skill.cpp 816 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. size_t skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  735. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  736. return false; // can do any damn thing they want
  737. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  738. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  739. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  740. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  741. return true;
  742. // Epoque:
  743. // This code will compare the player's attack motion value which is influenced by ASPD before
  744. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  745. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  746. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  747. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  748. {// attempted to cast a skill before the attack motion has finished
  749. return true;
  750. }
  751. if (skill_blockpc_get(&sd, skill_id) != -1){
  752. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  753. return true;
  754. }
  755. /**
  756. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  757. * 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
  758. */
  759. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  760. return false;
  761. uint32 skill_nocast = skill_get_nocast(skill_id);
  762. // Check skill restrictions [Celest]
  763. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  764. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  765. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  766. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  767. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  768. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  769. clif_msg(&sd, MSI_IMPOSSIBLE_SKILL_AREA); // This skill cannot be used within this area
  770. return true;
  771. }
  772. if( sd.sc.getSCE(SC_ALL_RIDING) )
  773. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  774. switch (skill_id) {
  775. case AL_WARP:
  776. case RETURN_TO_ELDICASTES:
  777. case ALL_GUARDIAN_RECALL:
  778. case ECLAGE_RECALL:
  779. case ALL_PRONTERA_RECALL:
  780. case ALL_GLASTHEIM_RECALL:
  781. case ALL_THANATOS_RECALL:
  782. case ALL_LIGHTHALZEN_RECALL:
  783. if(mapdata->getMapFlag(MF_NOWARP)) {
  784. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  785. return true;
  786. }
  787. return false;
  788. case AL_TELEPORT:
  789. case NPC_FATALMENACE:
  790. case SC_DIMENSIONDOOR:
  791. case ALL_ODINS_RECALL:
  792. case WE_CALLALLFAMILY:
  793. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  794. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  795. return true;
  796. }
  797. return false; // gonna be checked in 'skill_castend_nodamage_id'
  798. case WE_CALLPARTNER:
  799. case WE_CALLPARENT:
  800. case WE_CALLBABY:
  801. if (mapdata->getMapFlag(MF_NOMEMO)) {
  802. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_MEMO );
  803. return true;
  804. }
  805. break;
  806. case MC_VENDING:
  807. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  808. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  809. clif_skill_fail( sd, skill_id );
  810. return true;
  811. }
  812. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  813. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  814. clif_skill_fail( sd, skill_id );
  815. return true;
  816. }
  817. if (npc_isnear(&sd.bl)) {
  818. // uncomment to send msg_txt.
  819. //char output[150];
  820. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  821. //clif_displaymessage(sd.fd, output);
  822. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  823. return true;
  824. }
  825. break;
  826. case ALL_BUYING_STORE:
  827. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  828. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  829. clif_skill_fail( sd, skill_id );
  830. return true;
  831. }
  832. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  833. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  834. clif_skill_fail( sd, skill_id );
  835. return true;
  836. }
  837. if( npc_isnear(&sd.bl) ) {
  838. // uncomment to send msg_txt.
  839. //char output[150];
  840. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  841. //clif_displaymessage(sd.fd, output);
  842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  843. return true;
  844. }
  845. break;
  846. case MC_IDENTIFY:
  847. return false; // always allowed
  848. case WZ_ICEWALL:
  849. // noicewall flag [Valaris]
  850. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  851. clif_skill_fail( sd, skill_id );
  852. return true;
  853. }
  854. break;
  855. case GC_DARKILLUSION:
  856. if( mapdata_flag_gvg2(mapdata) ) {
  857. clif_skill_fail( sd, skill_id );
  858. return true;
  859. }
  860. break;
  861. case GD_EMERGENCYCALL:
  862. case GD_ITEMEMERGENCYCALL:
  863. if (
  864. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  865. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  866. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  867. ) {
  868. clif_skill_fail( sd, skill_id );
  869. return true;
  870. }
  871. break;
  872. case WM_SIRCLEOFNATURE:
  873. case WM_SOUND_OF_DESTRUCTION:
  874. case WM_LULLABY_DEEPSLEEP:
  875. case WM_GLOOMYDAY:
  876. case WM_SATURDAY_NIGHT_FEVER:
  877. if( !mapdata_flag_vs(mapdata) ) {
  878. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_USE_SKILL ); // This skill cannot be used in this area
  879. return true;
  880. }
  881. break;
  882. }
  883. return false;
  884. }
  885. /**
  886. * Check if the homunculus skill is ok to be processed
  887. * After checking from Homunculus side, also check the master condition
  888. * @param hd: Homunculus who casted
  889. * @param skill_id: Skill ID casted
  890. * @param skill_lv: Skill level casted
  891. * @return true: Skill cannot be used, false: otherwise
  892. */
  893. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  894. {
  895. nullpo_retr(true, hd);
  896. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  897. map_session_data* sd = hd->master;
  898. status_change* sc = status_get_sc(&hd->bl);
  899. if (!sd)
  900. return true;
  901. if (sc && !sc->count)
  902. sc = nullptr;
  903. if (util::vector_exists(hd->blockskill, skill_id))
  904. return true;
  905. switch(skill_id) {
  906. case HFLI_SBR44:
  907. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  908. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  909. return true;
  910. }
  911. break;
  912. case HVAN_EXPLOSION:
  913. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  914. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  915. return true;
  916. }
  917. break;
  918. case MH_LIGHT_OF_REGENE: // Must be cordial
  919. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  920. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  921. return true;
  922. }
  923. break;
  924. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  925. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  926. return true;
  927. break;
  928. case MH_ANGRIFFS_MODUS:
  929. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  930. return true;
  931. break;
  932. case MH_TINDER_BREAKER: // Must be in grappling mode
  933. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  934. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  935. return true;
  936. }
  937. break;
  938. case MH_SONIC_CRAW: // Must be in fighting mode
  939. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  940. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  941. return true;
  942. }
  943. break;
  944. case MH_SILVERVEIN_RUSH:
  945. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  946. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  947. return true;
  948. }
  949. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  950. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  951. return true;
  952. }
  953. break;
  954. case MH_MIDNIGHT_FRENZY:
  955. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  956. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  957. return true;
  958. }
  959. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  960. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  961. return true;
  962. }
  963. break;
  964. case MH_CBC:
  965. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  966. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  967. return true;
  968. }
  969. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  970. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  971. return true;
  972. }
  973. break;
  974. case MH_EQC:
  975. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  976. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  977. return true;
  978. }
  979. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  980. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  981. return true;
  982. }
  983. break;
  984. }
  985. if (spiritball) {
  986. if (hd->homunculus.spiritball < spiritball) {
  987. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  988. return true;
  989. }
  990. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  991. if (skill_id != MH_BLAZING_AND_FURIOUS)
  992. hom_delspiritball(hd, spiritball, 1);
  993. }
  994. //Use master's criteria.
  995. return skill_isNotOk( skill_id, *sd );
  996. }
  997. /**
  998. * Check if the mercenary skill is ok to be processed
  999. * After checking from Homunculus side, also check the master condition
  1000. * @param skill_id: Skill ID that casted
  1001. * @param md: Mercenary who casted
  1002. * @return true: Skill cannot be used, false: otherwise
  1003. */
  1004. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  1005. if (util::vector_exists(md.blockskill, skill_id))
  1006. return true;
  1007. if( md.master != nullptr ){
  1008. return skill_isNotOk( skill_id, *md.master );
  1009. }else{
  1010. return true;
  1011. }
  1012. }
  1013. /**
  1014. * Check if the skill can be casted near NPC or not
  1015. * @param src Object who casted
  1016. * @param skill_id Skill ID that casted
  1017. * @param skill_lv Skill Lv
  1018. * @param pos_x Position x of the target
  1019. * @param pos_y Position y of the target
  1020. * @return true: Skill cannot be used, false: otherwise
  1021. * @author [Cydh]
  1022. */
  1023. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1024. if (!src)
  1025. return false;
  1026. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1027. return false;
  1028. //if self skill
  1029. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1030. pos_x = src->x;
  1031. pos_y = src->y;
  1032. }
  1033. if (pos_x <= 0) pos_x = src->x;
  1034. if (pos_y <= 0) pos_y = src->y;
  1035. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1036. }
  1037. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1038. {
  1039. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1040. uint8 dir;
  1041. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1042. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1043. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1044. }
  1045. nullpo_retr(nullptr, src);
  1046. //Monsters sometimes deploy more units on level 10
  1047. if (src->type == BL_MOB && skill_lv >= 10) {
  1048. if (skill_id == WZ_WATERBALL)
  1049. pos = 4; //9x9 Area
  1050. }
  1051. if (pos != -1) // simple single-definition layout
  1052. return &skill_unit_layout[pos];
  1053. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1054. if (skill_id == MG_FIREWALL)
  1055. return &skill_unit_layout [firewall_unit_pos + dir];
  1056. else if (skill_id == WZ_ICEWALL)
  1057. return &skill_unit_layout [icewall_unit_pos + dir];
  1058. else if( skill_id == WL_EARTHSTRAIN )
  1059. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1060. else if( skill_id == RL_FIRE_RAIN )
  1061. return &skill_unit_layout[firerain_unit_pos + dir];
  1062. else if( skill_id == GN_WALLOFTHORN )
  1063. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1064. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1065. return &skill_unit_layout[0]; // default 1x1 layout
  1066. }
  1067. /** Stores temporary values.
