEXP);
  4580. clif_updatestatus(sd,SP_JOBEXP);
  4581. }
  4582. status_set_hp(src, 1, 0);
  4583. status_set_sp(src, 0, 0);
  4584. break;
  4585. } else if (status_isdead(bl) && flag&1) { //Revive
  4586. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4587. skill_lv = 3; //Resurrection level 3 is used
  4588. } else //Invalid target, skip resurrection.
  4589. break;
  4590. case ALL_RESURRECTION:
  4591. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4592. { //No reviving in WoE grounds!
  4593. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4594. break;
  4595. }
  4596. if (!status_isdead(bl))
  4597. break;
  4598. {
  4599. int per = 0, sper = 0;
  4600. if (tsc && tsc->data[SC_HELLPOWER])
  4601. break;
  4602. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4603. break;
  4604. switch(skill_lv){
  4605. case 1: per=10; break;
  4606. case 2: per=30; break;
  4607. case 3: per=50; break;
  4608. case 4: per=80; break;
  4609. }
  4610. if(dstsd && dstsd->special_state.restart_full_recover)
  4611. per = sper = 100;
  4612. if (status_revive(bl, per, sper))
  4613. {
  4614. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  4615. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4616. {
  4617. int exp = 0,jexp = 0;
  4618. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4619. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4620. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4621. if (exp < 1) exp = 1;
  4622. }
  4623. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4624. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4625. if (jexp < 1) jexp = 1;
  4626. }
  4627. if(exp > 0 || jexp > 0)
  4628. pc_gainexp (sd, bl, exp, jexp, false);
  4629. }
  4630. }
  4631. }
  4632. break;
  4633. case AL_DECAGI:
  4634. case MER_DECAGI:
  4635. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  4636. 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)));
  4637. break;
  4638. case AL_CRUCIS:
  4639. if (flag&1)
  4640. 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));
  4641. else {
  4642. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  4643. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4644. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4645. }
  4646. break;
  4647. case PR_LEXDIVINA:
  4648. case MER_LEXDIVINA:
  4649. if( tsce )
  4650. status_change_end(bl,type, INVALID_TIMER);
  4651. else
  4652. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4653. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4654. break;
  4655. case SA_ABRACADABRA:
  4656. {
  4657. int abra_skill_id = 0, abra_skill_lv;
  4658. do {
  4659. i = rnd() % MAX_SKILL_ABRA_DB;
  4660. abra_skill_id = skill_abra_db[i].skill_id;
  4661. } while (abra_skill_id == 0 ||
  4662. skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
  4663. rnd()%10000 >= skill_abra_db[i].per
  4664. );
  4665. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  4666. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4667. if( sd )
  4668. {// player-casted
  4669. sd->state.abra_flag = 1;
  4670. sd->skillitem = abra_skill_id;
  4671. sd->skillitemlv = abra_skill_lv;
  4672. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  4673. }
  4674. else
  4675. {// mob-casted
  4676. struct unit_data *ud = unit_bl2ud(src);
  4677. int inf = skill_get_inf(abra_skill_id);
  4678. if (!ud) break;
  4679. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4680. if (src->type == BL_PET)
  4681. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4682. if (!bl) bl = src;
  4683. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  4684. } else { //Assume offensive skills
  4685. int target_id = 0;
  4686. if (ud->target)
  4687. target_id = ud->target;
  4688. else switch (src->type) {
  4689. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4690. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4691. }
  4692. if (!target_id)
  4693. break;
  4694. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  4695. bl = map_id2bl(target_id);
  4696. if (!bl) bl = src;
  4697. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  4698. } else
  4699. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  4700. }
  4701. }
  4702. }
  4703. break;
  4704. case SA_COMA:
  4705. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4706. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  4707. break;
  4708. case SA_FULLRECOVERY:
  4709. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4710. if (status_isimmune(bl))
  4711. break;
  4712. status_percent_heal(bl, 100, 100);
  4713. break;
  4714. case NPC_ALLHEAL:
  4715. {
  4716. int heal;
  4717. if( status_isimmune(bl) )
  4718. break;
  4719. heal = status_percent_heal(bl, 100, 0);
  4720. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4721. if( dstmd )
  4722. { // Reset Damage Logs
  4723. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4724. dstmd->tdmg = 0;
  4725. }
  4726. }
  4727. break;
  4728. case SA_SUMMONMONSTER:
  4729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4730. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4731. break;
  4732. case SA_LEVELUP:
  4733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4734. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4735. break;
  4736. case SA_INSTANTDEATH:
  4737. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4738. status_set_hp(bl,1,0);
  4739. break;
  4740. case SA_QUESTION:
  4741. case SA_GRAVITY:
  4742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4743. break;
  4744. case SA_CLASSCHANGE:
  4745. case SA_MONOCELL:
  4746. if (dstmd)
  4747. {
  4748. int class_;
  4749. if ( sd && dstmd->status.mode&MD_BOSS )
  4750. {
  4751. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4752. break;
  4753. }
  4754. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4755. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4756. mob_class_change(dstmd,class_);
  4757. if( tsc && dstmd->status.mode&MD_BOSS )
  4758. {
  4759. 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 };
  4760. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4761. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4762. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4763. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4764. }
  4765. }
  4766. break;
  4767. case SA_DEATH:
  4768. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4769. {
  4770. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4771. break;
  4772. }
  4773. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4774. status_kill(bl);
  4775. break;
  4776. case SA_REVERSEORCISH:
  4777. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4778. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  4779. break;
  4780. case SA_FORTUNE:
  4781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4782. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  4783. break;
  4784. case SA_TAMINGMONSTER:
  4785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4786. if (sd && dstmd) {
  4787. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4788. if( i < MAX_PET_DB )
  4789. pet_catch_process1(sd, dstmd->class_);
  4790. }
  4791. break;
  4792. case CR_PROVIDENCE:
  4793. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4794. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4796. map_freeblock_unlock();
  4797. return 1;
  4798. }
  4799. }
  4800. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4801. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4802. break;
  4803. case CG_MARIONETTE:
  4804. {
  4805. struct status_change* sc = status_get_sc(src);
  4806. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4807. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4809. map_freeblock_unlock();
  4810. return 1;
  4811. }
  4812. if( sc && tsc )
  4813. {
  4814. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4815. {
  4816. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  4817. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  4818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4819. }
  4820. else
  4821. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4822. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4823. {
  4824. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4825. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4826. }
  4827. else
  4828. {
  4829. if( sd )
  4830. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4831. map_freeblock_unlock();
  4832. return 1;
  4833. }
  4834. }
  4835. }
  4836. break;
  4837. case RG_CLOSECONFINE:
  4838. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4839. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  4840. break;
  4841. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4842. case SA_FROSTWEAPON:
  4843. case SA_LIGHTNINGLOADER:
  4844. case SA_SEISMICWEAPON:
  4845. if (dstsd) {
  4846. if(dstsd->status.weapon == W_FIST ||
  4847. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4848. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4849. dstsd->sc.data[SC_FIREWEAPON] ||
  4850. dstsd->sc.data[SC_WATERWEAPON] ||
  4851. dstsd->sc.data[SC_WINDWEAPON] ||
  4852. dstsd->sc.data[SC_EARTHWEAPON] ||
  4853. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4854. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4855. dstsd->sc.data[SC_ENCPOISON]
  4856. ))
  4857. ) {
  4858. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4859. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4860. break;
  4861. }
  4862. }
  4863. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4864. 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)))) {
  4865. if (sd)
  4866. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4867. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4868. clif_displaymessage(sd->fd, msg_txt(sd,669));
  4869. }
  4870. break;
  4871. case PR_ASPERSIO:
  4872. if (sd && dstmd) {
  4873. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4874. break;
  4875. }
  4876. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4877. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4878. break;
  4879. case ITEM_ENCHANTARMS:
  4880. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4881. sc_start2(src,bl,type,100,skill_lv,
  4882. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  4883. break;
  4884. case TK_SEVENWIND:
  4885. switch(skill_get_ele(skill_id,skill_lv)) {
  4886. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4887. case ELE_WIND : type = SC_WINDWEAPON; break;
  4888. case ELE_WATER : type = SC_WATERWEAPON; break;
  4889. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4890. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4891. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4892. case ELE_HOLY : type = SC_ASPERSIO; break;
  4893. }
  4894. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4895. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4896. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4897. break;
  4898. case PR_KYRIE:
  4899. case MER_KYRIE:
  4900. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  4901. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4902. break;
  4903. //Passive Magnum, should had been casted on yourself.
  4904. case SM_MAGNUM:
  4905. case MS_MAGNUM:
  4906. skill_area_temp[1] = 0;
  4907. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  4908. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4909. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  4910. // Initiate 10% of your damage becomes fire element.
  4911. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  4912. if( sd )
  4913. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  4914. else if( bl->type == BL_MER )
  4915. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  4916. break;
  4917. case TK_JUMPKICK:
  4918. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4919. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4920. {
  4921. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4922. {
  4923. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4924. clif_slide(src,bl->x,bl->y);
  4925. }
  4926. }
  4927. else
  4928. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  4929. break;
  4930. case AL_INCAGI:
  4931. case AL_BLESSING:
  4932. case MER_INCAGI:
  4933. case MER_BLESSING:
  4934. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4935. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4936. break;
  4937. }
  4938. case PR_SLOWPOISON:
  4939. case PR_IMPOSITIO:
  4940. case PR_LEXAETERNA:
  4941. case PR_SUFFRAGIUM:
  4942. case PR_BENEDICTIO:
  4943. case LK_BERSERK:
  4944. case MS_BERSERK:
  4945. case KN_AUTOCOUNTER:
  4946. case KN_TWOHANDQUICKEN:
  4947. case KN_ONEHAND:
  4948. case MER_QUICKEN:
  4949. case CR_SPEARQUICKEN:
  4950. case CR_REFLECTSHIELD:
  4951. case MS_REFLECTSHIELD:
  4952. case AS_POISONREACT:
  4953. case MC_LOUD:
  4954. case MG_ENERGYCOAT:
  4955. case MO_EXPLOSIONSPIRITS:
  4956. case MO_STEELBODY:
  4957. case MO_BLADESTOP:
  4958. case LK_AURABLADE:
  4959. case LK_PARRYING:
  4960. case MS_PARRYING:
  4961. case LK_CONCENTRATION:
  4962. case WS_CARTBOOST:
  4963. case SN_SIGHT:
  4964. case WS_MELTDOWN:
  4965. case WS_OVERTHRUSTMAX:
  4966. case ST_REJECTSWORD:
  4967. case HW_MAGICPOWER:
  4968. case PF_MEMORIZE:
  4969. case PA_SACRIFICE:
  4970. case ASC_EDP:
  4971. case PF_DOUBLECASTING:
  4972. case SG_SUN_COMFORT:
  4973. case SG_MOON_COMFORT:
  4974. case SG_STAR_COMFORT:
  4975. case NPC_HALLUCINATION:
  4976. case GS_MADNESSCANCEL:
  4977. case GS_ADJUSTMENT:
  4978. case GS_INCREASING:
  4979. case NJ_KASUMIKIRI:
  4980. case NJ_UTSUSEMI:
  4981. case NJ_NEN:
  4982. case NPC_DEFENDER:
  4983. case NPC_MAGICMIRROR:
  4984. case ST_PRESERVE:
  4985. case NPC_INVINCIBLE:
  4986. case NPC_INVINCIBLEOFF:
  4987. case RK_DEATHBOUND:
  4988. case AB_RENOVATIO:
  4989. case AB_EXPIATIO:
  4990. case AB_DUPLELIGHT:
  4991. case AB_SECRAMENT:
  4992. case NC_ACCELERATION:
  4993. case NC_HOVERING:
  4994. case NC_SHAPESHIFT:
  4995. case WL_RECOGNIZEDSPELL:
  4996. case GC_VENOMIMPRESS:
  4997. case SC_DEADLYINFECT:
  4998. case LG_EXEEDBREAK:
  4999. case LG_PRESTIGE:
  5000. case SR_CRESCENTELBOW:
  5001. case SR_LIGHTNINGWALK:
  5002. case SR_GENTLETOUCH_ENERGYGAIN:
  5003. case GN_CARTBOOST:
  5004. case KO_MEIKYOUSISUI:
  5005. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5006. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5007. break;
  5008. case SO_STRIKING:
  5009. if (sd) {
  5010. int bonus = 25 + 10 * skill_lv;
  5011. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5012. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5013. battle_check_target(src,bl,BCT_PARTY) ?
  5014. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5015. 0
  5016. );
  5017. }
  5018. break;
  5019. case NPC_STOP:
  5020. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5021. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5022. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5023. break;
  5024. case HP_ASSUMPTIO:
  5025. if( sd && dstmd )
  5026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5027. else
  5028. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5029. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5030. break;
  5031. case MG_SIGHT:
  5032. case MER_SIGHT:
  5033. case AL_RUWACH:
  5034. case WZ_SIGHTBLASTER:
  5035. case NPC_WIDESIGHT:
  5036. case NPC_STONESKIN:
  5037. case NPC_ANTIMAGIC:
  5038. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5039. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5040. break;
  5041. case HLIF_AVOID:
  5042. case HAMI_DEFENCE:
  5043. i = skill_get_time(skill_id,skill_lv);
  5044. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5045. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5046. break;
  5047. case NJ_BUNSINJYUTSU:
  5048. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5049. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5050. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5051. break;
  5052. /* Was modified to only affect targetted char. [Skotlex]
  5053. case HP_ASSUMPTIO:
  5054. if (flag&1)
  5055. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5056. else
  5057. {
  5058. map_foreachinrange(skill_area_sub, bl,
  5059. skill_get_splash(skill_id, skill_lv), BL_PC,
  5060. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5061. skill_castend_nodamage_id);
  5062. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5063. }
  5064. break;
  5065. */
  5066. case SM_ENDURE:
  5067. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5068. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5069. if (sd)
  5070. skill_blockpc_start (sd, skill_id, skill_get_time2(skill_id,skill_lv));
  5071. break;
  5072. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5073. if (sd && dstsd && dstsd->sc.count) {
  5074. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5075. dstsd->sc.data[SC_WATERWEAPON] ||
  5076. dstsd->sc.data[SC_WINDWEAPON] ||
  5077. dstsd->sc.data[SC_EARTHWEAPON] ||
  5078. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5079. dstsd->sc.data[SC_GHOSTWEAPON]
  5080. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5081. ) {
  5082. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5083. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5084. break;
  5085. }
  5086. }
  5087. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5088. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5089. break;
  5090. case LK_TENSIONRELAX:
  5091. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5092. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5093. skill_get_time(skill_id,skill_lv)));
  5094. break;
  5095. case MC_CHANGECART:
  5096. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5097. break;
  5098. case TK_MISSION:
  5099. if (sd) {
  5100. int id;
  5101. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5102. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5104. break;
  5105. }
  5106. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5107. if (!id) {
  5108. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5109. break;
  5110. }
  5111. sd->mission_mobid = id;
  5112. sd->mission_count = 0;
  5113. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5114. clif_mission_info(sd, id, 0);
  5115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5116. }
  5117. break;
  5118. case AC_CONCENTRATION:
  5119. {
  5120. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5121. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5122. map_foreachinrange( status_change_timer_sub, src,
  5123. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5124. src,NULL,type,tick);
  5125. }
  5126. break;
  5127. case SM_PROVOKE:
  5128. case SM_SELFPROVOKE:
  5129. case MER_PROVOKE:
  5130. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5131. {
  5132. map_freeblock_unlock();
  5133. return 1;
  5134. }
  5135. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5136. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5137. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5138. if( !i )
  5139. {
  5140. if( sd )
  5141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5142. map_freeblock_unlock();
  5143. return 0;
  5144. }
  5145. unit_skillcastcancel(bl, 2);
  5146. if( tsc && tsc->count )
  5147. {
  5148. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5149. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5150. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5151. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5152. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5153. }
  5154. if( dstmd )
  5155. {
  5156. dstmd->state.provoke_flag = src->id;
  5157. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5158. }
  5159. break;
  5160. case ML_DEVOTION:
  5161. case CR_DEVOTION:
  5162. {
  5163. int count, lv;
  5164. if( !dstsd || (!sd && !mer) )
  5165. { // Only players can be devoted
  5166. if( sd )
  5167. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5168. break;
  5169. }
  5170. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5171. lv = -lv;
  5172. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5173. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5174. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5175. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5176. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5177. {
  5178. if( sd )
  5179. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5180. map_freeblock_unlock();
  5181. return 1;
  5182. }
  5183. i = 0;
  5184. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5185. if( sd )
  5186. { // Player Devoting Player
  5187. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5188. if( i == count )
  5189. {
  5190. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5191. if( i == count )
  5192. { // No free slots, skill Fail
  5193. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5194. map_freeblock_unlock();
  5195. return 1;
  5196. }
  5197. }
  5198. sd->devotion[i] = bl->id;
  5199. }
  5200. else
  5201. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5202. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5203. sc_start4(src,bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5204. clif_devotion(src, NULL);
  5205. }
  5206. break;
  5207. case MO_CALLSPIRITS:
  5208. if(sd) {
  5209. int limit = skill_lv;
  5210. if( sd->sc.data[SC_RAISINGDRAGON] )
  5211. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5212. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5213. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5214. }
  5215. break;
  5216. case CH_SOULCOLLECT:
  5217. if(sd) {
  5218. int limit = 5;
  5219. if( sd->sc.data[SC_RAISINGDRAGON] )
  5220. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5221. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5222. for (i = 0; i < limit; i++)
  5223. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5224. }
  5225. break;
  5226. case MO_KITRANSLATION:
  5227. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  5228. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5229. }
  5230. break;
  5231. case TK_TURNKICK:
  5232. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5233. if (skill_area_temp[1] != bl->id) {
  5234. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5235. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5236. }
  5237. break;
  5238. case MO_ABSORBSPIRITS:
  5239. i = 0;
  5240. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  5241. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5242. i = dstsd->spiritball * 7;
  5243. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5244. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5245. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5246. i = 2 * dstmd->level;
  5247. mob_target(dstmd,src,0);
  5248. }
  5249. if (i) status_heal(src, 0, i, 3);
  5250. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5251. break;
  5252. case AC_MAKINGARROW:
  5253. if(sd) {
  5254. clif_arrow_create_list(sd);
  5255. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5256. }
  5257. break;
  5258. case AM_PHARMACY:
  5259. if(sd) {
  5260. clif_skill_produce_mix_list(sd,skill_id,22);
  5261. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5262. }
  5263. break;
  5264. case SA_CREATECON:
  5265. if(sd) {
  5266. clif_elementalconverter_list(sd);
  5267. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5268. }
  5269. break;
  5270. case BS_HAMMERFALL:
  5271. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5272. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5273. break;
  5274. case RG_RAID:
  5275. skill_area_temp[1] = 0;
  5276. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5277. map_foreachinrange(skill_area_sub, bl,
  5278. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5279. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5280. skill_castend_damage_id);
  5281. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5282. break;
  5283. case ASC_METEORASSAULT:
  5284. case GS_SPREADATTACK:
  5285. case RK_STORMBLAST:
  5286. case NC_AXETORNADO:
  5287. case GC_COUNTERSLASH:
  5288. case SR_SKYNETBLOW:
  5289. case SR_RAMPAGEBLASTER:
  5290. case SR_HOWLINGOFLION:
  5291. case KO_HAPPOKUNAI:
  5292. skill_area_temp[1] = 0;
  5293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5294. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5295. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5296. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5297. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5298. break;
  5299. case NC_EMERGENCYCOOL:
  5300. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5301. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5302. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5303. break;
  5304. case SR_WINDMILL:
  5305. case GN_CART_TORNADO:
  5306. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5307. case SR_EARTHSHAKER:
  5308. case NC_INFRAREDSCAN:
  5309. case NPC_EARTHQUAKE:
  5310. case NPC_VAMPIRE_GIFT:
  5311. case NPC_HELLJUDGEMENT:
  5312. case NPC_PULSESTRIKE:
  5313. case LG_MOONSLASHER:
  5314. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5315. break;
  5316. case KN_BRANDISHSPEAR:
  5317. case ML_BRANDISH:
  5318. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5319. break;
  5320. case WZ_SIGHTRASHER:
  5321. //Passive side of the attack.
  5322. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5323. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5324. map_foreachinrange(skill_area_sub,src,
  5325. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5326. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5327. skill_castend_damage_id);
  5328. break;
  5329. case NJ_HYOUSYOURAKU:
  5330. case NJ_RAIGEKISAI:
  5331. case WZ_FROSTNOVA:
  5332. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5333. skill_area_temp[1] = 0;
  5334. map_foreachinrange(skill_attack_area, src,
  5335. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5336. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5337. break;
  5338. case HVAN_EXPLOSION: //[orn]
  5339. case NPC_SELFDESTRUCTION:
  5340. //Self Destruction hits everyone in range (allies+enemies)
  5341. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5342. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5343. BCT_ENEMY:BCT_ALL;
  5344. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5345. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5346. map_foreachinrange(skill_area_sub, bl,
  5347. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5348. src, skill_id, skill_lv, tick, flag|i,
  5349. skill_castend_damage_id);
  5350. map_addblock(src);
  5351. status_damage(src, src, sstatus->max_hp,0,0,1);
  5352. break;
  5353. case AL_ANGELUS:
  5354. case PR_MAGNIFICAT:
  5355. case PR_GLORIA:
  5356. case SN_WINDWALK:
  5357. case CASH_BLESSING:
  5358. case CASH_INCAGI:
  5359. case CASH_ASSUMPTIO:
  5360. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5361. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5362. else if( sd )
  5363. 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);
  5364. break;
  5365. case MER_MAGNIFICAT:
  5366. if( mer != NULL )
  5367. {
  5368. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5369. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5370. 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);
  5371. else if( mer->master && !(flag&1) )
  5372. 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)));
  5373. }
  5374. break;
  5375. case BS_ADRENALINE:
  5376. case BS_ADRENALINE2:
  5377. case BS_WEAPONPERFECT:
  5378. case BS_OVERTHRUST:
  5379. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5380. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5381. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5382. } else if (sd) {
  5383. party_foreachsamemap(skill_area_sub,
  5384. sd,skill_get_splash(skill_id, skill_lv),
  5385. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5386. skill_castend_nodamage_id);
  5387. }
  5388. break;
  5389. case BS_MAXIMIZE:
  5390. case NV_TRICKDEAD:
  5391. case CR_DEFENDER:
  5392. case ML_DEFENDER:
  5393. case CR_AUTOGUARD:
  5394. case ML_AUTOGUARD:
  5395. case TK_READYSTORM:
  5396. case TK_READYDOWN:
  5397. case TK_READYTURN:
  5398. case TK_READYCOUNTER:
  5399. case TK_DODGE:
  5400. case CR_SHRINK:
  5401. case SG_FUSION:
  5402. case GS_GATLINGFEVER:
  5403. if( tsce )
  5404. {
  5405. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5406. map_freeblock_unlock();
  5407. return 0;
  5408. }
  5409. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5410. break;
  5411. case SL_KAITE:
  5412. case SL_KAAHI:
  5413. case SL_KAIZEL:
  5414. case SL_KAUPE:
  5415. if (sd) {
  5416. if (!dstsd || !(
  5417. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5418. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5419. dstsd->status.char_id == sd->status.char_id ||
  5420. dstsd->status.char_id == sd->status.partner_id ||
  5421. dstsd->status.char_id == sd->status.child
  5422. )) {
  5423. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5425. break;
  5426. }
  5427. }
  5428. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5429. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5430. break;
  5431. case SM_AUTOBERSERK:
  5432. case MER_AUTOBERSERK:
  5433. if( tsce )
  5434. i = status_change_end(bl, type, INVALID_TIMER);
  5435. else
  5436. i = sc_start(src,bl,type,100,skill_lv,60000);
  5437. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5438. break;
  5439. case TF_HIDING:
  5440. case ST_CHASEWALK:
  5441. case KO_YAMIKUMO:
  5442. if (tsce)
  5443. {
  5444. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5445. map_freeblock_unlock();
  5446. return 0;
  5447. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5448. //Mado Gear cannot hide
  5449. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5450. map_freeblock_unlock();
  5451. return 0;
  5452. }
  5453. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5454. break;
  5455. case TK_RUN:
  5456. if (tsce)
  5457. {
  5458. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5459. map_freeblock_unlock();
  5460. return 0;
  5461. }
  5462. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5463. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5464. clif_walkok(sd); // So aegis has to resend the walk ok.
  5465. break;
  5466. case AS_CLOAKING:
  5467. case GC_CLOAKINGEXCEED:
  5468. case LG_FORCEOFVANGUARD:
  5469. case SC_REPRODUCE:
  5470. case SC_INVISIBILITY:
  5471. case RA_CAMOUFLAGE:
  5472. if (tsce) {
  5473. i = status_change_end(bl, type, INVALID_TIMER);
  5474. if( i )
  5475. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5476. else if( sd )
  5477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5478. map_freeblock_unlock();
  5479. return 0;
  5480. }
  5481. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5482. if( i )
  5483. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5484. else if( sd )
  5485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5486. break;
  5487. case BD_ADAPTATION:
  5488. if(tsc && tsc->data[SC_DANCING]){
  5489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5490. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5491. }
  5492. break;
  5493. case BA_FROSTJOKER:
  5494. case DC_SCREAM:
  5495. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5496. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5497. if (md) {
  5498. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5499. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5500. char temp[70];
  5501. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
  5502. clif_disp_overhead(&md->bl,temp);
  5503. }
  5504. break;
  5505. case BA_PANGVOICE:
  5506. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  5507. break;
  5508. case DC_WINKCHARM:
  5509. if( dstsd )
  5510. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  5511. else
  5512. if( dstmd )
  5513. {
  5514. if( status_get_lv(src) > status_get_lv(bl)
  5515. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5516. && !(tstatus->mode&MD_BOSS) )
  5517. 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)));
  5518. else
  5519. {
  5520. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5521. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5522. }
  5523. }
  5524. break;
  5525. case TF_STEAL:
  5526. if(sd) {
  5527. if(pc_steal_item(sd,bl,skill_lv))
  5528. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5529. else
  5530. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5531. }
  5532. break;
  5533. case RG_STEALCOIN:
  5534. if(sd) {
  5535. if(pc_steal_coin(sd,bl))
  5536. {
  5537. dstmd->state.provoke_flag = src->id;
  5538. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5539. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5540. }
  5541. else
  5542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5543. }
  5544. break;
  5545. case MG_STONECURSE:
  5546. {
  5547. int brate = 0;
  5548. if (tstatus->mode&MD_BOSS) {
  5549. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5550. break;
  5551. }
  5552. if(status_isimmune(bl) || !tsc)
  5553. break;
  5554. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5555. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5556. if (tsc->data[SC_STONE]) {
  5557. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5558. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5559. break;
  5560. }
  5561. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  5562. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  5563. skill_get_time2(skill_id,skill_lv)))
  5564. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5565. else if(sd) {
  5566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5567. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5568. if (skill_lv > 5)
  5569. { // not to consume items
  5570. map_freeblock_unlock();
  5571. return 0;
  5572. }
  5573. }
  5574. }
  5575. break;
  5576. case NV_FIRSTAID:
  5577. clif_skill_nodamage(src,bl,skill_id,5,1);
  5578. status_heal(bl,5,0,0);
  5579. break;
  5580. case AL_CURE:
  5581. if(status_isimmune(bl)) {
  5582. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5583. break;
  5584. }
  5585. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5586. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5587. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5589. break;
  5590. case TF_DETOXIFY:
  5591. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5592. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5593. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5594. break;
  5595. case PR_STRECOVERY:
  5596. if(status_isimmune(bl)) {
  5597. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5598. break;
  5599. }
  5600. if (tsc && tsc->opt1) {
  5601. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5602. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5603. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5604. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5605. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5606. }
  5607. //Is this equation really right? It looks so... special.
  5608. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5609. {
  5610. status_change_start(src,bl, SC_BLIND,
  5611. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5612. 1,0,0,0,
  5613. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5614. }
  5615. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5616. if(dstmd)
  5617. mob_unlocktarget(dstmd,tick);
  5618. break;
  5619. // Mercenary Supportive Skills
  5620. case MER_BENEDICTION:
  5621. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5622. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5623. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5624. break;
  5625. case MER_COMPRESS:
  5626. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5627. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5628. break;
  5629. case MER_MENTALCURE:
  5630. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5631. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5632. break;
  5633. case MER_RECUPERATE:
  5634. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5635. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5636. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5637. break;
  5638. case MER_REGAIN:
  5639. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5640. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5641. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5642. break;
  5643. case MER_TENDER:
  5644. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5645. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5647. break;
  5648. case MER_SCAPEGOAT:
  5649. if( mer && mer->master )
  5650. {
  5651. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5652. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5653. }
  5654. break;
  5655. case MER_ESTIMATION:
  5656. if( !mer )
  5657. break;
  5658. sd = mer->master;
  5659. case WZ_ESTIMATION:
  5660. if( sd == NULL )
  5661. break;
  5662. if( dstsd )
  5663. { // Fail on Players
  5664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5665. break;
  5666. }
  5667. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5668. break; // Cannot be Used on Emperium
  5669. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5670. clif_skill_estimation(sd, bl);
  5671. if( skill_id == MER_ESTIMATION )
  5672. sd = NULL;
  5673. break;
  5674. case BS_REPAIRWEAPON:
  5675. if(sd && dstsd)
  5676. clif_item_repair_list(sd,dstsd,skill_lv);
  5677. break;
  5678. case MC_IDENTIFY:
  5679. if(sd)
  5680. clif_item_identify_list(sd);
  5681. break;
  5682. // Weapon Refining [Celest]
  5683. case WS_WEAPONREFINE:
  5684. if(sd)
  5685. clif_item_refine_list(sd);
  5686. break;
  5687. case MC_VENDING:
  5688. if(sd)
  5689. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5690. if ( !pc_can_give_items(sd) )
  5691. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5692. else {
  5693. sd->state.prevend = 1;
  5694. clif_openvendingreq(sd,2+skill_lv);
  5695. }
  5696. }
  5697. break;
  5698. case AL_TELEPORT:
  5699. if(sd)
  5700. {
  5701. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  5702. clif_skill_teleportmessage(sd,0);
  5703. break;
  5704. }
  5705. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  5706. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  5707. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5708. break;
  5709. }
  5710. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  5711. {
  5712. if( skill_lv == 1 )
  5713. pc_randomwarp(sd,CLR_TELEPORT);
  5714. else
  5715. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5716. break;
  5717. }
  5718. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5719. if( skill_lv == 1 )
  5720. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  5721. else
  5722. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5723. } else
  5724. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5725. break;
  5726. case NPC_EXPULSION:
  5727. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5728. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5729. break;
  5730. case AL_HOLYWATER:
  5731. if(sd) {
  5732. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  5733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5734. else
  5735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5736. }
  5737. break;
  5738. case TF_PICKSTONE:
  5739. if(sd) {
  5740. int eflag;
  5741. struct item item_tmp;
  5742. struct block_list tbl;
  5743. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5744. memset(&item_tmp,0,sizeof(item_tmp));
  5745. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5746. item_tmp.nameid = ITEMID_STONE;
  5747. item_tmp.identify = 1;
  5748. tbl.id = 0;
  5749. clif_takeitem(&sd->bl,&tbl);
  5750. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5751. if(eflag) {
  5752. clif_additem(sd,0,0,eflag);
  5753. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5754. }
  5755. }
  5756. break;
  5757. case ASC_CDP:
  5758. if(sd) {
  5759. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5760. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5761. }
  5762. break;
  5763. case RG_STRIPWEAPON:
  5764. case RG_STRIPSHIELD:
  5765. case RG_STRIPARMOR:
  5766. case RG_STRIPHELM:
  5767. case ST_FULLSTRIP:
  5768. case GC_WEAPONCRUSH:
  5769. case SC_STRIPACCESSARY: {
  5770. unsigned short location = 0;
  5771. int d = 0;
  5772. //Rate in percent
  5773. if ( skill_id == ST_FULLSTRIP ) {
  5774. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  5775. } else if( skill_id == SC_STRIPACCESSARY ) {
  5776. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  5777. } else {
  5778. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  5779. }
  5780. if (i < 5) i = 5; //Minimum rate 5%
  5781. //Duration in ms
  5782. if( skill_id == GC_WEAPONCRUSH){
  5783. d = skill_get_time(skill_id,skill_lv);
  5784. if(bl->type == BL_PC)
  5785. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  5786. else
  5787. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5788. }else
  5789. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  5790. if (d < 0) d = 0; //Minimum duration 0ms
  5791. switch (skill_id) {
  5792. case RG_STRIPWEAPON:
  5793. case GC_WEAPONCRUSH:
  5794. location = EQP_WEAPON;
  5795. break;
  5796. case RG_STRIPSHIELD:
  5797. location = EQP_SHIELD;
  5798. break;
  5799. case RG_STRIPARMOR:
  5800. location = EQP_ARMOR;
  5801. break;
  5802. case RG_STRIPHELM:
  5803. location = EQP_HELM;
  5804. break;
  5805. case ST_FULLSTRIP:
  5806. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5807. break;
  5808. case SC_STRIPACCESSARY:
  5809. location = EQP_ACC;
  5810. break;
  5811. }
  5812. //Special message when trying to use strip on FCP [Jobbie]
  5813. 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])
  5814. {
  5815. clif_gospel_info(sd, 0x28);
  5816. break;
  5817. }
  5818. //Attempts to strip at rate i and duration d
  5819. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  5820. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5821. //Nothing stripped.
  5822. if( sd && !i )
  5823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5824. break;
  5825. }
  5826. case AM_BERSERKPITCHER:
  5827. case AM_POTIONPITCHER: {
  5828. int i,hp = 0,sp = 0;
  5829. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5830. map_freeblock_unlock();
  5831. return 1;
  5832. }
  5833. if( sd ) {
  5834. int x,bonus=100;
  5835. x = skill_lv%11 - 1;
  5836. i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
  5837. if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
  5838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5839. map_freeblock_unlock();
  5840. return 1;
  5841. }
  5842. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
  5843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5844. map_freeblock_unlock();
  5845. return 1;
  5846. }
  5847. if( skill_id == AM_BERSERKPITCHER ) {
  5848. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5849. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5850. map_freeblock_unlock();
  5851. return 1;
  5852. }
  5853. }
  5854. potion_flag = 1;
  5855. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5856. potion_target = bl->id;
  5857. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5858. potion_flag = potion_target = 0;
  5859. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5860. bonus += sd->status.base_level;
  5861. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5862. hp = tstatus->max_hp * potion_per_hp / 100;
  5863. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5864. if( dstsd ) {
  5865. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5866. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5867. }
  5868. } else {
  5869. if( potion_hp > 0 ) {
  5870. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5871. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5872. if( dstsd )
  5873. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5874. }
  5875. if( potion_sp > 0 ) {
  5876. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5877. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5878. if( dstsd )
  5879. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5880. }
  5881. }
  5882. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5883. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5884. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5885. }
  5886. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  5887. hp += hp * i / 100;
  5888. sp += sp * i / 100;
  5889. }
  5890. } else {
  5891. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  5892. switch (skill_lv) {
  5893. case 1: hp = 45; break;
  5894. case 2: hp = 105; break;
  5895. case 3: hp = 175; break;
  5896. default: hp = 325; break;
  5897. }
  5898. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  5899. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5900. if( dstsd )
  5901. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5902. }
  5903. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  5904. hp += hp * i / 100;
  5905. sp += sp * i / 100;
  5906. }
  5907. if( tsc && tsc->count ) {
  5908. if( tsc->data[SC_CRITICALWOUND] ) {
  5909. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5910. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5911. }
  5912. if( tsc->data[SC_DEATHHURT] ) {
  5913. hp -= hp * 20 / 100;
  5914. sp -= sp * 20 / 100;
  5915. }
  5916. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5917. hp += hp / 10;
  5918. sp += sp / 10;
  5919. }
  5920. }
  5921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5922. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  5923. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5924. if( sp > 0 )
  5925. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5926. #ifdef RENEWAL
  5927. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  5928. sp = 0;
  5929. #endif
  5930. status_heal(bl,hp,sp,0);
  5931. }
  5932. break;
  5933. case AM_CP_WEAPON:
  5934. case AM_CP_SHIELD:
  5935. case AM_CP_ARMOR:
  5936. case AM_CP_HELM:
  5937. {
  5938. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5939. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  5940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5941. map_freeblock_unlock(); // Don't consume item requirements
  5942. return 0;
  5943. }
  5944. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5945. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5946. }
  5947. break;
  5948. case AM_TWILIGHT1:
  5949. if (sd) {
  5950. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5951. //Prepare 200 White Potions.
  5952. if (!skill_produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
  5953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5954. }
  5955. break;
  5956. case AM_TWILIGHT2:
  5957. if (sd) {
  5958. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5959. //Prepare 200 Slim White Potions.
  5960. if (!skill_produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
  5961. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5962. }
  5963. break;
  5964. case AM_TWILIGHT3:
  5965. if (sd) {
  5966. int ebottle = pc_search_inventory(sd,713);
  5967. if( ebottle >= 0 )
  5968. ebottle = sd->status.inventory[ebottle].amount;
  5969. //check if you can produce all three, if not, then fail:
  5970. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5971. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5972. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5973. || ebottle < 200 //200 empty bottle are required at total.
  5974. ) {
  5975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5976. break;
  5977. }
  5978. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5979. skill_produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
  5980. skill_produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
  5981. skill_produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
  5982. }
  5983. break;
  5984. case SA_DISPELL:
  5985. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  5986. {
  5987. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5988. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5989. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5990. || rnd()%100 >= 50+10*skill_lv
  5991. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5992. {
  5993. if (sd)
  5994. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5995. break;
  5996. }
  5997. if(status_isimmune(bl) || !tsc || !tsc->count)
  5998. break;
  5999. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6001. break;
  6002. }
  6003. for(i=0;i<SC_MAX;i++)
  6004. {
  6005. if (!tsc->data[i])
  6006. continue;
  6007. switch (i) {
  6008. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6009. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6010. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6011. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6012. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6013. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6014. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6015. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6016. case SC_EDP: case SC_AUTOBERSERK:
  6017. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6018. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6019. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6020. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6021. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6022. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6023. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6024. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6025. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6026. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6027. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6028. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6029. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6030. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6031. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6032. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6033. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6034. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6035. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6036. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6037. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6038. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6039. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6040. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6041. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6042. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6043. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  6044. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6045. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6046. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6047. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6048. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6049. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6050. #ifdef RENEWAL
  6051. case SC_EXTREMITYFIST2:
  6052. #endif
  6053. continue;
  6054. /**
  6055. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6056. **/
  6057. case SC_WHISTLE:
  6058. case SC_ASSNCROS:
  6059. case SC_POEMBRAGI:
  6060. case SC_APPLEIDUN:
  6061. case SC_HUMMING:
  6062. case SC_DONTFORGETME:
  6063. case SC_FORTUNE:
  6064. case SC_SERVICE4U:
  6065. if(tsc->data[i]->val4==0)
  6066. continue; //if in song-area don't end it
  6067. break;
  6068. case SC_ASSUMPTIO:
  6069. if( bl->type == BL_MOB )
  6070. continue;
  6071. break;
  6072. }
  6073. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6074. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6075. }
  6076. break;
  6077. }
  6078. //Affect all targets on splash area.
  6079. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6080. src, skill_id, skill_lv, tick, flag|1,
  6081. skill_castend_damage_id);
  6082. break;
  6083. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6084. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6085. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6086. break;
  6087. case TK_HIGHJUMP:
  6088. {
  6089. int x,y, dir = unit_getdir(src);
  6090. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6091. if( map[src->m].flag.noteleport &&
  6092. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6093. ) {
  6094. x = src->x;
  6095. y = src->y;
  6096. } else {
  6097. x = src->x + dirx[dir]*skill_lv*2;
  6098. y = src->y + diry[dir]*skill_lv*2;
  6099. }
  6100. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6101. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6102. clif_slide(src,x,y);
  6103. unit_movepos(src, x, y, 1, 0);
  6104. }
  6105. }
  6106. break;
  6107. case SA_CASTCANCEL:
  6108. case SO_SPELLFIST:
  6109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6110. unit_skillcastcancel(src,1);
  6111. if(sd) {
  6112. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6113. if( skill_id == SO_SPELLFIST ){
  6114. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6115. sd->skill_id_old = sd->skill_lv_old = 0;
  6116. break;
  6117. }
  6118. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6119. if(sp < 0) sp = 0;
  6120. status_zap(src, 0, sp);
  6121. }
  6122. break;
  6123. case SA_SPELLBREAKER:
  6124. {
  6125. int sp;
  6126. if(tsc && tsc->data[SC_MAGICROD]) {
  6127. sp = skill_get_sp(skill_id,skill_lv);
  6128. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6129. if(sp < 1) sp = 1;
  6130. status_heal(bl,0,sp,2);
  6131. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6132. } else {
  6133. struct unit_data *ud = unit_bl2ud(bl);
  6134. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6135. if (!ud || ud->skilltimer == INVALID_TIMER)
  6136. break; //Nothing to cancel.
  6137. bl_skill_id = ud->skill_id;
  6138. bl_skill_lv = ud->skill_lv;
  6139. if (tstatus->mode & MD_BOSS)
  6140. { //Only 10% success chance against bosses. [Skotlex]
  6141. if (rnd()%100 < 90)
  6142. {
  6143. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6144. break;
  6145. }
  6146. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6147. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6148. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6149. unit_skillcastcancel(bl,0);
  6150. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6151. status_zap(bl, hp, sp);
  6152. if (hp && skill_lv >= 5)
  6153. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6154. else
  6155. hp = 0;
  6156. if (sp) //Recover some of the SP used
  6157. sp = sp*(25*(skill_lv-1))/100;
  6158. if(hp || sp)
  6159. status_heal(src, hp, sp, 2);
  6160. }
  6161. }
  6162. break;
  6163. case SA_MAGICROD:
  6164. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6165. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6166. break;
  6167. case SA_AUTOSPELL:
  6168. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6169. if(sd)
  6170. clif_autospell(sd,skill_lv);
  6171. else {
  6172. int maxlv=1,spellid=0;
  6173. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6174. if(skill_lv >= 10) {
  6175. spellid = MG_FROSTDIVER;
  6176. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6177. // maxlv = 10;
  6178. // else
  6179. maxlv = skill_lv - 9;
  6180. }
  6181. else if(skill_lv >=8) {
  6182. spellid = MG_FIREBALL;
  6183. maxlv = skill_lv - 7;
  6184. }
  6185. else if(skill_lv >=5) {
  6186. spellid = MG_SOULSTRIKE;
  6187. maxlv = skill_lv - 4;
  6188. }
  6189. else if(skill_lv >=2) {
  6190. int i = rnd()%3;
  6191. spellid = spellarray[i];
  6192. maxlv = skill_lv - 1;
  6193. }
  6194. else if(skill_lv > 0) {
  6195. spellid = MG_NAPALMBEAT;
  6196. maxlv = 3;
  6197. }
  6198. if(spellid > 0)
  6199. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6200. skill_get_time(SA_AUTOSPELL,skill_lv));
  6201. }
  6202. break;
  6203. case BS_GREED:
  6204. if(sd){
  6205. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6206. map_foreachinrange(skill_greed,bl,
  6207. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6208. }
  6209. break;
  6210. case SA_ELEMENTWATER:
  6211. case SA_ELEMENTFIRE:
  6212. case SA_ELEMENTGROUND:
  6213. case SA_ELEMENTWIND:
  6214. if(sd && !dstmd) //Only works on monsters.
  6215. break;
  6216. if(tstatus->mode&MD_BOSS)
  6217. break;
  6218. case NPC_ATTRICHANGE:
  6219. case NPC_CHANGEWATER:
  6220. case NPC_CHANGEGROUND:
  6221. case NPC_CHANGEFIRE:
  6222. case NPC_CHANGEWIND:
  6223. case NPC_CHANGEPOISON:
  6224. case NPC_CHANGEHOLY:
  6225. case NPC_CHANGEDARKNESS:
  6226. case NPC_CHANGETELEKINESIS:
  6227. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6228. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6229. skill_get_time(skill_id, skill_lv)));
  6230. break;
  6231. case NPC_CHANGEUNDEAD:
  6232. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6233. //TO-DO This is ugly, fix it
  6234. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6235. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6236. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6237. skill_get_time(skill_id, skill_lv)));
  6238. break;
  6239. case NPC_PROVOCATION:
  6240. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6241. if (md) mob_unlocktarget(md, tick);
  6242. break;
  6243. case NPC_KEEPING:
  6244. case NPC_BARRIER:
  6245. {
  6246. int skill_time = skill_get_time(skill_id,skill_lv);
  6247. struct unit_data *ud = unit_bl2ud(bl);
  6248. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6249. sc_start(src,bl,type,100,skill_lv,skill_time))
  6250. && ud) { //Disable attacking/acting/moving for skill's duration.
  6251. ud->attackabletime =
  6252. ud->canact_tick =
  6253. ud->canmove_tick = tick + skill_time;
  6254. }
  6255. }
  6256. break;
  6257. case NPC_REBIRTH:
  6258. if( md && md->state.rebirth )
  6259. break; // only works once
  6260. sc_start(src,bl,type,100,skill_lv,-1);
  6261. break;
  6262. case NPC_DARKBLESSING:
  6263. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6264. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6265. break;
  6266. case NPC_LICK:
  6267. status_zap(bl, 0, 100);
  6268. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6269. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6270. break;
  6271. case NPC_SUICIDE:
  6272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6273. status_kill(src); //When suiciding, neither exp nor drops is given.
  6274. break;
  6275. case NPC_SUMMONSLAVE:
  6276. case NPC_SUMMONMONSTER:
  6277. if(md && md->skill_idx >= 0)
  6278. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6279. break;
  6280. case NPC_CALLSLAVE:
  6281. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6282. break;
  6283. case NPC_RANDOMMOVE:
  6284. if (md) {
  6285. md->next_walktime = tick - 1;
  6286. mob_randomwalk(md,tick);
  6287. }
  6288. break;
  6289. case NPC_SPEEDUP:
  6290. {
  6291. // or does it increase casting rate? just a guess xD
  6292. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6293. if (i > SC_ASPDPOTION3)
  6294. i = SC_ASPDPOTION3;
  6295. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6296. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6297. }
  6298. break;
  6299. case NPC_REVENGE:
  6300. // not really needed... but adding here anyway ^^
  6301. if (md && md->master_id > 0) {
  6302. struct block_list *mbl, *tbl;
  6303. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6304. (tbl = battle_gettargeted(mbl)) == NULL)
  6305. break;
  6306. md->state.provoke_flag = tbl->id;
  6307. mob_target(md, tbl, sstatus->rhw.range);
  6308. }
  6309. break;
  6310. case NPC_RUN:
  6311. {
  6312. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6313. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6314. unit_stop_attack(src);
  6315. //Run skillv tiles overriding the can-move check.
  6316. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6317. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6318. }
  6319. break;
  6320. case NPC_TRANSFORMATION:
  6321. case NPC_METAMORPHOSIS:
  6322. if(md && md->skill_idx >= 0) {
  6323. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6324. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6325. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6326. if (class_) mob_class_change(md, class_);
  6327. }
  6328. break;
  6329. case NPC_EMOTION_ON:
  6330. case NPC_EMOTION:
  6331. //val[0] is the emotion to use.
  6332. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6333. //val[1] 'sets' the mode
  6334. //val[2] adds to the current mode
  6335. //val[3] removes from the current mode
  6336. //val[4] if set, asks to delete the previous mode change.
  6337. if(md && md->skill_idx >= 0 && tsc)
  6338. {
  6339. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6340. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6341. status_change_end(bl, type, INVALID_TIMER);
  6342. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6343. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6344. mob_unlocktarget(md,tick);
  6345. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6346. sc_start4(src,src, type, 100, skill_lv,
  6347. md->db->skill[md->skill_idx].val[1],
  6348. md->db->skill[md->skill_idx].val[2],
  6349. md->db->skill[md->skill_idx].val[3],
  6350. skill_get_time(skill_id, skill_lv));
  6351. }
  6352. break;
  6353. case NPC_POWERUP:
  6354. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6355. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6356. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6357. break;
  6358. case NPC_AGIUP:
  6359. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6360. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6361. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6362. break;
  6363. case NPC_INVISIBLE:
  6364. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6365. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6366. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6367. break;
  6368. case NPC_SIEGEMODE:
  6369. // not sure what it does
  6370. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6371. break;
  6372. case WE_MALE:
  6373. {
  6374. int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
  6375. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  6376. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6377. }
  6378. break;
  6379. case WE_FEMALE:
  6380. {
  6381. int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
  6382. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  6383. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6384. }
  6385. break;
  6386. // parent-baby skills
  6387. case WE_BABY:
  6388. if(sd){
  6389. struct map_session_data *f_sd = pc_get_father(sd);
  6390. struct map_session_data *m_sd = pc_get_mother(sd);
  6391. // if neither was found
  6392. if(!f_sd && !m_sd){
  6393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6394. map_freeblock_unlock();
  6395. return 0;
  6396. }
  6397. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6398. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6399. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6400. }
  6401. break;
  6402. case PF_HPCONVERSION:
  6403. {
  6404. int hp, sp;
  6405. hp = sstatus->max_hp/10;
  6406. sp = hp * 10 * skill_lv / 100;
  6407. if (!status_charge(src,hp,0)) {
  6408. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6409. break;
  6410. }
  6411. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6412. status_heal(bl,0,sp,2);
  6413. }
  6414. break;
  6415. case MA_REMOVETRAP:
  6416. case HT_REMOVETRAP:
  6417. {
  6418. struct skill_unit* su;
  6419. struct skill_unit_group* sg;
  6420. su = BL_CAST(BL_SKILL, bl);
  6421. // Mercenaries can remove any trap
  6422. // Players can only remove their own traps or traps on Vs maps.
  6423. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  6424. {
  6425. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6426. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6427. { // prevent picking up expired traps
  6428. if( battle_config.skill_removetrap_type )
  6429. { // get back all items used to deploy the trap
  6430. for( i = 0; i < 10; i++ )
  6431. {
  6432. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6433. {
  6434. int flag;
  6435. struct item item_tmp;
  6436. memset(&item_tmp,0,sizeof(item_tmp));
  6437. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6438. item_tmp.identify = 1;
  6439. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6440. {
  6441. clif_additem(sd,0,0,flag);
  6442. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6443. }
  6444. }
  6445. }
  6446. }
  6447. else
  6448. { // get back 1 trap
  6449. struct item item_tmp;
  6450. memset(&item_tmp,0,sizeof(item_tmp));
  6451. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6452. item_tmp.identify = 1;
  6453. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6454. {
  6455. clif_additem(sd,0,0,flag);
  6456. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6457. }
  6458. }
  6459. }
  6460. skill_delunit(su);
  6461. }else if(sd)
  6462. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6463. }
  6464. break;
  6465. case HT_SPRINGTRAP:
  6466. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6467. {
  6468. struct skill_unit *su=NULL;
  6469. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6470. switch(su->group->unit_id){
  6471. case UNT_ANKLESNARE: // ankle snare
  6472. if (su->group->val2 != 0)
  6473. // if it is already trapping something don't spring it,
  6474. // remove trap should be used instead
  6475. break;
  6476. // otherwise fallthrough to below
  6477. case UNT_BLASTMINE:
  6478. case UNT_SKIDTRAP:
  6479. case UNT_LANDMINE:
  6480. case UNT_SHOCKWAVE:
  6481. case UNT_SANDMAN:
  6482. case UNT_FLASHER:
  6483. case UNT_FREEZINGTRAP:
  6484. case UNT_CLAYMORETRAP:
  6485. case UNT_TALKIEBOX:
  6486. su->group->unit_id = UNT_USED_TRAPS;
  6487. clif_changetraplook(bl, UNT_USED_TRAPS);
  6488. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6489. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6490. }
  6491. }
  6492. }
  6493. break;
  6494. case BD_ENCORE:
  6495. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6496. if(sd)
  6497. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  6498. break;
  6499. case AS_SPLASHER:
  6500. if(tstatus->mode&MD_BOSS
  6501. /**
  6502. * Renewal dropped the 3/4 hp requirement
  6503. **/
  6504. #ifndef RENEWAL
  6505. || tstatus-> hp > tstatus->max_hp*3/4
  6506. #endif
  6507. ) {
  6508. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6509. map_freeblock_unlock();
  6510. return 1;
  6511. }
  6512. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6513. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  6514. #ifndef RENEWAL
  6515. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  6516. #endif
  6517. break;
  6518. case PF_MINDBREAKER:
  6519. {
  6520. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6521. {
  6522. map_freeblock_unlock();
  6523. return 1;
  6524. }
  6525. if (tsce)
  6526. { //HelloKitty2 (?) explained that this silently fails when target is
  6527. //already inflicted. [Skotlex]
  6528. map_freeblock_unlock();
  6529. return 1;
  6530. }
  6531. //Has a 55% + skill_lv*5% success chance.
  6532. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6533. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  6534. {
  6535. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6536. map_freeblock_unlock();
  6537. return 0;
  6538. }
  6539. unit_skillcastcancel(bl,0);
  6540. if(tsc && tsc->count){
  6541. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6542. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6543. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6544. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6545. }
  6546. if(dstmd)
  6547. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  6548. }
  6549. break;
  6550. case PF_SOULCHANGE:
  6551. {
  6552. unsigned int sp1 = 0, sp2 = 0;
  6553. if (dstmd) {
  6554. if (dstmd->state.soul_change_flag) {
  6555. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6556. break;
  6557. }
  6558. dstmd->state.soul_change_flag = 1;
  6559. sp2 = sstatus->max_sp * 3 /100;
  6560. status_heal(src, 0, sp2, 2);
  6561. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6562. break;
  6563. }
  6564. sp1 = sstatus->sp;
  6565. sp2 = tstatus->sp;
  6566. #ifdef RENEWAL
  6567. sp1 = sp1 / 2;
  6568. sp2 = sp2 / 2;
  6569. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6570. sp1 = tstatus->sp;
  6571. #endif
  6572. status_set_sp(src, sp2, 3);
  6573. status_set_sp(bl, sp1, 3);
  6574. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6575. }
  6576. break;
  6577. // Slim Pitcher
  6578. case CR_SLIMPITCHER:
  6579. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6580. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6581. break;
  6582. if (potion_hp || potion_sp) {
  6583. int hp = potion_hp, sp = potion_sp;
  6584. hp = hp * (100 + (tstatus->vit<<1))/100;
  6585. sp = sp * (100 + (tstatus->int_<<1))/100;
  6586. if (dstsd) {
  6587. if (hp)
  6588. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6589. if (sp)
  6590. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6591. }
  6592. if( tsc && tsc->count ) {
  6593. if (tsc->data[SC_CRITICALWOUND]) {
  6594. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6595. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6596. }
  6597. if (tsc->data[SC_DEATHHURT]) {
  6598. hp -= hp * 20 / 100;
  6599. sp -= sp * 20 / 100;
  6600. }
  6601. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6602. hp += hp / 10;
  6603. sp += sp / 10;
  6604. }
  6605. }
  6606. if(hp > 0)
  6607. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6608. if(sp > 0)
  6609. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6610. status_heal(bl,hp,sp,0);
  6611. }
  6612. break;
  6613. // Full Chemical Protection
  6614. case CR_FULLPROTECTION:
  6615. {
  6616. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6617. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  6618. for (i=0 ; i<4; i++) {
  6619. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6620. continue;
  6621. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  6622. s++;
  6623. }
  6624. if( sd && !s ){
  6625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6626. map_freeblock_unlock(); // Don't consume item requirements
  6627. return 0;
  6628. }
  6629. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6630. }
  6631. break;
  6632. case RG_CLEANER: //AppleGirl
  6633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6634. break;
  6635. case CG_LONGINGFREEDOM:
  6636. {
  6637. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6638. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6639. {
  6640. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6641. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6642. }
  6643. }
  6644. break;
  6645. case CG_TAROTCARD:
  6646. {
  6647. int eff, count = -1;
  6648. if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6649. {
  6650. if( sd )
  6651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6652. map_freeblock_unlock();
  6653. return 0;
  6654. }
  6655. status_zap(src,0,skill_db[skill_get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
  6656. do {
  6657. eff = rnd() % 14;
  6658. clif_specialeffect(bl, 523 + eff, AREA);
  6659. switch (eff)
  6660. {
  6661. case 0: // heals SP to 0
  6662. status_percent_damage(src, bl, 0, 100, false);
  6663. break;
  6664. case 1: // matk halved
  6665. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6666. break;
  6667. case 2: // all buffs removed
  6668. status_change_clear_buffs(bl,1);
  6669. break;
  6670. case 3: // 1000 damage, random armor destroyed
  6671. {
  6672. status_fix_damage(src, bl, 1000, 0);
  6673. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6674. if( !status_isdead(bl) ) {
  6675. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6676. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  6677. }
  6678. }
  6679. break;
  6680. case 4: // atk halved
  6681. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6682. break;
  6683. case 5: // 2000HP heal, random teleported
  6684. status_heal(src, 2000, 0, 0);
  6685. if( !map_flag_vs(bl->m) )
  6686. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6687. break;
  6688. case 6: // random 2 other effects
  6689. if (count == -1)
  6690. count = 3;
  6691. else
  6692. count++; //Should not retrigger this one.
  6693. break;
  6694. case 7: // stop freeze or stoned
  6695. {
  6696. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6697. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6698. }
  6699. break;
  6700. case 8: // curse coma and poison
  6701. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6702. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6703. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6704. break;
  6705. case 9: // confusion
  6706. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6707. break;
  6708. case 10: // 6666 damage, atk matk halved, cursed
  6709. status_fix_damage(src, bl, 6666, 0);
  6710. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6711. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6712. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6713. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  6714. break;
  6715. case 11: // 4444 damage
  6716. status_fix_damage(src, bl, 4444, 0);
  6717. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6718. break;
  6719. case 12: // stun
  6720. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  6721. break;
  6722. case 13: // atk,matk,hit,flee,def reduced
  6723. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6724. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6725. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6726. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6727. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6728. break;
  6729. default:
  6730. break;
  6731. }
  6732. } while ((--count) > 0);
  6733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6734. }
  6735. break;
  6736. case SL_ALCHEMIST:
  6737. case SL_ASSASIN:
  6738. case SL_BARDDANCER:
  6739. case SL_BLACKSMITH:
  6740. case SL_CRUSADER:
  6741. case SL_HUNTER:
  6742. case SL_KNIGHT:
  6743. case SL_MONK:
  6744. case SL_PRIEST:
  6745. case SL_ROGUE:
  6746. case SL_SAGE:
  6747. case SL_SOULLINKER:
  6748. case SL_STAR:
  6749. case SL_SUPERNOVICE:
  6750. case SL_WIZARD:
  6751. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6752. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6754. break;
  6755. }
  6756. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6757. { //Erase death count 1% of the casts
  6758. dstsd->die_counter = 0;
  6759. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6760. clif_specialeffect(bl, 0x152, AREA);
  6761. //SC_SPIRIT invokes status_calc_pc for us.
  6762. }
  6763. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6764. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  6765. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6766. break;
  6767. case SL_HIGH:
  6768. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6769. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6770. break;
  6771. }
  6772. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6773. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  6774. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6775. break;
  6776. case SL_SWOO:
  6777. if (tsce) {
  6778. if(sd)
  6779. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6780. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  6781. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  6782. break;
  6783. }
  6784. case SL_SKA: // [marquis007]
  6785. case SL_SKE:
  6786. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6788. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  6789. break;
  6790. }
  6791. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6792. if (skill_id == SL_SKE)
  6793. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6794. break;
  6795. // New guild skills [Celest]
  6796. case GD_BATTLEORDER:
  6797. if(flag&1) {
  6798. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6799. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6800. } else if (status_get_guild_id(src)) {
  6801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6802. map_foreachinrange(skill_area_sub, src,
  6803. skill_get_splash(skill_id, skill_lv), BL_PC,
  6804. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6805. skill_castend_nodamage_id);
  6806. if (sd)
  6807. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6808. }
  6809. break;
  6810. case GD_REGENERATION:
  6811. if(flag&1) {
  6812. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6813. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6814. } else if (status_get_guild_id(src)) {
  6815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6816. map_foreachinrange(skill_area_sub, src,
  6817. skill_get_splash(skill_id, skill_lv), BL_PC,
  6818. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6819. skill_castend_nodamage_id);
  6820. if (sd)
  6821. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6822. }
  6823. break;
  6824. case GD_RESTORE:
  6825. if(flag&1) {
  6826. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6827. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6828. } else if (status_get_guild_id(src)) {
  6829. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6830. map_foreachinrange(skill_area_sub, src,
  6831. skill_get_splash(skill_id, skill_lv), BL_PC,
  6832. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6833. skill_castend_nodamage_id);
  6834. if (sd)
  6835. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6836. }
  6837. break;
  6838. case GD_EMERGENCYCALL:
  6839. {
  6840. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6841. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6842. int j = 0;
  6843. struct guild *g;
  6844. // i don't know if it actually summons in a circle, but oh well. ;P
  6845. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6846. if (!g)
  6847. break;
  6848. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6849. for(i = 0; i < g->max_member; i++, j++) {
  6850. if (j>8) j=0;
  6851. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6852. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6853. continue;
  6854. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6855. dx[j] = dy[j] = 0;
  6856. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6857. }
  6858. }
  6859. if (sd)
  6860. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6861. }
  6862. break;
  6863. case SG_FEEL:
  6864. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6865. if (sd) {
  6866. if(!sd->feel_map[skill_lv-1].index)
  6867. clif_feel_req(sd->fd,sd, skill_lv);
  6868. else
  6869. clif_feel_info(sd, skill_lv-1, 1);
  6870. }
  6871. break;
  6872. case SG_HATE:
  6873. if (sd) {
  6874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6875. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  6876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6877. }
  6878. break;
  6879. case GS_GLITTERING:
  6880. if(sd) {
  6881. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6882. if(rnd()%100 < (20+10*skill_lv))
  6883. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  6884. else if(sd->spiritball > 0)
  6885. pc_delspiritball(sd,1,0);
  6886. }
  6887. break;
  6888. case GS_CRACKER:
  6889. /* per official standards, this skill works on players and mobs. */
  6890. if (sd && (dstsd || dstmd))
  6891. {
  6892. i =65 -5*distance_bl(src,bl); //Base rate
  6893. if (i < 30) i = 30;
  6894. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6895. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  6896. }
  6897. break;
  6898. case AM_CALLHOMUN: //[orn]
  6899. if (sd && !merc_call_homunculus(sd))
  6900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6901. break;
  6902. case AM_REST:
  6903. if (sd) {
  6904. if (merc_hom_vaporize(sd,HOM_ST_REST))
  6905. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6906. else
  6907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6908. }
  6909. break;
  6910. case HAMI_CASTLE: //[orn]
  6911. if(rnd()%100 < 20*skill_lv && src != bl)
  6912. {
  6913. int x,y;
  6914. x = src->x;
  6915. y = src->y;
  6916. if (hd)
  6917. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  6918. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6919. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  6920. clif_slide(src,bl->x,bl->y) ;
  6921. if (unit_movepos(bl,x,y,0,0))
  6922. {
  6923. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  6924. clif_slide(bl,x,y) ;
  6925. }
  6926. //TODO: Shouldn't also players and the like switch targets?
  6927. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6928. AREA_SIZE, BL_MOB, bl, src);
  6929. }
  6930. }
  6931. // Failed
  6932. else if (hd && hd->master)
  6933. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  6934. else if (sd)
  6935. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6936. break;
  6937. case HVAN_CHAOTIC: //[orn]
  6938. {
  6939. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6940. int r = rnd()%100;
  6941. i = (skill_lv-1)%5;
  6942. if(r<per[i][0]) //Self
  6943. bl = src;
  6944. else if(r<per[i][1]) //Master
  6945. bl = battle_get_master(src);
  6946. else //Enemy
  6947. bl = map_id2bl(battle_gettarget(src));
  6948. if (!bl) bl = src;
  6949. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  6950. //Eh? why double skill packet?
  6951. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6952. clif_skill_nodamage(src,bl,skill_id,i,1);
  6953. status_heal(bl, i, 0, 0);
  6954. }
  6955. break;
  6956. //Homun single-target support skills [orn]
  6957. case HAMI_BLOODLUST:
  6958. case HFLI_FLEET:
  6959. case HFLI_SPEED:
  6960. case HLIF_CHANGE:
  6961. case MH_ANGRIFFS_MODUS:
  6962. case MH_GOLDENE_FERSE:
  6963. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6964. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6965. if (hd)
  6966. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  6967. break;
  6968. case NPC_DRAGONFEAR:
  6969. if (flag&1) {
  6970. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6971. int j;
  6972. j = i = rnd()%ARRAYLENGTH(sc);
  6973. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  6974. i++;
  6975. if ( i == ARRAYLENGTH(sc) )
  6976. i = 0;
  6977. if (i == j)
  6978. break;
  6979. }
  6980. break;
  6981. }
  6982. case NPC_WIDEBLEEDING:
  6983. case NPC_WIDECONFUSE:
  6984. case NPC_WIDECURSE:
  6985. case NPC_WIDEFREEZE:
  6986. case NPC_WIDESLEEP:
  6987. case NPC_WIDESILENCE:
  6988. case NPC_WIDESTONE:
  6989. case NPC_WIDESTUN:
  6990. case NPC_SLOWCAST:
  6991. case NPC_WIDEHELLDIGNITY:
  6992. if (flag&1)
  6993. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  6994. else {
  6995. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6996. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6997. map_foreachinrange(skill_area_sub, bl,
  6998. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  6999. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7000. skill_castend_nodamage_id);
  7001. }
  7002. break;
  7003. case NPC_WIDESOULDRAIN:
  7004. if (flag&1)
  7005. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7006. else {
  7007. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7008. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7009. map_foreachinrange(skill_area_sub, bl,
  7010. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7011. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7012. skill_castend_nodamage_id);
  7013. }
  7014. break;
  7015. case ALL_PARTYFLEE:
  7016. if( sd && !(flag&1) )
  7017. {
  7018. if( !sd->status.party_id )
  7019. {
  7020. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7021. break;
  7022. }
  7023. 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);
  7024. }
  7025. else
  7026. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7027. break;
  7028. case NPC_TALK:
  7029. case ALL_WEWISH:
  7030. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7031. break;
  7032. case ALL_BUYING_STORE:
  7033. if( sd )
  7034. {// players only, skill allows 5 buying slots
  7035. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  7036. }
  7037. break;
  7038. case RK_ENCHANTBLADE:
  7039. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7040. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7041. break;
  7042. case RK_DRAGONHOWLING:
  7043. if( flag&1)
  7044. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7045. else
  7046. {
  7047. skill_area_temp[2] = 0;
  7048. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7049. map_foreachinrange(skill_area_sub, src,
  7050. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7051. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7052. skill_castend_nodamage_id);
  7053. }
  7054. break;
  7055. case RK_IGNITIONBREAK:
  7056. case LG_EARTHDRIVE:
  7057. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7058. i = skill_get_splash(skill_id,skill_lv);
  7059. if( skill_id == LG_EARTHDRIVE ) {
  7060. int dummy = 1;
  7061. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7062. }
  7063. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7064. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7065. break;
  7066. case RK_STONEHARDSKIN:
  7067. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7068. {
  7069. int heal = sstatus->hp / 5; // 20% HP
  7070. if( status_charge(bl,heal,0) )
  7071. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7072. else
  7073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7074. }
  7075. break;
  7076. case RK_REFRESH:
  7077. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7078. {
  7079. int heal = status_get_max_hp(bl) * 25 / 100;
  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. status_heal(bl,heal,0,1);
  7083. status_change_clear_buffs(bl,4);
  7084. }
  7085. break;
  7086. case RK_MILLENNIUMSHIELD:
  7087. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7088. {
  7089. int8 rate = rnd()%100;
  7090. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7091. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7092. clif_millenniumshield(sd,shields);
  7093. clif_skill_nodamage(src,bl,skill_id,1,1);
  7094. }
  7095. break;
  7096. case RK_GIANTGROWTH:
  7097. case RK_VITALITYACTIVATION:
  7098. case RK_ABUNDANCE:
  7099. case RK_CRUSHSTRIKE:
  7100. if( sd )
  7101. {
  7102. int lv = 1; // RK_GIANTGROWTH
  7103. if( skill_id == RK_VITALITYACTIVATION )
  7104. lv = 2;
  7105. else if( skill_id == RK_ABUNDANCE )
  7106. lv = 6;
  7107. else if( skill_id == RK_CRUSHSTRIKE )
  7108. lv = 7;
  7109. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7110. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7111. }
  7112. break;
  7113. case RK_FIGHTINGSPIRIT: {
  7114. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7115. if( flag&1 ) {
  7116. if( src == bl )
  7117. sc_start2(src,bl,type,100,atkbonus,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7118. else
  7119. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7120. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7121. if( sd->status.party_id )
  7122. 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);
  7123. else
  7124. sc_start2(src,bl,type,100,7,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7125. clif_skill_nodamage(src,bl,skill_id,1,1);
  7126. }
  7127. }
  7128. break;
  7129. case RK_PHANTOMTHRUST:
  7130. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  7131. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7132. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  7133. if( battle_check_target(src,bl,BCT_ENEMY)>0 )
  7134. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7135. break;
  7136. /**
  7137. * Guilotine Cross
  7138. **/
  7139. case GC_ROLLINGCUTTER:
  7140. {
  7141. short count = 1;
  7142. skill_area_temp[2] = 0;
  7143. 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);
  7144. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7145. { // Every time the skill is casted the status change is reseted adding a counter.
  7146. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7147. if( count > 10 )
  7148. count = 10; // Max coounter
  7149. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7150. }
  7151. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7152. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7153. }
  7154. break;
  7155. case GC_WEAPONBLOCKING:
  7156. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7157. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7158. else
  7159. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7161. break;
  7162. case GC_CREATENEWPOISON:
  7163. if( sd )
  7164. {
  7165. clif_skill_produce_mix_list(sd,skill_id,25);
  7166. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7167. }
  7168. break;
  7169. case GC_POISONINGWEAPON:
  7170. if( sd ) {
  7171. clif_poison_list(sd,skill_lv);
  7172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7173. }
  7174. break;
  7175. case GC_ANTIDOTE:
  7176. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7177. if( tsc )
  7178. {
  7179. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7180. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7181. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7182. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7183. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7184. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7185. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7186. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7187. }
  7188. break;
  7189. case GC_PHANTOMMENACE:
  7190. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7191. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7192. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7193. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7194. break;
  7195. case GC_HALLUCINATIONWALK:
  7196. {
  7197. int heal = status_get_max_hp(bl) / 10;
  7198. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7199. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7200. break;
  7201. }
  7202. if( !status_charge(bl,heal,0) )
  7203. {
  7204. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7205. break;
  7206. }
  7207. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7208. }
  7209. break;
  7210. /**
  7211. * Arch Bishop
  7212. **/
  7213. case AB_ANCILLA:
  7214. if( sd ) {
  7215. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7216. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7217. }
  7218. break;
  7219. case AB_CLEMENTIA:
  7220. case AB_CANTO:
  7221. {
  7222. int bless_lv = pc_checkskill(sd,AL_BLESSING) + ((sd ? sd->status.job_level : 50) / 10);
  7223. int agi_lv = pc_checkskill(sd,AL_INCAGI) + ((sd ? sd->status.job_level : 50) / 10);
  7224. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7225. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7226. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7227. else if( sd )
  7228. 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);
  7229. }
  7230. break;
  7231. case AB_PRAEFATIO:
  7232. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7233. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7234. else if( sd )
  7235. 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);
  7236. break;
  7237. case AB_CHEAL:
  7238. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7239. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7240. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7241. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7242. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7243. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7244. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7245. i = ~i + 1;
  7246. status_heal(bl, i, 0, 0);
  7247. }
  7248. }
  7249. else if( sd )
  7250. 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);
  7251. break;
  7252. case AB_ORATIO:
  7253. if( flag&1 )
  7254. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7255. else
  7256. {
  7257. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7258. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7259. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7260. }
  7261. break;
  7262. case AB_LAUDAAGNUS:
  7263. if( flag&1 || sd == NULL ) {
  7264. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7265. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7266. // Success Chance: (40 + 10 * Skill Level) %
  7267. if( rnd()%100 > 40+10*skill_lv ) break;
  7268. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7269. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7270. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7271. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7272. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7273. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7274. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7275. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7276. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7277. } else if( sd )
  7278. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7279. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7280. break;
  7281. case AB_LAUDARAMUS:
  7282. if( flag&1 || sd == NULL ) {
  7283. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7284. // Success Chance: (40 + 10 * Skill Level) %
  7285. if( rnd()%100 > 40+10*skill_lv ) break;
  7286. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7287. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7288. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7289. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7290. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7291. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7292. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7293. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7294. } else if( sd )
  7295. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7296. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7297. break;
  7298. case AB_CLEARANCE:
  7299. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7300. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7301. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  7302. break;
  7303. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7304. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7305. if (sd)
  7306. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7307. break;
  7308. }
  7309. if(status_isimmune(bl) || !tsc || !tsc->count)
  7310. break;
  7311. for( i = 0; i < SC_MAX; i++ ) {
  7312. if (!tsc->data[i])
  7313. continue;
  7314. switch (i) {
  7315. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7316. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7317. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7318. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7319. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7320. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7321. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7322. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7323. case SC_SPIRIT: case SC_AUTOBERSERK:
  7324. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7325. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7326. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7327. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7328. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7329. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7330. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7331. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7332. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7333. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7334. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7335. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7336. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7337. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7338. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7339. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7340. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7341. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7342. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7343. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7344. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7345. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7346. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7347. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7348. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7349. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7350. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7351. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7352. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7353. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7354. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7355. #ifdef RENEWAL
  7356. case SC_EXTREMITYFIST2:
  7357. #endif
  7358. continue;
  7359. case SC_ASSUMPTIO:
  7360. if( bl->type == BL_MOB )
  7361. continue;
  7362. break;
  7363. }
  7364. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7365. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7366. }
  7367. break;
  7368. }
  7369. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7370. break;
  7371. case AB_SILENTIUM:
  7372. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7373. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7374. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7375. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7376. break;
  7377. /**
  7378. * Warlock
  7379. **/
  7380. case WL_STASIS:
  7381. if( flag&1 )
  7382. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7383. else
  7384. {
  7385. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7386. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7387. }
  7388. break;
  7389. case WL_WHITEIMPRISON:
  7390. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  7391. {
  7392. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7393. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  7394. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  7395. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  7396. if( sd )
  7397. skill_blockpc_start(sd,skill_id,4000);
  7398. if( !(tsc && tsc->data[type]) ){
  7399. 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));
  7400. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7401. if( !i )
  7402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7403. }
  7404. }else
  7405. if( sd )
  7406. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  7407. break;
  7408. case WL_FROSTMISTY:
  7409. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7410. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7411. break;
  7412. case WL_JACKFROST:
  7413. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7414. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7415. break;
  7416. case WL_MARSHOFABYSS:
  7417. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7418. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7419. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7420. skill_get_time(skill_id, skill_lv)));
  7421. break;
  7422. case WL_SIENNAEXECRATE:
  7423. if( status_isimmune(bl) || !tsc )
  7424. break;
  7425. if( flag&1 ) {
  7426. if( bl->id == skill_area_temp[1] )
  7427. break; // Already work on this target
  7428. if( tsc && tsc->data[SC_STONE] )
  7429. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7430. else
  7431. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7432. } else {
  7433. int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  7434. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7435. if( rnd()%100 < rate ) { // Success on First Target
  7436. if( !tsc->data[SC_STONE] )
  7437. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7438. else {
  7439. rate = 1;
  7440. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7441. }
  7442. if( rate ) {
  7443. skill_area_temp[1] = bl->id;
  7444. 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);
  7445. }
  7446. // Doesn't send failure packet if it fails on defense.
  7447. }
  7448. else if( sd ) // Failure on Rate
  7449. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7450. }
  7451. break;
  7452. case WL_SUMMONFB:
  7453. case WL_SUMMONBL:
  7454. case WL_SUMMONWB:
  7455. case WL_SUMMONSTONE:
  7456. {
  7457. short element = 0, sctype = 0, pos = -1;
  7458. struct status_change *sc = status_get_sc(src);
  7459. if( !sc ) break;
  7460. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7461. {
  7462. if( !sctype && !sc->data[i] )
  7463. sctype = i; // Take the free SC
  7464. if( sc->data[i] )
  7465. pos = max(sc->data[i]->val2,pos);
  7466. }
  7467. if( !sctype )
  7468. {
  7469. if( sd ) // No free slots to put SC
  7470. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  7471. break;
  7472. }
  7473. pos++; // Used in val2 for SC. Indicates the order of this ball
  7474. switch( skill_id )
  7475. { // Set val1. The SC element for this ball
  7476. case WL_SUMMONFB: element = WLS_FIRE; break;
  7477. case WL_SUMMONBL: element = WLS_WIND; break;
  7478. case WL_SUMMONWB: element = WLS_WATER; break;
  7479. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7480. }
  7481. sc_start4(src,src,sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  7482. clif_skill_nodamage(src,bl,skill_id,0,0);
  7483. }
  7484. break;
  7485. case WL_READING_SB:
  7486. if( sd ) {
  7487. struct status_change *sc = status_get_sc(bl);
  7488. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7489. if( sc && !sc->data[i] )
  7490. break;
  7491. if( i == SC_MAXSPELLBOOK ) {
  7492. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7493. break;
  7494. }
  7495. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7496. clif_spellbook_list(sd);
  7497. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7498. }
  7499. break;
  7500. /**
  7501. * Ranger
  7502. **/
  7503. case RA_FEARBREEZE:
  7504. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7505. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7506. break;
  7507. case RA_WUGMASTERY:
  7508. if( sd ) {
  7509. if( !pc_iswug(sd) )
  7510. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7511. else
  7512. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7513. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7514. }
  7515. break;
  7516. case RA_WUGRIDER:
  7517. if( sd ) {
  7518. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7519. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7520. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7521. } else if( pc_isridingwug(sd) ) {
  7522. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7523. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7524. }
  7525. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7526. }
  7527. break;
  7528. case RA_WUGDASH:
  7529. if( tsce ) {
  7530. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7531. map_freeblock_unlock();
  7532. return 0;
  7533. }
  7534. if( sd && pc_isridingwug(sd) ) {
  7535. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  7536. clif_walkok(sd);
  7537. }
  7538. break;
  7539. case RA_SENSITIVEKEEN:
  7540. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7541. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7542. 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);
  7543. break;
  7544. /**
  7545. * Mechanic
  7546. **/
  7547. case NC_F_SIDESLIDE:
  7548. case NC_B_SIDESLIDE:
  7549. {
  7550. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7551. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  7552. clif_slide(src,src->x,src->y);
  7553. clif_fixpos(src); //Aegis sent this packet
  7554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7555. }
  7556. break;
  7557. case NC_SELFDESTRUCTION:
  7558. if( sd ) {
  7559. if( pc_ismadogear(sd) )
  7560. pc_setmadogear(sd, 0);
  7561. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7562. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7563. status_set_sp(src, 0, 0);
  7564. }
  7565. break;
  7566. case NC_ANALYZE:
  7567. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7568. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7569. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  7570. if( sd ) pc_overheat(sd,1);
  7571. break;
  7572. case NC_MAGNETICFIELD:
  7573. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  7574. {
  7575. map_foreachinrange(skill_area_sub,src,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);;
  7576. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  7577. if (sd) pc_overheat(sd,1);
  7578. }
  7579. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  7580. break;
  7581. case NC_REPAIR:
  7582. if( sd )
  7583. {
  7584. int heal;
  7585. if( dstsd && pc_ismadogear(dstsd) )
  7586. {
  7587. heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
  7588. status_heal(bl,heal,0,2);
  7589. } else {
  7590. heal = sd->status.max_hp * (3+3*skill_lv) / 100;
  7591. status_heal(src,heal,0,2);
  7592. }
  7593. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7594. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  7595. }
  7596. break;
  7597. case NC_DISJOINT:
  7598. {
  7599. if( bl->type != BL_MOB ) break;
  7600. md = map_id2md(bl->id);
  7601. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7602. status_kill(bl);
  7603. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7604. }
  7605. break;
  7606. case SC_AUTOSHADOWSPELL:
  7607. if( sd ) {
  7608. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7609. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7610. clif_autoshadowspell_list(sd);
  7611. clif_skill_nodamage(src,bl,skill_id,1,1);
  7612. }
  7613. else
  7614. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7615. }
  7616. break;
  7617. case SC_SHADOWFORM:
  7618. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7619. 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))) )
  7620. dstsd->shadowform_id = src->id;
  7621. }
  7622. else if( sd )
  7623. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7624. break;
  7625. case SC_BODYPAINT:
  7626. if( flag&1 ) {
  7627. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7628. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7629. tsc->data[SC__INVISIBILITY]) ) {
  7630. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7631. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7632. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7633. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7634. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7635. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7636. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7637. }
  7638. } else {
  7639. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  7640. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7641. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7642. }
  7643. break;
  7644. case SC_ENERVATION:
  7645. case SC_GROOMY:
  7646. case SC_LAZINESS:
  7647. case SC_UNLUCKY:
  7648. case SC_WEAKNESS:
  7649. if( !(tsc && tsc->data[type]) ) {
  7650. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7651. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7652. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7653. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  7654. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  7655. } else if( sd )
  7656. clif_skill_fail(sd,skill_id,0,0);
  7657. break;
  7658. case SC_IGNORANCE:
  7659. if( !(tsc && tsc->data[type]) ) {
  7660. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7661. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7662. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  7663. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  7664. int sp = 200 * skill_lv;
  7665. if( dstmd ) sp = dstmd->level * 2;
  7666. if( status_zap(bl,0,sp) )
  7667. status_heal(src,0,sp/2,3);
  7668. }
  7669. else if( sd ) clif_skill_fail(sd,skill_id,0,0);
  7670. } else if( sd )
  7671. clif_skill_fail(sd,skill_id,0,0);
  7672. break;
  7673. case LG_TRAMPLE:
  7674. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7675. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  7676. break;
  7677. case LG_REFLECTDAMAGE:
  7678. if( tsc && tsc->data[type] )
  7679. status_change_end(bl,type,INVALID_TIMER);
  7680. else
  7681. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7683. break;
  7684. case LG_SHIELDSPELL:
  7685. if( flag&1 ) {
  7686. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7687. sc_start(src,bl,SC_SILENCE,100,skill_lv,duration);
  7688. } else if( sd ) {
  7689. int opt = skill_lv;
  7690. int rate = rnd()%100;
  7691. int val, brate;
  7692. switch( skill_lv ) {
  7693. case 1:
  7694. {
  7695. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7696. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7697. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7698. break;
  7699. }
  7700. brate = shield_data->def * 10;
  7701. if( rate < 50 )
  7702. opt = 1;
  7703. else if( rate < 75 )
  7704. opt = 2;
  7705. else
  7706. opt = 3;
  7707. switch( opt ) {
  7708. case 1:
  7709. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7710. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7711. if( rate < brate )
  7712. map_foreachinrange(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_damage_id);
  7713. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7714. break;
  7715. case 2:
  7716. val = shield_data->def / 10; // % Reflected damage.
  7717. sc_start2(src,bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7718. break;
  7719. case 3:
  7720. val = shield_data->def; // Attack increase.
  7721. sc_start2(src,bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7722. break;
  7723. }
  7724. }
  7725. break;
  7726. case 2:
  7727. brate = sd->bonus.shieldmdef * 20;
  7728. if( rate < 30 )
  7729. opt = 1;
  7730. else if( rate < 60 )
  7731. opt = 2;
  7732. else
  7733. opt = 3;
  7734. switch( opt ) {
  7735. case 1:
  7736. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7737. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7738. if( rate < brate )
  7739. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7740. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7741. break;
  7742. case 2:
  7743. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7744. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7745. if( rate < brate )
  7746. map_foreachinrange(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);
  7747. break;
  7748. case 3:
  7749. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7750. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  7751. sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7752. break;
  7753. }
  7754. break;
  7755. case 3:
  7756. {
  7757. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7758. if( !it ) { // No shield?
  7759. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7760. break;
  7761. }
  7762. brate = it->refine * 5;
  7763. if( rate < 25 )
  7764. opt = 1;
  7765. else if( rate < 50 )
  7766. opt = 2;
  7767. else
  7768. opt = 3;
  7769. switch( opt ) {
  7770. case 1:
  7771. val = 105 * it->refine / 10;
  7772. sc_start2(src,bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skill_id,skill_lv));
  7773. break;
  7774. case 2: case 3:
  7775. if( rate < brate )
  7776. {
  7777. val = sstatus->max_hp * (11 + it->refine) / 100;
  7778. status_heal(bl, val, 0, 3);
  7779. }
  7780. break;
  7781. /*case 3:
  7782. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7783. break;*/
  7784. }
  7785. }
  7786. break;
  7787. }
  7788. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7789. }
  7790. break;
  7791. case LG_PIETY:
  7792. if( flag&1 )
  7793. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7794. else {
  7795. skill_area_temp[2] = 0;
  7796. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7797. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7798. }
  7799. break;
  7800. case LG_INSPIRATION:
  7801. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7802. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7803. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7804. clif_updatestatus(sd,SP_BASEEXP);
  7805. clif_updatestatus(sd,SP_JOBEXP);
  7806. }
  7807. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  7808. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7809. break;
  7810. case SR_CURSEDCIRCLE:
  7811. if( flag&1 ) {
  7812. if( is_boss(bl) ) break;
  7813. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  7814. if( bl->type == BL_MOB )
  7815. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7816. unit_stop_attack(bl);
  7817. clif_bladestop(src, bl->id, 1);
  7818. map_freeblock_unlock();
  7819. return 1;
  7820. }
  7821. } else {
  7822. int count = 0;
  7823. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7824. 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
  7825. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7826. if( sd ) pc_delspiritball(sd, count, 0);
  7827. clif_skill_nodamage(src, src, skill_id, skill_lv,
  7828. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  7829. }
  7830. break;
  7831. case SR_RAISINGDRAGON:
  7832. if( sd ) {
  7833. short max = 5 + skill_lv;
  7834. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7835. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7836. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  7837. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  7838. }
  7839. break;
  7840. case SR_ASSIMILATEPOWER:
  7841. if( flag&1 ) {
  7842. i = 0;
  7843. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7844. {
  7845. i = dstsd->spiritball; //1%sp per spiritball.
  7846. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7847. }
  7848. if( i ) status_percent_heal(src, 0, i);
  7849. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  7850. } else {
  7851. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7852. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7853. }
  7854. break;
  7855. case SR_POWERVELOCITY:
  7856. if( !dstsd )
  7857. break;
  7858. if( sd && dstsd->spiritball <= 5 ) {
  7859. for(i = 0; i <= 5; i++) {
  7860. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7861. pc_delspiritball(sd, sd->spiritball, 0);
  7862. }
  7863. }
  7864. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7865. break;
  7866. case SR_GENTLETOUCH_CURE:
  7867. {
  7868. int heal;
  7869. if( status_isimmune(bl) )
  7870. {
  7871. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7872. break;
  7873. }
  7874. heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
  7875. status_heal(bl, heal, 0, 0);
  7876. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7877. {
  7878. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7879. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7880. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7881. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7882. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7883. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7884. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7885. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7886. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7887. }
  7888. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7889. }
  7890. break;
  7891. case SR_GENTLETOUCH_CHANGE:
  7892. case SR_GENTLETOUCH_REVITALIZE:
  7893. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7894. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  7895. break;
  7896. case WA_SWING_DANCE:
  7897. case WA_MOONLIT_SERENADE:
  7898. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7899. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7900. else if( sd ) { // Only shows effects on caster.
  7901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7902. 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);
  7903. }
  7904. break;
  7905. case WA_SYMPHONY_OF_LOVER:
  7906. case MI_RUSH_WINDMILL:
  7907. case MI_ECHOSONG:
  7908. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7909. sc_start4(src,bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv));
  7910. else if( sd ) { // Only shows effects on caster.