  1068. * Common usages:
  1069. * [0] holds number of targets in area
  1070. * [1] holds the id of the original target
  1071. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1072. */
  1073. static int skill_area_temp[8];
  1074. /*==========================================
  1075. * Add effect to skill when hit succesfully target
  1076. *------------------------------------------*/
  1077. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1078. nullpo_ret(src);
  1079. nullpo_ret(bl);
  1080. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1081. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1082. return 0;
  1083. map_session_data* sd = BL_CAST( BL_PC, src );
  1084. mob_data* md = BL_CAST( BL_MOB, src );
  1085. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1086. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1087. status_change* sc = status_get_sc( src );
  1088. status_change* tsc = status_get_sc( bl );
  1089. status_data* sstatus = status_get_status_data( src );
  1090. status_data* tstatus = status_get_status_data( bl );
  1091. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1092. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1093. // Chance to trigger Taekwon kicks
  1094. if (sc->getSCE(SC_READYSTORM) &&
  1095. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1096. 0, 2, 0,
  1097. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1098. ; //Stance triggered
  1099. else if (sc->getSCE(SC_READYDOWN) &&
  1100. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1101. 0, 2, 0,
  1102. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1103. ; //Stance triggered
  1104. else if (sc->getSCE(SC_READYTURN) &&
  1105. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1106. 0, 2, 0,
  1107. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1108. ; //Stance triggered
  1109. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1110. int rate = 20;
  1111. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1112. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1113. status_change_end(src, SC_SKILLRATE_UP);
  1114. }
  1115. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1116. 0, 2, 0,
  1117. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1118. ; //Stance triggered
  1119. }
  1120. }
  1121. if (!tsc) //skill additional effect is about adding effects to the target...
  1122. //So if the target can't be inflicted with statuses, this is pointless.
  1123. return 0;
  1124. if( sd )
  1125. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1126. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1127. #ifndef RENEWAL
  1128. && skill_id != ASC_BREAKER
  1129. #endif
  1130. ) {
  1131. // Trigger status effects
  1132. for (const auto &it : sd->addeff) {
  1133. int rate = it.rate;
  1134. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1135. rate += it.arrow_rate;
  1136. if( !rate )
  1137. continue;
  1138. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1139. // Trigger has attack type consideration.
  1140. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1141. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1142. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1143. ;
  1144. else
  1145. continue;
  1146. }
  1147. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1148. // Trigger has range consideration.
  1149. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1150. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1151. continue; //Range Failed.
  1152. }
  1153. if (it.flag&ATF_TARGET)
  1154. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1155. if (it.flag&ATF_SELF)
  1156. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1157. }
  1158. }
  1159. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1160. if (sc != nullptr) {
  1161. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1162. unit_data *ud = unit_bl2ud(bl);
  1163. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1164. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1165. }
  1166. }
  1167. if( skill_id ) {
  1168. // Trigger status effects on skills
  1169. for (const auto &it : sd->addeff_onskill) {
  1170. if (skill_id != it.skill_id || !it.rate)
  1171. continue;
  1172. if (it.target&ATF_TARGET)
  1173. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1174. if (it.target&ATF_SELF)
  1175. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1176. }
  1177. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1178. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1179. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1180. #ifdef RENEWAL
  1181. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1182. #else
  1183. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1184. #endif
  1185. clif_emotion(bl,ET_HUK);
  1186. }
  1187. }
  1188. }
  1189. if( dmg_lv < ATK_DEF ) // no damage, return;
  1190. return 0;
  1191. switch(skill_id) {
  1192. case 0:
  1193. { // Normal attacks (no skill used)
  1194. if( attack_type&BF_SKILL )
  1195. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1196. if(sd) {
  1197. int skill;
  1198. // Automatic trigger of Blitz Beat
  1199. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1200. int rate;
  1201. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1202. rate = 5;
  1203. else
  1204. rate = (sd->status.job_level + 9) / 10;
  1205. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1206. }
  1207. // Automatic trigger of Warg Strike
  1208. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1209. int rate = sstatus->luk * 10 / 3 + 1;
  1210. if (pc_isfalcon(sd))
  1211. rate = rate / 3;
  1212. if (rnd() % 1000 <= rate)
  1213. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1214. }
  1215. // Automatic trigger of Hawk Rush
  1216. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1217. int rate = sstatus->con * 10 / 3 + 1;
  1218. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1219. if (rnd() % 1000 <= rate)
  1220. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1221. }
  1222. // Gank
  1223. if(dstmd && sd->status.weapon != W_BOW &&
  1224. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1225. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1226. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1227. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1228. else
  1229. clif_skill_fail( *sd, RG_SNATCHER );
  1230. }
  1231. }
  1232. if (sc) {
  1233. struct status_change_entry *sce;
  1234. // Enchant Poison gives a chance to poison attacked enemies
  1235. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1236. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1237. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1238. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1239. if((sce=sc->getSCE(SC_EDP)))
  1240. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1241. skill_get_time2(ASC_EDP,sce->val1));
  1242. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1243. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1244. }
  1245. }
  1246. break;
  1247. case SM_BASH:
  1248. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1249. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1250. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1251. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1252. }
  1253. break;
  1254. case MER_CRASH:
  1255. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1256. break;
  1257. case AS_VENOMKNIFE:
  1258. case AS_SPLASHER:
  1259. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1260. break;
  1261. case TF_POISON:
  1262. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1263. clif_skill_fail( *sd, skill_id );
  1264. break;
  1265. case AS_SONICBLOW:
  1266. case HN_MEGA_SONIC_BLOW:
  1267. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1268. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1269. else
  1270. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1271. break;
  1272. case AS_GRIMTOOTH:
  1273. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1274. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1275. break;
  1276. case WZ_FIREPILLAR:
  1277. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1278. break;
  1279. case MG_FROSTDIVER:
  1280. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1281. clif_skill_fail( *sd, skill_id );
  1282. break;
  1283. case WZ_FROSTNOVA:
  1284. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1285. break;
  1286. case WZ_STORMGUST:
  1287. // Storm Gust counter was dropped in renewal
  1288. #ifdef RENEWAL
  1289. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1290. #else
  1291. //On third hit, there is a 150% to freeze the target
  1292. if(tsc->sg_counter >= 3 &&
  1293. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1294. tsc->sg_counter = 0;
  1295. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1296. else if( tsc->sg_counter > 250 )
  1297. tsc->sg_counter = 0;
  1298. #endif
  1299. break;
  1300. case NPC_STORMGUST2:
  1301. if (skill_lv == 1)
  1302. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1303. else if (skill_lv == 2)
  1304. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. else
  1306. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1307. break;
  1308. case WZ_METEOR:
  1309. case HN_METEOR_STORM_BUSTER:
  1310. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case WZ_VERMILION:
  1313. #ifdef RENEWAL
  1314. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1315. #else
  1316. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. #endif
  1318. break;
  1319. case WZ_HEAVENDRIVE:
  1320. status_change_end(bl, SC_SV_ROOTTWIST);
  1321. break;
  1322. case HT_FREEZINGTRAP:
  1323. case MA_FREEZINGTRAP:
  1324. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case HT_FLASHER:
  1327. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_LANDMINE:
  1330. case MA_LANDMINE:
  1331. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_SHOCKWAVE:
  1334. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1335. break;
  1336. case HT_SANDMAN:
  1337. case MA_SANDMAN:
  1338. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case TF_SPRINKLESAND:
  1341. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case TF_THROWSTONE:
  1344. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1345. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case NPC_DARKCROSS:
  1348. case CR_HOLYCROSS:
  1349. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case NPC_GRANDDARKNESS:
  1352. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1353. break;
  1354. case CR_GRANDCROSS:
  1355. //Chance to cause blind status vs demon and undead element, but not against players
  1356. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1357. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1358. break;
  1359. case AM_ACIDTERROR:
  1360. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1361. #ifdef RENEWAL
  1362. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1363. #else
  1364. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1365. #endif
  1366. clif_emotion(bl,ET_HUK);
  1367. break;
  1368. case AM_DEMONSTRATION:
  1369. #ifdef RENEWAL
  1370. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1371. #else
  1372. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1373. #endif
  1374. break;
  1375. case CR_SHIELDCHARGE:
  1376. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1377. break;
  1378. #ifndef RENEWAL
  1379. case PA_PRESSURE:
  1380. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1381. [[fallthrough]];
  1382. case HW_GRAVITATION:
  1383. //Pressure and Gravitation can trigger physical autospells
  1384. attack_type |= BF_NORMAL;
  1385. attack_type |= BF_WEAPON;
  1386. break;
  1387. #endif
  1388. case RG_RAID:
  1389. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1390. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1391. #ifdef RENEWAL
  1392. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1393. break;
  1394. case RG_BACKSTAP:
  1395. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1396. #endif
  1397. break;
  1398. case BA_FROSTJOKER:
  1399. case DC_SCREAM:
  1400. {
  1401. int rate = 150 + 50 * skill_lv; // Aegis accuracy (1000 = 100%)
  1402. int duration = skill_get_time2(skill_id, skill_lv);
  1403. if (skill_id == DC_SCREAM) rate += 100; // DC_SCREAM has a 10% higher base chance
  1404. if (battle_check_target(src, bl, BCT_PARTY) > 0) {
  1405. // On party members: Chance is divided by 4 and BA_FROSTJOKER duration is fixed to 15000ms
  1406. rate /= 4;
  1407. duration = skill_get_time(skill_id, skill_lv);
  1408. }
  1409. status_change_start(src, bl, skill_get_sc(skill_id), rate*10, skill_lv, 0, 0, 0, duration, SCSTART_NONE);
  1410. }
  1411. break;
  1412. case BD_LULLABY:
  1413. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1414. break;
  1415. #ifdef RENEWAL
  1416. case DC_UGLYDANCE:
  1417. // !TODO: How does caster's DEX/AGI play a role?