  7911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7912. 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);
  7913. }
  7914. break;
  7915. case MI_HARMONIZE:
  7916. if( src != bl )
  7917. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  7918. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  7919. break;
  7920. case WM_DEADHILLHERE:
  7921. if( bl->type == BL_PC ) {
  7922. if( !status_isdead(bl) )
  7923. break;
  7924. if( rnd()%100 < 88 + 2 * skill_lv ) {
  7925. int heal = tstatus->sp;
  7926. if( heal <= 0 )
  7927. heal = 1;
  7928. tstatus->hp = heal;
  7929. tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
  7930. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7931. pc_revive((TBL_PC*)bl,heal,0);
  7932. clif_resurrection(bl,1);
  7933. }
  7934. }
  7935. break;
  7936. case WM_SIRCLEOFNATURE:
  7937. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7938. case WM_VOICEOFSIREN:
  7939. if( skill_id != WM_SIRCLEOFNATURE )
  7940. flag &= ~BCT_SELF;
  7941. if( flag&1 ) {
  7942. sc_start2(src,bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  7943. } else {
  7944. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7946. }
  7947. break;
  7948. case WM_GLOOMYDAY:
  7949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7950. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7951. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7952. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7953. {
  7954. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7955. break;
  7956. }
  7957. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7958. break;
  7959. case WM_SATURDAY_NIGHT_FEVER:
  7960. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7961. if( !(tsc && tsc->data[type]) )
  7962. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  7963. } else if( flag&2 ) {
  7964. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7965. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7966. } else if( sd ) {
  7967. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  7968. if( !sd->status.party_id || (rnd()%100 > chance)) {
  7969. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  7970. break;
  7971. }
  7972. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  7973. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7974. flag |= 2;
  7975. else
  7976. flag |= 1;
  7977. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7978. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7979. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7980. if( flag&2 ) // Dealed here to prevent conflicts
  7981. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7982. }
  7983. break;
  7984. case WM_SONG_OF_MANA:
  7985. case WM_DANCE_WITH_WUG:
  7986. case WM_LERADS_DEW:
  7987. if( flag&1 ) { // These affect to to all party members near the caster.
  7988. struct status_change *sc = status_get_sc(src);
  7989. if( sc && sc->data[type] ) {
  7990. sc_start2(src,bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv));
  7991. }
  7992. } else if( sd ) {
  7993. short lv = (short)skill_lv;
  7994. int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1);
  7995. if( sc_start2(src,bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) )
  7996. 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);
  7997. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7998. }
  7999. break;
  8000. case WM_MELODYOFSINK:
  8001. case WM_BEYOND_OF_WARCRY:
  8002. case WM_UNLIMITED_HUMMING_VOICE:
  8003. if( flag&1 ) {
  8004. sc_start2(src,bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv));
  8005. } else { // These affect to all targets arround the caster.
  8006. short lv = (short)skill_lv;
  8007. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
  8008. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8009. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8010. }
  8011. break;
  8012. case WM_RANDOMIZESPELL: {
  8013. int improv_skill_id = 0, improv_skill_lv;
  8014. do {
  8015. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8016. improv_skill_id = skill_improvise_db[i].skill_id;
  8017. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  8018. improv_skill_lv = 4 + skill_lv;
  8019. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8020. if( sd ) {
  8021. sd->state.abra_flag = 2;
  8022. sd->skillitem = improv_skill_id;
  8023. sd->skillitemlv = improv_skill_lv;
  8024. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8025. } else {
  8026. struct unit_data *ud = unit_bl2ud(src);
  8027. int inf = skill_get_inf(improv_skill_id);
  8028. if (!ud) break;
  8029. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8030. if (src->type == BL_PET)
  8031. bl = (struct block_list*)((TBL_PET*)src)->msd;
  8032. if (!bl) bl = src;
  8033. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8034. } else {
  8035. int target_id = 0;
  8036. if (ud->target)
  8037. target_id = ud->target;
  8038. else switch (src->type) {
  8039. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8040. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8041. }
  8042. if (!target_id)
  8043. break;
  8044. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8045. bl = map_id2bl(target_id);
  8046. if (!bl) bl = src;
  8047. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8048. } else
  8049. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8050. }
  8051. }
  8052. }
  8053. break;
  8054. case RETURN_TO_ELDICASTES:
  8055. case ALL_GUARDIAN_RECALL:
  8056. if( sd )
  8057. {
  8058. short x, y; // Destiny position.
  8059. unsigned short mapindex;
  8060. if( skill_id == RETURN_TO_ELDICASTES)
  8061. {
  8062. x = 198;
  8063. y = 187;
  8064. mapindex = mapindex_name2id(MAP_DICASTES);
  8065. }
  8066. else
  8067. {
  8068. x = 44;
  8069. y = 151;
  8070. mapindex = mapindex_name2id(MAP_MORA);
  8071. }
  8072. if(!mapindex)
  8073. { //Given map not found?
  8074. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8075. map_freeblock_unlock();
  8076. return 0;
  8077. }
  8078. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8079. }
  8080. break;
  8081. case GM_SANDMAN:
  8082. if( tsc ) {
  8083. if( tsc->opt1 == OPT1_SLEEP )
  8084. tsc->opt1 = 0;
  8085. else
  8086. tsc->opt1 = OPT1_SLEEP;
  8087. clif_changeoption(bl);
  8088. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8089. }
  8090. break;
  8091. case SO_ARRULLO:
  8092. {
  8093. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8094. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8095. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8096. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8097. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8098. }
  8099. break;
  8100. case WM_LULLABY_DEEPSLEEP:
  8101. if( flag&1 ){
  8102. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8103. int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
  8104. if( bl != src )
  8105. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8106. }else {
  8107. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8108. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8109. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8110. }
  8111. break;
  8112. case SO_SUMMON_AGNI:
  8113. case SO_SUMMON_AQUA:
  8114. case SO_SUMMON_VENTUS:
  8115. case SO_SUMMON_TERA:
  8116. if( sd ) {
  8117. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8118. // Remove previous elemental fisrt.
  8119. if( sd->ed )
  8120. elemental_delete(sd->ed,0);
  8121. // Summoning the new one.
  8122. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8124. break;
  8125. }
  8126. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8127. }
  8128. break;
  8129. case SO_EL_CONTROL:
  8130. if( sd ) {
  8131. int mode = EL_MODE_PASSIVE; // Standard mode.
  8132. if( !sd->ed ) break;
  8133. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8134. elemental_delete(sd->ed, 0);
  8135. break;
  8136. }
  8137. switch( skill_lv ) {// Select mode bassed on skill level used.
  8138. case 2: mode = EL_MODE_ASSIST; break;
  8139. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8140. }
  8141. if( !elemental_change_mode(sd->ed,mode) ) {
  8142. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8143. break;
  8144. }
  8145. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8146. }
  8147. break;
  8148. case SO_EL_ACTION:
  8149. if( sd ) {
  8150. int duration = 3000;
  8151. if( !sd->ed ) break;
  8152. sd->skill_id_old = skill_id;
  8153. elemental_action(sd->ed, bl, tick);
  8154. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8155. switch(sd->ed->db->class_){
  8156. case 2115:case 2124:
  8157. case 2118:case 2121:
  8158. duration = 6000;
  8159. break;
  8160. case 2116:case 2119:
  8161. case 2122:case 2125:
  8162. duration = 9000;
  8163. break;
  8164. }
  8165. skill_blockpc_start(sd, skill_id, duration);
  8166. }
  8167. break;
  8168. case SO_EL_CURE:
  8169. if( sd ) {
  8170. struct elemental_data *ed = sd->ed;
  8171. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8172. int e_hp, e_sp;
  8173. if( !ed ) break;
  8174. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8175. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8176. break;
  8177. }
  8178. e_hp = ed->battle_status.max_hp * 10 / 100;
  8179. e_sp = ed->battle_status.max_sp * 10 / 100;
  8180. status_heal(&ed->bl,e_hp,e_sp,3);
  8181. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8182. }
  8183. break;
  8184. case GN_CHANGEMATERIAL:
  8185. case SO_EL_ANALYSIS:
  8186. if( sd ) {
  8187. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8188. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8189. }
  8190. break;
  8191. case GN_BLOOD_SUCKER:
  8192. {
  8193. struct status_change *sc = status_get_sc(src);
  8194. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8195. if( tsc && tsc->data[type] ){
  8196. (sc->bs_counter)--;
  8197. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8198. }
  8199. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8200. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8201. (sc->bs_counter)++;
  8202. } else if( sd ) {
  8203. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8204. break;
  8205. }
  8206. }
  8207. break;
  8208. case GN_MANDRAGORA:
  8209. if( flag&1 ) {
  8210. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8211. sc_start(src,bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8212. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8213. } else
  8214. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8215. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8216. break;
  8217. case GN_SLINGITEM:
  8218. if( sd ) {
  8219. short ammo_id;
  8220. i = sd->equip_index[EQI_AMMO];
  8221. if( i <= 0 )
  8222. break; // No ammo.
  8223. ammo_id = sd->inventory_data[i]->nameid;
  8224. if( ammo_id <= 0 )
  8225. break;
  8226. sd->itemid = ammo_id;
  8227. if( itemdb_is_GNbomb(ammo_id) ) {
  8228. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8229. if( ammo_id == 13263 )
  8230. 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);
  8231. else
  8232. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8233. } else //Otherwise, it fails, shows animation and removes items.
  8234. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  8235. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8236. struct script_code *script = sd->inventory_data[i]->script;
  8237. if( !script )
  8238. break;
  8239. if( dstsd )
  8240. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8241. else
  8242. run_script(script,0,src->id,0);
  8243. }
  8244. }
  8245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8247. break;
  8248. case GN_MIX_COOKING:
  8249. case GN_MAKEBOMB:
  8250. case GN_S_PHARMACY:
  8251. if( sd ) {
  8252. int qty = 1;
  8253. sd->skill_id_old = skill_id;
  8254. sd->skill_lv_old = skill_lv;
  8255. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8256. qty = 10;
  8257. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8259. }
  8260. break;
  8261. case EL_CIRCLE_OF_FIRE:
  8262. case EL_PYROTECHNIC:
  8263. case EL_HEATER:
  8264. case EL_TROPIC:
  8265. case EL_AQUAPLAY:
  8266. case EL_COOLER:
  8267. case EL_CHILLY_AIR:
  8268. case EL_GUST:
  8269. case EL_BLAST:
  8270. case EL_WILD_STORM:
  8271. case EL_PETROLOGY:
  8272. case EL_CURSED_SOIL:
  8273. case EL_UPHEAVAL:
  8274. case EL_FIRE_CLOAK:
  8275. case EL_WATER_DROP:
  8276. case EL_WIND_CURTAIN:
  8277. case EL_SOLID_SKIN:
  8278. case EL_STONE_SHIELD:
  8279. case EL_WIND_STEP: {
  8280. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8281. if( ele ) {
  8282. sc_type type2 = type-1;
  8283. struct status_change *sc = status_get_sc(&ele->bl);
  8284. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8285. elemental_clean_single_effect(ele, skill_id);
  8286. } else {
  8287. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8288. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8289. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8290. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8291. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8292. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8293. }
  8294. }
  8295. }
  8296. break;
  8297. case EL_FIRE_MANTLE:
  8298. case EL_WATER_BARRIER:
  8299. case EL_ZEPHYR:
  8300. case EL_POWER_OF_GAIA:
  8301. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8302. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8303. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  8304. break;
  8305. case EL_WATER_SCREEN: {
  8306. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8307. if( ele ) {
  8308. struct status_change *sc = status_get_sc(&ele->bl);
  8309. sc_type type2 = type-1;
  8310. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8311. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8312. elemental_clean_single_effect(ele, skill_id);
  8313. } else {
  8314. // This not heals at the end.
  8315. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8316. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8317. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  8318. }
  8319. }
  8320. }
  8321. break;
  8322. case KO_KAHU_ENTEN:
  8323. case KO_HYOUHU_HUBUKI:
  8324. case KO_KAZEHU_SEIRAN:
  8325. case KO_DOHU_KOUKAI:
  8326. if(sd) {
  8327. int ttype = skill_get_ele(skill_id, skill_lv);
  8328. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8329. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  8330. }
  8331. break;
  8332. case KO_ZANZOU:
  8333. if(sd){
  8334. struct mob_data *md;
  8335. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8336. if( md )
  8337. {
  8338. md->master_id = src->id;
  8339. md->special_state.ai = AI_ZANZOU;
  8340. if( md->deletetimer != INVALID_TIMER )
  8341. delete_timer(md->deletetimer, mob_timer_delete);
  8342. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8343. mob_spawn( md );
  8344. pc_setinvincibletimer(sd,500);// unlock target lock
  8345. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8346. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  8347. }
  8348. }
  8349. break;
  8350. case KO_KYOUGAKU:
  8351. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8352. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8353. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8354. }else if( sd )
  8355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8356. break;
  8357. case KO_JYUSATSU:
  8358. if( dstsd && tsc && !tsc->data[type] &&
  8359. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8360. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8361. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  8362. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  8363. if( status_get_lv(bl) <= status_get_lv(src) )
  8364. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  8365. }else if( sd )
  8366. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8367. break;
  8368. case KO_GENWAKU:
  8369. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8370. int x = src->x, y = src->y;
  8371. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8372. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8373. break;
  8374. }
  8375. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8376. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8377. clif_slide(src,bl->x,bl->y) ;
  8378. sc_start(src,src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8379. if (unit_movepos(bl,x,y,0,0))
  8380. {
  8381. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  8382. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8383. clif_sitting(bl); //Avoid sitting sync problem
  8384. clif_slide(bl,x,y) ;
  8385. sc_start(src,bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8386. }
  8387. }
  8388. }
  8389. break;
  8390. case OB_AKAITSUKI:
  8391. case OB_OBOROGENSOU:
  8392. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8393. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8394. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8395. break;
  8396. }
  8397. case KO_IZAYOI:
  8398. case OB_ZANGETSU:
  8399. case KG_KYOMU:
  8400. case KG_KAGEMUSYA:
  8401. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8402. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8403. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8404. break;
  8405. case KG_KAGEHUMI:
  8406. if( flag&1 ){
  8407. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8408. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8409. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8410. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8411. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8412. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8413. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8414. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8415. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8416. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8417. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8418. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8419. }
  8420. if( skill_area_temp[2] == 1 ){
  8421. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8422. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8423. }
  8424. }else{
  8425. skill_area_temp[2] = 0;
  8426. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  8427. }
  8428. break;
  8429. case MH_SILENT_BREEZE: {
  8430. struct status_change *ssc = status_get_sc(src);
  8431. struct block_list *m_bl = battle_get_master(src);
  8432. const enum sc_type scs[] = {
  8433. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8434. };
  8435. int heal;
  8436. if(tsc){
  8437. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8438. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8439. }
  8440. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8441. status_change_start(src,bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8442. }
  8443. heal = status_get_sp(src) + status_get_lv(src); //cur_sp+blvl @TODO need real value
  8444. status_heal(bl, heal, 0, 7);
  8445. //now inflict silence on everyone
  8446. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8447. status_change_start(src, src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8448. if(m_bl){
  8449. struct status_change *msc = status_get_sc(m_bl);
  8450. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8451. status_change_start(src, m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8452. }
  8453. if (hd)
  8454. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8455. }
  8456. break;
  8457. case MH_OVERED_BOOST:
  8458. if (hd){
  8459. struct block_list *s_bl = battle_get_master(src);
  8460. if(hd->homunculus.hunger>50) //reduce hunger
  8461. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8462. else
  8463. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8464. if(s_bl && s_bl->type==BL_PC){
  8465. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8466. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8467. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  8468. }
  8469. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8470. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8471. }
  8472. break;
  8473. case MH_GRANITIC_ARMOR:
  8474. case MH_PYROCLASTIC: {
  8475. struct block_list *s_bl = battle_get_master(src);
  8476. 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
  8477. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8478. if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8479. }
  8480. break;
  8481. case MH_LIGHT_OF_REGENE: //self
  8482. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8483. if(hd){
  8484. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8485. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8486. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8487. }
  8488. break;
  8489. case MH_STYLE_CHANGE: {
  8490. struct status_change_entry *sce;
  8491. if(hd && (sce=hd->sc.data[SC_STYLE_CHANGE])){ //in preparation for other bl usage
  8492. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  8493. else sce->val1 = MH_MD_FIGHTING;
  8494. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  8495. int mode = hd->sc.data[SC_STYLE_CHANGE]->val1;
  8496. char output[128];
  8497. safesnprintf(output,sizeof(output),"Eleanor is now in %s mode",(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  8498. clif_colormes(hd->master,COLOR_RED,output);
  8499. }
  8500. }
  8501. break;
  8502. }
  8503. case MH_MAGMA_FLOW:
  8504. case MH_PAIN_KILLER:
  8505. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8506. if (hd)
  8507. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8508. break;
  8509. case MH_SUMMON_LEGION: {
  8510. int summons[5] = {2158, 2159, 2159, 2160, 2160};
  8511. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8512. struct mob_data *sum_md;
  8513. int i,c=0;
  8514. int maxcount = qty[skill_lv-1];
  8515. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  8516. if(c >= maxcount) return 0; //max qty already spawned
  8517. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  8518. 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);
  8519. if (sum_md) {
  8520. sum_md->master_id = src->id;
  8521. sum_md->special_state.ai = 5;
  8522. if (sum_md->deletetimer != INVALID_TIMER)
  8523. delete_timer(sum_md->deletetimer, mob_timer_delete);
  8524. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  8525. mob_spawn(sum_md); //Now it is ready for spawning.
  8526. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  8527. }
  8528. }
  8529. if (hd)
  8530. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8531. }
  8532. break;
  8533. default:
  8534. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  8535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8536. map_freeblock_unlock();
  8537. return 1;
  8538. }
  8539. if(skill_id != SR_CURSEDCIRCLE){
  8540. struct status_change *sc = status_get_sc(src);
  8541. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8542. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8543. }
  8544. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8545. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8546. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  8547. }
  8548. if( sd && !(flag&1) )
  8549. {// ensure that the skill last-cast tick is recorded
  8550. sd->canskill_tick = gettick();
  8551. if( sd->state.arrow_atk )
  8552. {// consume arrow on last invocation to this skill.
  8553. battle_consume_ammo(sd, skill_id, skill_lv);
  8554. }
  8555. skill_onskillusage(sd, bl, skill_id, tick);
  8556. // perform skill requirement consumption
  8557. skill_consume_requirement(sd,skill_id,skill_lv,2);
  8558. }
  8559. map_freeblock_unlock();
  8560. return 0;
  8561. }
  8562. /*==========================================
  8563. *
  8564. *------------------------------------------*/
  8565. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8566. {
  8567. struct block_list *target, *src;
  8568. struct map_session_data *sd;
  8569. struct mob_data *md;
  8570. struct unit_data *ud;
  8571. struct status_change *sc = NULL;
  8572. int inf,inf2,flag = 0;
  8573. src = map_id2bl(id);
  8574. if( src == NULL )
  8575. {
  8576. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8577. return 0;// not found
  8578. }
  8579. ud = unit_bl2ud(src);
  8580. if( ud == NULL )
  8581. {
  8582. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8583. return 0;// ???
  8584. }
  8585. sd = BL_CAST(BL_PC, src);
  8586. md = BL_CAST(BL_MOB, src);
  8587. if( src->prev == NULL ) {
  8588. ud->skilltimer = INVALID_TIMER;
  8589. return 0;
  8590. }
  8591. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8592. if( ud->skilltimer != tid ) {
  8593. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8594. ud->skilltimer = INVALID_TIMER;
  8595. return 0;
  8596. }
  8597. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  8598. {// restore original walk speed
  8599. ud->skilltimer = INVALID_TIMER;
  8600. status_calc_bl(&sd->bl, SCB_SPEED);
  8601. }
  8602. ud->skilltimer = INVALID_TIMER;
  8603. }
  8604. if (ud->skilltarget == id)
  8605. target = src;
  8606. else
  8607. target = map_id2bl(ud->skilltarget);
  8608. // Use a do so that you can break out of it when the skill fails.
  8609. do {
  8610. if(!target || target->prev==NULL) break;
  8611. if(src->m != target->m || status_isdead(src)) break;
  8612. switch (ud->skill_id) {
  8613. //These should become skill_castend_pos
  8614. case WE_CALLPARTNER:
  8615. if(sd) clif_callpartner(sd);
  8616. case WE_CALLPARENT:
  8617. case WE_CALLBABY:
  8618. case AM_RESURRECTHOMUN:
  8619. case PF_SPIDERWEB:
  8620. //Find a random spot to place the skill. [Skotlex]
  8621. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  8622. ud->skillx = target->x + inf2;
  8623. ud->skilly = target->y + inf2;
  8624. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8625. ud->skillx = target->x;
  8626. ud->skilly = target->y;
  8627. }
  8628. ud->skilltimer=tid;
  8629. return skill_castend_pos(tid,tick,id,data);
  8630. case GN_WALLOFTHORN:
  8631. ud->skillx = target->x;
  8632. ud->skilly = target->y;
  8633. ud->skilltimer = tid;
  8634. return skill_castend_pos(tid,tick,id,data);
  8635. }
  8636. if(ud->skill_id == RG_BACKSTAP) {
  8637. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8638. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8639. break;
  8640. }
  8641. }
  8642. if( ud->skill_id == PR_TURNUNDEAD )
  8643. {
  8644. struct status_data *tstatus = status_get_status_data(target);
  8645. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8646. break;
  8647. }
  8648. if( ud->skill_id == RA_WUGSTRIKE ){
  8649. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8650. break;
  8651. }
  8652. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  8653. {
  8654. sc = status_get_sc(target);
  8655. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8656. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8657. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  8658. break;
  8659. }
  8660. }
  8661. else
  8662. { // Check target validity.
  8663. inf = skill_get_inf(ud->skill_id);
  8664. inf2 = skill_get_inf2(ud->skill_id);
  8665. if(inf&INF_ATTACK_SKILL ||
  8666. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8667. ) // Casted through combo.
  8668. inf = BCT_ENEMY; //Offensive skill.
  8669. else if(inf2&INF2_NO_ENEMY)
  8670. inf = BCT_NOENEMY;
  8671. else
  8672. inf = 0;
  8673. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8674. {
  8675. inf |=
  8676. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8677. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8678. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8679. inf &= ~BCT_NEUTRAL;
  8680. }
  8681. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  8682. {
  8683. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8684. break;
  8685. }
  8686. else if (inf && battle_check_target(src, target, inf) <= 0){
  8687. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8688. break;
  8689. }
  8690. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  8691. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  8692. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  8693. }
  8694. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  8695. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  8696. break; // You can use Clearance on party members in normal maps too. [pakpil]
  8697. }
  8698. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8699. sc->data[SC_FOGWALL] &&
  8700. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  8701. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  8702. break;
  8703. }
  8704. }
  8705. //Avoid doing double checks for instant-cast skills.
  8706. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  8707. break;
  8708. if(md) {
  8709. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8710. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  8711. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  8712. }
  8713. if(src != target && battle_config.skill_add_range &&
  8714. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  8715. {
  8716. if (sd) {
  8717. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8718. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8719. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  8720. }
  8721. break;
  8722. }
  8723. if( sd )
  8724. {
  8725. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  8726. break;
  8727. else
  8728. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  8729. }
  8730. #ifdef OFFICIAL_WALKPATH
  8731. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8732. break;
  8733. #endif
  8734. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  8735. break;
  8736. if (ud->state.running && ud->skill_id == TK_JUMPKICK)
  8737. {
  8738. ud->state.running = 0;
  8739. status_change_end(src, SC_RUN, INVALID_TIMER);
  8740. flag = 1;
  8741. }
  8742. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  8743. unit_stop_walking(src,1);
  8744. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8745. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8746. if (sd) { //Cooldown application
  8747. int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
  8748. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8749. if (sd->skillcooldown[i].id == ud->skill_id){
  8750. cooldown += sd->skillcooldown[i].val;
  8751. break;
  8752. }
  8753. }
  8754. if(cooldown)
  8755. skill_blockpc_start(sd, ud->skill_id, cooldown);
  8756. }
  8757. if( battle_config.display_status_timers && sd )
  8758. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  8759. if( sd )
  8760. {
  8761. switch( ud->skill_id )
  8762. {
  8763. case GS_DESPERADO:
  8764. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  8765. break;
  8766. case CR_GRANDCROSS:
  8767. case NPC_GRANDDARKNESS:
  8768. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8769. {
  8770. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8771. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  8772. break;
  8773. }
  8774. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  8775. break;
  8776. }
  8777. }
  8778. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  8779. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  8780. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8781. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8782. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  8783. map_freeblock_lock();
  8784. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8785. skill_toggle_magicpower(src, ud->skill_id);
  8786. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8787. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8788. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  8789. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  8790. else
  8791. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  8792. sc = status_get_sc(src);
  8793. if(sc && sc->count) {
  8794. if(sc->data[SC_SPIRIT] &&
  8795. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8796. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  8797. ud->skill_id != WZ_WATERBALL)
  8798. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8799. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  8800. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8801. }
  8802. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8803. sd->skillitem = sd->skillitemlv = 0;
  8804. if (ud->skilltimer == INVALID_TIMER) {
  8805. if(md) md->skill_idx = -1;
  8806. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8807. ud->skill_lv = ud->skilltarget = 0;
  8808. }
  8809. map_freeblock_unlock();
  8810. return 1;
  8811. } while(0);
  8812. //Skill failed.
  8813. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8814. { //When Asura fails... (except when it fails from Fog of Wall)
  8815. //Consume SP/spheres
  8816. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  8817. status_set_sp(src, 0, 0);
  8818. sc = &sd->sc;
  8819. if (sc->count)
  8820. { //End states
  8821. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8822. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8823. #ifdef RENEWAL
  8824. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  8825. #endif
  8826. }
  8827. if (target && target->m == src->m)
  8828. { //Move character to target anyway.
  8829. int dir, x, y;
  8830. dir = map_calc_dir(src,target->x,target->y);
  8831. if( dir > 0 && dir < 4) x = -2;
  8832. else if( dir > 4 ) x = 2;
  8833. else x = 0;
  8834. if( dir > 2 && dir < 6 ) y = -2;
  8835. else if( dir == 7 || dir < 2 ) y = 2;
  8836. else y = 0;
  8837. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  8838. { //Display movement + animation.
  8839. clif_slide(src,src->x,src->y);
  8840. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  8841. }
  8842. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8843. }
  8844. }
  8845. ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
  8846. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8847. ud->canact_tick = tick;
  8848. //You can't place a skill failed packet here because it would be
  8849. //sent in ALL cases, even cases where skill_check_condition fails
  8850. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8851. if(sd)
  8852. sd->skillitem = sd->skillitemlv = 0;
  8853. else if(md)
  8854. md->skill_idx = -1;
  8855. return 0;
  8856. }
  8857. /*==========================================
  8858. *
  8859. *------------------------------------------*/
  8860. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8861. {
  8862. struct block_list* src = map_id2bl(id);
  8863. int maxcount;
  8864. struct map_session_data *sd;
  8865. struct unit_data *ud = unit_bl2ud(src);
  8866. struct mob_data *md;
  8867. nullpo_ret(ud);
  8868. sd = BL_CAST(BL_PC , src);
  8869. md = BL_CAST(BL_MOB, src);
  8870. if( src->prev == NULL ) {
  8871. ud->skilltimer = INVALID_TIMER;
  8872. return 0;
  8873. }
  8874. if( ud->skilltimer != tid )
  8875. {
  8876. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8877. ud->skilltimer = INVALID_TIMER;
  8878. return 0;
  8879. }
  8880. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  8881. {// restore original walk speed
  8882. ud->skilltimer = INVALID_TIMER;
  8883. status_calc_bl(&sd->bl, SCB_SPEED);
  8884. }
  8885. ud->skilltimer = INVALID_TIMER;
  8886. do {
  8887. if( status_isdead(src) )
  8888. break;
  8889. if( !(src->type&battle_config.skill_reiteration) &&
  8890. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  8891. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  8892. )
  8893. {
  8894. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8895. break;
  8896. }
  8897. if( src->type&battle_config.skill_nofootset &&
  8898. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  8899. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  8900. )
  8901. {
  8902. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8903. break;
  8904. }
  8905. if( src->type&battle_config.land_skill_limit &&
  8906. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  8907. ) {
  8908. int i;
  8909. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8910. if(ud->skillunit[i]->skill_id == ud->skill_id)
  8911. maxcount--;
  8912. }
  8913. if( maxcount == 0 )
  8914. {
  8915. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8916. break;
  8917. }
  8918. }
  8919. if(tid != INVALID_TIMER)
  8920. { //Avoid double checks on instant cast skills. [Skotlex]
  8921. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  8922. break;
  8923. if(battle_config.skill_add_range &&
  8924. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  8925. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8926. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  8927. break;
  8928. }
  8929. }
  8930. if( sd )
  8931. {
  8932. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  8933. break;
  8934. else
  8935. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  8936. }
  8937. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  8938. break;
  8939. if(md) {
  8940. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8941. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  8942. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  8943. }
  8944. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8945. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8946. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  8947. if (ud->walktimer != INVALID_TIMER)
  8948. unit_stop_walking(src,1);
  8949. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8950. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  8951. if (sd) { //Cooldown application
  8952. int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
  8953. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8954. if (sd->skillcooldown[i].id == ud->skill_id){
  8955. cooldown += sd->skillcooldown[i].val;
  8956. break;
  8957. }
  8958. }
  8959. if(cooldown)
  8960. skill_blockpc_start(sd, ud->skill_id, cooldown);
  8961. }
  8962. if( battle_config.display_status_timers && sd )
  8963. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  8964. // if( sd )
  8965. // {
  8966. // switch( ud->skill_id )
  8967. // {
  8968. // case ????:
  8969. // sd->canequip_tick = tick + ????;
  8970. // break;
  8971. // }
  8972. // }
  8973. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  8974. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8975. map_freeblock_lock();
  8976. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  8977. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8978. sd->skillitem = sd->skillitemlv = 0;
  8979. if (ud->skilltimer == INVALID_TIMER) {
  8980. if (md) md->skill_idx = -1;
  8981. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8982. ud->skill_lv = ud->skillx = ud->skilly = 0;
  8983. }
  8984. map_freeblock_unlock();
  8985. return 1;
  8986. } while(0);
  8987. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8988. ud->canact_tick = tick;
  8989. ud->skill_id = ud->skill_lv = 0;
  8990. if(sd)
  8991. sd->skillitem = sd->skillitemlv = 0;
  8992. else if(md)
  8993. md->skill_idx = -1;
  8994. return 0;
  8995. }
  8996. /* skill count without self */
  8997. static int skill_count_wos(struct block_list *bl,va_list ap) {
  8998. struct block_list* src = va_arg(ap, struct block_list*);
  8999. if( src->id != bl->id ) {
  9000. return 1;
  9001. }
  9002. return 0;
  9003. }
  9004. /*==========================================
  9005. *
  9006. *------------------------------------------*/
  9007. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9008. {
  9009. struct map_session_data* sd;
  9010. struct status_change* sc;
  9011. struct status_change_entry *sce;
  9012. struct skill_unit_group* sg;
  9013. enum sc_type type;
  9014. int i;
  9015. //if(skill_lv <= 0) return 0;
  9016. if(skill_id > 0 && !skill_lv) return 0; // celest
  9017. nullpo_ret(src);
  9018. if(status_isdead(src))
  9019. return 0;
  9020. sd = BL_CAST(BL_PC, src);
  9021. sc = status_get_sc(src);
  9022. type = status_skill2sc(skill_id);
  9023. sce = (sc && type != -1)?sc->data[type]:NULL;
  9024. switch (skill_id) { //Skill effect.
  9025. case WZ_METEOR:
  9026. case MO_BODYRELOCATION:
  9027. case CR_CULTIVATION:
  9028. case HW_GANBANTEIN:
  9029. case LG_EARTHDRIVE:
  9030. break; //Effect is displayed on respective switch case.
  9031. default:
  9032. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9033. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9034. else
  9035. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9036. }
  9037. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9038. skill_toggle_magicpower(src, skill_id);
  9039. switch(skill_id)
  9040. {
  9041. case PR_BENEDICTIO:
  9042. skill_area_temp[1] = src->id;
  9043. i = skill_get_splash(skill_id, skill_lv);
  9044. map_foreachinarea(skill_area_sub,
  9045. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9046. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9047. skill_castend_nodamage_id);
  9048. map_foreachinarea(skill_area_sub,
  9049. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9050. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9051. skill_castend_damage_id);
  9052. break;
  9053. case BS_HAMMERFALL:
  9054. i = skill_get_splash(skill_id, skill_lv);
  9055. map_foreachinarea (skill_area_sub,
  9056. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9057. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9058. skill_castend_nodamage_id);
  9059. break;
  9060. case HT_DETECTING:
  9061. i = skill_get_splash(skill_id, skill_lv);
  9062. map_foreachinarea( status_change_timer_sub,
  9063. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9064. src,NULL,SC_SIGHT,tick);
  9065. if(battle_config.traps_setting&1)
  9066. map_foreachinarea( skill_reveal_trap,
  9067. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9068. break;
  9069. case SR_RIDEINLIGHTNING:
  9070. i = skill_get_splash(skill_id, skill_lv);
  9071. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9072. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9073. break;
  9074. case SA_VOLCANO:
  9075. case SA_DELUGE:
  9076. case SA_VIOLENTGALE:
  9077. { //Does not consumes if the skill is already active. [Skotlex]
  9078. struct skill_unit_group *sg;
  9079. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9080. {
  9081. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9082. {
  9083. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9084. return 0; // not to consume items
  9085. }
  9086. else
  9087. sg->limit = 0; //Disable it.
  9088. }
  9089. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9090. break;
  9091. }
  9092. case MG_SAFETYWALL:
  9093. case MG_FIREWALL:
  9094. case MG_THUNDERSTORM:
  9095. case AL_PNEUMA:
  9096. case WZ_ICEWALL:
  9097. case WZ_FIREPILLAR:
  9098. case WZ_QUAGMIRE:
  9099. case WZ_VERMILION:
  9100. case WZ_STORMGUST:
  9101. case WZ_HEAVENDRIVE:
  9102. case PR_SANCTUARY:
  9103. case PR_MAGNUS:
  9104. case CR_GRANDCROSS:
  9105. case NPC_GRANDDARKNESS:
  9106. case HT_SKIDTRAP:
  9107. case MA_SKIDTRAP:
  9108. case HT_LANDMINE:
  9109. case MA_LANDMINE:
  9110. case HT_ANKLESNARE:
  9111. case HT_SHOCKWAVE:
  9112. case HT_SANDMAN:
  9113. case MA_SANDMAN:
  9114. case HT_FLASHER:
  9115. case HT_FREEZINGTRAP:
  9116. case MA_FREEZINGTRAP:
  9117. case HT_BLASTMINE:
  9118. case HT_CLAYMORETRAP:
  9119. case AS_VENOMDUST:
  9120. case AM_DEMONSTRATION:
  9121. case PF_FOGWALL:
  9122. case PF_SPIDERWEB:
  9123. case HT_TALKIEBOX:
  9124. case WE_CALLPARTNER:
  9125. case WE_CALLPARENT:
  9126. case WE_CALLBABY:
  9127. case AC_SHOWER: //Ground-placed skill implementation.
  9128. case MA_SHOWER:
  9129. case SA_LANDPROTECTOR:
  9130. case BD_LULLABY:
  9131. case BD_RICHMANKIM:
  9132. case BD_ETERNALCHAOS:
  9133. case BD_DRUMBATTLEFIELD:
  9134. case BD_RINGNIBELUNGEN:
  9135. case BD_ROKISWEIL:
  9136. case BD_INTOABYSS:
  9137. case BD_SIEGFRIED:
  9138. case BA_DISSONANCE:
  9139. case BA_POEMBRAGI:
  9140. case BA_WHISTLE:
  9141. case BA_ASSASSINCROSS:
  9142. case BA_APPLEIDUN:
  9143. case DC_UGLYDANCE:
  9144. case DC_HUMMING:
  9145. case DC_DONTFORGETME:
  9146. case DC_FORTUNEKISS:
  9147. case DC_SERVICEFORYOU:
  9148. case CG_MOONLIT:
  9149. case GS_DESPERADO:
  9150. case NJ_KAENSIN:
  9151. case NJ_BAKUENRYU:
  9152. case NJ_SUITON:
  9153. case NJ_HYOUSYOURAKU:
  9154. case NJ_RAIGEKISAI:
  9155. case NJ_KAMAITACHI:
  9156. #ifdef RENEWAL
  9157. case NJ_HUUMA:
  9158. #endif
  9159. case NPC_EVILLAND:
  9160. case RA_ELECTRICSHOCKER:
  9161. case RA_CLUSTERBOMB:
  9162. case RA_MAGENTATRAP:
  9163. case RA_COBALTTRAP:
  9164. case RA_MAIZETRAP:
  9165. case RA_VERDURETRAP:
  9166. case RA_FIRINGTRAP:
  9167. case RA_ICEBOUNDTRAP:
  9168. case SC_MANHOLE:
  9169. case SC_DIMENSIONDOOR:
  9170. case SC_CHAOSPANIC:
  9171. case SC_MAELSTROM:
  9172. case WM_REVERBERATION:
  9173. case WM_SEVERE_RAINSTORM:
  9174. case WM_POEMOFNETHERWORLD:
  9175. case SO_PSYCHIC_WAVE:
  9176. case SO_VACUUM_EXTREME:
  9177. case GN_WALLOFTHORN:
  9178. case GN_THORNS_TRAP:
  9179. case GN_DEMONIC_FIRE:
  9180. case GN_HELLS_PLANT:
  9181. case SO_EARTHGRAVE:
  9182. case SO_DIAMONDDUST:
  9183. case SO_FIRE_INSIGNIA:
  9184. case SO_WATER_INSIGNIA:
  9185. case SO_WIND_INSIGNIA:
  9186. case SO_EARTH_INSIGNIA:
  9187. case KO_HUUMARANKA:
  9188. case KO_MUCHANAGE:
  9189. case KO_BAKURETSU:
  9190. case KO_ZENKAI:
  9191. case MH_LAVA_SLIDE:
  9192. case MH_VOLCANIC_ASH:
  9193. case MH_POISON_MIST:
  9194. case MH_STEINWAND:
  9195. case MH_XENO_SLASHER:
  9196. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9197. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9198. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9199. break;
  9200. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9201. skill_clear_unitgroup(src);
  9202. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9203. flag|=1;
  9204. break;
  9205. case HP_BASILICA:
  9206. if( sc->data[SC_BASILICA] ) {
  9207. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  9208. return 0;
  9209. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9210. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  9211. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9212. return 0;
  9213. }
  9214. skill_clear_unitgroup(src);
  9215. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  9216. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  9217. flag|=1;
  9218. }
  9219. break;
  9220. case CG_HERMODE:
  9221. skill_clear_unitgroup(src);
  9222. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9223. sc_start4(src,src,SC_DANCING,100,
  9224. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9225. flag|=1;
  9226. break;
  9227. case RG_CLEANER: // [Valaris]
  9228. i = skill_get_splash(skill_id, skill_lv);
  9229. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  9230. break;
  9231. case SO_WARMER:
  9232. flag|= 8;
  9233. case SO_CLOUD_KILL:
  9234. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9235. break;
  9236. case WZ_METEOR: {
  9237. int area = skill_get_splash(skill_id, skill_lv);
  9238. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  9239. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  9240. // Creates a random Cell in the Splash Area
  9241. tmpx = x - area + rnd()%(area * 2 + 1);
  9242. tmpy = y - area + rnd()%(area * 2 + 1);
  9243. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  9244. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  9245. if( i > 0 )
  9246. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  9247. x1 = tmpx;
  9248. y1 = tmpy;
  9249. }
  9250. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  9251. }
  9252. break;
  9253. case AL_WARP:
  9254. if(sd)
  9255. {
  9256. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  9257. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  9258. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  9259. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  9260. );
  9261. }
  9262. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9263. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9264. return 0; // not to consume item.
  9265. case MO_BODYRELOCATION:
  9266. if (unit_movepos(src, x, y, 1, 1)) {
  9267. #if PACKETVER >= 20111005
  9268. clif_snap(src, src->x, src->y);
  9269. #else
  9270. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  9271. #endif
  9272. if (sd)
  9273. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9274. }
  9275. break;
  9276. case NJ_SHADOWJUMP:
  9277. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9278. unit_movepos(src, x, y, 1, 0);
  9279. clif_slide(src,x,y);
  9280. }
  9281. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9282. break;
  9283. case AM_SPHEREMINE:
  9284. case AM_CANNIBALIZE:
  9285. {
  9286. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9287. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9288. int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
  9289. struct mob_data *md;
  9290. // Correct info, don't change any of this! [celest]
  9291. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9292. if (md) {
  9293. md->master_id = src->id;
  9294. md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9295. if( md->deletetimer != INVALID_TIMER )
  9296. delete_timer(md->deletetimer, mob_timer_delete);
  9297. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  9298. mob_spawn (md); //Now it is ready for spawning.