  1418. status_zap( bl, 0, 2 * skill_lv + 10 );
  1419. break;
  1420. #else
  1421. case DC_UGLYDANCE: {
  1422. int rate = 5 + 5 * skill_lv;
  1423. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1424. if( skill > 0 ){
  1425. rate += 5 + skill;
  1426. }
  1427. status_zap( bl, 0, rate );
  1428. } break;
  1429. #endif
  1430. case SL_STUN:
  1431. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1432. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1433. break;
  1434. case NPC_PETRIFYATTACK:
  1435. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1436. break;
  1437. case NPC_CURSEATTACK:
  1438. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case NPC_SLEEPATTACK:
  1441. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1442. break;
  1443. case NPC_BLINDATTACK:
  1444. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1445. break;
  1446. case NPC_POISON:
  1447. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1448. break;
  1449. case NPC_SILENCEATTACK:
  1450. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1451. break;
  1452. case NPC_STUNATTACK:
  1453. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1454. break;
  1455. case NPC_BLEEDING:
  1456. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1457. break;
  1458. case NPC_BLEEDING2:
  1459. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NPC_CHANGEUNDEAD:
  1462. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1463. break;
  1464. case NPC_ACIDBREATH:
  1465. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1466. break;
  1467. case NPC_ICEBREATH:
  1468. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1469. break;
  1470. case NPC_ICEBREATH2:
  1471. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1472. break;
  1473. case NPC_MENTALBREAKER:
  1474. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1475. //equal to Matk*skLevel.
  1476. int rate = sstatus->matk_min;
  1477. if (rate < sstatus->matk_max)
  1478. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1479. rate*=skill_lv;
  1480. status_zap(bl, 0, rate);
  1481. break;
  1482. }
  1483. // Equipment breaking monster skills [Celest]
  1484. case NPC_ARMORBRAKE:
  1485. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1486. break;
  1487. case NPC_HELMBRAKE:
  1488. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1489. break;
  1490. case NPC_SHIELDBRAKE:
  1491. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1492. break;
  1493. case CH_TIGERFIST: {
  1494. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1495. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1496. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1497. basetime /= 5;
  1498. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1499. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1500. }
  1501. break;
  1502. case LK_SPIRALPIERCE:
  1503. case ML_SPIRALPIERCE:
  1504. case HN_SPIRAL_PIERCE_MAX:
  1505. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1506. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1507. break;
  1508. case ST_REJECTSWORD:
  1509. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1510. break;
  1511. case PF_FOGWALL:
  1512. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1513. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1514. break;
  1515. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1516. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1517. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1518. break;
  1519. case ASC_METEORASSAULT:
  1520. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1521. switch(rnd()%3) {
  1522. case 0:
  1523. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1524. break;
  1525. case 1:
  1526. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1527. break;
  1528. default:
  1529. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1530. }
  1531. break;
  1532. case HW_NAPALMVULCAN:
  1533. case HN_NAPALM_VULCAN_STRIKE:
  1534. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1535. break;
  1536. case WS_CARTTERMINATION: // Cart termination
  1537. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1538. break;
  1539. case CR_ACIDDEMONSTRATION:
  1540. case GN_FIRE_EXPANSION_ACID:
  1541. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1542. break;
  1543. case TK_DOWNKICK:
  1544. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1545. break;
  1546. case TK_JUMPKICK:
  1547. // debuff the following statuses
  1548. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1549. status_change_end(bl, SC_SPIRIT);
  1550. status_change_end(bl, SC_ADRENALINE2);
  1551. status_change_end(bl, SC_KAITE);
  1552. status_change_end(bl, SC_KAAHI);
  1553. status_change_end(bl, SC_ONEHAND);
  1554. status_change_end(bl, SC_ASPDPOTION2);
  1555. // New soul links confirmed to not dispell with this skill
  1556. // but thats likely a bug since soul links can't stack and
  1557. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1558. status_change_end(bl, SC_SOULGOLEM);
  1559. status_change_end(bl, SC_SOULSHADOW);
  1560. status_change_end(bl, SC_SOULFALCON);
  1561. status_change_end(bl, SC_SOULFAIRY);
  1562. }
  1563. break;
  1564. case TK_TURNKICK:
  1565. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1566. if(attack_type&BF_MISC) //70% base stun chance...
  1567. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1568. break;
  1569. case GS_BULLSEYE: //0.1% coma rate.
  1570. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1571. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1572. break;
  1573. case GS_PIERCINGSHOT:
  1574. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1575. break;
  1576. case NJ_HYOUSYOURAKU:
  1577. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1578. break;
  1579. case GS_FLING:
  1580. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1581. break;
  1582. case GS_DISARM:
  1583. skill_strip_equip(src, bl, skill_id, skill_lv);
  1584. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1585. break;
  1586. case NPC_EVILLAND:
  1587. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1588. break;
  1589. case NPC_HELLJUDGEMENT:
  1590. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1591. break;
  1592. case NPC_HELLJUDGEMENT2:
  1593. switch(rnd()%6) {
  1594. case 0:
  1595. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1596. break;
  1597. case 1:
  1598. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1599. break;
  1600. case 2:
  1601. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1602. break;
  1603. case 3:
  1604. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case 4:
  1607. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1608. break;
  1609. default:
  1610. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1611. break;
  1612. }
  1613. break;
  1614. case NPC_CRITICALWOUND:
  1615. case NPC_WIDECRITICALWOUND:
  1616. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1617. break;
  1618. case NPC_FIRESTORM:
  1619. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1620. break;
  1621. case RK_DRAGONBREATH:
  1622. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1623. break;
  1624. case RK_DRAGONBREATH_WATER:
  1625. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1626. break;
  1627. case NPC_DRAGONBREATH:
  1628. if (skill_lv > 5)
  1629. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1630. else
  1631. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1632. break;
  1633. case AB_ADORAMUS:
  1634. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1635. break;
  1636. case WL_COMET:
  1637. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1638. break;
  1639. case NPC_COMET:
  1640. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1641. break;
  1642. case NPC_JACKFROST:
  1643. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1644. break;
  1645. case RA_WUGBITE: {
  1646. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1647. if (wug_rate < 50)
  1648. wug_rate = 50;
  1649. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1650. }
  1651. break;
  1652. case RA_SENSITIVEKEEN:
  1653. if( rnd()%100 < 8 * skill_lv )
  1654. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1655. break;
  1656. case RA_FIRINGTRAP:
  1657. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1658. break;
  1659. case RA_ICEBOUNDTRAP:
  1660. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1661. break;
  1662. case NC_PILEBUNKER:
  1663. if( rnd()%100 < 25 + 15*skill_lv ) {
  1664. status_change_end(bl, SC_KYRIE);
  1665. status_change_end(bl, SC_ASSUMPTIO);
  1666. status_change_end(bl, SC_STEELBODY);
  1667. status_change_end(bl, SC_GT_CHANGE);
  1668. status_change_end(bl, SC_GT_REVITALIZE);
  1669. status_change_end(bl, SC_AUTOGUARD);
  1670. status_change_end(bl, SC_REFLECTDAMAGE);
  1671. status_change_end(bl, SC_DEFENDER);
  1672. status_change_end(bl, SC_PRESTIGE);
  1673. status_change_end(bl, SC_BANDING);
  1674. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1675. }
  1676. break;
  1677. case NC_FLAMELAUNCHER:
  1678. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1679. break;
  1680. case NC_COLDSLOWER:
  1681. // Status chances are applied officially through a check
  1682. // The skill first trys to give the frozen status to targets that are hit
  1683. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1684. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1685. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1686. break;
  1687. case NC_POWERSWING:
  1688. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1689. break;
  1690. case GC_WEAPONCRUSH:
  1691. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1692. break;
  1693. case LG_PINPOINTATTACK: {
  1694. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1695. switch( skill_lv ) {
  1696. case 1:
  1697. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1698. break;
  1699. case 2:
  1700. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1701. break;
  1702. case 3:
  1703. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1704. break;
  1705. case 4:
  1706. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1707. break;
  1708. case 5:
  1709. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1710. break;
  1711. }
  1712. } break;
  1713. case LG_MOONSLASHER:
  1714. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1715. break;
  1716. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1717. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1718. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1719. break;