  9299. }
  9300. }
  9301. break;
  9302. // Slim Pitcher [Celest]
  9303. case CR_SLIMPITCHER:
  9304. if (sd) {
  9305. int i = skill_lv%11 - 1;
  9306. int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
  9307. if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
  9308. {
  9309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9310. return 1;
  9311. }
  9312. potion_flag = 1;
  9313. potion_hp = 0;
  9314. potion_sp = 0;
  9315. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9316. potion_flag = 0;
  9317. //Apply skill bonuses
  9318. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9319. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9320. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9321. + pc_skillheal_bonus(sd, skill_id);
  9322. potion_hp = potion_hp * (100+i)/100;
  9323. potion_sp = potion_sp * (100+i)/100;
  9324. if(potion_hp > 0 || potion_sp > 0) {
  9325. i = skill_get_splash(skill_id, skill_lv);
  9326. map_foreachinarea(skill_area_sub,
  9327. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9328. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9329. skill_castend_nodamage_id);
  9330. }
  9331. } else {
  9332. int i = skill_lv%11 - 1;
  9333. struct item_data *item;
  9334. i = skill_db[skill_id].itemid[i];
  9335. item = itemdb_search(i);
  9336. potion_flag = 1;
  9337. potion_hp = 0;
  9338. potion_sp = 0;
  9339. run_script(item->script,0,src->id,0);
  9340. potion_flag = 0;
  9341. i = skill_get_max(CR_SLIMPITCHER)*10;
  9342. potion_hp = potion_hp * (100+i)/100;
  9343. potion_sp = potion_sp * (100+i)/100;
  9344. if(potion_hp > 0 || potion_sp > 0) {
  9345. i = skill_get_splash(skill_id, skill_lv);
  9346. map_foreachinarea(skill_area_sub,
  9347. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9348. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9349. skill_castend_nodamage_id);
  9350. }
  9351. }
  9352. break;
  9353. case HW_GANBANTEIN:
  9354. if (rnd()%100 < 80) {
  9355. int dummy = 1;
  9356. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9357. i = skill_get_splash(skill_id, skill_lv);
  9358. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9359. } else {
  9360. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9361. return 1;
  9362. }
  9363. break;
  9364. case HW_GRAVITATION:
  9365. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9366. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  9367. flag|=1;
  9368. break;
  9369. // Plant Cultivation [Celest]
  9370. case CR_CULTIVATION:
  9371. if (sd) {
  9372. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9373. {
  9374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9375. return 1;
  9376. }
  9377. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9378. if (rnd()%100 < 50) {
  9379. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9380. } else {
  9381. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9382. int i;
  9383. if (!md) break;
  9384. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  9385. {
  9386. if( md->deletetimer != INVALID_TIMER )
  9387. delete_timer(md->deletetimer, mob_timer_delete);
  9388. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9389. }
  9390. mob_spawn (md);
  9391. }
  9392. }
  9393. break;
  9394. case SG_SUN_WARM:
  9395. case SG_MOON_WARM:
  9396. case SG_STAR_WARM:
  9397. skill_clear_unitgroup(src);
  9398. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  9399. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9400. flag|=1;
  9401. break;
  9402. case PA_GOSPEL:
  9403. if (sce && sce->val4 == BCT_SELF)
  9404. {
  9405. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9406. return 0;
  9407. }
  9408. else
  9409. {
  9410. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  9411. if (!sg) break;
  9412. if (sce)
  9413. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9414. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  9415. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  9416. }
  9417. break;
  9418. case NJ_TATAMIGAESHI:
  9419. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  9420. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  9421. break;
  9422. case AM_RESURRECTHOMUN: //[orn]
  9423. if (sd)
  9424. {
  9425. if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
  9426. {
  9427. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9428. break;
  9429. }
  9430. }
  9431. break;
  9432. case RK_WINDCUTTER:
  9433. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9434. case NC_COLDSLOWER:
  9435. case NC_ARMSCANNON:
  9436. case RK_DRAGONBREATH:
  9437. i = skill_get_splash(skill_id,skill_lv);
  9438. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9439. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9440. break;
  9441. case SO_ARRULLO:
  9442. i = skill_get_splash(skill_id,skill_lv);
  9443. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9444. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9445. break;
  9446. /**
  9447. * Guilotine Cross
  9448. **/
  9449. case GC_POISONSMOKE:
  9450. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9451. if( sd )
  9452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9453. return 0;
  9454. }
  9455. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  9456. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  9457. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9458. break;
  9459. /**
  9460. * Arch Bishop
  9461. **/
  9462. case AB_EPICLESIS:
  9463. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  9464. i = sg->unit->range;
  9465. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  9466. }
  9467. break;
  9468. /**
  9469. * Warlock
  9470. **/
  9471. case WL_COMET:
  9472. if( sc ) {
  9473. sc->comet_x = x;
  9474. sc->comet_y = y;
  9475. }
  9476. i = skill_get_splash(skill_id,skill_lv);
  9477. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9478. break;
  9479. case WL_EARTHSTRAIN:
  9480. {
  9481. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  9482. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9483. for( i = 1; i <= wave; i++ )
  9484. {
  9485. switch( dir ){
  9486. case 0: case 1: case 7: sy = y + i; break;
  9487. case 3: case 4: case 5: sy = y - i; break;
  9488. case 2: sx = x - i; break;
  9489. case 6: sx = x + i; break;
  9490. }
  9491. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  9492. }
  9493. }
  9494. break;
  9495. /**
  9496. * Ranger
  9497. **/
  9498. case RA_DETONATOR:
  9499. i = skill_get_splash(skill_id, skill_lv);
  9500. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9501. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9502. break;
  9503. /**
  9504. * Mechanic
  9505. **/
  9506. case NC_NEUTRALBARRIER:
  9507. case NC_STEALTHFIELD:
  9508. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9509. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  9510. 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));
  9511. if( sd ) pc_overheat(sd,1);
  9512. }
  9513. break;
  9514. case NC_SILVERSNIPER:
  9515. {
  9516. int class_ = 2042;
  9517. struct mob_data *md;
  9518. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9519. if( md )
  9520. {
  9521. md->master_id = src->id;
  9522. md->special_state.ai = AI_FLORA;
  9523. if( md->deletetimer != INVALID_TIMER )
  9524. delete_timer(md->deletetimer, mob_timer_delete);
  9525. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  9526. mob_spawn( md );
  9527. }
  9528. }
  9529. break;
  9530. case NC_MAGICDECOY:
  9531. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  9532. break;
  9533. case SC_FEINTBOMB:
  9534. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9535. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  9536. if( skill_blown(src,src,6,unit_getdir(src),0) )
  9537. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  9538. break;
  9539. case LG_OVERBRAND:
  9540. {
  9541. int width;//according to data from irowiki it actually is a square
  9542. for( width = 0; width < 7; width++ )
  9543. for( i = 0; i < 7; i++ )
  9544. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9545. for( width = 0; width < 7; width++ )
  9546. for( i = 0; i < 7; i++ )
  9547. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9548. }
  9549. break;
  9550. case LG_BANDING:
  9551. if( sc && sc->data[SC_BANDING] )
  9552. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9553. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  9554. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9555. if( sd ) pc_banding(sd,skill_lv);
  9556. }
  9557. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9558. break;
  9559. case LG_RAYOFGENESIS:
  9560. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  9561. i = skill_get_splash(skill_id,skill_lv);
  9562. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9563. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9564. } else if( sd )
  9565. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9566. break;
  9567. case WM_DOMINION_IMPULSE:
  9568. i = skill_get_splash(skill_id, skill_lv);
  9569. map_foreachinarea( skill_ative_reverberation,
  9570. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9571. break;
  9572. case WM_GREAT_ECHO:
  9573. flag|=1; // Should counsume 1 item per skill usage.
  9574. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9575. break;
  9576. case GN_CRAZYWEED: {
  9577. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  9578. short x1 = 0, y1 = 0;
  9579. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  9580. x1 = x - area + rnd()%(area * 2 + 1);
  9581. y1 = y - area + rnd()%(area * 2 + 1);
  9582. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  9583. }
  9584. }
  9585. break;
  9586. case GN_FIRE_EXPANSION: {
  9587. int i;
  9588. struct unit_data *ud = unit_bl2ud(src);
  9589. if( !ud ) break;
  9590. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9591. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9592. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9593. switch( skill_lv ) {
  9594. case 3:
  9595. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9596. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9597. break;
  9598. case 4:
  9599. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9600. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9601. break;
  9602. case 5:
  9603. map_foreachinarea(skill_area_sub, src->m,
  9604. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9605. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9606. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9607. skill_delunit(ud->skillunit[i]->unit);
  9608. break;
  9609. default:
  9610. ud->skillunit[i]->unit->val2 = skill_lv;
  9611. ud->skillunit[i]->unit->group->val2 = skill_lv;
  9612. break;
  9613. }
  9614. }
  9615. }
  9616. }
  9617. break;
  9618. case SO_FIREWALK:
  9619. case SO_ELECTRICWALK:
  9620. if( sc && sc->data[type] )
  9621. status_change_end(src,type,INVALID_TIMER);
  9622. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  9623. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  9624. break;
  9625. case SC_BLOODYLUST: //set in another group so instance will move if recasted
  9626. flag |= 33;
  9627. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  9628. break;
  9629. case KO_MAKIBISHI:
  9630. for( i = 0; i < (skill_lv+2); i++ ) {
  9631. x = src->x - 1 + rnd()%3;
  9632. y = src->y - 1 + rnd()%3;
  9633. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9634. }
  9635. break;
  9636. default:
  9637. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  9638. return 1;
  9639. }
  9640. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9641. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9642. if( sd )
  9643. {// ensure that the skill last-cast tick is recorded
  9644. sd->canskill_tick = gettick();
  9645. if( sd->state.arrow_atk && !(flag&1) )
  9646. {// consume arrow if this is a ground skill
  9647. battle_consume_ammo(sd, skill_id, skill_lv);
  9648. }
  9649. // perform skill requirement consumption
  9650. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9651. }
  9652. return 0;
  9653. }
  9654. /*==========================================
  9655. *
  9656. *------------------------------------------*/
  9657. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  9658. {
  9659. nullpo_ret(sd);
  9660. //Simplify skill_failed code.
  9661. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9662. if(skill_id != sd->menuskill_id)
  9663. return 0;
  9664. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9665. skill_failed(sd);
  9666. return 0;
  9667. }
  9668. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9669. skill_failed(sd);
  9670. return 0;
  9671. }
  9672. if(sd->sc.count && (
  9673. sd->sc.data[SC_SILENCE] ||
  9674. sd->sc.data[SC_ROKISWEIL] ||
  9675. sd->sc.data[SC_AUTOCOUNTER] ||
  9676. sd->sc.data[SC_STEELBODY] ||
  9677. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9678. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
  9679. sd->sc.data[SC_BASILICA] ||
  9680. sd->sc.data[SC_MARIONETTE] ||
  9681. sd->sc.data[SC_WHITEIMPRISON] ||
  9682. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  9683. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  9684. sd->sc.data[SC_OBLIVIONCURSE] ||
  9685. sd->sc.data[SC__MANHOLE] ||
  9686. (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
  9687. )) {
  9688. skill_failed(sd);
  9689. return 0;
  9690. }
  9691. pc_stop_attack(sd);
  9692. pc_stop_walking(sd,0);
  9693. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9694. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  9695. if(strcmp(map,"cancel")==0) {
  9696. skill_failed(sd);
  9697. return 0;
  9698. }
  9699. switch(skill_id)
  9700. {
  9701. case AL_TELEPORT:
  9702. if(strcmp(map,"Random")==0)
  9703. pc_randomwarp(sd,CLR_TELEPORT);
  9704. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9705. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9706. break;
  9707. case AL_WARP:
  9708. {
  9709. const struct point *p[4];
  9710. struct skill_unit_group *group;
  9711. int i, lv, wx, wy;
  9712. int maxcount=0;
  9713. int x,y;
  9714. unsigned short mapindex;
  9715. mapindex = mapindex_name2id((char*)map);
  9716. if(!mapindex) { //Given map not found?
  9717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9718. skill_failed(sd);
  9719. return 0;
  9720. }
  9721. p[0] = &sd->status.save_point;
  9722. p[1] = &sd->status.memo_point[0];
  9723. p[2] = &sd->status.memo_point[1];
  9724. p[3] = &sd->status.memo_point[2];
  9725. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  9726. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9727. if(sd->ud.skillunit[i]->skill_id == skill_id)
  9728. maxcount--;
  9729. }
  9730. if(!maxcount) {
  9731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9732. skill_failed(sd);
  9733. return 0;
  9734. }
  9735. }
  9736. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  9737. wx = sd->menuskill_val>>16;
  9738. wy = sd->menuskill_val&0xffff;
  9739. if( lv <= 0 ) return 0;
  9740. if( lv > 4 ) lv = 4; // crash prevention
  9741. // check if the chosen map exists in the memo list
  9742. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9743. if( i < lv ) {
  9744. x=p[i]->x;
  9745. y=p[i]->y;
  9746. } else {
  9747. skill_failed(sd);
  9748. return 0;
  9749. }
  9750. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9751. { // This checks versus skill_id/skill_lv...
  9752. skill_failed(sd);
  9753. return 0;
  9754. }
  9755. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9756. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9757. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  9758. skill_failed(sd);
  9759. return 0;
  9760. }
  9761. group->val1 = (group->val1<<16)|(short)0;
  9762. // record the destination coordinates
  9763. group->val2 = (x<<16)|y;
  9764. group->val3 = mapindex;
  9765. }
  9766. break;
  9767. }
  9768. sd->menuskill_id = sd->menuskill_val = 0;
  9769. return 0;
  9770. #undef skill_failed
  9771. }
  9772. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9773. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9774. {
  9775. struct skill_unit* target = (struct skill_unit*)bl;
  9776. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9777. int flag = va_arg(ap, int);
  9778. if (src == target)
  9779. return 0;
  9780. if (!target->group || !(target->group->state.song_dance&0x1))
  9781. return 0;
  9782. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9783. return 0;
  9784. if (flag) //Set dissonance
  9785. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9786. else //Remove dissonance
  9787. target->val2 &= ~UF_ENSEMBLE;
  9788. clif_skill_setunit(target); //Update look of affected cell.
  9789. return 1;
  9790. }
  9791. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9792. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9793. //When 1, this unit has been positioned, so start the cancel effect.
  9794. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9795. {
  9796. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9797. return 0;
  9798. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9799. return 0; //Nothing to remove, this unit is not overlapped.
  9800. if (unit->val1 != unit->group->skill_id)
  9801. { //Reset state
  9802. unit->val1 = unit->group->skill_id;
  9803. unit->val2 &= ~UF_ENSEMBLE;
  9804. }
  9805. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9806. }
  9807. /*==========================================
  9808. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9809. * Flag: 0 - Convert, 1 - Revert.
  9810. * TODO: This should be completely removed later and rewritten
  9811. * The entire execution of the overlapping songs instances is dirty and hacked together
  9812. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  9813. *------------------------------------------*/
  9814. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9815. {
  9816. static int prevflag = 1; // by default the backup is empty
  9817. static struct skill_unit_group backup;
  9818. struct skill_unit_group* group = unit->group;
  9819. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9820. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9821. return false;
  9822. if( flag == prevflag )
  9823. {// protection against attempts to read an empty backup / write to a full backup
  9824. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9825. flag ? "read an empty backup" : "write to a full backup",
  9826. group->skill_id, group->skill_lv, group->src_id);
  9827. return false;
  9828. }
  9829. prevflag = flag;
  9830. if( !flag )
  9831. { //Transform
  9832. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9833. // backup
  9834. backup.skill_id = group->skill_id;
  9835. backup.skill_lv = group->skill_lv;
  9836. backup.unit_id = group->unit_id;
  9837. backup.target_flag = group->target_flag;
  9838. backup.bl_flag = group->bl_flag;
  9839. backup.interval = group->interval;
  9840. // replace
  9841. group->skill_id = skill_id;
  9842. group->skill_lv = 1;
  9843. group->unit_id = skill_get_unit_id(skill_id,0);
  9844. group->target_flag = skill_get_unit_target(skill_id);
  9845. group->bl_flag = skill_get_unit_bl_target(skill_id);
  9846. group->interval = skill_get_unit_interval(skill_id);
  9847. }
  9848. else
  9849. { //Restore
  9850. group->skill_id = backup.skill_id;
  9851. group->skill_lv = backup.skill_lv;
  9852. group->unit_id = backup.unit_id;
  9853. group->target_flag = backup.target_flag;
  9854. group->bl_flag = backup.bl_flag;
  9855. group->interval = backup.interval;
  9856. }
  9857. return true;
  9858. }
  9859. /**
  9860. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9861. **/
  9862. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9863. struct block_list *target = NULL;
  9864. struct mob_data *md = ((TBL_MOB*)bl);
  9865. nullpo_ret(bl);
  9866. nullpo_ret(md);
  9867. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9868. return 0;
  9869. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9870. return 0;
  9871. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9872. mob_unlocktarget(md,gettick());
  9873. mob_stop_walking(md,1);
  9874. }
  9875. return 0;
  9876. }
  9877. /*==========================================
  9878. * Initializes and sets a ground skill.
  9879. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9880. *------------------------------------------*/
  9881. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  9882. {
  9883. struct skill_unit_group *group;
  9884. int i,limit,val1=0,val2=0,val3=0;
  9885. int target,interval,range,unit_flag,req_item=0;
  9886. struct s_skill_unit_layout *layout;
  9887. struct map_session_data *sd;
  9888. struct status_data *status;
  9889. struct status_change *sc;
  9890. int active_flag=1;
  9891. int subunt=0;
  9892. nullpo_retr(NULL, src);
  9893. limit = skill_get_time(skill_id,skill_lv);
  9894. range = skill_get_unit_range(skill_id,skill_lv);
  9895. interval = skill_get_unit_interval(skill_id);
  9896. target = skill_get_unit_target(skill_id);
  9897. unit_flag = skill_get_unit_flag(skill_id);
  9898. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  9899. sd = BL_CAST(BL_PC, src);
  9900. status = status_get_status_data(src);
  9901. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9902. switch( skill_id ) {
  9903. case MH_STEINWAND:
  9904. case MG_SAFETYWALL:
  9905. #ifdef RENEWAL
  9906. if(skill_id == MH_STEINWAND)
  9907. val2 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  9908. else
  9909. val2 = status_get_max_hp(src) * 3;
  9910. #else
  9911. val2 = skill_lv+1;
  9912. #endif
  9913. break;
  9914. case MG_FIREWALL:
  9915. if(sc && sc->data[SC_VIOLENTGALE])
  9916. limit = limit*3/2;
  9917. val2=4+skill_lv;
  9918. break;
  9919. case AL_WARP:
  9920. val1=skill_lv+6;
  9921. if(!(flag&1))
  9922. limit=2000;
  9923. else // previous implementation (not used anymore)
  9924. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9925. if( src->type != BL_SKILL ) return NULL;
  9926. group = ((TBL_SKILL*)src)->group;
  9927. src = map_id2bl(group->src_id);
  9928. if( !src ) return NULL;
  9929. val2 = group->val2; //Copy the (x,y) position you warp to
  9930. val3 = group->val3; //as well as the mapindex to warp to.
  9931. }
  9932. break;
  9933. case HP_BASILICA:
  9934. val1 = src->id; // Store caster id.
  9935. break;
  9936. case PR_SANCTUARY:
  9937. case NPC_EVILLAND:
  9938. val1=(skill_lv+3)*2;
  9939. break;
  9940. case WZ_FIREPILLAR:
  9941. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9942. return NULL;
  9943. if((flag&1)!=0)
  9944. limit=1000;
  9945. val1=skill_lv+2;
  9946. break;
  9947. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9948. case AM_DEMONSTRATION:
  9949. case GN_HELLS_PLANT:
  9950. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9951. && (src->type&battle_config.vs_traps_bctall))
  9952. target = BCT_ALL;
  9953. break;
  9954. case HT_SHOCKWAVE:
  9955. val1=skill_lv*15+10;
  9956. case HT_SANDMAN:
  9957. case MA_SANDMAN:
  9958. case HT_CLAYMORETRAP:
  9959. case HT_SKIDTRAP:
  9960. case MA_SKIDTRAP:
  9961. case HT_LANDMINE:
  9962. case MA_LANDMINE:
  9963. case HT_ANKLESNARE:
  9964. case HT_FLASHER:
  9965. case HT_FREEZINGTRAP:
  9966. case MA_FREEZINGTRAP:
  9967. case HT_BLASTMINE:
  9968. /**
  9969. * Ranger
  9970. **/
  9971. case RA_ELECTRICSHOCKER:
  9972. case RA_CLUSTERBOMB:
  9973. case RA_MAGENTATRAP:
  9974. case RA_COBALTTRAP:
  9975. case RA_MAIZETRAP:
  9976. case RA_VERDURETRAP:
  9977. case RA_FIRINGTRAP:
  9978. case RA_ICEBOUNDTRAP:
  9979. {
  9980. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  9981. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9982. if( req.itemid[i] )
  9983. req_item = req.itemid[i];
  9984. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9985. limit *= 4; // longer trap times in WOE [celest]
  9986. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9987. target = BCT_ALL;
  9988. }
  9989. break;
  9990. case SA_LANDPROTECTOR:
  9991. case SA_VOLCANO:
  9992. case SA_DELUGE:
  9993. case SA_VIOLENTGALE:
  9994. {
  9995. struct skill_unit_group *old_sg;
  9996. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9997. { //HelloKitty confirmed that these are interchangeable,
  9998. //so you can change element and not consume gemstones.
  9999. if ((
  10000. old_sg->skill_id == SA_VOLCANO ||
  10001. old_sg->skill_id == SA_DELUGE ||
  10002. old_sg->skill_id == SA_VIOLENTGALE
  10003. ) && old_sg->limit > 0)
  10004. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10005. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10006. if (limit < 0) //This can happen...
  10007. limit = skill_get_time(skill_id,skill_lv);
  10008. }
  10009. skill_clear_group(src,1);
  10010. }
  10011. break;
  10012. }
  10013. case BA_WHISTLE:
  10014. val1 = skill_lv +status->agi/10; // Flee increase
  10015. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10016. if(sd){
  10017. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10018. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10019. }
  10020. break;
  10021. case DC_HUMMING:
  10022. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10023. #ifdef RENEWAL
  10024. val1 *= 2;
  10025. #endif
  10026. if(sd)
  10027. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10028. break;
  10029. case BA_POEMBRAGI:
  10030. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  10031. //For some reason at level 10 the base delay reduction is 50%.
  10032. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  10033. if(sd){
  10034. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10035. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10036. }
  10037. break;
  10038. case DC_DONTFORGETME:
  10039. val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
  10040. val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
  10041. if(sd){
  10042. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10043. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  10044. }
  10045. break;
  10046. case BA_APPLEIDUN:
  10047. val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
  10048. if(sd)
  10049. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10050. break;
  10051. case DC_SERVICEFORYOU:
  10052. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  10053. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  10054. if(sd){
  10055. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  10056. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  10057. }
  10058. break;
  10059. case BA_ASSASSINCROSS:
  10060. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  10061. if(sd)
  10062. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  10063. break;
  10064. case DC_FORTUNEKISS:
  10065. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10066. if(sd)
  10067. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10068. val1*=10; //Because every 10 crit is an actual cri point.
  10069. break;
  10070. case BD_DRUMBATTLEFIELD:
  10071. #ifdef RENEWAL
  10072. val1 = (skill_lv+5)*25; //Watk increase
  10073. val2 = skill_lv*10; //Def increase
  10074. #else
  10075. val1 = (skill_lv+1)*25; //Watk increase
  10076. val2 = (skill_lv+1)*2; //Def increase
  10077. #endif
  10078. break;
  10079. case BD_RINGNIBELUNGEN:
  10080. val1 = (skill_lv+2)*25; //Watk increase
  10081. break;
  10082. case BD_RICHMANKIM:
  10083. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10084. break;
  10085. case BD_SIEGFRIED:
  10086. val1 = 55 + skill_lv*5; //Elemental Resistance
  10087. val2 = skill_lv*10; //Status ailment resistance
  10088. break;
  10089. case WE_CALLPARTNER:
  10090. if (sd) val1 = sd->status.partner_id;
  10091. break;
  10092. case WE_CALLPARENT:
  10093. if (sd) {
  10094. val1 = sd->status.father;
  10095. val2 = sd->status.mother;
  10096. }
  10097. break;
  10098. case WE_CALLBABY:
  10099. if (sd) val1 = sd->status.child;
  10100. break;
  10101. case NJ_KAENSIN:
  10102. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10103. val2 = (skill_lv+1)/2 + 4;
  10104. break;
  10105. case NJ_SUITON:
  10106. skill_clear_group(src, 1);
  10107. break;
  10108. case GS_GROUNDDRIFT:
  10109. {
  10110. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10111. val1 = status->rhw.ele;
  10112. if (!val1)
  10113. val1=element[rnd()%5];
  10114. switch (val1)
  10115. {
  10116. case ELE_FIRE:
  10117. subunt++;
  10118. case ELE_WATER:
  10119. subunt++;
  10120. case ELE_POISON:
  10121. subunt++;
  10122. case ELE_DARK:
  10123. subunt++;
  10124. case ELE_WIND:
  10125. break;
  10126. default:
  10127. subunt=rnd()%5;
  10128. break;
  10129. }
  10130. break;
  10131. }
  10132. case GC_POISONSMOKE:
  10133. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10134. return NULL;
  10135. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10136. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10137. limit = 4000 + 2000 * skill_lv;
  10138. break;
  10139. case GD_LEADERSHIP:
  10140. case GD_GLORYWOUNDS:
  10141. case GD_SOULCOLD:
  10142. case GD_HAWKEYES:
  10143. limit = 1000000;//it doesn't matter
  10144. break;
  10145. case LG_BANDING:
  10146. limit = -1;
  10147. break;
  10148. case WM_REVERBERATION:
  10149. interval = limit;
  10150. val2 = 1;
  10151. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  10152. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10153. return NULL;
  10154. break;
  10155. case SO_CLOUD_KILL:
  10156. skill_clear_group(src, 4);
  10157. break;
  10158. case SO_WARMER:
  10159. skill_clear_group(src, 8);
  10160. break;
  10161. case SO_VACUUM_EXTREME:
  10162. range++;
  10163. break;
  10164. case SC_BLOODYLUST:
  10165. skill_clear_group(src, 32);
  10166. break;
  10167. case GN_WALLOFTHORN:
  10168. if( flag&1 )
  10169. limit = 3000;
  10170. val3 = (x<<16)|y;
  10171. break;
  10172. case KO_ZENKAI:
  10173. if( sd ){
  10174. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  10175. if( i < 5 ){
  10176. val1 = sd->talisman[i]; // no. of aura
  10177. val2 = i; // aura type
  10178. limit += val1 * 1000;
  10179. subunt = i - 1;
  10180. pc_del_talisman(sd, sd->talisman[i], i);
  10181. }
  10182. }
  10183. break;
  10184. }
  10185. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  10186. group->val1=val1;
  10187. group->val2=val2;
  10188. group->val3=val3;
  10189. group->target_flag=target;
  10190. group->bl_flag= skill_get_unit_bl_target(skill_id);
  10191. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  10192. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  10193. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  10194. group->item_id = req_item;
  10195. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  10196. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  10197. active_flag = 0;
  10198. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  10199. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  10200. if (sd)
  10201. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  10202. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  10203. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  10204. }
  10205. if (group->state.song_dance) {
  10206. if(sd){
  10207. sd->skill_id_dance = skill_id;
  10208. sd->skill_lv_dance = skill_lv;
  10209. }
  10210. if (
  10211. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  10212. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  10213. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  10214. )
  10215. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  10216. }
  10217. limit = group->limit;
  10218. for( i = 0; i < layout->count; i++ )
  10219. {
  10220. struct skill_unit *unit;
  10221. int ux = x + layout->dx[i];
  10222. int uy = y + layout->dy[i];
  10223. int val1 = skill_lv;
  10224. int val2 = 0;
  10225. int alive = 1;
  10226. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  10227. continue; // don't place skill units on walls (except for songs/dances/encores)
  10228. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  10229. continue; // no path between cell and center of casting.
  10230. switch( skill_id )
  10231. {
  10232. case MG_FIREWALL:
  10233. case NJ_KAENSIN:
  10234. val2=group->val2;
  10235. break;
  10236. case WZ_ICEWALL:
  10237. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  10238. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  10239. break;
  10240. case HT_LANDMINE:
  10241. case MA_LANDMINE:
  10242. case HT_ANKLESNARE:
  10243. case HT_SHOCKWAVE:
  10244. case HT_SANDMAN:
  10245. case MA_SANDMAN:
  10246. case HT_FLASHER:
  10247. case HT_FREEZINGTRAP:
  10248. case MA_FREEZINGTRAP:
  10249. case HT_TALKIEBOX:
  10250. case HT_SKIDTRAP:
  10251. case MA_SKIDTRAP:
  10252. case HT_CLAYMORETRAP:
  10253. case HT_BLASTMINE:
  10254. /**
  10255. * Ranger
  10256. **/
  10257. case RA_ELECTRICSHOCKER:
  10258. case RA_CLUSTERBOMB:
  10259. case RA_MAGENTATRAP:
  10260. case RA_COBALTTRAP:
  10261. case RA_MAIZETRAP:
  10262. case RA_VERDURETRAP:
  10263. case RA_FIRINGTRAP:
  10264. case RA_ICEBOUNDTRAP:
  10265. val1 = 3500;
  10266. break;
  10267. case GS_DESPERADO:
  10268. val1 = abs(layout->dx[i]);
  10269. val2 = abs(layout->dy[i]);
  10270. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10271. if (val2 > val1) val1 = val2;
  10272. if (val1) val1--;
  10273. val1 = 36 -12*val1;
  10274. } else //Diagonal edges
  10275. val1 = 28 -4*val1 -4*val2;
  10276. if (val1 < 1) val1 = 1;
  10277. val2 = 0;
  10278. break;
  10279. case WM_REVERBERATION:
  10280. val1 = 1 + skill_lv;
  10281. break;
  10282. case GN_WALLOFTHORN:
  10283. val1 = 1000 * skill_lv; // Need official value. [LimitLine]
  10284. break;
  10285. default:
  10286. if (group->state.song_dance&0x1)
  10287. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10288. break;
  10289. }
  10290. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10291. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10292. if( range <= 0 )
  10293. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  10294. if( !alive )
  10295. continue;
  10296. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10297. unit->limit=limit;
  10298. unit->range=range;
  10299. if (skill_id == PF_FOGWALL && alive == 2)
  10300. { //Double duration of cells on top of Deluge/Suiton
  10301. unit->limit *= 2;
  10302. group->limit = unit->limit;
  10303. }
  10304. // execute on all targets standing on this cell
  10305. if (range==0 && active_flag)
  10306. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10307. }
  10308. if (!group->alive_count)
  10309. { //No cells? Something that was blocked completely by Land Protector?
  10310. skill_delunitgroup(group);
  10311. return NULL;
  10312. }
  10313. //success, unit created.
  10314. switch( skill_id ) {
  10315. case WZ_ICEWALL:
  10316. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10317. break;
  10318. case NJ_TATAMIGAESHI: //Store number of tiles.
  10319. group->val1 = group->alive_count;
  10320. break;
  10321. }
  10322. return group;
  10323. }
  10324. /*==========================================
  10325. *
  10326. *------------------------------------------*/
  10327. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10328. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10329. {
  10330. struct skill_unit_group *sg;
  10331. struct block_list *ss;
  10332. struct status_change *sc;
  10333. struct status_change_entry *sce;
  10334. enum sc_type type;
  10335. uint16 skill_id;
  10336. nullpo_ret(src);
  10337. nullpo_ret(bl);
  10338. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10339. return 0;
  10340. nullpo_ret(sg=src->group);
  10341. nullpo_ret(ss=map_id2bl(sg->src_id));
  10342. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  10343. return 0; //AoE skills are ineffective. [Skotlex]
  10344. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  10345. return 0; //Songs don't work in Basilica
  10346. sc = status_get_sc(bl);
  10347. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10348. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10349. type = status_skill2sc(sg->skill_id);
  10350. sce = (sc && type != -1)?sc->data[type]:NULL;
  10351. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10352. switch (sg->unit_id) {
  10353. case UNT_SPIDERWEB:
  10354. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  10355. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10356. sc->data[SC_SPIDERWEB]->val2++;
  10357. break;
  10358. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  10359. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10360. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  10361. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10362. if( td )
  10363. sec = DIFF_TICK(td->tick, tick);
  10364. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10365. clif_fixpos(bl);
  10366. sg->val2 = bl->id;
  10367. }
  10368. else
  10369. sec = 3000; //Couldn't trap it?
  10370. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10371. }
  10372. break;
  10373. case UNT_SAFETYWALL:
  10374. if (!sce)
  10375. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10376. break;
  10377. case UNT_PNEUMA:
  10378. case UNT_CHAOSPANIC:
  10379. case UNT_MAELSTROM:
  10380. if (!sce)
  10381. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10382. break;
  10383. case UNT_BLOODYLUST:
  10384. if (sg->src_id == bl->id)
  10385. break; //Does not affect the caster.
  10386. if (!sce) {
  10387. TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
  10388. if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
  10389. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10390. sc_start4(ss, bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10391. else {
  10392. if (sd) sd->bloodylust_tick = gettick();
  10393. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10394. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10395. }
  10396. }
  10397. break;
  10398. case UNT_WARP_WAITING: {
  10399. int working = sg->val1&0xffff;
  10400. if(bl->type==BL_PC && !working){
  10401. struct map_session_data *sd = (struct map_session_data *)bl;
  10402. if((!sd->chatID || battle_config.chat_warpportal)
  10403. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10404. {
  10405. int x = sg->val2>>16;
  10406. int y = sg->val2&0xffff;
  10407. int count = sg->val1>>16;
  10408. unsigned short m = sg->val3;
  10409. if( --count <= 0 )
  10410. skill_delunitgroup(sg);
  10411. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10412. working = 1;/* we break it because officials break it, lovely stuff. */
  10413. sg->val1 = (count<<16)|working;
  10414. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10415. }
  10416. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10417. int16 m = map_mapindex2mapid(sg->val3);
  10418. if (m < 0) break; //Map not available on this map-server.
  10419. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10420. }
  10421. }
  10422. break;
  10423. case UNT_QUAGMIRE:
  10424. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10425. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10426. break;
  10427. case UNT_VOLCANO:
  10428. case UNT_DELUGE:
  10429. case UNT_VIOLENTGALE:
  10430. if(!sce)
  10431. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  10432. break;
  10433. case UNT_SUITON:
  10434. if(!sce)
  10435. sc_start4(ss, bl,type,100,sg->skill_lv,
  10436. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10437. 0,0,sg->limit);
  10438. break;
  10439. case UNT_HERMODE:
  10440. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10441. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10442. case UNT_RICHMANKIM:
  10443. case UNT_ETERNALCHAOS:
  10444. case UNT_DRUMBATTLEFIELD:
  10445. case UNT_RINGNIBELUNGEN:
  10446. case UNT_ROKISWEIL:
  10447. case UNT_INTOABYSS:
  10448. case UNT_SIEGFRIED:
  10449. //Needed to check when a dancer/bard leaves their ensemble area.
  10450. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10451. return skill_id;
  10452. if (!sce)
  10453. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10454. break;
  10455. case UNT_WHISTLE:
  10456. case UNT_ASSASSINCROSS:
  10457. case UNT_POEMBRAGI:
  10458. case UNT_APPLEIDUN:
  10459. case UNT_HUMMING:
  10460. case UNT_DONTFORGETME:
  10461. case UNT_FORTUNEKISS:
  10462. case UNT_SERVICEFORYOU:
  10463. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10464. return 0;
  10465. if (!sc) return 0;
  10466. if (!sce)
  10467. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10468. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  10469. sce->val4 = 0; //remove the mark that we stepped out
  10470. delete_timer(sce->timer, status_change_timer);
  10471. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  10472. }
  10473. break;
  10474. case UNT_FOGWALL:
  10475. if (!sce)
  10476. {
  10477. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10478. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10479. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10480. }
  10481. break;
  10482. case UNT_GRAVITATION:
  10483. if (!sce)
  10484. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10485. break;
  10486. // officially, icewall has no problems existing on occupied cells [ultramage]
  10487. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10488. // src->val1 = 0;
  10489. // if(src->limit + sg->tick > tick + 700)
  10490. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10491. // break;
  10492. case UNT_MOONLIT:
  10493. //Knockback out of area if affected char isn't in Moonlit effect
  10494. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10495. break;
  10496. if (ss == bl) //Also needed to prevent infinite loop crash.
  10497. break;
  10498. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10499. break;
  10500. case UNT_WALLOFTHORN:
  10501. if( status_get_mode(bl)&MD_BOSS )
  10502. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10503. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10504. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10505. break;
  10506. case UNT_VOLCANIC_ASH:
  10507. if (!sce)
  10508. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  10509. break;
  10510. case UNT_GD_LEADERSHIP:
  10511. case UNT_GD_GLORYWOUNDS:
  10512. case UNT_GD_SOULCOLD:
  10513. case UNT_GD_HAWKEYES:
  10514. if ( !sce )
  10515. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  10516. break;
  10517. }
  10518. return skill_id;
  10519. }
  10520. /*==========================================
  10521. *
  10522. *------------------------------------------*/
  10523. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10524. {
  10525. struct skill_unit_group *sg;
  10526. struct block_list *ss;
  10527. TBL_PC* tsd;
  10528. struct status_data *tstatus;
  10529. struct status_change *tsc;
  10530. struct skill_unit_group_tickset *ts;
  10531. enum sc_type type;
  10532. uint16 skill_id;
  10533. int diff=0;
  10534. nullpo_ret(src);
  10535. nullpo_ret(bl);
  10536. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10537. return 0;
  10538. nullpo_ret(sg=src->group);
  10539. nullpo_ret(ss=map_id2bl(sg->src_id));
  10540. tsd = BL_CAST(BL_PC, bl);
  10541. tsc = status_get_sc(bl);
  10542. if ( tsc && tsc->data[SC_HOVERING] )
  10543. return 0; //Under hovering characters are immune to trap and ground target skills.
  10544. tstatus = status_get_status_data(bl);
  10545. type = status_skill2sc(sg->skill_id);
  10546. skill_id = sg->skill_id;
  10547. if (sg->interval == -1) {
  10548. switch (sg->unit_id) {
  10549. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10550. case UNT_FIREPILLAR_ACTIVE:
  10551. case UNT_ELECTRICSHOCKER:
  10552. case UNT_MANHOLE:
  10553. return 0;
  10554. default:
  10555. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10556. return 0;
  10557. }
  10558. }
  10559. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10560. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10561. diff = DIFF_TICK(tick,ts->tick);
  10562. if (diff < 0)
  10563. return 0;
  10564. ts->tick = tick+sg->interval;
  10565. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10566. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10567. }
  10568. switch (sg->unit_id) {
  10569. case UNT_FIREWALL:
  10570. case UNT_KAEN: {
  10571. int count=0;
  10572. const int x = bl->x, y = bl->y;
  10573. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10574. break;
  10575. //Take into account these hit more times than the timer interval can handle.
  10576. do
  10577. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10578. while(--src->val2 && x == bl->x && y == bl->y &&
  10579. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10580. if (src->val2<=0)
  10581. skill_delunit(src);
  10582. }
  10583. break;
  10584. case UNT_SANCTUARY:
  10585. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10586. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10587. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  10588. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10589. } else {
  10590. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10591. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10592. #ifdef RENEWAL
  10593. if( md && md->class_ == MOBID_EMPERIUM )
  10594. break;
  10595. #endif
  10596. if( md && mob_is_battleground(md) )
  10597. break;
  10598. if( tstatus->hp >= tstatus->max_hp )
  10599. break;
  10600. if( status_isimmune(bl) )
  10601. heal = 0;
  10602. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10603. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10604. heal = ~heal + 1;
  10605. status_heal(bl, heal, 0, 0);
  10606. if( diff >= 500 )
  10607. sg->val1--;
  10608. }
  10609. if( sg->val1 <= 0 )
  10610. skill_delunitgroup(sg);
  10611. break;
  10612. case UNT_EVILLAND:
  10613. //Will heal demon and undead element monsters, but not players.
  10614. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10615. { //Damage enemies
  10616. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10617. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10618. } else {
  10619. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10620. if (tstatus->hp >= tstatus->max_hp)
  10621. break;
  10622. if (status_isimmune(bl))
  10623. heal = 0;
  10624. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10625. status_heal(bl, heal, 0, 0);
  10626. }
  10627. break;
  10628. case UNT_MAGNUS:
  10629. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10630. break;
  10631. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10632. break;
  10633. case UNT_DUMMYSKILL:
  10634. switch (sg->skill_id)
  10635. {
  10636. case SG_SUN_WARM: //SG skills [Komurka]
  10637. case SG_MOON_WARM:
  10638. case SG_STAR_WARM:
  10639. {
  10640. int count = 0;
  10641. const int x = bl->x, y = bl->y;
  10642. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10643. do
  10644. {
  10645. if( bl->type == BL_PC )
  10646. status_zap(bl, 0, 15); // sp damage to players
  10647. else // mobs
  10648. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10649. {
  10650. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10651. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10652. }
  10653. else
  10654. { //should end when out of sp.
  10655. sg->limit = DIFF_TICK(tick,sg->tick);
  10656. break;
  10657. }
  10658. } while( x == bl->x && y == bl->y &&
  10659. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10660. }
  10661. break;
  10662. /**
  10663. * The storm gust counter was dropped in renewal
  10664. **/
  10665. #ifndef RENEWAL
  10666. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10667. if (tsc)
  10668. tsc->sg_counter++; //SG hit counter.
  10669. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10670. tsc->sg_counter=0; //Attack absorbed.
  10671. break;
  10672. #endif
  10673. case GS_DESPERADO:
  10674. if (rnd()%100 < src->val1)
  10675. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10676. break;
  10677. case GN_CRAZYWEED_ATK:
  10678. if( bl->type == BL_SKILL ){
  10679. struct skill_unit *su = (struct skill_unit *)bl;
  10680. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10681. break;
  10682. }
  10683. default:
  10684. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10685. }
  10686. break;
  10687. case UNT_FIREPILLAR_WAITING:
  10688. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10689. skill_delunit(src);
  10690. break;
  10691. case UNT_SKIDTRAP:
  10692. {
  10693. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10694. sg->unit_id = UNT_USED_TRAPS;
  10695. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10696. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10697. }
  10698. break;
  10699. case UNT_ANKLESNARE:
  10700. case UNT_MANHOLE:
  10701. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10702. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10703. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10704. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10705. if( td )
  10706. sec = DIFF_TICK(td->tick, tick);
  10707. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  10708. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10709. clif_fixpos(bl);
  10710. }
  10711. sg->val2 = bl->id;
  10712. } else
  10713. sec = 3000; //Couldn't trap it?
  10714. if( sg->unit_id == UNT_ANKLESNARE ) {
  10715. clif_skillunit_update(&src->bl);
  10716. /**
  10717. * If you're snared from a trap that was invisible this makes the trap be
  10718. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10719. * bugreport:3961
  10720. **/
  10721. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10722. }
  10723. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10724. sg->interval = -1;
  10725. src->range = 0;
  10726. }
  10727. break;
  10728. case UNT_ELECTRICSHOCKER:
  10729. if( bl->id != ss->id ) {
  10730. if( status_get_mode(bl)&MD_BOSS )
  10731. break;
  10732. 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), 8) ) {
  10733. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10734. clif_fixpos(bl);
  10735. }
  10736. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10737. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10738. }
  10739. break;
  10740. case UNT_VENOMDUST:
  10741. if(tsc && !tsc->data[type])
  10742. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10743. break;
  10744. case UNT_MAGENTATRAP:
  10745. case UNT_COBALTTRAP:
  10746. case UNT_MAIZETRAP:
  10747. case UNT_VERDURETRAP:
  10748. if( bl->type == BL_PC )// it won't work on players
  10749. break;
  10750. case UNT_FIRINGTRAP:
  10751. case UNT_ICEBOUNDTRAP:
  10752. case UNT_CLUSTERBOMB:
  10753. if( bl->id == ss->id )// it won't trigger on caster
  10754. break;
  10755. case UNT_LANDMINE:
  10756. case UNT_CLAYMORETRAP:
  10757. case UNT_BLASTMINE:
  10758. case UNT_SHOCKWAVE:
  10759. case UNT_SANDMAN:
  10760. case UNT_FLASHER:
  10761. case UNT_FREEZINGTRAP:
  10762. case UNT_FIREPILLAR_ACTIVE:
  10763. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10764. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10765. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10766. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10767. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10768. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10769. break;
  10770. case UNT_TALKIEBOX:
  10771. if (sg->src_id == bl->id)
  10772. break;
  10773. if (sg->val2 == 0){
  10774. clif_talkiebox(&src->bl, sg->valstr);
  10775. sg->unit_id = UNT_USED_TRAPS;
  10776. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10777. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10778. sg->val2 = -1;
  10779. }
  10780. break;
  10781. case UNT_LULLABY:
  10782. if (ss->id == bl->id)
  10783. break;
  10784. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10785. break;
  10786. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10787. if (ss->id != bl->id)
  10788. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10789. break;
  10790. case UNT_DISSONANCE:
  10791. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10792. break;
  10793. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10794. {
  10795. int heal;
  10796. #ifdef RENEWAL
  10797. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10798. if( md && md->class_ == MOBID_EMPERIUM )
  10799. break;
  10800. #endif
  10801. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10802. break; // affects self only when soullinked
  10803. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10804. if( tsc->data[SC_AKAITSUKI] && heal )
  10805. heal = ~heal + 1;
  10806. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10807. status_heal(bl, heal, 0, 0);
  10808. break;
  10809. }
  10810. case UNT_TATAMIGAESHI:
  10811. case UNT_DEMONSTRATION:
  10812. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10813. break;
  10814. case UNT_GOSPEL:
  10815. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10816. break;
  10817. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10818. { // Support Effect only on party, not guild
  10819. int heal;
  10820. int i = rnd()%13; // Positive buff count
  10821. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10822. switch (i)
  10823. {
  10824. case 0: // Heal 1~9999 HP
  10825. heal = rnd() %9999+1;
  10826. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10827. status_heal(bl,heal,0,0);
  10828. break;
  10829. case 1: // End all negative status
  10830. status_change_clear_buffs(bl,6);
  10831. if (tsd) clif_gospel_info(tsd, 0x15);
  10832. break;
  10833. case 2: // Immunity to all status
  10834. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  10835. if (tsd) clif_gospel_info(tsd, 0x16);
  10836. break;
  10837. case 3: // MaxHP +100%
  10838. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  10839. if (tsd) clif_gospel_info(tsd, 0x17);
  10840. break;
  10841. case 4: // MaxSP +100%
  10842. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  10843. if (tsd) clif_gospel_info(tsd, 0x18);
  10844. break;
  10845. case 5: // All stats +20
  10846. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  10847. if (tsd) clif_gospel_info(tsd, 0x19);
  10848. break;
  10849. case 6: // Level 10 Blessing
  10850. sc_start(ss, bl,SC_BLESSING,100,10,time);
  10851. break;
  10852. case 7: // Level 10 Increase AGI
  10853. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  10854. break;
  10855. case 8: // Enchant weapon with Holy element
  10856. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  10857. if (tsd) clif_gospel_info(tsd, 0x1c);
  10858. break;
  10859. case 9: // Enchant armor with Holy element
  10860. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  10861. if (tsd) clif_gospel_info(tsd, 0x1d);
  10862. break;
  10863. case 10: // DEF +25%
  10864. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  10865. if (tsd) clif_gospel_info(tsd, 0x1e);
  10866. break;
  10867. case 11: // ATK +100%
  10868. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  10869. if (tsd) clif_gospel_info(tsd, 0x1f);
  10870. break;
  10871. case 12: // HIT/Flee +50
  10872. sc_start(ss, bl,SC_INCHIT,100,50,time);
  10873. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  10874. if (tsd) clif_gospel_info(tsd, 0x20);
  10875. break;
  10876. }
  10877. }
  10878. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10879. { // Offensive Effect
  10880. int i = rnd()%9; // Negative buff count
  10881. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10882. switch (i)
  10883. {
  10884. case 0: // Deal 1~9999 damage
  10885. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10886. break;
  10887. case 1: // Curse
  10888. sc_start(ss, bl,SC_CURSE,100,1,time);
  10889. break;
  10890. case 2: // Blind
  10891. sc_start(ss, bl,SC_BLIND,100,1,time);
  10892. break;
  10893. case 3: // Poison
  10894. sc_start(ss, bl,SC_POISON,100,1,time);
  10895. break;
  10896. case 4: // Level 10 Provoke
  10897. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  10898. break;
  10899. case 5: // DEF -100%
  10900. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  10901. break;
  10902. case 6: // ATK -100%
  10903. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  10904. break;
  10905. case 7: // Flee -100%
  10906. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  10907. break;
  10908. case 8: // Speed/ASPD -25%
  10909. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10910. break;
  10911. }
  10912. }
  10913. break;
  10914. case UNT_BASILICA:
  10915. {
  10916. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10917. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10918. { // knock-back any enemy except Boss
  10919. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10920. clif_fixpos(bl);
  10921. }
  10922. if( sg->src_id != bl->id && i <= 0 )
  10923. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10924. }
  10925. break;
  10926. case UNT_GRAVITATION:
  10927. case UNT_EARTHSTRAIN:
  10928. case UNT_FIREWALK:
  10929. case UNT_ELECTRICWALK:
  10930. case UNT_PSYCHIC_WAVE:
  10931. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10932. break;
  10933. case UNT_GROUNDDRIFT_WIND:
  10934. case UNT_GROUNDDRIFT_DARK:
  10935. case UNT_GROUNDDRIFT_POISON:
  10936. case UNT_GROUNDDRIFT_WATER:
  10937. case UNT_GROUNDDRIFT_FIRE:
  10938. map_foreachinrange(skill_trap_splash,&src->bl,
  10939. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10940. &src->bl,tick);
  10941. sg->unit_id = UNT_USED_TRAPS;
  10942. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10943. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10944. break;
  10945. /**
  10946. * 3rd stuff
  10947. **/
  10948. case UNT_POISONSMOKE:
  10949. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10950. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10951. break;
  10952. case UNT_EPICLESIS:
  10953. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10954. {
  10955. if( ++sg->val2 % 3 == 0 ) {
  10956. int hp, sp;
  10957. switch( sg->skill_lv ) {
  10958. case 1: case 2: hp = 3; sp = 2; break;
  10959. case 3: case 4: hp = 4; sp = 3; break;
  10960. case 5: default: hp = 5; sp = 4; break;
  10961. }
  10962. hp = tstatus->max_hp * hp / 100;
  10963. sp = tstatus->max_sp * sp / 100;
  10964. status_heal(bl, hp, sp, 2);
  10965. sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10966. }
  10967. // Reveal hidden players every 5 seconds.
  10968. if( sg->val2 % 5 == 0 ) {
  10969. // TODO: check if other hidden status can be removed.
  10970. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10971. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10972. }
  10973. }
  10974. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10975. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10976. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10977. break;
  10978. case UNT_STEALTHFIELD:
  10979. if( bl->id == sg->src_id )
  10980. break; // Dont work on Self (video shows that)
  10981. case UNT_NEUTRALBARRIER:
  10982. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  10983. break;
  10984. case UNT_DIMENSIONDOOR:
  10985. if( tsd && !map[bl->m].flag.noteleport )
  10986. pc_randomwarp(tsd,3);
  10987. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10988. unit_warp(bl,-1,-1,-1,3);
  10989. break;
  10990. case UNT_REVERBERATION:
  10991. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10992. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10993. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10994. sg->unit_id = UNT_USED_TRAPS;
  10995. break;
  10996. case UNT_SEVERE_RAINSTORM:
  10997. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  10998. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10999. break;
  11000. case UNT_NETHERWORLD:
  11001. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) > 0 ) {
  11002. if( !(tsc && tsc->data[type]) ){
  11003. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11004. sg->limit = DIFF_TICK(tick,sg->tick);
  11005. sg->unit_id = UNT_USED_TRAPS;
  11006. }
  11007. }
  11008. break;
  11009. case UNT_THORNS_TRAP:
  11010. if( tsc ) {
  11011. if( !sg->val2 ) {
  11012. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11013. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  11014. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11015. if( td )
  11016. sec = DIFF_TICK(td->tick, tick);
  11017. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  11018. clif_fixpos(bl);
  11019. sg->val2 = bl->id;
  11020. } else
  11021. sec = 3000; // Couldn't trap it?
  11022. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  11023. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  11024. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  11025. }
  11026. break;
  11027. case UNT_DEMONIC_FIRE: {
  11028. TBL_PC* sd = BL_CAST(BL_PC, ss);
  11029. switch( sg->val2 ) {
  11030. case 1:
  11031. case 2:
  11032. default:
  11033. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  11034. skill_get_time2(sg->skill_id, sg->skill_lv));
  11035. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  11036. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  11037. break;
  11038. case 3:
  11039. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  11040. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  11041. break;
  11042. }
  11043. }
  11044. break;
  11045. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11046. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  11047. break;
  11048. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11049. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  11050. break;
  11051. case UNT_HELLS_PLANT:
  11052. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  11053. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  11054. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  11055. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  11056. break;
  11057. case UNT_CLOUD_KILL:
  11058. if(tsc && !tsc->data[type])
  11059. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  11060. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11061. break;
  11062. case UNT_WARMER:
  11063. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11064. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  11065. struct status_change *ssc = status_get_sc(ss);
  11066. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11067. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  11068. if( tstatus->hp != tstatus->max_hp )
  11069. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11070. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11071. hp = ~hp + 1;
  11072. status_heal(bl, hp, 0, 0);
  11073. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11074. }
  11075. break;
  11076. case UNT_FIRE_INSIGNIA:
  11077. case UNT_WATER_INSIGNIA:
  11078. case UNT_WIND_INSIGNIA:
  11079. case UNT_EARTH_INSIGNIA:
  11080. case UNT_ZEPHYR:
  11081. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11082. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11083. int hp = tstatus->max_hp / 100; //+1% each 5s
  11084. if ((sg->val3) % 5) { //each 5s
  11085. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11086. status_heal(bl, hp, 0, 2);
  11087. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11088. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11089. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11090. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11091. ){
  11092. status_heal(bl, -hp, 0, 0);
  11093. }
  11094. }
  11095. sg->val3++; //timer
  11096. if (sg->val3 > 5) sg->val3 = 0;
  11097. }
  11098. break;
  11099. case UNT_VACUUM_EXTREME:
  11100. {// TODO: official behavior in gvg area. [malufett]
  11101. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  11102. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  11103. if( tsc && !tsc->data[type] &&
  11104. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  11105. sc_start(ss, bl, type, 100, sg->skill_lv, sec);
  11106. if( unit_is_walking(bl) && // wait until target stop walking
  11107. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  11108. break;
  11109. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  11110. break;
  11111. if( unit_is_walking(bl) &&
  11112. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  11113. unit_stop_walking(bl,1);
  11114. if( !unit_is_walking(bl) &&
  11115. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  11116. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  11117. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11118. clif_fixpos(bl);
  11119. }
  11120. }
  11121. break;
  11122. case UNT_FIRE_MANTLE:
  11123. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11124. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11125. break;
  11126. case UNT_ZENKAI_WATER:
  11127. case UNT_ZENKAI_LAND:
  11128. case UNT_ZENKAI_FIRE:
  11129. case UNT_ZENKAI_WIND:
  11130. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  11131. switch( sg->unit_id ){
  11132. case UNT_ZENKAI_WATER:
  11133. sc_start(ss, bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11134. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11135. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11136. break;
  11137. case UNT_ZENKAI_LAND:
  11138. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11139. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11140. break;
  11141. case UNT_ZENKAI_FIRE:
  11142. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11143. break;
  11144. case UNT_ZENKAI_WIND:
  11145. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11146. sc_start(ss,bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11147. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11148. break;
  11149. }
  11150. }else
  11151. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  11152. break;
  11153. case UNT_MAKIBISHI:
  11154. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11155. sg->limit = DIFF_TICK(tick, sg->tick);
  11156. sg->unit_id = UNT_USED_TRAPS;
  11157. break;
  11158. case UNT_LAVA_SLIDE:
  11159. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11160. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  11161. sg->limit = DIFF_TICK(tick, sg->tick);
  11162. break;
  11163. case UNT_POISON_MIST:
  11164. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11165. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  11166. break;
  11167. }
  11168. if (bl->type == BL_MOB && ss != bl)
  11169. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  11170. return skill_id;
  11171. }
  11172. /*==========================================
  11173. * Triggered when a char steps out of a skill cell
  11174. *------------------------------------------*/
  11175. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11176. {
  11177. struct skill_unit_group *sg;
  11178. struct status_change *sc;
  11179. struct status_change_entry *sce;
  11180. enum sc_type type;
  11181. nullpo_ret(src);
  11182. nullpo_ret(bl);
  11183. nullpo_ret(sg=src->group);
  11184. sc = status_get_sc(bl);
  11185. type = status_skill2sc(sg->skill_id);
  11186. sce = (sc && type != -1)?sc->data[type]:NULL;
  11187. if( bl->prev==NULL ||
  11188. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  11189. return 0;
  11190. switch(sg->unit_id){
  11191. case UNT_SAFETYWALL:
  11192. case UNT_PNEUMA:
  11193. case UNT_EPICLESIS://Arch Bishop
  11194. case UNT_NEUTRALBARRIER:
  11195. case UNT_STEALTHFIELD:
  11196. if (sce)
  11197. status_change_end(bl, type, INVALID_TIMER);
  11198. break;
  11199. case UNT_BASILICA:
  11200. if( sce && sce->val4 == src->bl.id )
  11201. status_change_end(bl, type, INVALID_TIMER);
  11202. break;
  11203. case UNT_HERMODE: //Clear Hermode if the owner moved.
  11204. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  11205. status_change_end(bl, type, INVALID_TIMER);
  11206. break;
  11207. case UNT_SPIDERWEB:
  11208. {
  11209. struct block_list *target = map_id2bl(sg->val2);
  11210. if (target && target==bl) {
  11211. if (sce && sce->val3 == sg->group_id)
  11212. status_change_end(bl, type, INVALID_TIMER);
  11213. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11214. }
  11215. break;
  11216. }
  11217. case UNT_DISSONANCE:
  11218. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  11219. {
  11220. short i;
  11221. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  11222. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  11223. type = status_skill2sc(i);
  11224. sce = (sc && type != -1)?sc->data[type]:NULL;
  11225. if(sce)
  11226. return i;
  11227. }
  11228. }
  11229. }
  11230. case UNT_WHISTLE:
  11231. case UNT_ASSASSINCROSS:
  11232. case UNT_POEMBRAGI:
  11233. case UNT_APPLEIDUN:
  11234. case UNT_HUMMING:
  11235. case UNT_DONTFORGETME:
  11236. case UNT_FORTUNEKISS:
  11237. case UNT_SERVICEFORYOU:
  11238. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11239. return -1;
  11240. }
  11241. return sg->skill_id;
  11242. }
  11243. /*==========================================
  11244. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  11245. *------------------------------------------*/
  11246. int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  11247. {
  11248. struct status_change *sc;
  11249. struct status_change_entry *sce;
  11250. enum sc_type type;
  11251. sc = status_get_sc(bl);
  11252. if (sc && !sc->count)
  11253. sc = NULL;
  11254. type = status_skill2sc(skill_id);
  11255. sce = (sc && type != -1)?sc->data[type]:NULL;
  11256. switch (skill_id)
  11257. {
  11258. case WZ_QUAGMIRE:
  11259. if (bl->type==BL_MOB)
  11260. break;
  11261. if (sce)
  11262. status_change_end(bl, type, INVALID_TIMER);
  11263. break;
  11264. case BD_LULLABY:
  11265. case BD_RICHMANKIM:
  11266. case BD_ETERNALCHAOS:
  11267. case BD_DRUMBATTLEFIELD:
  11268. case BD_RINGNIBELUNGEN:
  11269. case BD_ROKISWEIL:
  11270. case BD_INTOABYSS:
  11271. case BD_SIEGFRIED:
  11272. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  11273. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  11274. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  11275. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  11276. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  11277. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  11278. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  11279. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11280. }
  11281. case MH_STEINWAND:
  11282. case MG_SAFETYWALL:
  11283. case AL_PNEUMA:
  11284. case SA_VOLCANO:
  11285. case SA_DELUGE:
  11286. case SA_VIOLENTGALE:
  11287. case CG_HERMODE:
  11288. case HW_GRAVITATION:
  11289. case NJ_SUITON:
  11290. case SC_MAELSTROM:
  11291. case EL_WATER_BARRIER:
  11292. case EL_ZEPHYR:
  11293. case EL_POWER_OF_GAIA:
  11294. case SO_FIRE_INSIGNIA:
  11295. case SO_WATER_INSIGNIA:
  11296. case SO_WIND_INSIGNIA:
  11297. case SO_EARTH_INSIGNIA:
  11298. if (sce)
  11299. status_change_end(bl, type, INVALID_TIMER);
  11300. break;
  11301. case SC_BLOODYLUST:
  11302. if (sce) {
  11303. status_change_end(bl, type, INVALID_TIMER);
  11304. status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
  11305. }
  11306. break;
  11307. case BA_DISSONANCE:
  11308. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  11309. {
  11310. short i;
  11311. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  11312. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  11313. type = status_skill2sc(i);
  11314. sce = (sc && type != -1)?sc->data[type]:NULL;
  11315. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  11316. delete_timer(sce->timer, status_change_timer);
  11317. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11318. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  11319. }
  11320. }
  11321. }
  11322. }
  11323. break;
  11324. case BA_POEMBRAGI:
  11325. case BA_WHISTLE:
  11326. case BA_ASSASSINCROSS:
  11327. case BA_APPLEIDUN:
  11328. case DC_HUMMING:
  11329. case DC_DONTFORGETME:
  11330. case DC_FORTUNEKISS:
  11331. case DC_SERVICEFORYOU:
  11332. if (sce)
  11333. {
  11334. delete_timer(sce->timer, status_change_timer);
  11335. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  11336. //not possible on our current implementation.
  11337. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11338. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  11339. }
  11340. break;
  11341. case PF_FOGWALL:
  11342. if (sce)
  11343. {
  11344. status_change_end(bl, type, INVALID_TIMER);
  11345. if ((sce=sc->data[SC_BLIND]))
  11346. {
  11347. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  11348. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  11349. else {
  11350. delete_timer(sce->timer, status_change_timer);
  11351. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11352. }
  11353. }
  11354. }
  11355. break;
  11356. case GD_LEADERSHIP:
  11357. case GD_GLORYWOUNDS:
  11358. case GD_SOULCOLD:
  11359. case GD_HAWKEYES:
  11360. if( !(sce && sce->val4) )
  11361. status_change_end(bl, type, INVALID_TIMER);
  11362. break;
  11363. }
  11364. return skill_id;
  11365. }
  11366. /*==========================================
  11367. * Invoked when a unit cell has been placed/removed/deleted.
  11368. * flag values:
  11369. * flag&1: Invoke onplace function (otherwise invoke onout)
  11370. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11371. * flag&8: Recursive
  11372. *------------------------------------------*/
  11373. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11374. {
  11375. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11376. struct skill_unit_group* group = unit->group;
  11377. unsigned int tick = va_arg(ap,unsigned int);
  11378. unsigned int flag = va_arg(ap,unsigned int);
  11379. uint16 skill_id;
  11380. bool dissonance = false;
  11381. bool isTarget = false;
  11382. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11383. return 0;
  11384. nullpo_ret(group);
  11385. if( !(flag&8) ) {
  11386. dissonance = skill_dance_switch(unit, 0);
  11387. //Target-type check.
  11388. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  11389. }
  11390. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11391. skill_id = group->skill_id;
  11392. if( isTarget ){
  11393. if( flag&1 )
  11394. skill_unit_onplace(unit,bl,tick);
  11395. else {
  11396. if( skill_unit_onout(unit,bl,tick) == -1 )
  11397. return 0; // Don't let a Bard/Dancer update their own song timer
  11398. }
  11399. if( flag&4 )
  11400. skill_unit_onleft(skill_id, bl, tick);
  11401. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  11402. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11403. if( dissonance ) {
  11404. skill_dance_switch(unit, 1);
  11405. //we placed a dissonance, let's update
  11406. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  11407. }
  11408. return 0;
  11409. }
  11410. /*==========================================
  11411. *
  11412. *------------------------------------------*/
  11413. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  11414. {
  11415. struct skill_unit_group *sg;
  11416. nullpo_ret(src);
  11417. nullpo_ret(sg=src->group);
  11418. switch( sg->unit_id ) {
  11419. case UNT_BLASTMINE:
  11420. case UNT_SKIDTRAP:
  11421. case UNT_LANDMINE:
  11422. case UNT_SHOCKWAVE:
  11423. case UNT_SANDMAN:
  11424. case UNT_FLASHER:
  11425. case UNT_CLAYMORETRAP:
  11426. case UNT_FREEZINGTRAP:
  11427. case UNT_TALKIEBOX:
  11428. case UNT_ANKLESNARE:
  11429. case UNT_ICEWALL:
  11430. case UNT_REVERBERATION:
  11431. case UNT_WALLOFTHORN:
  11432. src->val1-=damage;
  11433. break;
  11434. default:
  11435. damage = 0;
  11436. break;
  11437. }
  11438. return damage;
  11439. }
  11440. /*==========================================
  11441. *
  11442. *------------------------------------------*/
  11443. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11444. {
  11445. int *c, skill_id;
  11446. struct block_list *src;
  11447. struct map_session_data *sd;
  11448. struct map_session_data *tsd;
  11449. int *p_sd; //Contains the list of characters found.
  11450. nullpo_ret(bl);
  11451. nullpo_ret(tsd=(struct map_session_data*)bl);
  11452. nullpo_ret(src=va_arg(ap,struct block_list *));
  11453. nullpo_ret(sd=(struct map_session_data*)src);
  11454. c=va_arg(ap,int *);
  11455. p_sd = va_arg(ap, int *);
  11456. skill_id = va_arg(ap,int);
  11457. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  11458. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  11459. if (bl == src)
  11460. return 0;
  11461. if(pc_isdead(tsd))
  11462. return 0;
  11463. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  11464. return 0;
  11465. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  11466. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  11467. p_sd[(*c)++] = tsd->bl.id;
  11468. return 1;
  11469. } else {
  11470. switch(skill_id) {
  11471. case PR_BENEDICTIO: {
  11472. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  11473. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  11474. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  11475. && sd->status.sp >= 10)
  11476. p_sd[(*c)++]=tsd->bl.id;
  11477. return 1;
  11478. }
  11479. case AB_ADORAMUS:
  11480. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  11481. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  11482. p_sd[(*c)++] = tsd->bl.id;
  11483. return 1;
  11484. case WL_COMET:
  11485. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  11486. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  11487. p_sd[(*c)++] = tsd->bl.id;
  11488. return 1;
  11489. case LG_RAYOFGENESIS:
  11490. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  11491. tsd->sc.data[SC_BANDING] )
  11492. p_sd[(*c)++] = tsd->bl.id;
  11493. return 1;
  11494. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  11495. {
  11496. uint16 skill_lv;
  11497. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  11498. return 0;
  11499. if (sd->status.sex != tsd->status.sex &&
  11500. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  11501. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  11502. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  11503. sd->status.party_id && tsd->status.party_id &&
  11504. sd->status.party_id == tsd->status.party_id &&
  11505. !tsd->sc.data[SC_DANCING])
  11506. {
  11507. p_sd[(*c)++]=tsd->bl.id;
  11508. return skill_lv;
  11509. } else {
  11510. return 0;
  11511. }
  11512. }
  11513. break;
  11514. }
  11515. }
  11516. return 0;
  11517. }
  11518. /*==========================================
  11519. * Checks and stores partners for ensemble skills [Skotlex]
  11520. *------------------------------------------*/
  11521. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag)
  11522. {
  11523. static int c=0;
  11524. static int p_sd[2] = { 0, 0 };
  11525. int i;
  11526. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  11527. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  11528. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  11529. if (cast_flag) { //Execute the skill on the partners.
  11530. struct map_session_data* tsd;
  11531. switch (skill_id) {
  11532. case PR_BENEDICTIO:
  11533. for (i = 0; i < c; i++) {
  11534. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  11535. status_charge(&tsd->bl, 0, 10);
  11536. }
  11537. return c;
  11538. case AB_ADORAMUS:
  11539. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  11540. i = 2 * (*skill_lv);
  11541. status_charge(&tsd->bl, 0, i);
  11542. }
  11543. break;
  11544. case WM_GREAT_ECHO:
  11545. for( i = 0; i < c; i++ ) {
  11546. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  11547. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  11548. }
  11549. break;
  11550. default: //Warning: Assuming Ensemble skills here (for speed)
  11551. if( is_chorus )
  11552. break;//Chorus skills are not to be parsed as ensambles
  11553. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  11554. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  11555. 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);
  11556. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  11557. tsd->skill_id_dance = skill_id;
  11558. tsd->skill_lv_dance = *skill_lv;
  11559. }
  11560. return c;
  11561. }
  11562. }
  11563. //Else: new search for partners.
  11564. c = 0;
  11565. memset (p_sd, 0, sizeof(p_sd));
  11566. if( is_chorus )
  11567. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11568. else
  11569. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11570. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11571. *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.
  11572. return c;
  11573. }
  11574. /*==========================================
  11575. * Sub function to count how many spawned mob is around
  11576. * return :
  11577. * x : numbers of mob of class with special ai
  11578. *------------------------------------------*/
  11579. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11580. {
  11581. int *c,src_id,mob_class,skill;
  11582. uint16 ai;
  11583. struct mob_data *md;
  11584. md=(struct mob_data*)bl;
  11585. src_id=va_arg(ap,int);
  11586. mob_class=va_arg(ap,int);
  11587. skill=va_arg(ap,int);
  11588. c=va_arg(ap,int *);
  11589. ai = (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?5:3);
  11590. if( md->master_id != src_id || md->special_state.ai != ai)
  11591. return 0; //Non alchemist summoned mobs have nothing to do here.
  11592. if(md->class_==mob_class)
  11593. (*c)++;
  11594. return 1;
  11595. }
  11596. /*==========================================
  11597. * Determines if a given skill should be made to consume ammo
  11598. * when used by the player. [Skotlex]
  11599. *------------------------------------------*/
  11600. int skill_isammotype (struct map_session_data *sd, int skill)
  11601. {
  11602. return (
  11603. battle_config.arrow_decrement==2 &&
  11604. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11605. skill != HT_PHANTASMIC &&
  11606. skill_get_type(skill) == BF_WEAPON &&
  11607. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11608. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11609. );
  11610. }
  11611. int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  11612. struct status_data *status;
  11613. struct status_change *sc;
  11614. struct skill_condition require;
  11615. int i;
  11616. uint32 inf2;
  11617. nullpo_ret(sd);
  11618. if (sd->chatID) return 0;
  11619. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  11620. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11621. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  11622. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11623. return 1;
  11624. }
  11625. switch( sd->menuskill_id ) {
  11626. case AM_PHARMACY:
  11627. switch( skill_id ) {
  11628. case AM_PHARMACY:
  11629. case AC_MAKINGARROW:
  11630. case BS_REPAIRWEAPON:
  11631. case AM_TWILIGHT1:
  11632. case AM_TWILIGHT2:
  11633. case AM_TWILIGHT3:
  11634. return 0;
  11635. }
  11636. break;
  11637. case GN_MIX_COOKING:
  11638. case GN_MAKEBOMB:
  11639. case GN_S_PHARMACY:
  11640. case GN_CHANGEMATERIAL:
  11641. if( sd->menuskill_id != skill_id )
  11642. return 0;
  11643. break;
  11644. }
  11645. status = &sd->battle_status;
  11646. sc = &sd->sc;
  11647. if( !sc->count )
  11648. sc = NULL;
  11649. if( sd->skillitem == skill_id )
  11650. {
  11651. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11652. sd->state.abra_flag = 0;
  11653. else
  11654. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11655. if( (i = sd->itemindex) == -1 ||
  11656. sd->status.inventory[i].nameid != sd->itemid ||
  11657. sd->inventory_data[i] == NULL ||
  11658. !sd->inventory_data[i]->flag.delay_consume ||
  11659. sd->status.inventory[i].amount < 1
  11660. )
  11661. { //Something went wrong, item exploit?
  11662. sd->itemid = sd->itemindex = -1;
  11663. return 0;
  11664. }
  11665. //Consume
  11666. sd->itemid = sd->itemindex = -1;
  11667. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11668. ; //Do not consume item.
  11669. else if( sd->status.inventory[i].expire_time == 0 )
  11670. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11671. }
  11672. return 1;
  11673. }
  11674. if( pc_is90overweight(sd) )
  11675. {
  11676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  11677. return 0;
  11678. }
  11679. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11680. return 0;
  11681. //Checks if disabling skill - in which case no SP requirements are necessary
  11682. if( sc && skill_disable_check(sc,skill_id))
  11683. return 1;
  11684. // Check the skills that can be used while mounted on a warg
  11685. if( pc_isridingwug(sd) ) {
  11686. switch( skill_id ) {
  11687. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11688. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11689. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11690. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11691. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11692. break;
  11693. default: // in official there is no message.
  11694. return 0;
  11695. }
  11696. }
  11697. if( pc_ismadogear(sd) ) {
  11698. switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11699. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11700. case BS_HAMMERFALL: case WS_CARTBOOST:
  11701. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11702. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11703. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11704. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11705. case BS_ADRENALINE2: case NC_POWERSWING:
  11706. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11707. case BS_GREED:
  11708. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11709. return 0;
  11710. default: //Only Mechanic exlcusive skill can be used.
  11711. break;
  11712. }
  11713. }
  11714. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  11715. return 0;
  11716. require = skill_get_requirement(sd,skill_id,skill_lv);
  11717. //Can only update state when weapon/arrow info is checked.
  11718. sd->state.arrow_atk = require.ammo?1:0;
  11719. // perform skill-group checks
  11720. inf2 = skill_get_inf2(skill_id);
  11721. if(inf2&INF2_CHORUS_SKILL) {
  11722. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  11723. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11724. return 0;
  11725. }
  11726. }
  11727. else if(inf2&INF2_ENSEMBLE_SKILL) {
  11728. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  11729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11730. return 0;
  11731. }
  11732. }
  11733. // perform skill-specific checks (and actions)
  11734. switch( skill_id ) {
  11735. case SO_SPELLFIST:
  11736. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  11737. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11738. return 0;
  11739. }
  11740. case SA_CASTCANCEL:
  11741. if(sd->ud.skilltimer == INVALID_TIMER) {
  11742. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11743. return 0;
  11744. }
  11745. break;
  11746. case AL_WARP:
  11747. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11748. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  11749. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  11750. return 0;
  11751. }
  11752. break;
  11753. case MO_CALLSPIRITS:
  11754. if(sc && sc->data[SC_RAISINGDRAGON])
  11755. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  11756. if(sd->spiritball >= skill_lv) {
  11757. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11758. return 0;
  11759. }
  11760. break;
  11761. case MO_FINGEROFFENSIVE:
  11762. case GS_FLING:
  11763. case SR_RAMPAGEBLASTER:
  11764. case SR_RIDEINLIGHTNING:
  11765. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11766. sd->spiritball_old = require.spiritball = sd->spiritball;
  11767. else
  11768. sd->spiritball_old = require.spiritball;
  11769. break;
  11770. case MO_CHAINCOMBO:
  11771. if(!sc)
  11772. return 0;
  11773. if(sc->data[SC_BLADESTOP])
  11774. break;
  11775. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11776. break;
  11777. return 0;
  11778. case MO_COMBOFINISH:
  11779. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11780. return 0;
  11781. break;
  11782. case CH_TIGERFIST:
  11783. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11784. return 0;
  11785. break;
  11786. case CH_CHAINCRUSH:
  11787. if(!(sc && sc->data[SC_COMBO]))
  11788. return 0;
  11789. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11790. return 0;
  11791. break;
  11792. case MO_EXTREMITYFIST:
  11793. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11794. // return 0;
  11795. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11796. break;
  11797. if( sc && sc->data[SC_COMBO] ) {
  11798. switch(sc->data[SC_COMBO]->val1) {
  11799. case MO_COMBOFINISH:
  11800. case CH_TIGERFIST:
  11801. case CH_CHAINCRUSH:
  11802. break;
  11803. default:
  11804. return 0;
  11805. }
  11806. }
  11807. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11809. return 0;
  11810. }
  11811. break;
  11812. case TK_MISSION:
  11813. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  11814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11815. return 0;
  11816. }
  11817. break;
  11818. case TK_READYCOUNTER:
  11819. case TK_READYDOWN:
  11820. case TK_READYSTORM:
  11821. case TK_READYTURN:
  11822. case TK_JUMPKICK:
  11823. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  11824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11825. return 0;
  11826. }
  11827. break;
  11828. case TK_TURNKICK:
  11829. case TK_STORMKICK:
  11830. case TK_DOWNKICK:
  11831. case TK_COUNTER:
  11832. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11833. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11834. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11835. return 0; //Combo needs to be ready
  11836. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11837. //Do not repeat a kick.
  11838. if (sc->data[SC_COMBO]->val3 != skill_id)
  11839. break;
  11840. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11841. return 0;
  11842. }
  11843. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11844. unit_cancel_combo(&sd->bl);
  11845. return 0;
  11846. }
  11847. break; //Combo ready.
  11848. case BD_ADAPTATION:
  11849. {
  11850. int time;
  11851. if(!(sc && sc->data[SC_DANCING])) {
  11852. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11853. return 0;
  11854. }
  11855. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11856. if (skill_get_time(
  11857. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11858. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11859. - time < skill_get_time2(skill_id,skill_lv))
  11860. {
  11861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11862. return 0;
  11863. }
  11864. }
  11865. break;
  11866. case PR_BENEDICTIO:
  11867. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  11868. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11869. return 0;
  11870. }
  11871. break;
  11872. case SL_SMA:
  11873. if(!(sc && sc->data[SC_SMA]))
  11874. return 0;
  11875. break;
  11876. case HT_POWER:
  11877. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  11878. return 0;
  11879. break;
  11880. case CG_HERMODE:
  11881. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  11882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11883. return 0;
  11884. }
  11885. break;
  11886. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11887. {
  11888. int i,x,y,range = skill_get_splash(skill_id, skill_lv)+1;
  11889. int size = range*2+1;
  11890. for (i=0;i<size*size;i++) {
  11891. x = sd->bl.x+(i%size-range);
  11892. y = sd->bl.y+(i/size-range);
  11893. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11894. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11895. return 0;
  11896. }
  11897. }
  11898. }
  11899. break;
  11900. case PR_REDEMPTIO:
  11901. {
  11902. int exp;
  11903. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11904. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11905. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11906. return 0;
  11907. }
  11908. break;
  11909. }
  11910. case HP_BASILICA:
  11911. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  11912. if( sd ) {
  11913. int i,x,y,range = skill_get_unit_range(skill_id,skill_lv)+1;
  11914. int size = range*2+1;
  11915. for( i=0;i<size*size;i++ ) {
  11916. x = sd->bl.x+(i%size-range);
  11917. y = sd->bl.y+(i/size-range);
  11918. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  11919. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11920. return 0;
  11921. }
  11922. }
  11923. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  11924. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11925. return 0;
  11926. }
  11927. }
  11928. }
  11929. break;
  11930. case AM_TWILIGHT2:
  11931. case AM_TWILIGHT3:
  11932. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  11933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11934. return 0;
  11935. }
  11936. break;
  11937. case SG_SUN_WARM:
  11938. case SG_MOON_WARM:
  11939. case SG_STAR_WARM:
  11940. if (sc && sc->data[SC_MIRACLE])
  11941. break;
  11942. i = skill_id-SG_SUN_WARM;
  11943. if (sd->bl.m == sd->feel_map[i].m)
  11944. break;
  11945. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11946. return 0;
  11947. break;
  11948. case SG_SUN_COMFORT:
  11949. case SG_MOON_COMFORT:
  11950. case SG_STAR_COMFORT:
  11951. if (sc && sc->data[SC_MIRACLE])
  11952. break;
  11953. i = skill_id-SG_SUN_COMFORT;
  11954. if (sd->bl.m == sd->feel_map[i].m &&
  11955. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11956. break;
  11957. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11958. return 0;
  11959. case SG_FUSION:
  11960. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11961. break;
  11962. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11963. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11964. if( require.sp > 0 ) {
  11965. if (status->sp < (unsigned int)require.sp)
  11966. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11967. else
  11968. status_zap(&sd->bl, 0, require.sp);
  11969. }
  11970. return 0;
  11971. case GD_BATTLEORDER:
  11972. case GD_REGENERATION:
  11973. case GD_RESTORE:
  11974. if (!map_flag_gvg2(sd->bl.m)) {
  11975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11976. return 0;
  11977. }
  11978. case GD_EMERGENCYCALL:
  11979. // other checks were already done in skillnotok()
  11980. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11981. return 0;
  11982. break;
  11983. case GS_GLITTERING:
  11984. if(sd->spiritball >= 10) {
  11985. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11986. return 0;
  11987. }
  11988. break;
  11989. case NJ_ISSEN:
  11990. #ifdef RENEWAL
  11991. if (status->hp < (status->hp/100)) {
  11992. #else
  11993. if (status->hp < 2) {
  11994. #endif
  11995. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11996. return 0;
  11997. }
  11998. case NJ_BUNSINJYUTSU:
  11999. if (!(sc && sc->data[SC_NEN])) {
  12000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12001. return 0;
  12002. }
  12003. break;
  12004. case NJ_ZENYNAGE:
  12005. case KO_MUCHANAGE:
  12006. if(sd->status.zeny < require.zeny) {
  12007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12008. return 0;
  12009. }
  12010. break;
  12011. case PF_HPCONVERSION:
  12012. if (status->sp == status->max_sp)
  12013. return 0; //Unusable when at full SP.
  12014. break;
  12015. case AM_CALLHOMUN: //Can't summon if a hom is already out
  12016. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  12017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12018. return 0;
  12019. }
  12020. break;
  12021. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  12022. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  12023. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12024. return 0;
  12025. }
  12026. break;
  12027. /**
  12028. * Arch Bishop
  12029. **/
  12030. case AB_ANCILLA:
  12031. {
  12032. int count = 0;
  12033. for( i = 0; i < MAX_INVENTORY; i ++ )
  12034. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  12035. count += sd->status.inventory[i].amount;
  12036. if( count >= 3 ) {
  12037. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  12038. return 0;
  12039. }
  12040. }
  12041. break;
  12042. /**
  12043. * Keeping as a note:
  12044. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  12045. **/
  12046. //case AB_LAUDAAGNUS:
  12047. //case AB_LAUDARAMUS:
  12048. // if( !sd->status.party_id ) {
  12049. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12050. // return 0;
  12051. // }
  12052. // break;
  12053. case AB_ADORAMUS:
  12054. /**
  12055. * Warlock
  12056. **/
  12057. case WL_COMET:
  12058. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0
  12059. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  12060. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  12061. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12062. return 0;
  12063. }
  12064. break;
  12065. case WL_SUMMONFB:
  12066. case WL_SUMMONBL:
  12067. case WL_SUMMONWB:
  12068. case WL_SUMMONSTONE:
  12069. if( sc ) {
  12070. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  12071. if( i == SC_SPHERE_5+1 ) { // No more free slots
  12072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  12073. return 0;
  12074. }
  12075. }
  12076. break;
  12077. /**
  12078. * Guilotine Cross
  12079. **/
  12080. case GC_HALLUCINATIONWALK:
  12081. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  12082. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12083. return 0;
  12084. }
  12085. break;
  12086. case GC_COUNTERSLASH:
  12087. case GC_WEAPONCRUSH:
  12088. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  12089. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  12090. return 0;
  12091. }
  12092. break;
  12093. /**
  12094. * Ranger
  12095. **/
  12096. case RA_WUGMASTERY:
  12097. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  12098. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12099. return 0;
  12100. }
  12101. break;
  12102. case RA_WUGSTRIKE:
  12103. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  12104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12105. return 0;
  12106. }
  12107. break;
  12108. case RA_WUGRIDER:
  12109. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  12110. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12111. return 0;
  12112. }
  12113. break;
  12114. case RA_WUGDASH:
  12115. if(!pc_isridingwug(sd)) {
  12116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12117. return 0;
  12118. }
  12119. break;
  12120. /**
  12121. * Royal Guard
  12122. **/
  12123. case LG_BANDING:
  12124. if( sc && sc->data[SC_INSPIRATION] ) {
  12125. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12126. return 0;
  12127. }
  12128. break;
  12129. case LG_PRESTIGE:
  12130. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  12131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12132. return 0;
  12133. }
  12134. break;
  12135. case LG_RAGEBURST:
  12136. if( sd->spiritball == 0 ) {
  12137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  12138. return 0;
  12139. }
  12140. sd->spiritball_old = require.spiritball = sd->spiritball;
  12141. break;
  12142. case LG_RAYOFGENESIS:
  12143. if( sc && sc->data[SC_INSPIRATION] )
  12144. return 1; // Don't check for partner.
  12145. if( !(sc && sc->data[SC_BANDING]) ) {
  12146. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12147. return 0;
  12148. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  12149. return 0; // Just fails, no msg here.
  12150. break;
  12151. case LG_HESPERUSLIT:
  12152. if( !sc || !sc->data[SC_BANDING] ) {
  12153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12154. return 0;
  12155. }
  12156. break;
  12157. case SR_FALLENEMPIRE:
  12158. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  12159. return 0;
  12160. break;
  12161. case SR_CRESCENTELBOW:
  12162. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  12163. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  12164. return 0;
  12165. }
  12166. break;
  12167. case SR_CURSEDCIRCLE:
  12168. if (map_flag_gvg(sd->bl.m)) {
  12169. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  12170. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  12171. char output[128];
  12172. sprintf(output, "You're too close to a stone or emperium to do this skill");
  12173. clif_colormes(sd, COLOR_RED, output);
  12174. return 0;
  12175. }
  12176. }
  12177. if( sd->spiritball > 0 )
  12178. sd->spiritball_old = require.spiritball = sd->spiritball;
  12179. else {
  12180. clif_skill_fail(sd,skill_id,0,0);
  12181. return 0;
  12182. }
  12183. break;
  12184. case SR_GATEOFHELL:
  12185. if( sd->spiritball > 0 )
  12186. sd->spiritball_old = require.spiritball;
  12187. break;
  12188. case SC_MANHOLE:
  12189. case SC_DIMENSIONDOOR:
  12190. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  12191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12192. return 0;
  12193. }
  12194. break;
  12195. case WM_GREAT_ECHO: {
  12196. int count;
  12197. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  12198. if( count < 1 ) {
  12199. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  12200. return 0;
  12201. } else
  12202. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  12203. }
  12204. break;
  12205. case SO_FIREWALK:
  12206. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  12207. if( sc && sc->data[SC_PROPERTYWALK] &&
  12208. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  12209. clif_skill_fail(sd,skill_id,0x0,0);
  12210. return 0;
  12211. }
  12212. break;
  12213. case SO_EL_CONTROL:
  12214. if( !sd->status.ele_id || !sd->ed ) {
  12215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12216. return 0;
  12217. }
  12218. break;
  12219. case RETURN_TO_ELDICASTES:
  12220. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  12221. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12222. return 0;
  12223. }
  12224. break;
  12225. case LG_REFLECTDAMAGE:
  12226. case CR_REFLECTSHIELD:
  12227. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  12228. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12229. return 0;
  12230. }
  12231. break;
  12232. case KO_KAHU_ENTEN:
  12233. case KO_HYOUHU_HUBUKI:
  12234. case KO_KAZEHU_SEIRAN:
  12235. case KO_DOHU_KOUKAI:
  12236. {
  12237. int ttype = skill_get_ele(skill_id, skill_lv);
  12238. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  12239. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ) {
  12240. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12241. return 0;
  12242. }
  12243. }
  12244. break;
  12245. case KO_KAIHOU:
  12246. case KO_ZENKAI:
  12247. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  12248. if( i > 4 ) {
  12249. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12250. return 0;
  12251. }
  12252. break;
  12253. }
  12254. switch(require.state) {
  12255. case ST_HIDING:
  12256. if(!(sc && sc->option&OPTION_HIDE)) {
  12257. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12258. return 0;
  12259. }
  12260. break;
  12261. case ST_CLOAKING:
  12262. if(!pc_iscloaking(sd)) {
  12263. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12264. return 0;
  12265. }
  12266. break;
  12267. case ST_HIDDEN:
  12268. if(!pc_ishiding(sd)) {
  12269. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12270. return 0;
  12271. }
  12272. break;
  12273. case ST_RIDING:
  12274. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  12275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12276. return 0;
  12277. }
  12278. break;
  12279. case ST_FALCON:
  12280. if(!pc_isfalcon(sd)) {
  12281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12282. return 0;
  12283. }
  12284. break;
  12285. case ST_CARTBOOST:
  12286. if(!(sc && sc->data[SC_CARTBOOST])) {
  12287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12288. return 0;
  12289. }
  12290. case ST_CART:
  12291. if(!pc_iscarton(sd)) {
  12292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12293. return 0;
  12294. }
  12295. break;
  12296. case ST_SHIELD:
  12297. if(sd->status.shield <= 0) {
  12298. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12299. return 0;
  12300. }
  12301. break;
  12302. case ST_SIGHT:
  12303. if(!(sc && sc->data[SC_SIGHT])) {
  12304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12305. return 0;
  12306. }
  12307. break;
  12308. case ST_EXPLOSIONSPIRITS:
  12309. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  12310. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12311. return 0;
  12312. }
  12313. break;
  12314. case ST_RECOV_WEIGHT_RATE:
  12315. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  12316. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12317. return 0;
  12318. }
  12319. break;
  12320. case ST_MOVE_ENABLE:
  12321. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  12322. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  12323. if (!unit_can_move(&sd->bl)) {
  12324. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12325. return 0;
  12326. }
  12327. break;
  12328. case ST_WATER:
  12329. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  12330. break;
  12331. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  12332. break;
  12333. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12334. return 0;
  12335. case ST_RIDINGDRAGON:
  12336. if( !pc_isridingdragon(sd) ) {
  12337. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12338. return 0;
  12339. }
  12340. break;
  12341. case ST_WUG:
  12342. if( !pc_iswug(sd) ) {
  12343. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12344. return 0;
  12345. }
  12346. break;
  12347. case ST_RIDINGWUG:
  12348. if( !pc_isridingwug(sd) ) {
  12349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12350. return 0;
  12351. }
  12352. break;
  12353. case ST_MADO:
  12354. if( !pc_ismadogear(sd) ) {
  12355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12356. return 0;
  12357. }
  12358. break;
  12359. case ST_ELEMENTALSPIRIT:
  12360. if(!sd->ed) {
  12361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  12362. return 0;
  12363. }
  12364. break;
  12365. case ST_POISONINGWEAPON:
  12366. if (!(sc && sc->data[SC_POISONINGWEAPON])) {
  12367. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12368. return 0;
  12369. }
  12370. break;
  12371. case ST_ROLLINGCUTTER:
  12372. if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
  12373. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  12374. return 0;
  12375. }
  12376. break;
  12377. case ST_PECO:
  12378. if(!pc_isriding(sd)) {
  12379. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12380. return 0;
  12381. }
  12382. break;
  12383. }
  12384. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12385. //mhp is the max-hp-requirement, that is,
  12386. //you must have this % or less of HP to cast it.