  1720. case NPC_RAYOFGENESIS:
  1721. if (skill_lv < 8)
  1722. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1723. else
  1724. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1725. break;
  1726. case LG_HESPERUSLIT:
  1727. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1728. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1729. break;
  1730. case SR_DRAGONCOMBO:
  1731. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1732. break;
  1733. case SR_WINDMILL:
  1734. if( dstsd )
  1735. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1736. else if( dstmd )
  1737. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1738. break;
  1739. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1740. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1741. break;
  1742. case SR_EARTHSHAKER:
  1743. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1744. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1745. status_change_end(bl, SC_SV_ROOTTWIST);
  1746. break;
  1747. case SO_EARTHGRAVE:
  1748. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1749. break;
  1750. case SO_DIAMONDDUST: {
  1751. int rate = 5 + 5 * skill_lv;
  1752. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1753. rate += (sd ? sd->status.job_level / 5 : 0);
  1754. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1755. } break;
  1756. case SO_VARETYR_SPEAR:
  1757. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1758. break;
  1759. case SO_POISON_BUSTER:
  1760. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1761. break;
  1762. case GN_SPORE_EXPLOSION:
  1763. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1764. break;
  1765. case GN_SLINGITEM_RANGEMELEEATK:
  1766. if( sd ) {
  1767. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1768. case ITEMID_COCONUT_BOMB:
  1769. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1770. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1771. break;
  1772. case ITEMID_MELON_BOMB:
  1773. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1774. break;
  1775. case ITEMID_BANANA_BOMB:
  1776. {
  1777. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1778. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1779. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1780. break;
  1781. }
  1782. }
  1783. sd->itemid = 0;
  1784. }
  1785. break;
  1786. case GN_HELLS_PLANT_ATK:
  1787. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1788. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1789. break;
  1790. case EL_WIND_SLASH: // Non confirmed rate.
  1791. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1792. break;
  1793. case EL_STONE_HAMMER:
  1794. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1795. break;
  1796. case EL_ROCK_CRUSHER:
  1797. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1798. break;
  1799. case EL_ROCK_CRUSHER_ATK:
  1800. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1801. break;
  1802. case EL_TYPOON_MIS:
  1803. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1804. break;
  1805. case KO_JYUMONJIKIRI:
  1806. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1807. break;
  1808. case SP_SOULEXPLOSION:
  1809. case KO_SETSUDAN: // Remove soul link when hit.
  1810. status_change_end(bl, SC_SPIRIT);
  1811. status_change_end(bl, SC_SOULGOLEM);
  1812. status_change_end(bl, SC_SOULSHADOW);
  1813. status_change_end(bl, SC_SOULFALCON);
  1814. status_change_end(bl, SC_SOULFAIRY);
  1815. break;
  1816. case KO_MAKIBISHI:
  1817. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1818. break;
  1819. case MH_EQC:
  1820. {
  1821. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1822. if (hd) {
  1823. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1824. status_change_end(bl, SC_TINDER_BREAKER2);
  1825. }
  1826. }
  1827. break;
  1828. case MH_STAHL_HORN:
  1829. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1830. break;
  1831. case MH_NEEDLE_OF_PARALYZE:
  1832. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1833. break;
  1834. case MH_TOXIN_OF_MANDARA:
  1835. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1836. break;
  1837. case MH_XENO_SLASHER:
  1838. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1839. break;
  1840. case NPC_MAGMA_ERUPTION:
  1841. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1842. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1843. break;
  1844. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1845. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1846. break;
  1847. case GN_ILLUSIONDOPING:
  1848. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1849. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1850. break;
  1851. case RL_MASS_SPIRAL:
  1852. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1853. break;
  1854. case RL_SLUGSHOT:
  1855. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1856. break;
  1857. case RL_BANISHING_BUSTER: {
  1858. if (!tsc || !tsc->count)
  1859. break;
  1860. if (status_isimmune(bl))
  1861. break;
  1862. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1863. if (sd)
  1864. clif_skill_fail( *sd, skill_id );
  1865. break;
  1866. }
  1867. uint16 n = skill_lv;
  1868. for (const auto &it : status_db) {
  1869. sc_type status = static_cast<sc_type>(it.first);
  1870. if (n <= 0)
  1871. break;
  1872. if (!tsc->getSCE(status))
  1873. continue;
  1874. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1875. continue;
  1876. switch (status) {
  1877. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1878. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1879. case SC_FORTUNE: case SC_SERVICE4U:
  1880. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1881. continue; //If in song area don't end it, even if config enabled
  1882. break;
  1883. case SC_ASSUMPTIO:
  1884. if( bl->type == BL_MOB )
  1885. continue;
  1886. break;
  1887. }
  1888. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1889. tsc->getSCE(status)->val2 = 0;
  1890. status_change_end(bl,status);
  1891. n--;
  1892. }
  1893. //Remove bonus_script by Banishing Buster
  1894. if (dstsd)
  1895. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1896. }
  1897. break;
  1898. case RL_S_STORM:
  1899. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1900. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1901. break;
  1902. case RL_AM_BLAST:
  1903. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1904. break;
  1905. case SU_SCRATCH:
  1906. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1907. break;
  1908. case SU_SV_STEMSPEAR:
  1909. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1910. break;
  1911. case SU_CN_METEOR2:
  1912. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1913. break;
  1914. case SU_SCAROFTAROU:
  1915. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1916. break;
  1917. case SU_LUNATICCARROTBEAT2:
  1918. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1919. break;
  1920. case SJ_FULLMOONKICK:
  1921. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case SJ_STAREMPEROR:
  1924. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1925. break;
  1926. case SP_CURSEEXPLOSION:
  1927. status_change_end(bl, SC_SOULCURSE);
  1928. break;
  1929. case SP_SHA:
  1930. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1931. break;
  1932. case DK_SERVANT_W_PHANTOM:
  1933. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1934. break;
  1935. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1936. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1937. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1938. break;
  1939. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1940. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1941. break;
  1942. case IQ_OLEUM_SANCTUM:
  1943. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1944. break;
  1945. case IQ_FIRST_BRAND:
  1946. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1947. break;
  1948. case IQ_SECOND_FLAME:
  1949. case IQ_SECOND_FAITH:
  1950. case IQ_SECOND_JUDGEMENT:
  1951. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1952. break;
  1953. case IQ_THIRD_PUNISH:
  1954. case IQ_THIRD_FLAME_BOMB:
  1955. case IQ_THIRD_CONSECRATION:
  1956. status_change_end(bl, SC_SECOND_BRAND);
  1957. break;
  1958. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1959. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1960. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1961. break;
  1962. case SHC_FATAL_SHADOW_CROW:
  1963. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1964. break;
  1965. case ABC_UNLUCKY_RUSH:
  1966. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1967. break;
  1968. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1969. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1970. [[fallthrough]];
  1971. case WM_METALICSOUND:
  1972. case WM_REVERBERATION:
  1973. status_change_end(bl, SC_SOUNDBLEND);
  1974. break;
  1975. case EM_DIAMOND_STORM:
  1976. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1977. break;
  1978. case EM_LIGHTNING_LAND:
  1979. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1980. break;
  1981. case EM_VENOM_SWAMP:
  1982. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1983. break;
  1984. case EM_CONFLAGRATION:
  1985. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1986. break;
  1987. case EM_TERRA_DRIVE:
  1988. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1989. break;
  1990. case MT_RUSH_QUAKE:
  1991. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1992. break;
  1993. case HN_SHIELD_CHAIN_RUSH:
  1994. case HN_JACK_FROST_NOVA:
  1995. case HN_GROUND_GRAVITATION:
  1996. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  1997. break;
  1998. } //end switch skill_id
  1999. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  2000. { //Pass heritage to Master for status causing effects. [Skotlex]
  2001. sd = map_id2sd(md->master_id);
  2002. src = sd?&sd->bl:src;
  2003. }
  2004. if( attack_type&BF_WEAPON )
  2005. { // Breaking Equipment
  2006. if( sd && battle_config.equip_self_break_rate )
  2007. { // Self weapon breaking
  2008. int rate = battle_config.equip_natural_break_rate;
  2009. #ifndef RENEWAL
  2010. if( sc )
  2011. {
  2012. if(sc->getSCE(SC_OVERTHRUST))
  2013. rate += 10;
  2014. if(sc->getSCE(SC_MAXOVERTHRUST))
  2015. rate += 10;
  2016. }
  2017. #endif
  2018. if( rate )
  2019. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2020. }
  2021. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2022. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2023. // Target weapon breaking
  2024. int rate = 0;
  2025. if( sd )
  2026. rate += sd->bonus.break_weapon_rate;
  2027. if (sc) {
  2028. if (sc->getSCE(SC_MELTDOWN))
  2029. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2030. if (sc->getSCE(SC_WEAPONBREAKER))
  2031. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2032. }
  2033. if( rate )
  2034. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2035. // Target armor breaking
  2036. rate = 0;
  2037. if( sd )
  2038. rate += sd->bonus.break_armor_rate;
  2039. if( sc && sc->getSCE(SC_MELTDOWN) )
  2040. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2041. if( rate )
  2042. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2043. }
  2044. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2045. if (sd->def_set_race[tstatus->race].rate)
  2046. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2047. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2048. if (sd->mdef_set_race[tstatus->race].rate)
  2049. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2050. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2051. if (sd->norecover_state_race[tstatus->race].rate)
  2052. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2053. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2054. }
  2055. }
  2056. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2057. struct unit_data *ud = unit_bl2ud(src);
  2058. int skill;
  2059. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2060. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2061. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2062. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2063. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2064. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2065. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2066. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2067. else
  2068. skill = 0;
  2069. if ( rnd()%100 < 25 && skill ){
  2070. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2071. if (ud) {
  2072. int delay = skill_delayfix(src, skill, skill_lv);
  2073. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2074. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2075. if ( battle_config.display_status_timers )
  2076. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2077. }
  2078. }
  2079. }
  2080. }
  2081. // Autospell when attacking
  2082. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2083. {
  2084. for (const auto &it : sd->autospell) {
  2085. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2086. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2087. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2088. continue; // one or more trigger conditions were not fulfilled
  2089. int skill = it.id;
  2090. sd->state.autocast = 1;
  2091. if ( skill_isNotOk(skill, *sd) ) {
  2092. sd->state.autocast = 0;
  2093. continue;
  2094. }
  2095. sd->state.autocast = 0;
  2096. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2097. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2098. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2099. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2100. if (rnd()%1000 >= rate)
  2101. continue;
  2102. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2103. e_cast_type type = skill_get_casttype(skill);
  2104. if (type == CAST_GROUND) {
  2105. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2106. continue;
  2107. }
  2108. if (battle_config.autospell_check_range &&
  2109. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2110. continue;
  2111. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2112. type = CAST_GROUND;
  2113. #ifndef RENEWAL
  2114. else if (skill == AS_SONICBLOW)
  2115. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2116. #endif
  2117. sd->state.autocast = 1;
  2118. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2119. #ifndef RENEWAL
  2120. skill_toggle_magicpower(src, skill);
  2121. #endif
  2122. switch (type) {
  2123. case CAST_GROUND:
  2124. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2125. break;
  2126. case CAST_NODAMAGE:
  2127. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2128. break;
  2129. case CAST_DAMAGE:
  2130. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2131. break;
  2132. }
  2133. sd->state.autocast = 0;
  2134. //Set canact delay. [Skotlex]
  2135. unit_data *ud = unit_bl2ud(src);
  2136. if (ud) {
  2137. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2138. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2139. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2140. if ( battle_config.display_status_timers && sd )
  2141. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2142. }
  2143. }
  2144. }
  2145. }
  2146. // Check for player and pet autobonuses when attacking
  2147. if (sd != nullptr) {
  2148. // Player
  2149. if (!sd->autobonus.empty()) {
  2150. for (auto &it : sd->autobonus) {
  2151. if (it == nullptr)
  2152. continue;
  2153. if (rnd_value(0, 1000) >= it->rate)
  2154. continue;
  2155. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2156. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2157. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2158. continue; // one or more trigger conditions were not fulfilled
  2159. pc_exeautobonus(*sd, &sd->autobonus, it);
  2160. }
  2161. }
  2162. // Pet
  2163. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2164. for (auto &it : sd->pd->autobonus) {
  2165. if (it == nullptr)
  2166. continue;
  2167. if (rnd_value(0, 1000) >= it->rate)
  2168. continue;
  2169. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2170. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2171. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2172. continue; // one or more trigger conditions were not fulfilled
  2173. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2174. }
  2175. }
  2176. }
  2177. //Polymorph
  2178. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2179. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2180. (rnd()%10000 < sd->bonus.classchange))
  2181. {
  2182. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2183. if (class_ != 0 && mobdb_checkid(class_))
  2184. mob_class_change(dstmd,class_);
  2185. }
  2186. if (sd && sc) {
  2187. struct status_change_entry *sce;
  2188. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2189. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2190. }
  2191. return 0;
  2192. }
  2193. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2194. if( sd == nullptr || !skill_id )
  2195. return 0;
  2196. for (auto &it : sd->autospell3) {
  2197. if (it.trigger_skill != skill_id)
  2198. continue;
  2199. if (it.lock)
  2200. continue; // autospell already being executed
  2201. uint16 skill = it.id;
  2202. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2203. if( skill_isNotOk(skill, *sd) ) {
  2204. sd->state.autocast = 0;
  2205. continue;
  2206. }
  2207. sd->state.autocast = 0;
  2208. // DANGER DANGER: here force target actually means use yourself as target!
  2209. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2210. if( tbl == nullptr ){
  2211. continue; // No target
  2212. }
  2213. if( rnd()%1000 >= it.rate )
  2214. continue;
  2215. uint16 skill_lv = it.lv ? it.lv : 1;
  2216. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2217. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2218. e_cast_type type = skill_get_casttype(skill);
  2219. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2220. continue;
  2221. if (battle_config.autospell_check_range &&
  2222. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2223. continue;
  2224. sd->state.autocast = 1;
  2225. it.lock = true;
  2226. skill_consume_requirement(sd,skill,skill_lv,1);
  2227. switch( type ) {
  2228. case CAST_GROUND:
  2229. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2230. break;
  2231. case CAST_NODAMAGE:
  2232. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2233. break;
  2234. case CAST_DAMAGE:
  2235. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2236. break;
  2237. }
  2238. it.lock = false;
  2239. sd->state.autocast = 0;
  2240. }
  2241. // Check for player and pet autobonuses when being attacked by skill_id
  2242. if (sd != nullptr) {
  2243. // Player
  2244. if (!sd->autobonus3.empty()) {
  2245. for (auto &it : sd->autobonus3) {
  2246. if (it == nullptr)
  2247. continue;
  2248. if (rnd_value(0, 1000) >= it->rate)
  2249. continue;
  2250. if (it->atk_type != skill_id)
  2251. continue;
  2252. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2253. }
  2254. }
  2255. // Pet
  2256. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2257. for (auto &it : sd->pd->autobonus3) {
  2258. if (it == nullptr)
  2259. continue;
  2260. if (rnd_value(0, 1000) >= it->rate)
  2261. continue;
  2262. if (it->atk_type != skill_id)
  2263. continue;
  2264. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2265. }
  2266. }
  2267. }
  2268. return 1;
  2269. }
  2270. /* Splitted off from skill_additional_effect, which is never called when the
  2271. * attack skill kills the enemy. Place in this function counter status effects
  2272. * when using skills that will take effect on the source, not the target. [Skotlex]
  2273. */
  2274. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2275. {
  2276. int rate;
  2277. map_session_data *sd=nullptr;
  2278. map_session_data *dstsd=nullptr;
  2279. nullpo_ret(src);
  2280. nullpo_ret(bl);
  2281. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2282. sd = BL_CAST(BL_PC, src);
  2283. dstsd = BL_CAST(BL_PC, bl);
  2284. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2285. for (const auto &it : dstsd->addeff_atked) {
  2286. rate = it.rate;
  2287. if (attack_type&BF_LONG)
  2288. rate += it.arrow_rate;
  2289. if (rate == 0)
  2290. continue;
  2291. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2292. // Trigger has attack type consideration.
  2293. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2294. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2295. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2296. ;
  2297. else
  2298. continue;
  2299. }
  2300. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2301. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2302. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2303. continue; //Range Failed.