  12387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12388. return 0;
  12389. }
  12390. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12391. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12392. return 0;
  12393. }
  12394. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12395. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12396. return 0;
  12397. }
  12398. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12399. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12400. return 0;
  12401. }
  12402. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  12403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
  12404. return 0;
  12405. }
  12406. return 1;
  12407. }
  12408. int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12409. {
  12410. struct skill_condition require;
  12411. struct status_data *status;
  12412. int i;
  12413. int index[MAX_SKILL_ITEM_REQUIRE];
  12414. nullpo_ret(sd);
  12415. if( sd->chatID )
  12416. return 0;
  12417. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  12418. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12419. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12420. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12421. return 1;
  12422. }
  12423. switch( sd->menuskill_id ) { // Cast start or cast end??
  12424. case AM_PHARMACY:
  12425. switch( skill_id ) {
  12426. case AM_PHARMACY:
  12427. case AC_MAKINGARROW:
  12428. case BS_REPAIRWEAPON:
  12429. case AM_TWILIGHT1:
  12430. case AM_TWILIGHT2:
  12431. case AM_TWILIGHT3:
  12432. return 0;
  12433. }
  12434. break;
  12435. case GN_MIX_COOKING:
  12436. case GN_MAKEBOMB:
  12437. case GN_S_PHARMACY:
  12438. case GN_CHANGEMATERIAL:
  12439. if( sd->menuskill_id != skill_id )
  12440. return 0;
  12441. break;
  12442. }
  12443. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  12444. return 1;
  12445. if( pc_is90overweight(sd) ) {
  12446. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12447. return 0;
  12448. }
  12449. // perform skill-specific checks (and actions)
  12450. switch( skill_id ) {
  12451. case PR_BENEDICTIO:
  12452. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12453. break;
  12454. case AM_CANNIBALIZE:
  12455. case AM_SPHEREMINE: {
  12456. int c=0;
  12457. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  12458. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  12459. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  12460. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
  12461. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  12462. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12463. if(c >= maxcount ||
  12464. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  12465. { //Fails when: exceed max limit. There are other plant types already out.
  12466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12467. return 0;
  12468. }
  12469. }
  12470. break;
  12471. }
  12472. case NC_SILVERSNIPER:
  12473. case NC_MAGICDECOY: {
  12474. int c = 0, j;
  12475. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  12476. int mob_class = 2042;
  12477. if( skill_id == NC_MAGICDECOY )
  12478. mob_class = 2043;
  12479. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  12480. if( skill_id == NC_MAGICDECOY ) {
  12481. for( j = mob_class; j <= 2046; j++ )
  12482. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  12483. } else
  12484. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12485. if( c >= maxcount ) {
  12486. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  12487. return 0;
  12488. }
  12489. }
  12490. }
  12491. break;
  12492. case KO_ZANZOU: {
  12493. int c = 0;
  12494. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  12495. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
  12496. {
  12497. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  12498. return 0;
  12499. }
  12500. break;
  12501. }
  12502. }
  12503. status = &sd->battle_status;
  12504. require = skill_get_requirement(sd,skill_id,skill_lv);
  12505. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  12506. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12507. return 0;
  12508. }
  12509. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12511. return 0;
  12512. }
  12513. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  12514. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  12515. clif_arrow_fail(sd,0);
  12516. return 0;
  12517. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  12518. char e_msg[100];
  12519. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  12520. skill_get_desc(skill_id),
  12521. require.ammo_qty,
  12522. itemdb_jname(sd->status.inventory[i].nameid));
  12523. clif_colormes(sd,COLOR_RED,e_msg);
  12524. return 0;
  12525. }
  12526. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  12527. //which is the closest we have to wrong ammo type. [Skotlex]
  12528. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  12529. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12530. return 0;
  12531. }
  12532. }
  12533. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  12534. if( !require.itemid[i] )
  12535. continue;
  12536. index[i] = pc_search_inventory(sd,require.itemid[i]);
  12537. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  12538. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  12539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  12540. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  12541. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  12542. else
  12543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12544. return 0;
  12545. }
  12546. }
  12547. return 1;
  12548. }
  12549. // type&2: consume items (after skill was used)
  12550. // type&1: consume the others (before skill was used)
  12551. int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  12552. {
  12553. struct skill_condition req;
  12554. nullpo_ret(sd);
  12555. req = skill_get_requirement(sd,skill_id,skill_lv);
  12556. if( type&1 )
  12557. {
  12558. if( skill_id == CG_TAROTCARD || sd->state.autocast )
  12559. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  12560. if(req.hp || req.sp)
  12561. status_zap(&sd->bl, req.hp, req.sp);
  12562. if(req.spiritball > 0)
  12563. pc_delspiritball(sd,req.spiritball,0);
  12564. if(req.zeny > 0)
  12565. {
  12566. if( skill_id == NJ_ZENYNAGE )
  12567. req.zeny = 0; //Zeny is reduced on skill_attack.
  12568. if( sd->status.zeny < req.zeny )
  12569. req.zeny = sd->status.zeny;
  12570. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  12571. }
  12572. }
  12573. if( type&2 )
  12574. {
  12575. struct status_change *sc = &sd->sc;
  12576. int n,i;
  12577. if( !sc->count )
  12578. sc = NULL;
  12579. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  12580. {
  12581. if( !req.itemid[i] )
  12582. continue;
  12583. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  12584. continue; //Gemstones are checked, but not substracted from inventory.
  12585. switch( skill_id ){
  12586. case SA_SEISMICWEAPON:
  12587. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  12588. continue;
  12589. break;
  12590. case SA_FLAMELAUNCHER:
  12591. case SA_VOLCANO:
  12592. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  12593. continue;
  12594. break;
  12595. case SA_FROSTWEAPON:
  12596. case SA_DELUGE:
  12597. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  12598. continue;
  12599. break;
  12600. case SA_LIGHTNINGLOADER:
  12601. case SA_VIOLENTGALE:
  12602. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  12603. continue;
  12604. break;
  12605. }
  12606. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  12607. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  12608. }
  12609. }
  12610. return 1;
  12611. }
  12612. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12613. {
  12614. struct skill_condition req;
  12615. struct status_data *status;
  12616. struct status_change *sc;
  12617. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12618. uint16 idx;
  12619. memset(&req,0,sizeof(req));
  12620. if( !sd )
  12621. return req;
  12622. if( sd->skillitem == skill_id )
  12623. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12624. sc = &sd->sc;
  12625. if( !sc->count )
  12626. sc = NULL;
  12627. //Checks if disabling skill - in which case no SP requirements are necessary
  12628. if( sc && skill_disable_check(sc,skill_id) )
  12629. return req;
  12630. idx = skill_get_index(skill_id);
  12631. if( idx == 0 ) // invalid skill id
  12632. return req;
  12633. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12634. return req;
  12635. status = &sd->battle_status;
  12636. req.hp = skill_db[idx].hp[skill_lv-1];
  12637. hp_rate = skill_db[idx].hp_rate[skill_lv-1];
  12638. if(hp_rate > 0)
  12639. req.hp += (status->hp * hp_rate)/100;
  12640. else
  12641. req.hp += (status->max_hp * (-hp_rate))/100;
  12642. req.sp = skill_db[idx].sp[skill_lv-1];
  12643. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  12644. req.sp /= 2;
  12645. sp_rate = skill_db[idx].sp_rate[skill_lv-1];
  12646. if(sp_rate > 0)
  12647. req.sp += (status->sp * sp_rate)/100;
  12648. else
  12649. req.sp += (status->max_sp * (-sp_rate))/100;
  12650. if( sd->dsprate != 100 )
  12651. req.sp = req.sp * sd->dsprate / 100;
  12652. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  12653. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12654. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12655. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  12656. if( i < ARRAYLENGTH(sd->skillusesp) )
  12657. req.sp -= sd->skillusesp[i].val;
  12658. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12659. if( sc ) {
  12660. if( sc->data[SC__LAZINESS] )
  12661. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12662. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  12663. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  12664. if( sc->data[SC_RECOGNIZEDSPELL] )
  12665. req.sp += req.sp / 4;
  12666. }
  12667. req.zeny = skill_db[idx].zeny[skill_lv-1];
  12668. if( sc && sc->data[SC__UNLUCKY] )
  12669. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12670. req.spiritball = skill_db[idx].spiritball[skill_lv-1];
  12671. req.state = skill_db[idx].state;
  12672. req.mhp = skill_db[idx].mhp[skill_lv-1];
  12673. req.weapon = skill_db[idx].weapon;
  12674. req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1];
  12675. if (req.ammo_qty)
  12676. req.ammo = skill_db[idx].ammo;
  12677. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  12678. { //Assume this skill is using the weapon, therefore it requires arrows.
  12679. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12680. req.ammo_qty = 1;
  12681. }
  12682. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12683. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  12684. continue;
  12685. switch( skill_id ) {
  12686. case AM_CALLHOMUN:
  12687. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12688. continue;
  12689. break;
  12690. case NC_SHAPESHIFT:
  12691. if( i < 4 )
  12692. continue;
  12693. break;
  12694. case WZ_FIREPILLAR: // celest
  12695. if (skill_lv <= 5) // no gems required at level 1-5
  12696. continue;
  12697. break;
  12698. case AB_ADORAMUS:
  12699. if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
  12700. continue;
  12701. break;
  12702. case WL_COMET:
  12703. if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
  12704. continue;
  12705. break;
  12706. case GN_FIRE_EXPANSION:
  12707. if( i < 5 )
  12708. continue;
  12709. break;
  12710. case SO_SUMMON_AGNI:
  12711. case SO_SUMMON_AQUA:
  12712. case SO_SUMMON_VENTUS:
  12713. case SO_SUMMON_TERA:
  12714. case SO_WATER_INSIGNIA:
  12715. case SO_FIRE_INSIGNIA:
  12716. case SO_WIND_INSIGNIA:
  12717. case SO_EARTH_INSIGNIA:
  12718. if( i < 3 )
  12719. continue;
  12720. break;
  12721. }
  12722. req.itemid[i] = skill_db[idx].itemid[i];
  12723. req.amount[i] = skill_db[idx].amount[i];
  12724. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
  12725. {
  12726. if( sd->special_state.no_gemstone )
  12727. { //Make it substract 1 gem rather than skipping the cost.
  12728. if( --req.amount[i] < 1 )
  12729. req.itemid[i] = 0;
  12730. }
  12731. if(sc && sc->data[SC_INTOABYSS])
  12732. {
  12733. if( skill_id != SA_ABRACADABRA )
  12734. req.itemid[i] = req.amount[i] = 0;
  12735. else if( --req.amount[i] < 1 )
  12736. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12737. }
  12738. }
  12739. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12740. int16 itIndex;
  12741. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  12742. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12743. req.amount[i] = 1;
  12744. }
  12745. break;
  12746. }
  12747. }
  12748. /* requirements are level-dependent */
  12749. switch( skill_id ) {
  12750. case NC_SHAPESHIFT:
  12751. case GN_FIRE_EXPANSION:
  12752. case SO_SUMMON_AGNI:
  12753. case SO_SUMMON_AQUA:
  12754. case SO_SUMMON_VENTUS:
  12755. case SO_SUMMON_TERA:
  12756. case SO_WATER_INSIGNIA:
  12757. case SO_FIRE_INSIGNIA:
  12758. case SO_WIND_INSIGNIA:
  12759. case SO_EARTH_INSIGNIA:
  12760. req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1];
  12761. req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1];
  12762. break;
  12763. }
  12764. // Check for cost reductions due to skills & SCs
  12765. switch(skill_id) {
  12766. case MC_MAMMONITE:
  12767. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12768. req.zeny -= req.zeny*10/100;
  12769. break;
  12770. case AL_HOLYLIGHT:
  12771. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12772. req.sp *= 5;
  12773. break;
  12774. case SL_SMA:
  12775. case SL_STUN:
  12776. case SL_STIN:
  12777. {
  12778. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12779. if(kaina_lv==0 || sd->status.base_level<70)
  12780. break;
  12781. if(sd->status.base_level>=90)
  12782. req.sp -= req.sp*7*kaina_lv/100;
  12783. else if(sd->status.base_level>=80)
  12784. req.sp -= req.sp*5*kaina_lv/100;
  12785. else if(sd->status.base_level>=70)
  12786. req.sp -= req.sp*3*kaina_lv/100;
  12787. }
  12788. break;
  12789. case MO_TRIPLEATTACK:
  12790. case MO_CHAINCOMBO:
  12791. case MO_COMBOFINISH:
  12792. case CH_TIGERFIST:
  12793. case CH_CHAINCRUSH:
  12794. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12795. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12796. break;
  12797. case MO_BODYRELOCATION:
  12798. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12799. req.spiritball = 0;
  12800. break;
  12801. case MO_EXTREMITYFIST:
  12802. if( sc )
  12803. {
  12804. if( sc->data[SC_BLADESTOP] )
  12805. req.spiritball--;
  12806. else if( sc->data[SC_COMBO] )
  12807. {
  12808. switch( sc->data[SC_COMBO]->val1 )
  12809. {
  12810. case MO_COMBOFINISH:
  12811. req.spiritball = 4;
  12812. break;
  12813. case CH_TIGERFIST:
  12814. req.spiritball = 3;
  12815. break;
  12816. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12817. req.spiritball = sd->spiritball?sd->spiritball:1;
  12818. break;
  12819. }
  12820. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12821. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12822. }
  12823. break;
  12824. case SR_RAMPAGEBLASTER:
  12825. req.spiritball = sd->spiritball?sd->spiritball:15;
  12826. break;
  12827. case SR_GATEOFHELL:
  12828. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12829. req.sp -= req.sp * 10 / 100;
  12830. break;
  12831. case SO_SUMMON_AGNI:
  12832. case SO_SUMMON_AQUA:
  12833. case SO_SUMMON_VENTUS:
  12834. case SO_SUMMON_TERA:
  12835. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12836. break;
  12837. case SO_PSYCHIC_WAVE:
  12838. if( sc && sc->data[SC_BLAST_OPTION] )
  12839. req.sp += req.sp * 150 / 100;
  12840. break;
  12841. }
  12842. return req;
  12843. }
  12844. /*==========================================
  12845. * Does cast-time reductions based on dex, item bonuses and config setting
  12846. *------------------------------------------*/
  12847. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  12848. int time = skill_get_cast(skill_id, skill_lv);
  12849. nullpo_ret(bl);
  12850. #ifndef RENEWAL_CAST
  12851. {
  12852. struct map_session_data *sd;
  12853. sd = BL_CAST(BL_PC, bl);
  12854. // calculate base cast time (reduced by dex)
  12855. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12856. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12857. if( scale > 0 ) // not instant cast
  12858. time = time * scale / battle_config.castrate_dex_scale;
  12859. else
  12860. return 0; // instant cast
  12861. }
  12862. // calculate cast time reduced by item/card bonuses
  12863. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12864. {
  12865. int i;
  12866. if( sd->castrate != 100 )
  12867. time = time * sd->castrate / 100;
  12868. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12869. {
  12870. if( sd->skillcast[i].id == skill_id )
  12871. {
  12872. time+= time * sd->skillcast[i].val / 100;
  12873. break;
  12874. }
  12875. }
  12876. }
  12877. }
  12878. #endif
  12879. // config cast time multiplier
  12880. if (battle_config.cast_rate != 100)
  12881. time = time * battle_config.cast_rate / 100;
  12882. // return final cast time
  12883. time = max(time, 0);
  12884. // ShowInfo("Castime castfix = %d\n",time);
  12885. return time;
  12886. }
  12887. /*==========================================
  12888. * Does cast-time reductions based on sc data.
  12889. *------------------------------------------*/
  12890. int skill_castfix_sc (struct block_list *bl, int time)
  12891. {
  12892. struct status_change *sc = status_get_sc(bl);
  12893. if( time < 0 )
  12894. return 0;
  12895. if (sc && sc->count) {
  12896. if (sc->data[SC_SLOWCAST])
  12897. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12898. if (sc->data[SC_PARALYSIS])
  12899. time += sc->data[SC_PARALYSIS]->val3;
  12900. if (sc->data[SC_SUFFRAGIUM]) {
  12901. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12902. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12903. }
  12904. if (sc->data[SC_MEMORIZE]) {
  12905. time>>=1;
  12906. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12907. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12908. }
  12909. if (sc->data[SC_POEMBRAGI])
  12910. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12911. if (sc->data[SC_IZAYOI])
  12912. time -= time * 50 / 100;
  12913. }
  12914. time = max(time, 0);
  12915. // ShowInfo("Castime castfix_sc = %d\n",time);
  12916. return time;
  12917. }
  12918. #ifdef RENEWAL_CAST
  12919. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  12920. {
  12921. struct status_change *sc = status_get_sc(bl);
  12922. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12923. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  12924. if( time < 0 )
  12925. return 0;
  12926. if( bl->type == BL_MOB )
  12927. return (int)time;
  12928. if( fixed == 0 ){
  12929. fixed = (int)time * 20 / 100; // fixed time
  12930. time = time * 80 / 100; // variable time
  12931. }else if( fixed < 0 ) // no fixed cast time
  12932. fixed = 0;
  12933. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  12934. if( sd->bonus.varcastrate < 0 )
  12935. VARCAST_REDUCTION(sd->bonus.varcastrate);
  12936. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  12937. time += sd->bonus.add_varcast;
  12938. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  12939. fixed += sd->bonus.add_fixcast;
  12940. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  12941. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  12942. fixed += sd->skillfixcast[i].val;
  12943. break;
  12944. }
  12945. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  12946. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  12947. time += sd->skillvarcast[i].val;
  12948. break;
  12949. }
  12950. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12951. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  12952. VARCAST_REDUCTION(sd->skillcast[i].val);
  12953. break;
  12954. }
  12955. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  12956. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  12957. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  12958. break;
  12959. }
  12960. }
  12961. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  12962. // All variable cast additive bonuses must come first
  12963. if (sc->data[SC_SLOWCAST])
  12964. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  12965. // Variable cast reduction bonuses
  12966. if (sc->data[SC_SUFFRAGIUM]) {
  12967. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  12968. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12969. }
  12970. if (sc->data[SC_MEMORIZE]) {
  12971. VARCAST_REDUCTION(50);
  12972. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12973. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12974. }
  12975. if (sc->data[SC_POEMBRAGI])
  12976. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  12977. if (sc->data[SC_IZAYOI])
  12978. VARCAST_REDUCTION(50);
  12979. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  12980. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  12981. // Fixed cast reduction bonuses
  12982. if( sc->data[SC__LAZINESS] )
  12983. fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
  12984. if( sc->data[SC_SECRAMENT] )
  12985. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  12986. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  12987. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  12988. // Fixed cast non percentage bonuses
  12989. if( sc->data[SC_MANDRAGORA] )
  12990. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  12991. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12992. fixed = 0;
  12993. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  12994. fixed -= 1000;
  12995. }
  12996. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  12997. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  12998. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  12999. }
  13000. if( varcast_r < 0 ) // now compute overall factors
  13001. time = time * (1 - (float)varcast_r / 100);
  13002. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  13003. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  13004. // underflow checking/capping
  13005. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  13006. return (int)time;
  13007. }
  13008. #endif
  13009. /*==========================================
  13010. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  13011. *------------------------------------------*/
  13012. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  13013. {
  13014. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  13015. int time = skill_get_delay(skill_id, skill_lv);
  13016. struct map_session_data *sd;
  13017. struct status_change *sc = status_get_sc(bl);
  13018. nullpo_ret(bl);
  13019. sd = BL_CAST(BL_PC, bl);
  13020. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  13021. return 0; //Will use picked skill's delay.
  13022. if (bl->type&battle_config.no_skill_delay)
  13023. return battle_config.min_skill_delay_limit;
  13024. if (time < 0)
  13025. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  13026. // Delay reductions
  13027. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  13028. case MO_TRIPLEATTACK:
  13029. case MO_CHAINCOMBO:
  13030. case MO_COMBOFINISH:
  13031. case CH_TIGERFIST:
  13032. case CH_CHAINCRUSH:
  13033. case SR_DRAGONCOMBO:
  13034. case SR_FALLENEMPIRE:
  13035. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  13036. break;
  13037. case HP_BASILICA:
  13038. if( sc && !sc->data[SC_BASILICA] )
  13039. time = 0; // There is no Delay on Basilica creation, only on cancel
  13040. break;
  13041. default:
  13042. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  13043. { // if skill delay is allowed to be reduced by dex
  13044. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13045. if (scale > 0)
  13046. time = time * scale / battle_config.castrate_dex_scale;
  13047. else //To be capped later to minimum.
  13048. time = 0;
  13049. }
  13050. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  13051. { // if skill delay is allowed to be reduced by agi
  13052. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  13053. if (scale > 0)
  13054. time = time * scale / battle_config.castrate_dex_scale;
  13055. else //To be capped later to minimum.
  13056. time = 0;
  13057. }
  13058. }
  13059. if ( sc && sc->data[SC_SPIRIT] ) {
  13060. switch (skill_id) {
  13061. case CR_SHIELDBOOMERANG:
  13062. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  13063. time /= 2;
  13064. break;
  13065. case AS_SONICBLOW:
  13066. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  13067. time /= 2;
  13068. break;
  13069. }
  13070. }
  13071. if (!(delaynodex&2))
  13072. {
  13073. if (sc && sc->count) {
  13074. if (sc->data[SC_POEMBRAGI])
  13075. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  13076. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  13077. time /= 2; // After Delay of Wind element spells reduced by 50%.
  13078. }
  13079. }
  13080. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  13081. time = time * sd->delayrate / 100;
  13082. if (battle_config.delay_rate != 100)
  13083. time = time * battle_config.delay_rate / 100;
  13084. //min delay
  13085. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  13086. time = max(time, battle_config.min_skill_delay_limit);
  13087. // ShowInfo("Delay delayfix = %d\n",time);
  13088. return time;
  13089. }
  13090. /*=========================================
  13091. *
  13092. *-----------------------------------------*/
  13093. struct square {
  13094. int val1[5];
  13095. int val2[5];
  13096. };
  13097. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  13098. {
  13099. nullpo_retv(tc);
  13100. if(dir == 0){
  13101. tc->val1[0]=x-2;
  13102. tc->val1[1]=x-1;
  13103. tc->val1[2]=x;
  13104. tc->val1[3]=x+1;
  13105. tc->val1[4]=x+2;
  13106. tc->val2[0]=
  13107. tc->val2[1]=
  13108. tc->val2[2]=
  13109. tc->val2[3]=
  13110. tc->val2[4]=y-1;
  13111. }
  13112. else if(dir==2){
  13113. tc->val1[0]=
  13114. tc->val1[1]=
  13115. tc->val1[2]=
  13116. tc->val1[3]=
  13117. tc->val1[4]=x+1;
  13118. tc->val2[0]=y+2;
  13119. tc->val2[1]=y+1;
  13120. tc->val2[2]=y;
  13121. tc->val2[3]=y-1;
  13122. tc->val2[4]=y-2;
  13123. }
  13124. else if(dir==4){
  13125. tc->val1[0]=x-2;
  13126. tc->val1[1]=x-1;
  13127. tc->val1[2]=x;
  13128. tc->val1[3]=x+1;
  13129. tc->val1[4]=x+2;
  13130. tc->val2[0]=
  13131. tc->val2[1]=
  13132. tc->val2[2]=
  13133. tc->val2[3]=
  13134. tc->val2[4]=y+1;
  13135. }
  13136. else if(dir==6){
  13137. tc->val1[0]=
  13138. tc->val1[1]=
  13139. tc->val1[2]=
  13140. tc->val1[3]=
  13141. tc->val1[4]=x-1;
  13142. tc->val2[0]=y+2;
  13143. tc->val2[1]=y+1;
  13144. tc->val2[2]=y;
  13145. tc->val2[3]=y-1;
  13146. tc->val2[4]=y-2;
  13147. }
  13148. else if(dir==1){
  13149. tc->val1[0]=x-1;
  13150. tc->val1[1]=x;
  13151. tc->val1[2]=x+1;
  13152. tc->val1[3]=x+2;
  13153. tc->val1[4]=x+3;
  13154. tc->val2[0]=y-4;
  13155. tc->val2[1]=y-3;
  13156. tc->val2[2]=y-1;
  13157. tc->val2[3]=y;
  13158. tc->val2[4]=y+1;
  13159. }
  13160. else if(dir==3){
  13161. tc->val1[0]=x+3;
  13162. tc->val1[1]=x+2;
  13163. tc->val1[2]=x+1;
  13164. tc->val1[3]=x;
  13165. tc->val1[4]=x-1;
  13166. tc->val2[0]=y-1;
  13167. tc->val2[1]=y;
  13168. tc->val2[2]=y+1;
  13169. tc->val2[3]=y+2;
  13170. tc->val2[4]=y+3;
  13171. }
  13172. else if(dir==5){
  13173. tc->val1[0]=x+1;
  13174. tc->val1[1]=x;
  13175. tc->val1[2]=x-1;
  13176. tc->val1[3]=x-2;
  13177. tc->val1[4]=x-3;
  13178. tc->val2[0]=y+3;
  13179. tc->val2[1]=y+2;
  13180. tc->val2[2]=y+1;
  13181. tc->val2[3]=y;
  13182. tc->val2[4]=y-1;
  13183. }
  13184. else if(dir==7){
  13185. tc->val1[0]=x-3;
  13186. tc->val1[1]=x-2;
  13187. tc->val1[2]=x-1;
  13188. tc->val1[3]=x;
  13189. tc->val1[4]=x+1;
  13190. tc->val2[1]=y;
  13191. tc->val2[0]=y+1;
  13192. tc->val2[2]=y-1;
  13193. tc->val2[3]=y-2;
  13194. tc->val2[4]=y-3;
  13195. }
  13196. }
  13197. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  13198. {
  13199. int c;
  13200. nullpo_retv(tc);
  13201. for( c = 0; c < 5; c++ ) {
  13202. switch( dir ) {
  13203. case 0: tc->val2[c]+=are; break;
  13204. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  13205. case 2: tc->val1[c]-=are; break;
  13206. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  13207. case 4: tc->val2[c]-=are; break;
  13208. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  13209. case 6: tc->val1[c]+=are; break;
  13210. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  13211. }
  13212. }
  13213. }
  13214. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  13215. {
  13216. int c,n=4;
  13217. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  13218. struct square tc;
  13219. int x=bl->x,y=bl->y;
  13220. skill_brandishspear_first(&tc,dir,x,y);
  13221. skill_brandishspear_dir(&tc,dir,4);
  13222. skill_area_temp[1] = bl->id;
  13223. if(skill_lv > 9){
  13224. for(c=1;c<4;c++){
  13225. map_foreachincell(skill_area_sub,
  13226. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13227. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13228. skill_castend_damage_id);
  13229. }
  13230. }
  13231. if(skill_lv > 6){
  13232. skill_brandishspear_dir(&tc,dir,-1);
  13233. n--;
  13234. }else{
  13235. skill_brandishspear_dir(&tc,dir,-2);
  13236. n-=2;
  13237. }
  13238. if(skill_lv > 3){
  13239. for(c=0;c<5;c++){
  13240. map_foreachincell(skill_area_sub,
  13241. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13242. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13243. skill_castend_damage_id);
  13244. if(skill_lv > 6 && n==3 && c==4){
  13245. skill_brandishspear_dir(&tc,dir,-1);
  13246. n--;c=-1;
  13247. }
  13248. }
  13249. }
  13250. for(c=0;c<10;c++){
  13251. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  13252. map_foreachincell(skill_area_sub,
  13253. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  13254. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  13255. skill_castend_damage_id);
  13256. }
  13257. }
  13258. /*==========================================
  13259. * Weapon Repair [Celest/DracoRPG]
  13260. *------------------------------------------*/
  13261. void skill_repairweapon (struct map_session_data *sd, int idx) {
  13262. int material;
  13263. int materials[4] = { 1002, 998, 999, 756 };
  13264. struct item *item;
  13265. struct map_session_data *target_sd;
  13266. nullpo_retv(sd);
  13267. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  13268. return;
  13269. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  13270. return;
  13271. if( idx < 0 || idx >= MAX_INVENTORY )
  13272. return; //Invalid index??
  13273. item = &target_sd->status.inventory[idx];
  13274. if( item->nameid <= 0 || item->attribute == 0 )
  13275. return; //Again invalid item....
  13276. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  13277. clif_item_repaireffect(sd,idx,1);
  13278. return;
  13279. }
  13280. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  13281. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  13282. else
  13283. material = materials [2]; // Armors consume 1 Steel
  13284. if ( pc_search_inventory(sd,material) < 0 ) {
  13285. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13286. return;
  13287. }
  13288. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  13289. item->attribute = 0;/* clear broken state */
  13290. clif_equiplist(target_sd);
  13291. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  13292. clif_item_repaireffect(sd,idx,0);
  13293. if( sd != target_sd )
  13294. clif_item_repaireffect(target_sd,idx,0);
  13295. }
  13296. /*==========================================
  13297. * Item Appraisal
  13298. *------------------------------------------*/
  13299. void skill_identify (struct map_session_data *sd, int idx)
  13300. {
  13301. int flag=1;
  13302. nullpo_retv(sd);
  13303. if(idx >= 0 && idx < MAX_INVENTORY) {
  13304. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  13305. flag=0;
  13306. sd->status.inventory[idx].identify=1;
  13307. }
  13308. }
  13309. clif_item_identified(sd,idx,flag);
  13310. }
  13311. /*==========================================
  13312. * Weapon Refine [Celest]
  13313. *------------------------------------------*/
  13314. void skill_weaponrefine (struct map_session_data *sd, int idx)
  13315. {
  13316. nullpo_retv(sd);
  13317. if (idx >= 0 && idx < MAX_INVENTORY)
  13318. {
  13319. int i = 0, ep = 0, per;
  13320. int material[5] = { 0, 1010, 1011, 984, 984 };
  13321. struct item *item;
  13322. struct item_data *ditem = sd->inventory_data[idx];
  13323. item = &sd->status.inventory[idx];
  13324. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  13325. {
  13326. if( item->refine >= sd->menuskill_val
  13327. || item->refine >= 10 // if it's no longer refineable
  13328. || ditem->flag.no_refine // if the item isn't refinable
  13329. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  13330. {
  13331. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13332. return;
  13333. }
  13334. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  13335. if( sd->class_&JOBL_THIRD )
  13336. per += 10;
  13337. else
  13338. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  13339. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  13340. if (per > rnd() % 100) {
  13341. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  13342. item->refine++;
  13343. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  13344. if(item->equip) {
  13345. ep = item->equip;
  13346. pc_unequipitem(sd,idx,3);
  13347. }
  13348. clif_refine(sd->fd,0,idx,item->refine);
  13349. clif_delitem(sd,idx,1,3);
  13350. clif_additem(sd,idx,1,0);
  13351. if (ep)
  13352. pc_equipitem(sd,idx,ep);
  13353. clif_misceffect(&sd->bl,3);
  13354. if(item->refine == 10 &&
  13355. item->card[0] == CARD0_FORGE &&
  13356. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  13357. { // Fame point system [DracoRPG]
  13358. switch(ditem->wlv){
  13359. case 1:
  13360. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  13361. break;
  13362. case 2:
  13363. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  13364. break;
  13365. case 3:
  13366. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  13367. break;
  13368. }
  13369. }
  13370. } else {
  13371. item->refine = 0;
  13372. if(item->equip)
  13373. pc_unequipitem(sd,idx,3);
  13374. clif_refine(sd->fd,1,idx,item->refine);
  13375. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  13376. clif_misceffect(&sd->bl,2);
  13377. clif_emotion(&sd->bl, E_OMG);
  13378. }
  13379. }
  13380. }
  13381. }
  13382. /*==========================================
  13383. *
  13384. *------------------------------------------*/
  13385. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  13386. {
  13387. uint16 skill_lv;
  13388. int maxlv=1,lv;
  13389. nullpo_ret(sd);
  13390. skill_lv = sd->menuskill_val;
  13391. lv=pc_checkskill(sd,skill_id);
  13392. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  13393. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  13394. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  13395. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  13396. maxlv =10; //Soul Linker bonus. [Skotlex]
  13397. else if(skill_lv==2) maxlv=1;
  13398. else if(skill_lv==3) maxlv=2;
  13399. else if(skill_lv>=4) maxlv=3;
  13400. }
  13401. else if(skill_id==MG_SOULSTRIKE){
  13402. if(skill_lv==5) maxlv=1;
  13403. else if(skill_lv==6) maxlv=2;
  13404. else if(skill_lv>=7) maxlv=3;
  13405. }
  13406. else if(skill_id==MG_FIREBALL){
  13407. if(skill_lv==8) maxlv=1;
  13408. else if(skill_lv>=9) maxlv=2;
  13409. }
  13410. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  13411. else return 0;
  13412. if(maxlv > lv)
  13413. maxlv = lv;
  13414. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  13415. skill_get_time(SA_AUTOSPELL,skill_lv));
  13416. return 0;
  13417. }
  13418. /*==========================================
  13419. * Sitting skills functions.
  13420. *------------------------------------------*/
  13421. static int skill_sit_count (struct block_list *bl, va_list ap)
  13422. {
  13423. struct map_session_data *sd;
  13424. int type =va_arg(ap,int);
  13425. sd=(struct map_session_data*)bl;
  13426. if(!pc_issit(sd))
  13427. return 0;
  13428. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13429. return 1;
  13430. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  13431. return 1;
  13432. return 0;
  13433. }
  13434. static int skill_sit_in (struct block_list *bl, va_list ap)
  13435. {
  13436. struct map_session_data *sd;
  13437. int type =va_arg(ap,int);
  13438. sd=(struct map_session_data*)bl;
  13439. if(!pc_issit(sd))
  13440. return 0;
  13441. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13442. sd->state.gangsterparadise=1;
  13443. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  13444. {
  13445. sd->state.rest=1;
  13446. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13447. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13448. }
  13449. return 0;
  13450. }
  13451. static int skill_sit_out (struct block_list *bl, va_list ap)
  13452. {
  13453. struct map_session_data *sd;
  13454. int type =va_arg(ap,int);
  13455. sd=(struct map_session_data*)bl;
  13456. if(sd->state.gangsterparadise && type&1)
  13457. sd->state.gangsterparadise=0;
  13458. if(sd->state.rest && type&2) {
  13459. sd->state.rest=0;
  13460. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13461. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13462. }
  13463. return 0;
  13464. }
  13465. int skill_sit (struct map_session_data *sd, int type)
  13466. {
  13467. int flag = 0;
  13468. int range = 0, lv;
  13469. nullpo_ret(sd);
  13470. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  13471. flag|=1;
  13472. range = skill_get_splash(RG_GANGSTER, lv);
  13473. }
  13474. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  13475. flag|=2;
  13476. range = skill_get_splash(TK_HPTIME, lv);
  13477. }
  13478. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  13479. flag|=2;
  13480. range = skill_get_splash(TK_SPTIME, lv);
  13481. }
  13482. if( type ) {
  13483. clif_status_load(&sd->bl,SI_SIT,1);
  13484. } else {
  13485. clif_status_load(&sd->bl,SI_SIT,0);
  13486. }
  13487. if (!flag) return 0;
  13488. if(type) {
  13489. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  13490. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  13491. } else {
  13492. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  13493. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  13494. }
  13495. return 0;
  13496. }
  13497. /*==========================================
  13498. *
  13499. *------------------------------------------*/
  13500. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  13501. {
  13502. struct block_list *src;
  13503. uint16 skill_id,skill_lv;
  13504. unsigned int tick;
  13505. nullpo_ret(bl);
  13506. nullpo_ret(src=va_arg(ap,struct block_list*));
  13507. skill_id=va_arg(ap,int);
  13508. skill_lv=va_arg(ap,int);
  13509. if(!skill_lv) return 0;
  13510. tick=va_arg(ap,unsigned int);
  13511. if (src == bl || status_isdead(bl))
  13512. return 0;
  13513. if (bl->type == BL_PC) {
  13514. struct map_session_data *sd = (struct map_session_data *)bl;
  13515. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  13516. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  13517. }
  13518. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  13519. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  13520. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  13521. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  13522. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  13523. return 0;
  13524. }
  13525. /*==========================================
  13526. *
  13527. *------------------------------------------*/
  13528. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  13529. {
  13530. int range = skill_get_unit_range(skill_id,skill_lv);
  13531. int x,y;
  13532. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  13533. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  13534. map_setcell(src->bl.m, x, y, cell, flag);
  13535. }
  13536. /*==========================================
  13537. *
  13538. *------------------------------------------*/
  13539. int skill_attack_area (struct block_list *bl, va_list ap)
  13540. {
  13541. struct block_list *src,*dsrc;
  13542. int atk_type,skill_id,skill_lv,flag,type;
  13543. unsigned int tick;
  13544. if(status_isdead(bl))
  13545. return 0;
  13546. atk_type = va_arg(ap,int);
  13547. src=va_arg(ap,struct block_list*);
  13548. dsrc=va_arg(ap,struct block_list*);
  13549. skill_id=va_arg(ap,int);
  13550. skill_lv=va_arg(ap,int);
  13551. tick=va_arg(ap,unsigned int);
  13552. flag=va_arg(ap,int);
  13553. type=va_arg(ap,int);
  13554. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  13555. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  13556. if(battle_check_target(dsrc,bl,type) <= 0 ||
  13557. !status_check_skilluse(NULL, bl, skill_id, 2))
  13558. return 0;
  13559. switch (skill_id) {
  13560. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  13561. case NPC_ACIDBREATH:
  13562. case NPC_DARKNESSBREATH:
  13563. case NPC_FIREBREATH:
  13564. case NPC_ICEBREATH:
  13565. case NPC_THUNDERBREATH:
  13566. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  13567. default:
  13568. //Area-splash, disable skill animation.
  13569. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  13570. }
  13571. }
  13572. /*==========================================
  13573. *
  13574. *------------------------------------------*/
  13575. int skill_clear_group (struct block_list *bl, int flag)
  13576. {
  13577. struct unit_data *ud = unit_bl2ud(bl);
  13578. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  13579. int i, count=0;
  13580. nullpo_ret(bl);
  13581. if (!ud) return 0;
  13582. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  13583. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13584. {
  13585. switch (ud->skillunit[i]->skill_id) {
  13586. case SA_DELUGE:
  13587. case SA_VOLCANO:
  13588. case SA_VIOLENTGALE:
  13589. case SA_LANDPROTECTOR:
  13590. case NJ_SUITON:
  13591. case NJ_KAENSIN:
  13592. if (flag&1)
  13593. group[count++]= ud->skillunit[i];
  13594. break;
  13595. case SO_WARMER:
  13596. if( flag&8 )
  13597. group[count++]= ud->skillunit[i];
  13598. break;
  13599. case SC_BLOODYLUST:
  13600. if (flag & 32)
  13601. group[count++] = ud->skillunit[i];
  13602. break;
  13603. default:
  13604. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  13605. group[count++]= ud->skillunit[i];
  13606. break;
  13607. }
  13608. }
  13609. for (i=0;i<count;i++)
  13610. skill_delunitgroup(group[i]);
  13611. return count;
  13612. }
  13613. /*==========================================
  13614. * Returns the first element field found [Skotlex]
  13615. *------------------------------------------*/
  13616. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  13617. {
  13618. struct unit_data *ud = unit_bl2ud(bl);
  13619. int i;
  13620. nullpo_ret(bl);
  13621. if (!ud) return NULL;
  13622. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  13623. switch (ud->skillunit[i]->skill_id) {
  13624. case SA_DELUGE:
  13625. case SA_VOLCANO:
  13626. case SA_VIOLENTGALE:
  13627. case SA_LANDPROTECTOR:
  13628. case NJ_SUITON:
  13629. case SO_WARMER:
  13630. case SC_BLOODYLUST:
  13631. return ud->skillunit[i];
  13632. }
  13633. }
  13634. return NULL;
  13635. }
  13636. // for graffiti cleaner [Valaris]
  13637. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  13638. struct skill_unit *unit=NULL;
  13639. nullpo_ret(bl);
  13640. nullpo_ret(ap);
  13641. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  13642. return 0;
  13643. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  13644. skill_delunit(unit);
  13645. return 0;
  13646. }
  13647. int skill_greed (struct block_list *bl, va_list ap) {
  13648. struct block_list *src;
  13649. struct map_session_data *sd=NULL;
  13650. struct flooritem_data *fitem=NULL;
  13651. nullpo_ret(bl);
  13652. nullpo_ret(src = va_arg(ap, struct block_list *));
  13653. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13654. pc_takeitem(sd, fitem);
  13655. return 0;
  13656. }
  13657. //For Ranger's Detonator [Jobbie/3CeAM]
  13658. int skill_detonator(struct block_list *bl, va_list ap)
  13659. {
  13660. struct skill_unit *unit=NULL;
  13661. struct block_list *src;
  13662. int unit_id;
  13663. nullpo_ret(bl);
  13664. nullpo_ret(ap);
  13665. src = va_arg(ap,struct block_list *);
  13666. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13667. return 0;
  13668. if( unit->group->src_id != src->id )
  13669. return 0;
  13670. unit_id = unit->group->unit_id;
  13671. switch( unit_id )
  13672. { //List of Hunter and Ranger Traps that can be detonate.
  13673. case UNT_BLASTMINE:
  13674. case UNT_SANDMAN:
  13675. case UNT_CLAYMORETRAP:
  13676. case UNT_TALKIEBOX:
  13677. case UNT_CLUSTERBOMB:
  13678. case UNT_FIRINGTRAP:
  13679. case UNT_ICEBOUNDTRAP:
  13680. if( unit_id == UNT_TALKIEBOX )
  13681. {
  13682. clif_talkiebox(bl,unit->group->valstr);
  13683. unit->group->val2 = -1;
  13684. }
  13685. else
  13686. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  13687. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13688. unit->group->unit_id = UNT_USED_TRAPS;
  13689. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13690. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13691. break;
  13692. }
  13693. return 0;
  13694. }
  13695. /*==========================================
  13696. *
  13697. *------------------------------------------*/
  13698. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13699. {
  13700. uint16 skill_id;
  13701. int *alive;
  13702. struct skill_unit *unit;
  13703. skill_id = va_arg(ap,int);
  13704. alive = va_arg(ap,int *);
  13705. unit = (struct skill_unit *)bl;
  13706. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13707. return 0;
  13708. switch (skill_id) {
  13709. case SA_LANDPROTECTOR:
  13710. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13711. (*alive) = 0;
  13712. skill_delunit(unit);
  13713. return 1;
  13714. }
  13715. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || unit->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps
  13716. skill_delunit(unit);
  13717. return 1;
  13718. }
  13719. break;
  13720. case HW_GANBANTEIN:
  13721. case LG_EARTHDRIVE:
  13722. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13723. skill_delunit(unit);
  13724. return 1;
  13725. }
  13726. break;
  13727. case SA_VOLCANO:
  13728. case SA_DELUGE:
  13729. case SA_VIOLENTGALE:
  13730. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13731. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13732. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13733. if (unit->range <= 0)
  13734. {
  13735. (*alive) = 0;
  13736. return 1;
  13737. }
  13738. /*
  13739. switch (unit->group->skill_id)
  13740. { //These cannot override each other.