  2304. }
  2305. if (it.flag&ATF_TARGET && src != bl)
  2306. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2307. if (it.flag&ATF_SELF && !status_isdead(bl))
  2308. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2309. }
  2310. }
  2311. switch(skill_id) {
  2312. case GS_FULLBUSTER:
  2313. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2314. break;
  2315. case HFLI_SBR44: //[orn]
  2316. if(src->type == BL_HOM){
  2317. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2318. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2319. clif_send_homdata( hd, SP_INTIMATE );
  2320. }
  2321. break;
  2322. case CR_GRANDCROSS:
  2323. if (src == bl) {
  2324. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2325. attack_type |= BF_WEAPON;
  2326. attack_type &= ~BF_MAGIC;
  2327. }
  2328. break;
  2329. case LG_HESPERUSLIT:
  2330. {
  2331. status_change *sc = status_get_sc(src);
  2332. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2333. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2334. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2335. }
  2336. }
  2337. break;
  2338. case SP_SPA:
  2339. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2340. break;
  2341. case SP_SHA:
  2342. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2343. break;
  2344. case SP_SWHOO:
  2345. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2346. break;
  2347. }
  2348. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2349. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) { //SG_MIRACLE [Komurka]
  2350. // 0.005% chance per sg_miracle_skill_ratio
  2351. // Chance is further reduced if agi is above 46
  2352. if (rnd_chance(battle_config.sg_miracle_skill_ratio, 20000) && rnd_chance(46, (int)sd->battle_status.agi))
  2353. sc_start(src, src, SC_MIRACLE, 100, 1, battle_config.sg_miracle_skill_duration);
  2354. }
  2355. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2356. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2357. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2358. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2359. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2360. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2361. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2362. }
  2363. if( sd && status_isdead(bl) ) {
  2364. int sp = 0, hp = 0;
  2365. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2366. sp += sd->bonus.sp_gain_value;
  2367. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2368. hp += sd->bonus.hp_gain_value;
  2369. }
  2370. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2371. sp += sd->bonus.long_sp_gain_value;
  2372. hp += sd->bonus.long_hp_gain_value;
  2373. }
  2374. if( attack_type&BF_MAGIC ) {
  2375. sp += sd->bonus.magic_sp_gain_value;
  2376. hp += sd->bonus.magic_hp_gain_value;
  2377. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2378. status_change *sc = nullptr;
  2379. if( ( sc = status_get_sc(src) ) ) {
  2380. if(sc->getSCE(SC_SPIRIT) &&
  2381. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2382. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2383. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2384. }
  2385. }
  2386. }
  2387. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2388. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2389. }
  2390. }
  2391. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2392. status_change *sc = status_get_sc(bl);
  2393. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2394. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2395. }
  2396. // Trigger counter-spells to retaliate against damage causing skills.
  2397. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2398. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2399. {
  2400. for (const auto &it : dstsd->autospell2) {
  2401. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2402. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2403. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2404. continue; // one or more trigger conditions were not fulfilled
  2405. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2406. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2407. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2408. int autospl_rate = it.rate;
  2409. //Physical range attacks only trigger autospells half of the time
  2410. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2411. autospl_rate /= 2;
  2412. dstsd->state.autocast = 1;
  2413. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2414. dstsd->state.autocast = 0;
  2415. continue;
  2416. }
  2417. dstsd->state.autocast = 0;
  2418. if (rnd()%1000 >= autospl_rate)
  2419. continue;
  2420. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2421. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2422. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2423. continue;
  2424. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2425. continue;
  2426. dstsd->state.autocast = 1;
  2427. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2428. switch (type) {
  2429. case CAST_GROUND:
  2430. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2431. break;
  2432. case CAST_NODAMAGE:
  2433. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2434. break;
  2435. case CAST_DAMAGE:
  2436. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2437. break;
  2438. }
  2439. dstsd->state.autocast = 0;
  2440. //Set canact delay. [Skotlex]
  2441. unit_data *ud = unit_bl2ud(bl);
  2442. if (ud) {
  2443. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2444. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2445. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2446. if ( battle_config.display_status_timers && dstsd )
  2447. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2448. }
  2449. }
  2450. }
  2451. }
  2452. // Check for player and pet autobonuses when attacked
  2453. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2454. // Player
  2455. if (!dstsd->autobonus2.empty()) {
  2456. for (auto &it : dstsd->autobonus2) {
  2457. if (it == nullptr)
  2458. continue;
  2459. if (rnd_value(0, 1000) >= it->rate)
  2460. continue;
  2461. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2462. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2463. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2464. continue; // one or more trigger conditions were not fulfilled
  2465. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2466. }
  2467. }
  2468. // Pet
  2469. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2470. for (auto &it : dstsd->pd->autobonus2) {
  2471. if (it == nullptr)
  2472. continue;
  2473. if (rnd_value(0, 1000) >= it->rate)
  2474. continue;
  2475. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2476. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2477. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2478. continue; // one or more trigger conditions were not fulfilled
  2479. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2480. }
  2481. }
  2482. }
  2483. return 0;
  2484. }
  2485. /*=========================================================================
  2486. Breaks equipment. On-non players causes the corresponding strip effect.
  2487. - rate goes from 0 to 10000 (100.00%)
  2488. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2489. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2490. --------------------------------------------------------------------------*/
  2491. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2492. {
  2493. status_change *src_sc = status_get_sc(src);
  2494. // Grant player skills/items the ability to "break" non-player equipment.
  2495. // WS_MELTDOWN is exempt from this check.
  2496. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2497. return 0;
  2498. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2499. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2500. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2501. status_change *sc = status_get_sc(bl);
  2502. int i;
  2503. TBL_PC *sd;
  2504. sd = BL_CAST(BL_PC, bl);
  2505. if (sc && !sc->count)
  2506. sc = nullptr;
  2507. if (sd) {
  2508. if (sd->bonus.unbreakable_equip)
  2509. where &= ~sd->bonus.unbreakable_equip;
  2510. if (sd->bonus.unbreakable)
  2511. rate -= rate*sd->bonus.unbreakable/100;
  2512. if (where&EQP_WEAPON) {
  2513. switch (sd->status.weapon) {
  2514. case W_FIST: //Bare fists should not break :P
  2515. case W_1HAXE:
  2516. case W_2HAXE:
  2517. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2518. case W_2HMACE:
  2519. case W_STAFF:
  2520. case W_2HSTAFF:
  2521. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2522. case W_HUUMA:
  2523. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2524. case W_DOUBLE_DA:
  2525. case W_DOUBLE_SA:
  2526. where &= ~EQP_WEAPON;
  2527. }
  2528. }
  2529. }
  2530. if (flag&BCT_ENEMY) {
  2531. if (battle_config.equip_skill_break_rate != 100)
  2532. rate = rate*battle_config.equip_skill_break_rate/100;
  2533. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2534. if (battle_config.equip_self_break_rate != 100)
  2535. rate = rate*battle_config.equip_self_break_rate/100;
  2536. }
  2537. for (i = 0; i < 6; i++) {
  2538. if (where&where_list[i]) {
  2539. if (sc && sc->count && sc->getSCE(scdef[i]))
  2540. where&=~where_list[i];
  2541. else if (rnd()%10000 >= rate)
  2542. where&=~where_list[i];
  2543. else if (!sd) //Cause Strip effect.
  2544. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2545. }
  2546. }
  2547. if (!where) //Nothing to break.
  2548. return 0;
  2549. if (sd) {
  2550. for (i = 0; i < EQI_MAX; i++) {
  2551. short j = sd->equip_index[i];
  2552. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2553. continue;
  2554. switch(i) {
  2555. case EQI_HEAD_TOP: //Upper Head
  2556. flag = (where&EQP_HELM);
  2557. break;
  2558. case EQI_ARMOR: //Body
  2559. flag = (where&EQP_ARMOR);
  2560. break;
  2561. case EQI_HAND_R: //Left/Right hands
  2562. case EQI_HAND_L:
  2563. flag = (
  2564. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2565. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2566. break;
  2567. case EQI_SHOES:
  2568. flag = (where&EQP_SHOES);
  2569. break;
  2570. case EQI_GARMENT:
  2571. flag = (where&EQP_GARMENT);
  2572. break;
  2573. case EQI_ACC_L:
  2574. flag = (where&EQP_ACC_L);
  2575. break;
  2576. case EQI_ACC_R:
  2577. flag = (where&EQP_ACC_R);
  2578. break;
  2579. case EQI_SHADOW_ARMOR:
  2580. flag = (where&EQP_SHADOW_ARMOR);
  2581. break;
  2582. case EQI_SHADOW_WEAPON:
  2583. flag = (where&EQP_SHADOW_WEAPON);
  2584. break;
  2585. case EQI_SHADOW_SHIELD:
  2586. flag = (where&EQP_SHADOW_SHIELD);
  2587. break;
  2588. case EQI_SHADOW_SHOES:
  2589. flag = (where&EQP_SHADOW_SHOES);
  2590. break;
  2591. case EQI_SHADOW_ACC_R:
  2592. flag = (where&EQP_SHADOW_ACC_R);
  2593. break;
  2594. case EQI_SHADOW_ACC_L:
  2595. flag = (where&EQP_SHADOW_ACC_L);
  2596. break;
  2597. default:
  2598. continue;
  2599. }
  2600. if (flag) {
  2601. sd->inventory.u.items_inventory[j].attribute = 1;
  2602. pc_unequipitem(sd, j, 3);
  2603. }
  2604. }
  2605. clif_equiplist(sd);
  2606. }
  2607. return where; //Return list of pieces broken.
  2608. }
  2609. /**
  2610. * Strip equipment from a target
  2611. * @param src: Source of call
  2612. * @param target: Target to strip
  2613. * @param skill_id: Skill used
  2614. * @param skill_lv: Skill level used
  2615. * @return True on successful strip or false otherwise
  2616. */
  2617. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2618. {
  2619. nullpo_retr(false, src);
  2620. nullpo_retr(false, target);
  2621. status_change *tsc = status_get_sc(target);
  2622. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2623. return false;
  2624. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2625. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2626. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2627. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2628. int rate, time, location, mod = 100;
  2629. switch (skill_id) { // Rate
  2630. case RG_STRIPWEAPON:
  2631. case RG_STRIPARMOR:
  2632. case RG_STRIPSHIELD:
  2633. case RG_STRIPHELM:
  2634. case GC_WEAPONCRUSH:
  2635. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2636. mod = 1000;
  2637. break;
  2638. case ST_FULLSTRIP: {
  2639. int min_rate = 50 + 20 * skill_lv;
  2640. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2641. rate = max(min_rate, rate);
  2642. mod = 1000;
  2643. break;
  2644. }
  2645. case GS_DISARM:
  2646. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2647. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2648. break;
  2649. case WL_EARTHSTRAIN: {
  2650. int job_lv = 0;
  2651. if (src->type == BL_PC)
  2652. job_lv = ((TBL_PC*)src)->status.job_level;
  2653. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2654. break;
  2655. }
  2656. case SC_STRIPACCESSARY:
  2657. rate = 12 + 2 * skill_lv;
  2658. break;
  2659. case ABC_STRIP_SHADOW:
  2660. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2661. mod = 1000;
  2662. break;
  2663. default:
  2664. return false;
  2665. }
  2666. if (rnd()%mod >= rate)
  2667. return false;
  2668. switch (skill_id) { // Duration
  2669. case SC_STRIPACCESSARY:
  2670. case GS_DISARM:
  2671. time = skill_get_time(skill_id, skill_lv);
  2672. break;
  2673. case WL_EARTHSTRAIN:
  2674. case RG_STRIPWEAPON:
  2675. case RG_STRIPARMOR:
  2676. case RG_STRIPSHIELD:
  2677. case RG_STRIPHELM:
  2678. case GC_WEAPONCRUSH:
  2679. case ST_FULLSTRIP:
  2680. case ABC_STRIP_SHADOW:
  2681. if (skill_id == WL_EARTHSTRAIN)
  2682. time = skill_get_time2(skill_id, skill_lv);
  2683. else
  2684. time = skill_get_time(skill_id, skill_lv);
  2685. if (target->type == BL_PC)
  2686. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2687. else {
  2688. time += 15000;
  2689. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2690. }
  2691. break;
  2692. }
  2693. switch (skill_id) { // Location
  2694. case GC_WEAPONCRUSH:
  2695. case RG_STRIPWEAPON:
  2696. case GS_DISARM:
  2697. location = EQP_WEAPON;
  2698. break;
  2699. case RG_STRIPARMOR:
  2700. location = EQP_ARMOR;
  2701. break;
  2702. case RG_STRIPSHIELD:
  2703. location = EQP_SHIELD;
  2704. break;
  2705. case RG_STRIPHELM:
  2706. location = EQP_HELM;
  2707. break;
  2708. case ST_FULLSTRIP:
  2709. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2710. break;
  2711. case SC_STRIPACCESSARY:
  2712. location = EQP_ACC;
  2713. break;
  2714. case ABC_STRIP_SHADOW:
  2715. location = EQP_SHADOW_GEAR;
  2716. break;
  2717. }
  2718. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2719. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2720. location &=~ pos[i];
  2721. }
  2722. if (!location)
  2723. return false;
  2724. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2725. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2726. location &=~ pos[i];
  2727. }
  2728. return location ? true : false;
  2729. }
  2730. /**
  2731. * Used to knock back players, monsters, traps, etc
  2732. * @param src Object that give knock back
  2733. * @param target Object that receive knock back
  2734. * @param count Number of knock back cell requested
  2735. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2736. * @param flag
  2737. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2738. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2739. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2740. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2741. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2742. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2743. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2744. * @return Number of knocked back cells done
  2745. */
  2746. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2747. {
  2748. int dx = 0, dy = 0;
  2749. uint8 checkflag = 0;
  2750. status_change *tsc = status_get_sc(target);
  2751. enum e_unit_blown reason = UB_KNOCKABLE;
  2752. nullpo_ret(src);
  2753. nullpo_ret(target);
  2754. if (!count)
  2755. return count; // Actual knockback distance is 0.
  2756. // Create flag needed in unit_blown_immune
  2757. if(src != target)
  2758. checkflag |= 0x1; // Offensive
  2759. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2760. checkflag |= 0x2; // Knockback type
  2761. if(status_get_class_(src) == CLASS_BOSS)
  2762. checkflag |= 0x4; // Boss attack
  2763. // Get reason and check for flags
  2764. reason = unit_blown_immune(target, checkflag);
  2765. switch(reason) {
  2766. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2767. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2768. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2769. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2770. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2771. }
  2772. if (dir == -1) // <optimized>: do the computation here instead of outside
  2773. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2774. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2775. dx = -dirx[dir];
  2776. dy = -diry[dir];
  2777. }
  2778. if (tsc) {
  2779. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2780. status_change_end(target, SC_SU_STOOP);
  2781. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2782. status_change_end(target, SC_ROLLINGCUTTER);
  2783. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2784. status_change_end(target, SC_CRESCIVEBOLT);
  2785. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2786. return 0;
  2787. }
  2788. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2789. }
  2790. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2791. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2792. // In case of success returns type of reflection, otherwise 0
  2793. // 1 - Regular reflection (Maya)
  2794. // 2 - SL_KAITE reflection
  2795. // 3 - NPC_MAGICMIRROR reflection
  2796. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2797. {
  2798. status_change *sc = status_get_sc(bl);
  2799. map_session_data* sd = BL_CAST(BL_PC, bl);
  2800. // Deadly Projection null's all magic reflection.
  2801. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2802. return 0;
  2803. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2804. // Item-based reflection - Bypasses Boss check
  2805. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2806. return 1;
  2807. // Magic Mirror reflection - Bypasses Boss check
  2808. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2809. return 3;
  2810. }
  2811. if( status_get_class_(src) == CLASS_BOSS )
  2812. return 0;
  2813. // status-based reflection
  2814. if( !sc || sc->count == 0 )
  2815. return 0;
  2816. // Kaite reflection - Does not bypass Boss check
  2817. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2818. #ifdef RENEWAL
  2819. && type // Does not reflect AoE
  2820. #endif
  2821. ) {
  2822. // Kaite only works against non-players if they are low-level.