  13741. case SA_VOLCANO:
  13742. case SA_DELUGE:
  13743. case SA_VIOLENTGALE:
  13744. (*alive) = 0;
  13745. return 1;
  13746. }
  13747. */
  13748. break;
  13749. case PF_FOGWALL:
  13750. switch(unit->group->skill_id) {
  13751. case SA_VOLCANO: //Can't be placed on top of these
  13752. case SA_VIOLENTGALE:
  13753. (*alive) = 0;
  13754. return 1;
  13755. case SA_DELUGE:
  13756. case NJ_SUITON:
  13757. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13758. (*alive) = 2;
  13759. break;
  13760. }
  13761. break;
  13762. case HP_BASILICA:
  13763. if (unit->group->skill_id == HP_BASILICA)
  13764. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13765. (*alive) = 0;
  13766. return 1;
  13767. }
  13768. break;
  13769. case GN_CRAZYWEED_ATK:
  13770. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13771. case UNT_WALLOFTHORN:
  13772. case UNT_THORNS_TRAP:
  13773. case UNT_BLOODYLUST:
  13774. case UNT_CHAOSPANIC:
  13775. case UNT_MAELSTROM:
  13776. case UNT_FIREPILLAR_ACTIVE:
  13777. case UNT_LANDPROTECTOR:
  13778. case UNT_VOLCANO:
  13779. case UNT_DELUGE:
  13780. case UNT_VIOLENTGALE:
  13781. case UNT_SAFETYWALL:
  13782. case UNT_PNEUMA:
  13783. skill_delunit(unit);
  13784. return 1;
  13785. }
  13786. break;
  13787. }
  13788. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13789. (*alive) = 0;
  13790. return 1;
  13791. }
  13792. return 0;
  13793. }
  13794. /*==========================================
  13795. *
  13796. *------------------------------------------*/
  13797. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13798. {
  13799. struct mob_data* md;
  13800. struct unit_data*ud = unit_bl2ud(bl);
  13801. struct block_list *from_bl;
  13802. struct block_list *to_bl;
  13803. md = (struct mob_data*)bl;
  13804. from_bl = va_arg(ap,struct block_list *);
  13805. to_bl = va_arg(ap,struct block_list *);
  13806. if(ud && ud->target == from_bl->id)
  13807. ud->target = to_bl->id;
  13808. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13809. md->target_id = to_bl->id;
  13810. return 0;
  13811. }
  13812. /*==========================================
  13813. *
  13814. *------------------------------------------*/
  13815. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13816. {
  13817. struct block_list *src;
  13818. int tick;
  13819. struct skill_unit *unit;
  13820. struct skill_unit_group *sg;
  13821. struct block_list *ss; //skill src bl
  13822. src = va_arg(ap,struct block_list *);
  13823. unit = (struct skill_unit *)src;
  13824. tick = va_arg(ap,int);
  13825. if( !unit->alive || bl->prev == NULL )
  13826. return 0;
  13827. nullpo_ret(sg = unit->group);
  13828. nullpo_ret(ss = map_id2bl(sg->src_id));
  13829. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13830. return 0;
  13831. switch(sg->unit_id){
  13832. case UNT_SHOCKWAVE:
  13833. case UNT_SANDMAN:
  13834. case UNT_FLASHER:
  13835. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13836. break;
  13837. case UNT_GROUNDDRIFT_WIND:
  13838. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13839. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13840. break;
  13841. case UNT_GROUNDDRIFT_DARK:
  13842. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13843. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13844. break;
  13845. case UNT_GROUNDDRIFT_POISON:
  13846. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13847. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13848. break;
  13849. case UNT_GROUNDDRIFT_WATER:
  13850. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13851. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13852. break;
  13853. case UNT_GROUNDDRIFT_FIRE:
  13854. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13855. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13856. break;
  13857. case UNT_ELECTRICSHOCKER:
  13858. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13859. break;
  13860. case UNT_FIRINGTRAP:
  13861. case UNT_ICEBOUNDTRAP:
  13862. case UNT_CLUSTERBOMB:
  13863. if( ss != bl )
  13864. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13865. break;
  13866. case UNT_MAGENTATRAP:
  13867. case UNT_COBALTTRAP:
  13868. case UNT_MAIZETRAP:
  13869. case UNT_VERDURETRAP:
  13870. if( bl->type != BL_PC && !is_boss(bl) )
  13871. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  13872. break;
  13873. case UNT_REVERBERATION:
  13874. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  13875. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13876. break;
  13877. default:
  13878. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13879. break;
  13880. }
  13881. return 1;
  13882. }
  13883. /*==========================================
  13884. *
  13885. *------------------------------------------*/
  13886. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13887. {
  13888. struct status_change *sc;
  13889. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13890. int i;
  13891. nullpo_ret(bl);
  13892. nullpo_ret(sc= status_get_sc(bl));
  13893. if (!sc->count) return 0;
  13894. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13895. if (type != scs[i] && sc->data[scs[i]])
  13896. status_change_end(bl, scs[i], INVALID_TIMER);
  13897. return 0;
  13898. }
  13899. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13900. {
  13901. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13902. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13903. bool wall = true;
  13904. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13905. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13906. { //Check for walls.
  13907. int i;
  13908. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13909. if( i == 8 )
  13910. wall = false;
  13911. }
  13912. if( sce ) {
  13913. if( !wall ) {
  13914. if( sce->val1 < 3 ) //End cloaking.
  13915. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13916. else if( sce->val4&1 ) { //Remove wall bonus
  13917. sce->val4&=~1;
  13918. status_calc_bl(bl,SCB_SPEED);
  13919. }
  13920. } else {
  13921. if( !(sce->val4&1) ) { //Add wall speed bonus
  13922. sce->val4|=1;
  13923. status_calc_bl(bl,SCB_SPEED);
  13924. }
  13925. }
  13926. }
  13927. return wall;
  13928. }
  13929. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13930. {
  13931. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13932. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13933. bool wall = true;
  13934. if( bl->type == BL_PC ) { //Check for walls.
  13935. int i;
  13936. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13937. if( i == 8 )
  13938. wall = false;
  13939. }
  13940. if( sce ) {
  13941. if( !wall ) {
  13942. if( sce->val1 == 1 ) //End camouflage.
  13943. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13944. }
  13945. status_calc_bl(bl,SCB_SPEED);
  13946. }
  13947. return wall;
  13948. }
  13949. /*==========================================
  13950. *
  13951. *------------------------------------------*/
  13952. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13953. {
  13954. struct skill_unit *unit;
  13955. nullpo_retr(NULL, group);
  13956. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13957. nullpo_retr(NULL, unit=&group->unit[idx]);
  13958. if(!unit->alive)
  13959. group->alive_count++;
  13960. unit->bl.id=map_get_new_object_id();
  13961. unit->bl.type=BL_SKILL;
  13962. unit->bl.m=group->map;
  13963. unit->bl.x=x;
  13964. unit->bl.y=y;
  13965. unit->group=group;
  13966. unit->alive=1;
  13967. unit->val1=val1;
  13968. unit->val2=val2;
  13969. idb_put(skillunit_db, unit->bl.id, unit);
  13970. map_addiddb(&unit->bl);
  13971. map_addblock(&unit->bl);
  13972. // perform oninit actions
  13973. switch (group->skill_id) {
  13974. case WZ_ICEWALL:
  13975. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13976. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13977. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13978. map[unit->bl.m].icewall_num++;
  13979. break;
  13980. case SA_LANDPROTECTOR:
  13981. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13982. break;
  13983. case HP_BASILICA:
  13984. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13985. break;
  13986. case SC_MAELSTROM:
  13987. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13988. break;
  13989. default:
  13990. if (group->state.song_dance&0x1) //Check for dissonance.
  13991. skill_dance_overlap(unit, 1);
  13992. break;
  13993. }
  13994. clif_skill_setunit(unit);
  13995. return unit;
  13996. }
  13997. /*==========================================
  13998. *
  13999. *------------------------------------------*/
  14000. int skill_delunit (struct skill_unit* unit) {
  14001. struct skill_unit_group *group;
  14002. nullpo_ret(unit);
  14003. if( !unit->alive )
  14004. return 0;
  14005. unit->alive=0;
  14006. nullpo_ret(group=unit->group);
  14007. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  14008. skill_dance_overlap(unit, 0);
  14009. // invoke onout event
  14010. if( !unit->range )
  14011. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  14012. // perform ondelete actions
  14013. switch (group->skill_id) {
  14014. case HT_ANKLESNARE: {
  14015. struct block_list* target = map_id2bl(group->val2);
  14016. if( target )
  14017. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  14018. }
  14019. break;
  14020. case WZ_ICEWALL:
  14021. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  14022. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  14023. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  14024. map[unit->bl.m].icewall_num--;
  14025. break;
  14026. case SA_LANDPROTECTOR:
  14027. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  14028. break;
  14029. case HP_BASILICA:
  14030. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  14031. break;
  14032. case RA_ELECTRICSHOCKER: {
  14033. struct block_list* target = map_id2bl(group->val2);
  14034. if( target )
  14035. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  14036. }
  14037. break;
  14038. case SC_MAELSTROM:
  14039. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  14040. break;
  14041. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  14042. if( group->val2 ) { // Someone Traped
  14043. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  14044. if( tsc && tsc->data[SC__MANHOLE] )
  14045. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  14046. }
  14047. break;
  14048. }
  14049. clif_skill_delunit(unit);
  14050. unit->group=NULL;
  14051. map_delblock(&unit->bl); // don't free yet
  14052. map_deliddb(&unit->bl);
  14053. idb_remove(skillunit_db, unit->bl.id);
  14054. if(--group->alive_count==0)
  14055. skill_delunitgroup(group);
  14056. return 0;
  14057. }
  14058. /*==========================================
  14059. *
  14060. *------------------------------------------*/
  14061. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  14062. /// Returns the target skill_unit_group or NULL if not found.
  14063. struct skill_unit_group* skill_id2group(int group_id)
  14064. {
  14065. return (struct skill_unit_group*)idb_get(group_db, group_id);
  14066. }
  14067. static int skill_unit_group_newid = MAX_SKILL_DB;
  14068. /// Returns a new group_id that isn't being used in group_db.
  14069. /// Fatal error if nothing is available.
  14070. static int skill_get_new_group_id(void)
  14071. {
  14072. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  14073. return skill_unit_group_newid++;// available
  14074. {// find next id
  14075. int base_id = skill_unit_group_newid;
  14076. while( base_id != ++skill_unit_group_newid )
  14077. {
  14078. if( skill_unit_group_newid < MAX_SKILL_DB )
  14079. skill_unit_group_newid = MAX_SKILL_DB;
  14080. if( skill_id2group(skill_unit_group_newid) == NULL )
  14081. return skill_unit_group_newid++;// available
  14082. }
  14083. // full loop, nothing available
  14084. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  14085. exit(1);
  14086. }
  14087. }
  14088. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  14089. {
  14090. struct unit_data* ud = unit_bl2ud( src );
  14091. struct skill_unit_group* group;
  14092. int i;
  14093. if(!(skill_id && skill_lv)) return 0;
  14094. nullpo_retr(NULL, src);
  14095. nullpo_retr(NULL, ud);
  14096. // find a free spot to store the new unit group
  14097. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  14098. if(i == MAX_SKILLUNITGROUP) {
  14099. // array is full, make room by discarding oldest group
  14100. int j=0;
  14101. unsigned maxdiff=0,x,tick=gettick();
  14102. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14103. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  14104. maxdiff=x;
  14105. j=i;
  14106. }
  14107. skill_delunitgroup(ud->skillunit[j]);
  14108. //Since elements must have shifted, we use the last slot.
  14109. i = MAX_SKILLUNITGROUP-1;
  14110. }
  14111. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  14112. group->src_id = src->id;
  14113. group->party_id = status_get_party_id(src);
  14114. group->guild_id = status_get_guild_id(src);
  14115. group->bg_id = bg_team_get_id(src);
  14116. group->group_id = skill_get_new_group_id();
  14117. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  14118. group->unit_count = count;
  14119. group->alive_count = 0;
  14120. group->val1 = 0;
  14121. group->val2 = 0;
  14122. group->val3 = 0;
  14123. group->skill_id = skill_id;
  14124. group->skill_lv = skill_lv;
  14125. group->unit_id = unit_id;
  14126. group->map = src->m;
  14127. group->limit = limit;
  14128. group->interval = interval;
  14129. group->tick = gettick();
  14130. group->valstr = NULL;
  14131. ud->skillunit[i] = group;
  14132. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  14133. group->tick += 1500;
  14134. idb_put(group_db, group->group_id, group);
  14135. return group;
  14136. }
  14137. /*==========================================
  14138. *
  14139. *------------------------------------------*/
  14140. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  14141. {
  14142. struct block_list* src;
  14143. struct unit_data *ud;
  14144. int i,j;
  14145. if( group == NULL )
  14146. {
  14147. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  14148. return 0;
  14149. }
  14150. src=map_id2bl(group->src_id);
  14151. ud = unit_bl2ud(src);
  14152. if(!src || !ud) {
  14153. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14154. return 0;
  14155. }
  14156. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  14157. switch( group->skill_id ) {
  14158. case BA_DISSONANCE:
  14159. case BA_POEMBRAGI:
  14160. case BA_WHISTLE:
  14161. case BA_ASSASSINCROSS:
  14162. case BA_APPLEIDUN:
  14163. case DC_UGLYDANCE:
  14164. case DC_HUMMING:
  14165. case DC_DONTFORGETME:
  14166. case DC_FORTUNEKISS:
  14167. case DC_SERVICEFORYOU:
  14168. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  14169. break;
  14170. }
  14171. }
  14172. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  14173. {
  14174. struct status_change* sc = status_get_sc(src);
  14175. if (sc && sc->data[SC_DANCING])
  14176. {
  14177. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  14178. status_change_end(src, SC_DANCING, INVALID_TIMER);
  14179. }
  14180. }
  14181. // end Gospel's status change on 'src'
  14182. // (needs to be done when the group is deleted by other means than skill deactivation)
  14183. if (group->unit_id == UNT_GOSPEL) {
  14184. struct status_change *sc = status_get_sc(src);
  14185. if(sc && sc->data[SC_GOSPEL]) {
  14186. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  14187. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  14188. }
  14189. }
  14190. switch( group->skill_id ) {
  14191. case SG_SUN_WARM:
  14192. case SG_MOON_WARM:
  14193. case SG_STAR_WARM:
  14194. {
  14195. struct status_change *sc = NULL;
  14196. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  14197. sc->data[SC_WARM]->val4 = 0;
  14198. status_change_end(src, SC_WARM, INVALID_TIMER);
  14199. }
  14200. }
  14201. break;
  14202. case NC_NEUTRALBARRIER:
  14203. {
  14204. struct status_change *sc = NULL;
  14205. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  14206. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  14207. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  14208. }
  14209. }
  14210. break;
  14211. case NC_STEALTHFIELD:
  14212. {
  14213. struct status_change *sc = NULL;
  14214. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  14215. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  14216. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  14217. }
  14218. }
  14219. break;
  14220. case LG_BANDING:
  14221. {
  14222. struct status_change *sc = NULL;
  14223. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  14224. sc->data[SC_BANDING]->val4 = 0;
  14225. status_change_end(src,SC_BANDING,INVALID_TIMER);
  14226. }
  14227. }
  14228. break;
  14229. }
  14230. if (src->type==BL_PC && group->state.ammo_consume)
  14231. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  14232. group->alive_count=0;
  14233. // remove all unit cells
  14234. if(group->unit != NULL)
  14235. for( i = 0; i < group->unit_count; i++ )
  14236. skill_delunit(&group->unit[i]);
  14237. // clear Talkie-box string
  14238. if( group->valstr != NULL ) {
  14239. aFree(group->valstr);
  14240. group->valstr = NULL;
  14241. }
  14242. idb_remove(group_db, group->group_id);
  14243. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  14244. group->unit=NULL;
  14245. group->group_id=0;
  14246. group->unit_count=0;
  14247. // locate this group, swap with the last entry and delete it
  14248. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  14249. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  14250. if( i < MAX_SKILLUNITGROUP ) {
  14251. ud->skillunit[i] = ud->skillunit[j];
  14252. ud->skillunit[j] = NULL;
  14253. ers_free(skill_unit_ers, group);
  14254. } else
  14255. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14256. return 1;
  14257. }
  14258. /*==========================================
  14259. *
  14260. *------------------------------------------*/
  14261. int skill_clear_unitgroup (struct block_list *src)
  14262. {
  14263. struct unit_data *ud = unit_bl2ud(src);
  14264. nullpo_ret(ud);
  14265. while (ud->skillunit[0])
  14266. skill_delunitgroup(ud->skillunit[0]);
  14267. return 1;
  14268. }
  14269. /*==========================================
  14270. *
  14271. *------------------------------------------*/
  14272. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  14273. int i,j=-1,k,s,id;
  14274. struct unit_data *ud;
  14275. struct skill_unit_group_tickset *set;
  14276. nullpo_ret(bl);
  14277. if (group->interval==-1)
  14278. return NULL;
  14279. ud = unit_bl2ud(bl);
  14280. if (!ud) return NULL;
  14281. set = ud->skillunittick;
  14282. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  14283. id = s = group->skill_id;
  14284. else
  14285. id = s = group->group_id;
  14286. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  14287. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  14288. if (set[k].id == id)
  14289. return &set[k];
  14290. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  14291. j=k;
  14292. }
  14293. if (j == -1) {
  14294. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  14295. j = id % MAX_SKILLUNITGROUPTICKSET;
  14296. }
  14297. set[j].id = id;
  14298. set[j].tick = tick;
  14299. return &set[j];
  14300. }
  14301. /*==========================================
  14302. *
  14303. *------------------------------------------*/
  14304. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  14305. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  14306. struct skill_unit_group* group = unit->group;
  14307. unsigned int tick = va_arg(ap,unsigned int);
  14308. if( !unit->alive || bl->prev == NULL )
  14309. return 0;
  14310. nullpo_ret(group);
  14311. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  14312. return 0; //AoE skills are ineffective. [Skotlex]
  14313. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  14314. return 0;
  14315. skill_unit_onplace_timer(unit,bl,tick);
  14316. return 1;
  14317. }
  14318. /**
  14319. * @see DBApply
  14320. */
  14321. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  14322. {
  14323. struct skill_unit* unit = db_data2ptr(data);
  14324. struct skill_unit_group* group = unit->group;
  14325. unsigned int tick = va_arg(ap,unsigned int);
  14326. bool dissonance;
  14327. struct block_list* bl = &unit->bl;
  14328. if( !unit->alive )
  14329. return 0;
  14330. nullpo_ret(group);
  14331. // check for expiration
  14332. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  14333. {// skill unit expired (inlined from skill_unit_onlimit())
  14334. switch( group->unit_id )
  14335. {
  14336. case UNT_BLASTMINE:
  14337. #ifdef RENEWAL
  14338. case UNT_CLAYMORETRAP:
  14339. #endif
  14340. case UNT_GROUNDDRIFT_WIND:
  14341. case UNT_GROUNDDRIFT_DARK:
  14342. case UNT_GROUNDDRIFT_POISON:
  14343. case UNT_GROUNDDRIFT_WATER:
  14344. case UNT_GROUNDDRIFT_FIRE:
  14345. group->unit_id = UNT_USED_TRAPS;
  14346. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  14347. group->limit=DIFF_TICK(tick+1500,group->tick);
  14348. unit->limit=DIFF_TICK(tick+1500,group->tick);
  14349. break;
  14350. case UNT_ANKLESNARE:
  14351. case UNT_ELECTRICSHOCKER:
  14352. if( group->val2 > 0 ) {
  14353. // Used Trap don't returns back to item
  14354. skill_delunit(unit);
  14355. break;
  14356. }
  14357. case UNT_SKIDTRAP:
  14358. case UNT_LANDMINE:
  14359. case UNT_SHOCKWAVE:
  14360. case UNT_SANDMAN:
  14361. case UNT_FLASHER:
  14362. case UNT_FREEZINGTRAP:
  14363. #ifndef RENEWAL
  14364. case UNT_CLAYMORETRAP:
  14365. #endif
  14366. case UNT_TALKIEBOX:
  14367. case UNT_CLUSTERBOMB:
  14368. case UNT_MAGENTATRAP:
  14369. case UNT_COBALTTRAP:
  14370. case UNT_MAIZETRAP:
  14371. case UNT_VERDURETRAP:
  14372. case UNT_FIRINGTRAP:
  14373. case UNT_ICEBOUNDTRAP:
  14374. {
  14375. struct block_list* src;
  14376. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  14377. { // revert unit back into a trap
  14378. struct item item_tmp;
  14379. memset(&item_tmp,0,sizeof(item_tmp));
  14380. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  14381. item_tmp.identify = 1;
  14382. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  14383. }
  14384. skill_delunit(unit);
  14385. }
  14386. break;
  14387. case UNT_WARP_ACTIVE:
  14388. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  14389. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  14390. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  14391. // restart timers
  14392. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  14393. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  14394. // apply effect to all units standing on it
  14395. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14396. break;
  14397. case UNT_CALLFAMILY:
  14398. {
  14399. struct map_session_data *sd = NULL;
  14400. if(group->val1) {
  14401. sd = map_charid2sd(group->val1);
  14402. group->val1 = 0;
  14403. if (sd && !map[sd->bl.m].flag.nowarp)
  14404. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14405. }
  14406. if(group->val2) {
  14407. sd = map_charid2sd(group->val2);
  14408. group->val2 = 0;
  14409. if (sd && !map[sd->bl.m].flag.nowarp)
  14410. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14411. }
  14412. skill_delunit(unit);
  14413. }
  14414. break;
  14415. case UNT_REVERBERATION:
  14416. if( unit->val1 <= 0 ) { // If it was deactivated.
  14417. skill_delunit(unit);
  14418. break;
  14419. }
  14420. clif_changetraplook(bl,UNT_USED_TRAPS);
  14421. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14422. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14423. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14424. group->unit_id = UNT_USED_TRAPS;
  14425. break;
  14426. case UNT_FEINTBOMB: {
  14427. struct block_list *src = map_id2bl(group->src_id);
  14428. if( src )
  14429. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  14430. skill_delunit(unit);
  14431. break;
  14432. }
  14433. case UNT_BANDING:
  14434. {
  14435. struct block_list *src = map_id2bl(group->src_id);
  14436. struct status_change *sc;
  14437. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  14438. {
  14439. skill_delunit(unit);
  14440. break;
  14441. }
  14442. // This unit isn't removed while SC_BANDING is active.
  14443. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  14444. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  14445. }
  14446. break;
  14447. default:
  14448. skill_delunit(unit);
  14449. }
  14450. } else {// skill unit is still active
  14451. switch( group->unit_id ) {
  14452. case UNT_ICEWALL:
  14453. // icewall loses 50 hp every second
  14454. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  14455. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  14456. unit->limit = DIFF_TICK(tick+700,group->tick);
  14457. break;
  14458. case UNT_BLASTMINE:
  14459. case UNT_SKIDTRAP:
  14460. case UNT_LANDMINE:
  14461. case UNT_SHOCKWAVE:
  14462. case UNT_SANDMAN:
  14463. case UNT_FLASHER:
  14464. case UNT_CLAYMORETRAP:
  14465. case UNT_FREEZINGTRAP:
  14466. case UNT_TALKIEBOX:
  14467. case UNT_ANKLESNARE:
  14468. if( unit->val1 <= 0 ) {
  14469. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  14470. skill_delunit(unit);
  14471. else {
  14472. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  14473. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14474. group->unit_id = UNT_USED_TRAPS;
  14475. }
  14476. }
  14477. break;
  14478. case UNT_REVERBERATION:
  14479. if( unit->val1 <= 0 ){
  14480. clif_changetraplook(bl,UNT_USED_TRAPS);
  14481. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14482. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14483. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14484. group->unit_id = UNT_USED_TRAPS;
  14485. }
  14486. break;
  14487. case UNT_WALLOFTHORN:
  14488. if( unit->val1 <= 0 ) {
  14489. group->unit_id = UNT_USED_TRAPS;
  14490. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14491. }
  14492. break;
  14493. }
  14494. }
  14495. //Don't continue if unit or even group is expired and has been deleted.
  14496. if( !group || !unit->alive )
  14497. return 0;
  14498. dissonance = skill_dance_switch(unit, 0);
  14499. if( unit->range >= 0 && group->interval != -1 )
  14500. {
  14501. if( battle_config.skill_wall_check )
  14502. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14503. else
  14504. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14505. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  14506. group->unit_id = UNT_USED_TRAPS;
  14507. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  14508. unit->range = -1; //Disable processed cell.
  14509. if (--group->val1 <= 0) { // number of live cells
  14510. //All tiles were processed, disable skill.
  14511. group->target_flag=BCT_NOONE;
  14512. group->bl_flag= BL_NUL;
  14513. }
  14514. }
  14515. }
  14516. if( dissonance ) skill_dance_switch(unit, 1);
  14517. return 0;
  14518. }
  14519. /*==========================================
  14520. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  14521. *------------------------------------------*/
  14522. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  14523. map_freeblock_lock();
  14524. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  14525. map_freeblock_unlock();
  14526. return 0;
  14527. }
  14528. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  14529. /*==========================================
  14530. * flag :
  14531. * 1 : store that skill_unit in array
  14532. * 2 : clear that skill_unit
  14533. * 4 : call_on_left
  14534. *------------------------------------------*/
  14535. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  14536. struct skill_unit* unit = (struct skill_unit *)bl;
  14537. struct skill_unit_group* group = unit->group;
  14538. struct block_list* target = va_arg(ap,struct block_list*);
  14539. unsigned int tick = va_arg(ap,unsigned int);
  14540. int flag = va_arg(ap,int);
  14541. bool dissonance;
  14542. uint16 skill_id;
  14543. int i;
  14544. nullpo_ret(group);
  14545. if( !unit->alive || target->prev == NULL )
  14546. return 0;
  14547. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  14548. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  14549. dissonance = skill_dance_switch(unit, 0);
  14550. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14551. skill_id = unit->group->skill_id;
  14552. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  14553. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  14554. if( dissonance ) {
  14555. skill_dance_switch(unit, 1);
  14556. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  14557. }
  14558. return 0;
  14559. }
  14560. //Target-type check.
  14561. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  14562. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  14563. if( flag&1 ) {
  14564. if( flag&2 ) { //Clear this skill id.
  14565. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  14566. if( i < ARRAYLENGTH(skill_unit_temp) )
  14567. skill_unit_temp[i] = 0;
  14568. }
  14569. } else {
  14570. if( flag&2 ) { //Store this skill id.
  14571. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14572. if( i < ARRAYLENGTH(skill_unit_temp) )
  14573. skill_unit_temp[i] = skill_id;
  14574. else
  14575. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14576. }
  14577. }
  14578. if( flag&4 )
  14579. skill_unit_onleft(skill_id,target,tick);
  14580. }
  14581. if( dissonance ) skill_dance_switch(unit, 1);
  14582. return 0;
  14583. } else {
  14584. if( flag&1 ) {
  14585. int result = skill_unit_onplace(unit,target,tick);
  14586. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  14587. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  14588. if( i < ARRAYLENGTH(skill_unit_temp) )
  14589. skill_unit_temp[i] = 0;
  14590. }
  14591. } else {
  14592. int result = skill_unit_onout(unit,target,tick);
  14593. if( flag&2 && result ) { //Store this unit id.
  14594. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14595. if( i < ARRAYLENGTH(skill_unit_temp) )
  14596. skill_unit_temp[i] = skill_id;
  14597. else
  14598. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14599. }
  14600. }
  14601. //TODO: Normally, this is dangerous since the unit and group could be freed
  14602. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  14603. //cells do not get deleted within them. [Skotlex]
  14604. if( dissonance ) skill_dance_switch(unit, 1);
  14605. if( flag&4 )
  14606. skill_unit_onleft(skill_id,target,tick);
  14607. return 1;
  14608. }
  14609. }
  14610. /*==========================================
  14611. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14612. * Flag values:
  14613. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14614. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14615. * units to figure out when they have left a group.
  14616. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14617. *------------------------------------------*/
  14618. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  14619. nullpo_ret(bl);
  14620. if( bl->prev == NULL )
  14621. return 0;
  14622. if( flag&2 && !(flag&1) ) { //Onout, clear data
  14623. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14624. }
  14625. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14626. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  14627. int i;
  14628. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14629. if( skill_unit_temp[i] )
  14630. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14631. }
  14632. return 0;
  14633. }
  14634. /*==========================================
  14635. *
  14636. *------------------------------------------*/
  14637. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  14638. {
  14639. int i,j;
  14640. unsigned int tick = gettick();
  14641. int *m_flag;
  14642. struct skill_unit *unit1;
  14643. struct skill_unit *unit2;
  14644. if (group == NULL)
  14645. return 0;
  14646. if (group->unit_count<=0)
  14647. return 0;
  14648. if (group->unit==NULL)
  14649. return 0;
  14650. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14651. return 0; //Ensembles may not be moved around.
  14652. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14653. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14654. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14655. // m_flag
  14656. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14657. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14658. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14659. // 3: Both 1+2.
  14660. for(i=0;i<group->unit_count;i++){
  14661. unit1=&group->unit[i];
  14662. if (!unit1->alive || unit1->bl.m!=m)
  14663. continue;
  14664. for(j=0;j<group->unit_count;j++){
  14665. unit2=&group->unit[j];
  14666. if (!unit2->alive)
  14667. continue;
  14668. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14669. m_flag[i] |= 0x1;
  14670. }
  14671. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14672. m_flag[i] |= 0x2;
  14673. }
  14674. }
  14675. }
  14676. j = 0;
  14677. for (i=0;i<group->unit_count;i++) {
  14678. unit1=&group->unit[i];
  14679. if (!unit1->alive)
  14680. continue;
  14681. if (!(m_flag[i]&0x2)) {
  14682. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14683. skill_dance_overlap(unit1, 0);
  14684. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14685. }
  14686. //Move Cell using "smart" criteria (avoid useless moving around)
  14687. switch(m_flag[i])
  14688. {
  14689. case 0:
  14690. //Cell moves independently, safely move it.
  14691. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14692. break;
  14693. case 1:
  14694. //Cell moves unto another cell, look for a replacement cell that won't collide
  14695. //and has no cell moving into it (flag == 2)
  14696. for(;j<group->unit_count;j++)
  14697. {
  14698. if(m_flag[j]!=2 || !group->unit[j].alive)
  14699. continue;
  14700. //Move to where this cell would had moved.
  14701. unit2 = &group->unit[j];
  14702. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14703. j++; //Skip this cell as we have used it.
  14704. break;
  14705. }
  14706. break;
  14707. case 2:
  14708. case 3:
  14709. break; //Don't move the cell as a cell will end on this tile anyway.
  14710. }
  14711. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14712. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14713. skill_dance_overlap(unit1, 1);
  14714. clif_skill_setunit(unit1);
  14715. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14716. }
  14717. }
  14718. aFree(m_flag);
  14719. return 0;
  14720. }
  14721. /*==========================================
  14722. *
  14723. *------------------------------------------*/
  14724. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14725. {
  14726. int i,j;
  14727. nullpo_ret(sd);
  14728. if(nameid<=0)
  14729. return 0;
  14730. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14731. if(skill_produce_db[i].nameid == nameid ){
  14732. if((j=skill_produce_db[i].req_skill)>0 &&
  14733. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14734. continue; // must iterate again to check other skills that produce it. [malufett]
  14735. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14736. continue; // special case
  14737. break;
  14738. }
  14739. }
  14740. if( i >= MAX_SKILL_PRODUCE_DB )
  14741. return 0;
  14742. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  14743. {// cannot carry the produced stuff
  14744. return 0;
  14745. }
  14746. if(trigger>=0){
  14747. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14748. if(skill_produce_db[i].itemlv!=trigger)
  14749. return 0;
  14750. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14751. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14752. return 0;
  14753. } else { // Weapon (itemlv must be higher or equal)
  14754. if(skill_produce_db[i].itemlv>trigger)
  14755. return 0;
  14756. }
  14757. }
  14758. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14759. int id,x,y;
  14760. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14761. continue;
  14762. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14763. if(pc_search_inventory(sd,id) < 0)
  14764. return 0;
  14765. }
  14766. else {
  14767. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14768. if( sd->status.inventory[y].nameid == id )
  14769. x+=sd->status.inventory[y].amount;
  14770. if(x<qty*skill_produce_db[i].mat_amount[j])
  14771. return 0;
  14772. }
  14773. }
  14774. return i+1;
  14775. }
  14776. /*==========================================
  14777. *
  14778. *------------------------------------------*/
  14779. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14780. {
  14781. int slot[3];
  14782. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  14783. int num = -1; // exclude the recipe
  14784. struct status_data *status;
  14785. struct item_data* data;
  14786. nullpo_ret(sd);
  14787. status = status_get_status_data(&sd->bl);
  14788. if( sd->skill_id_old == skill_id )
  14789. skill_lv = sd->skill_lv_old;
  14790. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14791. return 0;
  14792. idx--;
  14793. if (qty < 1)
  14794. qty = 1;
  14795. if (!skill_id) //A skill can be specified for some override cases.
  14796. skill_id = skill_produce_db[idx].req_skill;
  14797. if( skill_id == GC_RESEARCHNEWPOISON )
  14798. skill_id = GC_CREATENEWPOISON;
  14799. slot[0]=slot1;
  14800. slot[1]=slot2;
  14801. slot[2]=slot3;
  14802. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14803. int j;
  14804. if( slot[i]<=0 )
  14805. continue;
  14806. j = pc_search_inventory(sd,slot[i]);
  14807. if(j < 0)
  14808. continue;
  14809. if(slot[i]==1000){ /* Star Crumb */
  14810. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14811. sc++;
  14812. }
  14813. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14814. static const int ele_table[4]={3,1,4,2};
  14815. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14816. ele=ele_table[slot[i]-994];
  14817. }
  14818. }
  14819. if( skill_id == RK_RUNEMASTERY ) {
  14820. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14821. data = itemdb_search(nameid);
  14822. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14823. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14824. else temp_qty = 1;
  14825. if (data->stack.inventory) {
  14826. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14827. if( sd->status.inventory[i].nameid == nameid ) {
  14828. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14829. clif_msgtable(sd->fd,0x61b);
  14830. return 0;
  14831. } else {
  14832. /**
  14833. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14834. **/
  14835. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14836. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14837. }
  14838. break;
  14839. }
  14840. }
  14841. }
  14842. qty = temp_qty;
  14843. }
  14844. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14845. int j,id,x;
  14846. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14847. continue;
  14848. num++;
  14849. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14850. do{
  14851. int y=0;
  14852. j = pc_search_inventory(sd,id);
  14853. if(j >= 0){
  14854. y = sd->status.inventory[j].amount;
  14855. if(y>x)y=x;
  14856. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14857. } else
  14858. ShowError("skill_produce_mix: material item error\n");
  14859. x-=y;
  14860. }while( j>=0 && x>0 );
  14861. }
  14862. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14863. wlv = itemdb_wlv(nameid);
  14864. if(!equip) {
  14865. switch(skill_id){
  14866. case BS_IRON:
  14867. case BS_STEEL:
  14868. case BS_ENCHANTEDSTONE:
  14869. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14870. i = pc_checkskill(sd,skill_id);
  14871. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14872. switch(nameid){
  14873. case 998: // Iron
  14874. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14875. break;
  14876. case 999: // Steel
  14877. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14878. break;
  14879. case 1000: //Star Crumb
  14880. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14881. break;
  14882. default: // Enchanted Stones
  14883. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14884. break;
  14885. }
  14886. break;
  14887. case ASC_CDP:
  14888. make_per = (2000 + 40*status->dex + 20*status->luk);
  14889. break;
  14890. case AL_HOLYWATER:
  14891. /**
  14892. * Arch Bishop
  14893. **/
  14894. case AB_ANCILLA:
  14895. make_per = 100000; //100% success
  14896. break;
  14897. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14898. case AM_TWILIGHT1:
  14899. case AM_TWILIGHT2:
  14900. case AM_TWILIGHT3:
  14901. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14902. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14903. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14904. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14905. int skill;
  14906. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14907. make_per += skill*100; //+1% bonus per level
  14908. }
  14909. switch(nameid){
  14910. case 501: // Red Potion
  14911. case 503: // Yellow Potion
  14912. case 504: // White Potion
  14913. make_per += (1+rnd()%100)*10 + 2000;
  14914. break;
  14915. case 970: // Alcohol
  14916. make_per += (1+rnd()%100)*10 + 1000;
  14917. break;
  14918. case 7135: // Bottle Grenade
  14919. case 7136: // Acid Bottle
  14920. case 7137: // Plant Bottle
  14921. case 7138: // Marine Sphere Bottle
  14922. make_per += (1+rnd()%100)*10;
  14923. break;
  14924. case 546: // Condensed Yellow Potion
  14925. make_per -= (1+rnd()%50)*10;
  14926. break;
  14927. case 547: // Condensed White Potion
  14928. case 7139: // Glistening Coat
  14929. make_per -= (1+rnd()%100)*10;
  14930. break;
  14931. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14932. case 505: // Blue Potion
  14933. case 545: // Condensed Red Potion
  14934. case 605: // Anodyne
  14935. case 606: // Aloevera
  14936. default:
  14937. break;
  14938. }
  14939. if(battle_config.pp_rate != 100)
  14940. make_per = make_per * battle_config.pp_rate / 100;
  14941. break;
  14942. case SA_CREATECON: // Elemental Converter Creation
  14943. make_per = 100000; // should be 100% success rate
  14944. break;
  14945. /**
  14946. * Rune Knight
  14947. **/
  14948. case RK_RUNEMASTERY:
  14949. {
  14950. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  14951. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  14952. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  14953. int D = 0;
  14954. switch (nameid) { //rune rank it_diff 9 craftable rune
  14955. case ITEMID_BERKANA:
  14956. D = -2000;
  14957. break; //Rank S
  14958. case ITEMID_NAUTHIZ:
  14959. case ITEMID_URUZ:
  14960. D = -1500;
  14961. break; //Rank A
  14962. case ITEMID_ISA:
  14963. case ITEMID_WYRD:
  14964. D = -1000;
  14965. break; //Rank B
  14966. case ITEMID_RAIDO:
  14967. case ITEMID_THURISAZ:
  14968. case ITEMID_HAGALAZ:
  14969. case ITEMID_OTHILA:
  14970. D = -500;
  14971. break; //Rank C
  14972. default: D = -1500;
  14973. break; //not specified =-15%
  14974. }
  14975. make_per = A + B + C + D;
  14976. break;
  14977. }
  14978. /**
  14979. * Guilotine Cross
  14980. **/
  14981. case GC_CREATENEWPOISON:
  14982. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14983. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14984. break;
  14985. case GN_CHANGEMATERIAL:
  14986. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14987. if( skill_changematerial_db[i].itemid == nameid ){
  14988. make_per = skill_changematerial_db[i].rate * 10;
  14989. break;
  14990. }
  14991. break;
  14992. case GN_S_PHARMACY:
  14993. {
  14994. int difficulty = 0;
  14995. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  14996. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  14997. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  14998. switch(nameid){// difficulty factor
  14999. case 12422: case 12425:
  15000. case 12428:
  15001. difficulty += 10;
  15002. break;
  15003. case 6212: case 12426:
  15004. difficulty += 15;
  15005. break;
  15006. case 13264: case 12423:
  15007. case 12427: case 12436:
  15008. difficulty += 20;
  15009. break;
  15010. case 6210: case 6211:
  15011. case 12437:
  15012. difficulty += 30;
  15013. break;
  15014. case 12424: case 12475:
  15015. difficulty += 40;
  15016. break;
  15017. }
  15018. if( make_per >= 400 && make_per > difficulty)
  15019. qty = 10;
  15020. else if( make_per >= 300 && make_per > difficulty)
  15021. qty = 7;
  15022. else if( make_per >= 100 && make_per > difficulty)
  15023. qty = 6;
  15024. else if( make_per >= 1 && make_per > difficulty)
  15025. qty = 5;
  15026. else
  15027. qty = 4;
  15028. make_per = 10000;
  15029. }
  15030. break;
  15031. case GN_MAKEBOMB:
  15032. case GN_MIX_COOKING:
  15033. {
  15034. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  15035. 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)
  15036. qty = ~(5 + rnd()%5) + 1;
  15037. switch(nameid){// difficulty factor
  15038. case 13260:
  15039. difficulty += 5;
  15040. break;
  15041. case 13261: case 13262:
  15042. difficulty += 10;
  15043. break;
  15044. case 12429: case 12430: case 12431:
  15045. case 12432: case 12433: case 12434:
  15046. case 13263:
  15047. difficulty += 15;
  15048. break;
  15049. case 13264:
  15050. difficulty += 20;
  15051. break;
  15052. }
  15053. if( make_per >= 30 && make_per > difficulty)
  15054. qty = 10 + rnd()%2;
  15055. else if( make_per >= 10 && make_per > difficulty)
  15056. qty = 10;
  15057. else if( make_per == 10 && make_per > difficulty)
  15058. qty = 8;
  15059. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  15060. ;// Food/Bomb creation fails.
  15061. else if( make_per >= 30 && make_per < difficulty)
  15062. qty = 5;
  15063. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  15064. qty = ~qty + 1;
  15065. make_per = 0;
  15066. }else
  15067. make_per = 10000;
  15068. qty = (skill_lv > 1 ? qty : 1);
  15069. }
  15070. break;
  15071. default:
  15072. if (sd->menuskill_id == AM_PHARMACY &&
  15073. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  15074. { //Assume Cooking Dish
  15075. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  15076. make_per = 10000; //100% Success
  15077. else
  15078. make_per = 1200 * (sd->menuskill_val - 10)
  15079. + 20 * (sd->status.base_level + 1)
  15080. + 20 * (status->dex + 1)
  15081. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  15082. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  15083. - 10 * (100 - status->luk + 1)
  15084. - 500 * (num - 1)
  15085. - 100 * (rnd()%4 + 1);
  15086. break;
  15087. }
  15088. make_per = 5000;
  15089. break;
  15090. }
  15091. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  15092. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  15093. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  15094. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  15095. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  15096. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  15097. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  15098. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  15099. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  15100. if(battle_config.wp_rate != 100)
  15101. make_per = make_per * battle_config.wp_rate / 100;
  15102. }
  15103. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  15104. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  15105. if(make_per < 1) make_per = 1;
  15106. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  15107. struct item tmp_item;
  15108. memset(&tmp_item,0,sizeof(tmp_item));
  15109. tmp_item.nameid=nameid;
  15110. tmp_item.amount=1;
  15111. tmp_item.identify=1;
  15112. if(equip){
  15113. tmp_item.card[0]=CARD0_FORGE;
  15114. tmp_item.card[1]=((sc*5)<<8)+ele;
  15115. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15116. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15117. } else {
  15118. //Flag is only used on the end, so it can be used here. [Skotlex]
  15119. switch (skill_id) {
  15120. case BS_DAGGER:
  15121. case BS_SWORD:
  15122. case BS_TWOHANDSWORD:
  15123. case BS_AXE:
  15124. case BS_MACE:
  15125. case BS_KNUCKLE:
  15126. case BS_SPEAR:
  15127. flag = battle_config.produce_item_name_input&0x1;
  15128. break;
  15129. case AM_PHARMACY:
  15130. case AM_TWILIGHT1:
  15131. case AM_TWILIGHT2:
  15132. case AM_TWILIGHT3:
  15133. flag = battle_config.produce_item_name_input&0x2;
  15134. break;
  15135. case AL_HOLYWATER:
  15136. /**
  15137. * Arch Bishop
  15138. **/
  15139. case AB_ANCILLA:
  15140. flag = battle_config.produce_item_name_input&0x8;
  15141. break;
  15142. case ASC_CDP:
  15143. flag = battle_config.produce_item_name_input&0x10;
  15144. break;
  15145. default:
  15146. flag = battle_config.produce_item_name_input&0x80;
  15147. break;
  15148. }
  15149. if (flag) {
  15150. tmp_item.card[0]=CARD0_CREATE;
  15151. tmp_item.card[1]=0;
  15152. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15153. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15154. }
  15155. }
  15156. // if(log_config.produce > 0)
  15157. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  15158. //TODO update PICKLOG
  15159. if(equip){
  15160. clif_produceeffect(sd,0,nameid);
  15161. clif_misceffect(&sd->bl,3);
  15162. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  15163. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  15164. } else {
  15165. int fame = 0;
  15166. tmp_item.amount = 0;
  15167. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  15168. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  15169. tmp_item.amount = qty;
  15170. break;
  15171. }
  15172. if (rnd()%10000 < make_per || qty == 1) { //Success
  15173. tmp_item.amount++;
  15174. if(nameid < 545 || nameid > 547)
  15175. continue;
  15176. if( skill_id != AM_PHARMACY &&
  15177. skill_id != AM_TWILIGHT1 &&
  15178. skill_id != AM_TWILIGHT2 &&
  15179. skill_id != AM_TWILIGHT3 )
  15180. continue;
  15181. //Add fame as needed.
  15182. switch(++sd->potion_success_counter) {
  15183. case 3:
  15184. fame+=1; // Success to prepare 3 Condensed Potions in a row
  15185. break;
  15186. case 5:
  15187. fame+=3; // Success to prepare 5 Condensed Potions in a row
  15188. break;
  15189. case 7:
  15190. fame+=10; // Success to prepare 7 Condensed Potions in a row
  15191. break;
  15192. case 10:
  15193. fame+=50; // Success to prepare 10 Condensed Potions in a row
  15194. sd->potion_success_counter = 0;
  15195. break;
  15196. }
  15197. } else //Failure
  15198. sd->potion_success_counter = 0;
  15199. }
  15200. if (fame)
  15201. pc_addfame(sd,fame);
  15202. //Visual effects and the like.
  15203. switch (skill_id) {
  15204. case AM_PHARMACY:
  15205. case AM_TWILIGHT1:
  15206. case AM_TWILIGHT2:
  15207. case AM_TWILIGHT3:
  15208. case ASC_CDP:
  15209. clif_produceeffect(sd,2,nameid);
  15210. clif_misceffect(&sd->bl,5);
  15211. break;
  15212. case BS_IRON:
  15213. case BS_STEEL:
  15214. case BS_ENCHANTEDSTONE:
  15215. clif_produceeffect(sd,0,nameid);
  15216. clif_misceffect(&sd->bl,3);
  15217. break;
  15218. case RK_RUNEMASTERY:
  15219. case GC_CREATENEWPOISON:
  15220. clif_produceeffect(sd,2,nameid);
  15221. clif_misceffect(&sd->bl,5);
  15222. break;
  15223. default: //Those that don't require a skill?
  15224. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  15225. { //Cooking items.
  15226. clif_specialeffect(&sd->bl, 608, AREA);
  15227. if( sd->cook_mastery < 1999 )
  15228. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  15229. }
  15230. break;
  15231. }
  15232. }
  15233. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  15234. int j, k = 0;
  15235. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15236. if( skill_changematerial_db[i].itemid == nameid ){
  15237. for(j=0; j<5; j++){
  15238. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  15239. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  15240. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15241. clif_additem(sd,0,0,flag);
  15242. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15243. }
  15244. k++;
  15245. }
  15246. }
  15247. break;
  15248. }
  15249. if( k ){
  15250. clif_msg_skill(sd,skill_id,0x627);
  15251. return 1;
  15252. }
  15253. } else if (tmp_item.amount) { //Success
  15254. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15255. clif_additem(sd,0,0,flag);
  15256. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15257. }
  15258. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  15259. clif_msg_skill(sd,skill_id,0x627);
  15260. return 1;
  15261. }
  15262. }
  15263. //Failure
  15264. // if(log_config.produce)
  15265. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  15266. //TODO update PICKLOG
  15267. if(equip){
  15268. clif_produceeffect(sd,1,nameid);
  15269. clif_misceffect(&sd->bl,2);
  15270. } else {
  15271. switch (skill_id) {
  15272. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  15273. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  15274. case AM_PHARMACY:
  15275. case AM_TWILIGHT1:
  15276. case AM_TWILIGHT2:
  15277. case AM_TWILIGHT3:
  15278. clif_produceeffect(sd,3,nameid);
  15279. clif_misceffect(&sd->bl,6);
  15280. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  15281. break;
  15282. case BS_IRON:
  15283. case BS_STEEL:
  15284. case BS_ENCHANTEDSTONE:
  15285. clif_produceeffect(sd,1,nameid);
  15286. clif_misceffect(&sd->bl,2);
  15287. break;
  15288. case RK_RUNEMASTERY:
  15289. case GC_CREATENEWPOISON:
  15290. clif_produceeffect(sd,3,nameid);
  15291. clif_misceffect(&sd->bl,6);
  15292. break;
  15293. case GN_MIX_COOKING: {
  15294. struct item tmp_item;
  15295. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  15296. int rate = rnd()%500;
  15297. memset(&tmp_item,0,sizeof(tmp_item));
  15298. if( rate < 50) i = 4;
  15299. else if( rate < 100) i = 2+rnd()%1;
  15300. else if( rate < 250 ) i = 1;
  15301. else if( rate < 500 ) i = 0;
  15302. tmp_item.nameid = compensation[i];
  15303. tmp_item.amount = qty;
  15304. tmp_item.identify = 1;
  15305. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  15306. clif_additem(sd,0,0,flag);
  15307. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15308. }
  15309. clif_msg_skill(sd,skill_id,0x628);
  15310. }
  15311. break;
  15312. case GN_MAKEBOMB:
  15313. case GN_S_PHARMACY:
  15314. case GN_CHANGEMATERIAL:
  15315. clif_msg_skill(sd,skill_id,0x628);
  15316. break;
  15317. default:
  15318. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  15319. { //Cooking items.
  15320. clif_specialeffect(&sd->bl, 609, AREA);
  15321. if( sd->cook_mastery > 0 )
  15322. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  15323. }
  15324. }
  15325. }
  15326. return 0;
  15327. }
  15328. int skill_arrow_create (struct map_session_data *sd, int nameid)
  15329. {
  15330. int i,j,flag,index=-1;
  15331. struct item tmp_item;
  15332. nullpo_ret(sd);
  15333. if(nameid <= 0)
  15334. return 1;
  15335. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  15336. if(nameid == skill_arrow_db[i].nameid) {
  15337. index = i;
  15338. break;
  15339. }
  15340. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  15341. return 1;
  15342. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  15343. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  15344. memset(&tmp_item,0,sizeof(tmp_item));
  15345. tmp_item.identify = 1;
  15346. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  15347. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  15348. if(battle_config.produce_item_name_input&0x4) {
  15349. tmp_item.card[0]=CARD0_CREATE;
  15350. tmp_item.card[1]=0;
  15351. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15352. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15353. }
  15354. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  15355. continue;
  15356. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15357. clif_additem(sd,0,0,flag);
  15358. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15359. }
  15360. }
  15361. return 0;
  15362. }
  15363. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  15364. sc_type type;
  15365. int chance, i;
  15366. nullpo_ret(sd);
  15367. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  15368. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15369. return 0;
  15370. }
  15371. switch( nameid )
  15372. { // t_lv used to take duration from skill_get_time2
  15373. case PO_PARALYSE: type = SC_PARALYSE; break;
  15374. case PO_PYREXIA: type = SC_PYREXIA; break;
  15375. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  15376. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  15377. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  15378. case PO_TOXIN: type = SC_TOXIN; break;
  15379. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  15380. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  15381. default:
  15382. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15383. return 0;
  15384. }
  15385. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  15386. 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
  15387. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  15388. return 0;
  15389. }
  15390. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  15391. {
  15392. struct status_change *sc = status_get_sc(bl);
  15393. // non-offensive and non-magic skills do not affect the status
  15394. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  15395. return;
  15396. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  15397. if (sc->data[SC_MAGICPOWER]->val4) {
  15398. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  15399. } else {
  15400. sc->data[SC_MAGICPOWER]->val4 = 1;
  15401. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  15402. #ifndef RENEWAL
  15403. if(bl->type == BL_PC){// update current display.
  15404. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  15405. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  15406. }
  15407. #endif
  15408. }
  15409. }
  15410. }
  15411. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  15412. int x, y, i, class_, skill;
  15413. struct mob_data *md;
  15414. nullpo_ret(sd);
  15415. skill = sd->menuskill_val;
  15416. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  15417. {
  15418. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  15419. return 0;
  15420. }
  15421. // Spawn Position
  15422. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  15423. x = sd->sc.comet_x;
  15424. y = sd->sc.comet_y;
  15425. sd->sc.comet_x = sd->sc.comet_y = 0;
  15426. sd->menuskill_val = 0;
  15427. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  15428. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  15429. if( md ) {
  15430. md->master_id = sd->bl.id;
  15431. md->special_state.ai = AI_FLORA;
  15432. if( md->deletetimer != INVALID_TIMER )
  15433. delete_timer(md->deletetimer, mob_timer_delete);
  15434. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  15435. mob_spawn(md);
  15436. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  15437. }
  15438. return 0;
  15439. }
  15440. // Warlock Spellbooks. [LimitLine/3CeAM]
  15441. int skill_spellbook (struct map_session_data *sd, int nameid) {
  15442. int i, max_preserve, skill_id, point;
  15443. struct status_change *sc;
  15444. nullpo_ret(sd);
  15445. sc = status_get_sc(&sd->bl);
  15446. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  15447. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  15448. if( i > SC_MAXSPELLBOOK )
  15449. {
  15450. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  15451. return 0;
  15452. }
  15453. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  15454. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  15455. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
  15456. { // User don't know the skill
  15457. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  15458. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  15459. return 0;
  15460. }
  15461. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  15462. point = skill_spellbook_db[i].point;
  15463. if( sc && sc->data[SC_READING_SB] ){
  15464. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  15465. {
  15466. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  15467. return 0;
  15468. }
  15469. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  15470. if( !sc->data[i] ){
  15471. sc->data[SC_READING_SB]->val2 += point; // increase points
  15472. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15473. break;
  15474. }
  15475. }
  15476. }else{
  15477. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  15478. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15479. }
  15480. return 1;
  15481. }
  15482. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  15483. int id, lv, prob, aslvl = 0;
  15484. nullpo_ret(sd);
  15485. if (sd->sc.data[SC_STOP]) {
  15486. aslvl = sd->sc.data[SC_STOP]->val1;
  15487. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  15488. }
  15489. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  15490. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  15491. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  15492. return 0;
  15493. }
  15494. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  15495. lv = min(lv,sd->status.skill[skill_id].lv);
  15496. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  15497. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  15498. return 0;
  15499. }
  15500. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  15501. int i;
  15502. nullpo_ret(sd);
  15503. nullpo_ret(item_list);
  15504. if( n <= 0 )
  15505. return 1;
  15506. for( i = 0; i < n; i++ ) {
  15507. int nameid, add_amount, del_amount, idx, product, flag;
  15508. struct item tmp_item;
  15509. idx = item_list[i*2+0]-2;
  15510. del_amount = item_list[i*2+1];
  15511. if( skill_lv == 2 )
  15512. del_amount -= (del_amount % 10);
  15513. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  15514. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  15515. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15516. return 1;
  15517. }
  15518. switch( nameid ) {
  15519. // Level 1
  15520. case 994: product = 990; break; // Flame Heart -> Red Blood.
  15521. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  15522. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  15523. case 997: product = 993; break; // Great Nature -> Green Live.
  15524. // Level 2
  15525. case 990: product = 994; break; // Red Blood -> Flame Heart.
  15526. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  15527. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  15528. case 993: product = 997; break; // Green Live -> Great Nature.
  15529. default:
  15530. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15531. return 1;
  15532. }
  15533. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  15534. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15535. return 1;
  15536. }
  15537. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  15538. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15539. return 1;
  15540. }
  15541. memset(&tmp_item,0,sizeof(tmp_item));
  15542. tmp_item.nameid = product;
  15543. tmp_item.amount = add_amount;
  15544. tmp_item.identify = 1;
  15545. if( tmp_item.amount ) {
  15546. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  15547. clif_additem(sd,0,0,flag);
  15548. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15549. }
  15550. }
  15551. }
  15552. return 0;
  15553. }
  15554. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  15555. int i, j, k, c, p = 0, nameid, amount;
  15556. nullpo_ret(sd);
  15557. nullpo_ret(item_list);
  15558. // Search for objects that can be created.
  15559. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  15560. if( skill_produce_db[i].itemlv == 26 ) {
  15561. p = 0;
  15562. do {
  15563. c = 0;
  15564. // Verification of overlap between the objects required and the list submitted.
  15565. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  15566. if( skill_produce_db[i].mat_id[j] > 0 ) {
  15567. for( k = 0; k < n; k++ ) {
  15568. int idx = item_list[k*2+0]-2;
  15569. nameid = sd->status.inventory[idx].nameid;
  15570. amount = item_list[k*2+1];
  15571. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15572. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  15573. return 0;
  15574. }
  15575. 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]
  15576. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  15577. c++; // match
  15578. }
  15579. }
  15580. else
  15581. break; // No more items required
  15582. }
  15583. p++;
  15584. } while(n == j && c == n);
  15585. p--;
  15586. if ( p > 0 ) {
  15587. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  15588. return 1;
  15589. }
  15590. }
  15591. }
  15592. if( p == 0)
  15593. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  15594. return 0;
  15595. }
  15596. /**
  15597. * for Royal Guard's LG_TRAMPLE
  15598. **/
  15599. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  15600. struct skill_unit *su = (struct skill_unit *)bl;
  15601. struct skill_unit_group *sg;
  15602. unsigned int tick;
  15603. nullpo_ret(su);
  15604. tick = va_arg(ap, unsigned int);
  15605. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  15606. switch( sg->unit_id ) {
  15607. case UNT_LANDMINE:
  15608. case UNT_CLAYMORETRAP:
  15609. case UNT_BLASTMINE:
  15610. case UNT_SHOCKWAVE:
  15611. case UNT_SANDMAN:
  15612. case UNT_FLASHER:
  15613. case UNT_FREEZINGTRAP:
  15614. case UNT_CLUSTERBOMB:
  15615. case UNT_FIRINGTRAP:
  15616. case UNT_ICEBOUNDTRAP:
  15617. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  15618. break;
  15619. }
  15620. // Traps aren't recovered.
  15621. skill_delunit(su);
  15622. }
  15623. return 0;
  15624. }
  15625. /*==========================================
  15626. *
  15627. *------------------------------------------*/
  15628. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  15629. struct map_session_data *sd = map_id2sd(id);
  15630. struct skill_cd * cd = NULL;
  15631. if (data <= 0 || data >= MAX_SKILL)
  15632. return 0;
  15633. if (!sd) return 0;
  15634. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15635. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15636. int i,cursor;
  15637. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15638. cd->duration[cursor] = 0;
  15639. cd->skidx[cursor] = 0;
  15640. cd->nameid[cursor] = 0;
  15641. // compact the cool down list
  15642. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15643. if( cd->duration[i] == 0 )
  15644. continue;
  15645. if( cursor != i ) {
  15646. cd->duration[cursor] = cd->duration[i];
  15647. cd->skidx[cursor] = cd->skidx[i];
  15648. cd->nameid[cursor] = cd->nameid[i];
  15649. }
  15650. cursor++;
  15651. }
  15652. if( cursor == 0 )
  15653. idb_remove(skillcd_db,sd->status.char_id);
  15654. else
  15655. cd->cursor = cursor;
  15656. }
  15657. sd->blockskill[data] = 0;
  15658. return 1;
  15659. }
  15660. /**
  15661. * flags a singular skill as being blocked from persistent usage.
  15662. * @param sd the player the skill delay affects
  15663. * @param skill_id the skill which should be delayed
  15664. * @param tick the length of time the delay should last
  15665. * @param load whether this assignment is being loaded upon player login
  15666. * @return 0 if successful, -1 otherwise
  15667. */
  15668. int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load)
  15669. {
  15670. int oskill_id = skill_id;
  15671. struct skill_cd* cd = NULL;
  15672. uint16 idx = skill_get_index(skill_id);
  15673. nullpo_retr (-1, sd);
  15674. if (idx == 0)
  15675. return -1;
  15676. if (tick < 1) {
  15677. sd->blockskill[idx] = 0;
  15678. return -1;
  15679. }
  15680. if( battle_config.display_status_timers )
  15681. clif_skill_cooldown(sd, idx, tick);
  15682. if( !load ) {// not being loaded initially so ensure the skill delay is recorded
  15683. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
  15684. CREATE( cd, struct skill_cd, 1 );
  15685. idb_put( skillcd_db, sd->status.char_id, cd );
  15686. }
  15687. // record the skill duration in the database map
  15688. cd->duration[cd->cursor] = tick;
  15689. cd->skidx[cd->cursor] = idx;
  15690. cd->nameid[cd->cursor] = oskill_id;
  15691. cd->cursor++;
  15692. }
  15693. sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx));
  15694. return 0;
  15695. }
  15696. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15697. {
  15698. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15699. if (data <= 0 || data >= MAX_SKILL)
  15700. return 0;
  15701. if (hd) hd->blockskill[data] = 0;
  15702. return 1;
  15703. }
  15704. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  15705. {
  15706. uint16 idx = skill_get_index(skill_id);
  15707. nullpo_retr (-1, hd);
  15708. if (idx == 0)
  15709. return -1;
  15710. if (tick < 1) {
  15711. hd->blockskill[idx] = 0;
  15712. return -1;
  15713. }
  15714. hd->blockskill[idx] = 1;
  15715. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  15716. }
  15717. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15718. {
  15719. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15720. if( data <= 0 || data >= MAX_SKILL )
  15721. return 0;
  15722. if( md ) md->blockskill[data] = 0;
  15723. return 1;
  15724. }
  15725. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  15726. {
  15727. uint16 idx = skill_get_index(skill_id);
  15728. nullpo_retr (-1, md);
  15729. if (idx == 0)
  15730. return -1;
  15731. if( tick < 1 )
  15732. {
  15733. md->blockskill[idx] = 0;
  15734. return -1;
  15735. }
  15736. md->blockskill[idx] = 1;
  15737. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  15738. }
  15739. /**
  15740. * Adds a new skill unit entry for this player to recast after map load
  15741. **/
  15742. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  15743. struct skill_usave * sus = NULL;
  15744. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15745. idb_remove(skillusave_db,sd->status.char_id);
  15746. }
  15747. CREATE( sus, struct skill_usave, 1 );
  15748. idb_put( skillusave_db, sd->status.char_id, sus );
  15749. sus->skill_id = skill_id;
  15750. sus->skill_lv = skill_lv;
  15751. return;
  15752. }
  15753. void skill_usave_trigger(struct map_session_data *sd) {
  15754. struct skill_usave * sus = NULL;
  15755. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15756. return;
  15757. }
  15758. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15759. idb_remove(skillusave_db,sd->status.char_id);
  15760. return;
  15761. }
  15762. /*
  15763. *
  15764. */
  15765. int skill_split_str (char *str, char **val, int num) {
  15766. int i;
  15767. for( i = 0; i < num && str; i++ ) {
  15768. val[i] = str;
  15769. str = strchr(str,',');
  15770. if( str )
  15771. *str++=0;
  15772. }
  15773. return i;
  15774. }
  15775. /*
  15776. *
  15777. */
  15778. int skill_split_atoi (char *str, int *val) {
  15779. int i, j, diff, step = 1;
  15780. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15781. if (!str) break;
  15782. val[i] = atoi(str);
  15783. str = strchr(str,':');
  15784. if (str)
  15785. *str++=0;
  15786. }
  15787. if(i==0) //No data found.
  15788. return 0;
  15789. if(i==1) { //Single value, have the whole range have the same value.
  15790. for (; i < MAX_SKILL_LEVEL; i++)
  15791. val[i] = val[i-1];
  15792. return i;
  15793. }
  15794. //Check for linear change with increasing steps until we reach half of the data acquired.
  15795. for (step = 1; step <= i/2; step++) {
  15796. diff = val[i-1] - val[i-step-1];
  15797. for(j = i-1; j >= step; j--)
  15798. if ((val[j]-val[j-step]) != diff)
  15799. break;
  15800. if (j>=step) //No match, try next step.
  15801. continue;
  15802. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  15803. val[i] = val[i-step]+diff;
  15804. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15805. { val[i] = 1; diff = 0; step = 1; }
  15806. }
  15807. return i;
  15808. }
  15809. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15810. for (;i<MAX_SKILL_LEVEL; i++)
  15811. val[i] = val[i-1];
  15812. return i;
  15813. }
  15814. /*
  15815. *
  15816. */
  15817. void skill_init_unit_layout (void) {
  15818. int i,j,size,pos = 0;
  15819. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15820. // standard square layouts go first
  15821. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15822. size = i*2+1;
  15823. skill_unit_layout[i].count = size*size;
  15824. for (j=0; j<size*size; j++) {
  15825. skill_unit_layout[i].dx[j] = (j%size-i);
  15826. skill_unit_layout[i].dy[j] = (j/size-i);
  15827. }
  15828. }
  15829. // afterwards add special ones
  15830. pos = i;
  15831. for (i=0;i<MAX_SKILL_DB;i++) {
  15832. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15833. continue;
  15834. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15835. int skill = i;
  15836. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15837. skill -= EL_SKILLRANGEMIN;
  15838. skill += EL_SKILLBASE;
  15839. }
  15840. if( skill == EL_FIRE_MANTLE ) {
  15841. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15842. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15843. skill_unit_layout[pos].count = 8;
  15844. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15845. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15846. }
  15847. } else {
  15848. switch (i) {
  15849. case MG_FIREWALL:
  15850. case WZ_ICEWALL:
  15851. case WL_EARTHSTRAIN://Warlock
  15852. // these will be handled later
  15853. break;
  15854. case PR_SANCTUARY:
  15855. case NPC_EVILLAND: {
  15856. static const int dx[] = {
  15857. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15858. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15859. static const int dy[]={
  15860. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15861. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15862. skill_unit_layout[pos].count = 21;
  15863. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15864. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15865. }
  15866. break;
  15867. case PR_MAGNUS: {
  15868. static const int dx[] = {
  15869. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15870. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15871. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15872. static const int dy[] = {
  15873. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15874. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15875. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15876. skill_unit_layout[pos].count = 33;
  15877. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15878. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15879. }
  15880. break;
  15881. case AS_VENOMDUST: {
  15882. static const int dx[] = {-1, 0, 0, 0, 1};
  15883. static const int dy[] = { 0,-1, 0, 1, 0};
  15884. skill_unit_layout[pos].count = 5;
  15885. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15886. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15887. }
  15888. break;
  15889. case CR_GRANDCROSS:
  15890. case NPC_GRANDDARKNESS: {
  15891. static const int dx[] = {
  15892. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15893. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15894. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15895. static const int dy[] = {
  15896. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15897. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15898. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15899. skill_unit_layout[pos].count = 29;
  15900. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15901. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15902. }
  15903. break;
  15904. case PF_FOGWALL: {
  15905. static const int dx[] = {
  15906. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15907. static const int dy[] = {
  15908. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15909. skill_unit_layout[pos].count = 15;
  15910. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15911. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15912. }
  15913. break;
  15914. case PA_GOSPEL: {
  15915. static const int dx[] = {
  15916. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15917. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15918. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15919. -1, 0, 1};
  15920. static const int dy[] = {
  15921. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15922. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15923. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15924. 3, 3, 3};
  15925. skill_unit_layout[pos].count = 33;
  15926. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15927. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15928. }
  15929. break;
  15930. case NJ_KAENSIN: {
  15931. 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};
  15932. 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};
  15933. skill_unit_layout[pos].count = 24;
  15934. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15935. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15936. }
  15937. break;
  15938. case NJ_TATAMIGAESHI: {
  15939. //Level 1 (count 4, cross of 3x3)
  15940. static const int dx1[] = {-1, 1, 0, 0};
  15941. static const int dy1[] = { 0, 0,-1, 1};
  15942. //Level 2-3 (count 8, cross of 5x5)
  15943. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15944. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15945. //Level 4-5 (count 12, cross of 7x7
  15946. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15947. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15948. //lv1
  15949. j = 0;
  15950. skill_unit_layout[pos].count = 4;
  15951. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15952. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15953. skill_db[i].unit_layout_type[j] = pos;
  15954. //lv2/3
  15955. j++;
  15956. pos++;
  15957. skill_unit_layout[pos].count = 8;
  15958. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15959. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15960. skill_db[i].unit_layout_type[j] = pos;
  15961. skill_db[i].unit_layout_type[++j] = pos;
  15962. //lv4/5
  15963. j++;
  15964. pos++;
  15965. skill_unit_layout[pos].count = 12;
  15966. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15967. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15968. skill_db[i].unit_layout_type[j] = pos;
  15969. skill_db[i].unit_layout_type[++j] = pos;
  15970. //Fill in the rest using lv 5.
  15971. for (;j<MAX_SKILL_LEVEL;j++)
  15972. skill_db[i].unit_layout_type[j] = pos;
  15973. //Skip, this way the check below will fail and continue to the next skill.
  15974. pos++;
  15975. }
  15976. break;
  15977. case GN_WALLOFTHORN: {
  15978. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15979. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15980. skill_unit_layout[pos].count = 16;
  15981. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15982. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15983. }
  15984. break;
  15985. default:
  15986. ShowError("unknown unit layout at skill %d\n",i);
  15987. break;
  15988. }
  15989. }
  15990. if (!skill_unit_layout[pos].count)
  15991. continue;
  15992. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15993. skill_db[i].unit_layout_type[j] = pos;
  15994. pos++;
  15995. }
  15996. // firewall and icewall have 8 layouts (direction-dependent)
  15997. firewall_unit_pos = pos;
  15998. for (i=0;i<8;i++) {
  15999. if (i&1) {
  16000. skill_unit_layout[pos].count = 5;
  16001. if (i&0x2) {
  16002. int dx[] = {-1,-1, 0, 0, 1};
  16003. int dy[] = { 1, 0, 0,-1,-1};
  16004. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16005. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16006. } else {
  16007. int dx[] = { 1, 1 ,0, 0,-1};
  16008. int dy[] = { 1, 0, 0,-1,-1};
  16009. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16010. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16011. }
  16012. } else {
  16013. skill_unit_layout[pos].count = 3;
  16014. if (i%4==0) {
  16015. int dx[] = {-1, 0, 1};
  16016. int dy[] = { 0, 0, 0};
  16017. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16018. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16019. } else {
  16020. int dx[] = { 0, 0, 0};
  16021. int dy[] = {-1, 0, 1};
  16022. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16023. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16024. }
  16025. }
  16026. pos++;
  16027. }
  16028. icewall_unit_pos = pos;
  16029. for (i=0;i<8;i++) {
  16030. skill_unit_layout[pos].count = 5;
  16031. if (i&1) {
  16032. if (i&0x2) {
  16033. int dx[] = {-2,-1, 0, 1, 2};
  16034. int dy[] = { 2, 1, 0,-1,-2};
  16035. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16036. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16037. } else {
  16038. int dx[] = { 2, 1 ,0,-1,-2};
  16039. int dy[] = { 2, 1, 0,-1,-2};
  16040. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16041. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16042. }
  16043. } else {
  16044. if (i%4==0) {
  16045. int dx[] = {-2,-1, 0, 1, 2};
  16046. int dy[] = { 0, 0, 0, 0, 0};
  16047. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16048. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16049. } else {
  16050. int dx[] = { 0, 0, 0, 0, 0};
  16051. int dy[] = {-2,-1, 0, 1, 2};
  16052. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16053. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16054. }
  16055. }
  16056. pos++;
  16057. }
  16058. earthstrain_unit_pos = pos;
  16059. for( i = 0; i < 8; i++ )
  16060. { // For each Direction
  16061. skill_unit_layout[pos].count = 15;
  16062. switch( i )
  16063. {
  16064. case 0: case 1: case 3: case 4: case 5: case 7:
  16065. {
  16066. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  16067. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  16068. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16069. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16070. }
  16071. break;
  16072. case 2:
  16073. case 6:
  16074. {
  16075. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  16076. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  16077. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16078. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16079. }
  16080. break;
  16081. }
  16082. pos++;
  16083. }
  16084. }
  16085. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  16086. int inf = 0;
  16087. struct status_change *sc = status_get_sc(bl);
  16088. if( !sc || !bl || !skill_id )
  16089. return 0; // Can do it
  16090. switch(type){
  16091. case SC_STASIS:
  16092. inf = skill_get_inf2(skill_id);
  16093. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  16094. return 1; // Can't do it.
  16095. switch( skill_id ) {
  16096. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  16097. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  16098. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  16099. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  16100. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  16101. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  16102. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  16103. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  16104. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  16105. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  16106. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  16107. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  16108. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  16109. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  16110. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  16111. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  16112. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  16113. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  16114. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  16115. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  16116. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  16117. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  16118. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  16119. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  16120. // Skills that need to be confirmed.
  16121. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  16122. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  16123. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  16124. case SO_ARRULLO:
  16125. return 1; // Can't do it.
  16126. }
  16127. break;
  16128. case SC_KAGEHUMI:
  16129. switch(skill_id){
  16130. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  16131. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  16132. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  16133. return 1; // needs more info
  16134. }
  16135. break;
  16136. }
  16137. return 0;
  16138. }
  16139. /* Determines whether a skill is currently active or not
  16140. * Used for purposes of cancelling SP usage when disabling a skill
  16141. */
  16142. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  16143. {
  16144. switch( skill_id ){ // HP & SP Consumption Check
  16145. case BS_MAXIMIZE:
  16146. case NV_TRICKDEAD:
  16147. case TF_HIDING:
  16148. case AS_CLOAKING:
  16149. case GC_CLOAKINGEXCEED:
  16150. case ST_CHASEWALK:
  16151. case CR_DEFENDER:
  16152. case CR_SHRINK:
  16153. case CR_AUTOGUARD:
  16154. case ML_DEFENDER:
  16155. case ML_AUTOGUARD:
  16156. case PA_GOSPEL:
  16157. case GS_GATLINGFEVER:
  16158. case TK_READYCOUNTER:
  16159. case TK_READYDOWN:
  16160. case TK_READYSTORM:
  16161. case TK_READYTURN:
  16162. case TK_RUN:
  16163. case SG_FUSION:
  16164. case KO_YAMIKUMO:
  16165. case RA_WUGDASH:
  16166. case RA_CAMOUFLAGE:
  16167. if( sc->data[status_skill2sc(skill_id)] )
  16168. return 1;
  16169. }
  16170. return 0;
  16171. }
  16172. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  16173. int type = 0;
  16174. switch( skill_id ) {
  16175. case SO_SUMMON_AGNI: type = 2114; break;
  16176. case SO_SUMMON_AQUA: type = 2117; break;
  16177. case SO_SUMMON_VENTUS: type = 2120; break;
  16178. case SO_SUMMON_TERA: type = 2123; break;
  16179. }
  16180. type += skill_lv - 1;
  16181. return type;
  16182. }
  16183. /**
  16184. * reload stored skill cooldowns when a player logs in.
  16185. * @param sd the affected player structure
  16186. */
  16187. void skill_cooldown_load(struct map_session_data * sd)
  16188. {
  16189. int i;
  16190. struct skill_cd* cd = NULL;
  16191. // always check to make sure the session properly exists
  16192. nullpo_retv(sd);
  16193. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
  16194. return;
  16195. }
  16196. // process each individual cooldown associated with the character
  16197. for( i = 0; i < cd->cursor; i++ ) {
  16198. // block the skill from usage but ensure it is not recorded (load = true)
  16199. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  16200. }
  16201. }
  16202. /*==========================================
  16203. * sub-function of DB reading.
  16204. * skill_db.txt
  16205. *------------------------------------------*/
  16206. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  16207. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  16208. uint16 skill_id = atoi(split[0]);
  16209. uint16 idx;
  16210. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  16211. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  16212. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  16213. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  16214. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  16215. return false;
  16216. }
  16217. idx = skill_get_index(skill_id);
  16218. if( !idx ) // invalid skill id
  16219. return false;
  16220. skill_split_atoi(split[1],skill_db[idx].range);
  16221. skill_db[idx].hit = atoi(split[2]);
  16222. skill_db[idx].inf = atoi(split[3]);
  16223. skill_split_atoi(split[4],skill_db[idx].element);
  16224. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  16225. skill_split_atoi(split[6],skill_db[idx].splash);
  16226. skill_db[idx].max = atoi(split[7]);
  16227. skill_split_atoi(split[8],skill_db[idx].num);
  16228. if( strcmpi(split[9],"yes") == 0 )
  16229. skill_db[idx].castcancel = 1;
  16230. else
  16231. skill_db[idx].castcancel = 0;
  16232. skill_db[idx].cast_def_rate = atoi(split[10]);
  16233. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  16234. skill_split_atoi(split[12],skill_db[idx].maxcount);
  16235. if( strcmpi(split[13],"weapon") == 0 )
  16236. skill_db[idx].skill_type = BF_WEAPON;
  16237. else if( strcmpi(split[13],"magic") == 0 )
  16238. skill_db[idx].skill_type = BF_MAGIC;
  16239. else if( strcmpi(split[13],"misc") == 0 )
  16240. skill_db[idx].skill_type = BF_MISC;
  16241. else
  16242. skill_db[idx].skill_type = 0;
  16243. skill_split_atoi(split[14],skill_db[idx].blewcount);
  16244. safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
  16245. safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
  16246. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  16247. return true;
  16248. }
  16249. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  16250. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  16251. char* p;
  16252. int j;
  16253. uint16 skill_id = atoi(split[0]);
  16254. uint16 idx = skill_get_index(skill_id);
  16255. if( !idx ) // invalid skill id
  16256. return false;
  16257. skill_split_atoi(split[1],skill_db[idx].hp);
  16258. skill_split_atoi(split[2],skill_db[idx].mhp);
  16259. skill_split_atoi(split[3],skill_db[idx].sp);
  16260. skill_split_atoi(split[4],skill_db[idx].hp_rate);
  16261. skill_split_atoi(split[5],skill_db[idx].sp_rate);
  16262. skill_split_atoi(split[6],skill_db[idx].zeny);
  16263. //Wich weapon type are required, see doc/item_db for types
  16264. p = split[7];
  16265. for( j = 0; j < 32; j++ ) {
  16266. int l = atoi(p);
  16267. if( l == 99 ) { // Any weapon
  16268. skill_db[idx].weapon = 0;
  16269. break;
  16270. } else
  16271. skill_db[idx].weapon |= 1<<l;
  16272. p = strchr(p,':');
  16273. if(!p)
  16274. break;
  16275. p++;
  16276. }
  16277. //FIXME: document this
  16278. p = split[8];
  16279. for( j = 0; j < 32; j++ ) {
  16280. int l = atoi(p);
  16281. if( l == 99 ) { // Any ammo type
  16282. skill_db[idx].ammo = 0xFFFFFFFF;
  16283. break;
  16284. } else if( l ) // 0 stands for no requirement
  16285. skill_db[idx].ammo |= 1<<l;
  16286. p = strchr(p,':');
  16287. if( !p )
  16288. break;
  16289. p++;
  16290. }
  16291. skill_split_atoi(split[9],skill_db[idx].ammo_qty);
  16292. if( strcmpi(split[10],"hiding") == 0 ) skill_db[idx].state = ST_HIDING;
  16293. else if( strcmpi(split[10],"cloaking") == 0 ) skill_db[idx].state = ST_CLOAKING;
  16294. else if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].state = ST_HIDDEN;
  16295. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].state = ST_RIDING;
  16296. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].state = ST_FALCON;
  16297. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].state = ST_CART;
  16298. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].state = ST_SHIELD;
  16299. else if( strcmpi(split[10],"sight") == 0 ) skill_db[idx].state = ST_SIGHT;
  16300. else if( strcmpi(split[10],"explosionspirits") == 0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS;
  16301. else if( strcmpi(split[10],"cartboost") == 0 ) skill_db[idx].state = ST_CARTBOOST;
  16302. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE;
  16303. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].state = ST_MOVE_ENABLE;
  16304. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].state = ST_WATER;
  16305. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].state = ST_RIDINGDRAGON;
  16306. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].state = ST_WUG;
  16307. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].state = ST_RIDINGWUG;
  16308. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].state = ST_MADO;
  16309. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT;
  16310. else if( strcmpi(split[10],"poisonweapon") == 0 ) skill_db[idx].state = ST_POISONINGWEAPON;
  16311. else if( strcmpi(split[10],"rollingcutter") == 0 ) skill_db[idx].state = ST_ROLLINGCUTTER;
  16312. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].state = ST_PECO;
  16313. /**
  16314. * Unknown or no state
  16315. **/
  16316. else skill_db[idx].state = ST_NONE;
  16317. skill_split_atoi(split[11],skill_db[idx].spiritball);
  16318. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  16319. skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
  16320. skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
  16321. }
  16322. return true;
  16323. }
  16324. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  16325. {// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  16326. uint16 skill_id = atoi(split[0]);
  16327. uint16 idx = skill_get_index(skill_id);
  16328. if( !idx ) // invalid skill id
  16329. return false;
  16330. skill_split_atoi(split[1],skill_db[idx].cast);
  16331. skill_split_atoi(split[2],skill_db[idx].delay);
  16332. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  16333. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  16334. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  16335. skill_split_atoi(split[6],skill_db[idx].cooldown);
  16336. #ifdef RENEWAL_CAST
  16337. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  16338. #endif
  16339. return true;
  16340. }
  16341. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  16342. {// Skill id,Cast,Delay (optional)
  16343. uint16 skill_id = atoi(split[0]);
  16344. uint16 idx = skill_get_index(skill_id);
  16345. if( !idx ) // invalid skill id
  16346. return false;
  16347. skill_split_atoi(split[1],skill_db[idx].castnodex);
  16348. if( split[2] ) // optional column
  16349. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  16350. return true;
  16351. }
  16352. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  16353. {// skill_id,Flag
  16354. uint16 skill_id = atoi(split[0]);
  16355. uint16 idx = skill_get_index(skill_id);
  16356. if( !idx ) // invalid skill id
  16357. return false;
  16358. skill_db[idx].nocast |= atoi(split[1]);
  16359. return true;
  16360. }
  16361. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  16362. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  16363. uint16 skill_id = atoi(split[0]);
  16364. uint16 idx = skill_get_index(skill_id);
  16365. if( !idx ) // invalid skill id
  16366. return false;
  16367. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  16368. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  16369. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  16370. skill_split_atoi(split[4],skill_db[idx].unit_range);
  16371. skill_db[idx].unit_interval = atoi(split[5]);
  16372. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  16373. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  16374. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  16375. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  16376. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  16377. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  16378. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  16379. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  16380. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  16381. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  16382. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  16383. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  16384. skill_db[idx].unit_target = BCT_NOENEMY;
  16385. //By default, target just characters.
  16386. skill_db[idx].unit_target |= BL_CHAR;
  16387. if (skill_db[idx].unit_flag&UF_NOPC)
  16388. skill_db[idx].unit_target &= ~BL_PC;
  16389. if (skill_db[idx].unit_flag&UF_NOMOB)
  16390. skill_db[idx].unit_target &= ~BL_MOB;
  16391. if (skill_db[idx].unit_flag&UF_SKILL)
  16392. skill_db[idx].unit_target |= BL_SKILL;
  16393. return true;
  16394. }
  16395. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  16396. {// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  16397. int x,y;
  16398. int i = atoi(split[0]);
  16399. if( !i )
  16400. return false;
  16401. skill_produce_db[current].nameid = i;
  16402. skill_produce_db[current].itemlv = atoi(split[1]);
  16403. skill_produce_db[current].req_skill = atoi(split[2]);
  16404. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  16405. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  16406. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  16407. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  16408. }
  16409. return true;
  16410. }
  16411. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  16412. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  16413. int x,y;
  16414. int i = atoi(split[0]);
  16415. if( !i )
  16416. return false;
  16417. skill_arrow_db[current].nameid = i;
  16418. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  16419. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  16420. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  16421. }
  16422. return true;
  16423. }
  16424. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  16425. {// skill_id,PreservePoints
  16426. uint16 skill_id = atoi(split[0]);
  16427. int points = atoi(split[1]);
  16428. int nameid = atoi(split[2]);
  16429. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16430. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  16431. if ( !skill_get_inf(skill_id) )
  16432. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16433. if( points < 1 )
  16434. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16435. else {
  16436. skill_spellbook_db[current].skill_id = skill_id;
  16437. skill_spellbook_db[current].point = points;
  16438. skill_spellbook_db[current].nameid = nameid;
  16439. return true;
  16440. }
  16441. return false;
  16442. }
  16443. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  16444. {// SkillID,Rate
  16445. uint16 skill_id = atoi(split[0]);
  16446. short j = atoi(split[1]);
  16447. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  16448. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  16449. return false;
  16450. }
  16451. if ( !skill_get_inf(skill_id) ) {
  16452. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16453. return false;
  16454. }
  16455. if( j < 1 ) {
  16456. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16457. return false;
  16458. }
  16459. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  16460. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  16461. }
  16462. skill_improvise_db[current].skill_id = skill_id;
  16463. skill_improvise_db[current].per = j; // Still need confirm it.
  16464. return true;
  16465. }
  16466. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  16467. {// SkillID
  16468. uint16 skill_id = atoi(split[0]);
  16469. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16470. {
  16471. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  16472. return false;
  16473. }
  16474. if ( !skill_get_inf(skill_id) )
  16475. {
  16476. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16477. return false;
  16478. }
  16479. skill_magicmushroom_db[current].skill_id = skill_id;
  16480. return true;
  16481. }
  16482. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  16483. uint16 skill_id = atoi(split[0]);
  16484. uint16 idx = skill_get_index(skill_id);
  16485. if( !idx )
  16486. return false;
  16487. skill_reproduce_db[idx] = true;
  16488. return true;
  16489. }
  16490. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  16491. {// skill_id,DummyName,RequiredHocusPocusLevel,Rate
  16492. uint16 skill_id = atoi(split[0]);
  16493. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16494. {
  16495. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  16496. return false;
  16497. }
  16498. if ( !skill_get_inf(skill_id) )
  16499. {
  16500. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16501. return false;
  16502. }
  16503. skill_abra_db[current].skill_id = skill_id;
  16504. skill_abra_db[current].req_lv = atoi(split[2]);
  16505. skill_abra_db[current].per = atoi(split[3]);
  16506. return true;
  16507. }
  16508. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  16509. {// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  16510. uint16 skill_id = atoi(split[0]);
  16511. short j = atoi(split[1]);
  16512. int x,y;
  16513. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  16514. if( skill_produce_db[x].nameid == skill_id )
  16515. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  16516. break;
  16517. }
  16518. if( x >= MAX_SKILL_PRODUCE_DB ){
  16519. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  16520. return false;
  16521. }
  16522. if( current >= MAX_SKILL_PRODUCE_DB ) {
  16523. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  16524. }
  16525. skill_changematerial_db[current].itemid = skill_id;
  16526. skill_changematerial_db[current].rate = j;
  16527. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  16528. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  16529. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  16530. }
  16531. return true;
  16532. }
  16533. /*===============================
  16534. * DB reading.
  16535. * skill_db.txt
  16536. * skill_require_db.txt
  16537. * skill_cast_db.txt
  16538. * skill_castnodex_db.txt
  16539. * skill_nocast_db.txt
  16540. * skill_unit_db.txt
  16541. * produce_db.txt
  16542. * create_arrow_db.txt
  16543. * abra_db.txt
  16544. *------------------------------*/
  16545. static void skill_readdb(void)
  16546. {
  16547. // init skill db structures
  16548. db_clear(skilldb_name2id);
  16549. memset(skill_db,0,sizeof(skill_db));
  16550. memset(skill_produce_db,0,sizeof(skill_produce_db));
  16551. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  16552. memset(skill_abra_db,0,sizeof(skill_abra_db));
  16553. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  16554. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  16555. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  16556. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  16557. // load skill databases
  16558. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  16559. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  16560. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  16561. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  16562. #ifdef RENEWAL_CAST
  16563. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  16564. #else
  16565. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  16566. #endif
  16567. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  16568. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  16569. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  16570. skill_init_unit_layout();
  16571. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  16572. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  16573. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  16574. //Warlock
  16575. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  16576. //Guillotine Cross
  16577. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  16578. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  16579. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  16580. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  16581. }
  16582. void skill_reload (void) {
  16583. struct s_mapiterator *iter;
  16584. struct map_session_data *sd;
  16585. skill_readdb();
  16586. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  16587. iter = mapit_getallusers();
  16588. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  16589. clif_skillinfoblock(sd);
  16590. mapit_free(iter);
  16591. }
  16592. /*==========================================
  16593. *
  16594. *------------------------------------------*/
  16595. int do_init_skill (void)
  16596. {
  16597. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  16598. skill_readdb();
  16599. group_db = idb_alloc(DB_OPT_BASE);
  16600. skillunit_db = idb_alloc(DB_OPT_BASE);
  16601. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16602. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16603. bowling_db = idb_alloc(DB_OPT_BASE);
  16604. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  16605. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  16606. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  16607. add_timer_func_list(skill_castend_id,"skill_castend_id");
  16608. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  16609. add_timer_func_list(skill_timerskill,"skill_timerskill");
  16610. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  16611. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  16612. return 0;
  16613. }
  16614. int do_final_skill(void)
  16615. {
  16616. db_destroy(skilldb_name2id);
  16617. db_destroy(group_db);
  16618. db_destroy(skillunit_db);
  16619. db_destroy(skillcd_db);
  16620. db_destroy(skillusave_db);
  16621. db_destroy(bowling_db);
  16622. ers_destroy(skill_unit_ers);
  16623. ers_destroy(skill_timer_ers);
  16624. return 0;
  16625. }