  2823. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2824. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2825. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2826. status_change_end(bl, SC_KAITE);
  2827. return 2;
  2828. }
  2829. return 0;
  2830. }
  2831. /**
  2832. * Checks whether a skill can be used in combos or not
  2833. * @param skill_id: Target skill
  2834. * @return 0: Skill is not a combo
  2835. * 1: Skill is a normal combo
  2836. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2837. * @author Panikon
  2838. */
  2839. int skill_is_combo(uint16 skill_id) {
  2840. switch(skill_id) {
  2841. case MO_CHAINCOMBO:
  2842. case MO_COMBOFINISH:
  2843. case CH_TIGERFIST:
  2844. case CH_CHAINCRUSH:
  2845. case MO_EXTREMITYFIST:
  2846. case TK_TURNKICK:
  2847. case TK_STORMKICK:
  2848. case TK_DOWNKICK:
  2849. case TK_COUNTER:
  2850. case TK_JUMPKICK:
  2851. case HT_POWER:
  2852. case SR_DRAGONCOMBO:
  2853. return 1;
  2854. case SR_FALLENEMPIRE:
  2855. case SR_TIGERCANNON:
  2856. case SR_GATEOFHELL:
  2857. return 2;
  2858. }
  2859. return 0;
  2860. }
  2861. /*
  2862. * Combo handler, start stop combo status
  2863. */
  2864. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2865. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2866. switch (skill_id) {
  2867. case MH_MIDNIGHT_FRENZY:
  2868. case MH_EQC:
  2869. {
  2870. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2871. short idx = hom_skill_get_index(skill_id2);
  2872. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2873. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2874. if (idx == -1)
  2875. break;
  2876. hd->homunculus.hskill[idx].flag= flag;
  2877. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2878. }
  2879. break;
  2880. case MO_COMBOFINISH:
  2881. case CH_TIGERFIST:
  2882. case CH_CHAINCRUSH:
  2883. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2884. break;
  2885. case TK_JUMPKICK:
  2886. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2887. break;
  2888. case MO_TRIPLEATTACK:
  2889. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2890. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2891. break;
  2892. case SR_FALLENEMPIRE:
  2893. if (sd){
  2894. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2895. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2896. }
  2897. break;
  2898. }
  2899. }
  2900. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2901. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2902. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2903. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2904. struct status_change_entry *sce;
  2905. TBL_PC *sd = BL_CAST(BL_PC,src);
  2906. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2907. status_change *sc = status_get_sc(src);
  2908. if(sc == nullptr) return;
  2909. //End previous combo state after skill is invoked
  2910. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2911. switch (skill_id) {
  2912. case TK_TURNKICK:
  2913. case TK_STORMKICK:
  2914. case TK_DOWNKICK:
  2915. case TK_COUNTER:
  2916. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2917. sce->val1 = skill_id; //Update combo-skill
  2918. sce->val3 = skill_id;
  2919. if( sce->timer != INVALID_TIMER )
  2920. delete_timer(sce->timer, status_change_timer);
  2921. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2922. break;
  2923. }
  2924. unit_cancel_combo(src); // Cancel combo wait
  2925. break;
  2926. default:
  2927. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2928. status_change_end(src, SC_COMBO);
  2929. }
  2930. }
  2931. //start new combo
  2932. if (sd) { //player only
  2933. switch (skill_id) {
  2934. case MO_TRIPLEATTACK:
  2935. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2936. duration = 1;
  2937. target_id = 0; // Will target current auto-target instead
  2938. }
  2939. break;
  2940. case MO_CHAINCOMBO:
  2941. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2942. duration = 1;
  2943. target_id = 0; // Will target current auto-target instead
  2944. }
  2945. break;
  2946. case MO_COMBOFINISH:
  2947. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2948. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2949. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2950. duration = 1;
  2951. target_id = 0; // Will target current auto-target instead
  2952. }
  2953. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2954. case CH_TIGERFIST:
  2955. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2956. duration = 1;
  2957. target_id = 0; // Will target current auto-target instead
  2958. }
  2959. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2960. case CH_CHAINCRUSH:
  2961. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2962. duration = 1;
  2963. target_id = 0; // Will target current auto-target instead
  2964. }
  2965. break;
  2966. case AC_DOUBLE:
  2967. if (pc_checkskill(sd, HT_POWER)) {
  2968. duration = 2000;
  2969. nodelay = 1; //Neither gives walk nor attack delay
  2970. target_id = 0; //Does not need to be used on previous target
  2971. }
  2972. break;
  2973. case SR_DRAGONCOMBO:
  2974. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2975. duration = 1;
  2976. break;
  2977. case SR_FALLENEMPIRE:
  2978. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2979. duration = 1;
  2980. break;
  2981. case SJ_PROMINENCEKICK:
  2982. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2983. duration = 1;
  2984. break;
  2985. }
  2986. }
  2987. else { //other
  2988. switch(skill_id) {
  2989. case MH_TINDER_BREAKER:
  2990. case MH_CBC:
  2991. case MH_SONIC_CRAW:
  2992. case MH_SILVERVEIN_RUSH:
  2993. if(hd->homunculus.spiritball > 0) duration = 2000;
  2994. nodelay = 1;
  2995. break;
  2996. case MH_EQC:
  2997. case MH_MIDNIGHT_FRENZY:
  2998. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2999. nodelay = 1;
  3000. break;
  3001. }
  3002. }
  3003. if (duration) { //Possible to chain
  3004. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3005. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3006. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3007. clif_combo_delay(src, duration);
  3008. }
  3009. }
  3010. /**
  3011. * Copy skill by Plagiarism or Reproduce
  3012. * @param src: The caster
  3013. * @param bl: The target
  3014. * @param skill_id: Skill that casted
  3015. * @param skill_lv: Skill level of the casted skill
  3016. */
  3017. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3018. {
  3019. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3020. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3021. return;
  3022. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3023. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3024. return;
  3025. else {
  3026. uint16 idx;
  3027. uint8 lv;
  3028. skill_id = skill_dummy2skill_id(skill_id);
  3029. //Use skill index, avoiding out-of-bound array [Cydh]
  3030. if (!(idx = skill_get_index(skill_id)))
  3031. return;
  3032. switch (skill_isCopyable(tsd,skill_id)) {
  3033. case 1: //Copied by Plagiarism
  3034. {
  3035. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3036. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id, true);
  3037. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3038. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3039. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3040. }
  3041. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3042. tsd->cloneskill_idx = idx;
  3043. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3044. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3045. }
  3046. break;
  3047. case 2: //Copied by Reproduce
  3048. {
  3049. status_change *tsc = status_get_sc(bl);
  3050. //Already did SC check
  3051. //Skill level copied depends on Reproduce skill that used
  3052. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3053. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3054. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id, true);
  3055. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3056. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3057. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3058. }
  3059. //Level dependent and limitation.
  3060. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3061. lv = min(lv,skill_get_max(skill_id));
  3062. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3063. lv = min(lv,skill_lv);
  3064. tsd->reproduceskill_idx = idx;
  3065. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3066. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3067. }
  3068. break;
  3069. default: return;
  3070. }
  3071. tsd->status.skill[idx].id = skill_id;
  3072. tsd->status.skill[idx].lv = lv;
  3073. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3074. clif_addskill(tsd,skill_id);
  3075. }
  3076. }
  3077. /**
  3078. * Knockback the target on skill_attack
  3079. * @param src is the master behind the attack
  3080. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3081. * @param target is the target to be attacked.
  3082. * @param blewcount
  3083. * @param skill_id
  3084. * @param skill_lv
  3085. * @param damage
  3086. * @param tick
  3087. * @param flag can hold a bunch of information:
  3088. */
  3089. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3090. int8 dir = -1; // Default direction
  3091. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3092. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3093. if (!blewcount || target == dsrc || status_isdead(target))
  3094. return;
  3095. // Skill specific direction
  3096. switch (skill_id) {
  3097. case MG_FIREWALL:
  3098. case EL_FIRE_MANTLE:
  3099. dir = unit_getdir(target); // Backwards
  3100. break;
  3101. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3102. case NPC_STORMGUST2:
  3103. case WZ_STORMGUST:
  3104. if(!battle_config.stormgust_knockback)
  3105. dir = rnd()%8;
  3106. break;
  3107. case MC_CARTREVOLUTION:
  3108. if (battle_config.cart_revo_knockback)
  3109. dir = 6; // Official servers push target to the West
  3110. break;
  3111. case AC_SHOWER:
  3112. case WL_CRIMSONROCK:
  3113. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3114. dir = map_calc_dir(target, src->x, src->y);
  3115. else
  3116. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3117. break;
  3118. case HT_PHANTASMIC: // issue #1378
  3119. if (status_get_hp(target) - damage <= 0) return;
  3120. break;
  3121. }
  3122. // Blown-specific handling
  3123. switch( skill_id ) {
  3124. case SR_KNUCKLEARROW:
  3125. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3126. // Boss & Immune Knockback stay in place and don't get bonus damage
  3127. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3128. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3129. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3130. dir_ka = -1;
  3131. break;
  3132. case RL_R_TRIP:
  3133. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3134. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3135. break;
  3136. default:
  3137. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3138. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3139. TBL_SKILL *su = (TBL_SKILL*)target;
  3140. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3141. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3142. }
  3143. break;
  3144. }
  3145. clif_fixpos( *target );
  3146. }
  3147. /*
  3148. * =========================================================================
  3149. * Does a skill attack with the given properties.
  3150. * @param src is the master behind the attack (player/mob/pet)
  3151. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3152. * @param bl is the target to be attacked.
  3153. * @param flag can hold a bunch of information:
  3154. * flag&1
  3155. * flag&2 - Disable re-triggered by double casting
  3156. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3157. * flag&8 - SC_COMBO state used to deal bonus damage
  3158. *
  3159. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3160. * (usually holds number of targets, or just 1 for simple splash attacks)
  3161. *
  3162. * flag&0xF000 - Values from enum e_skill_display
  3163. * flag&0x3F0000 - Values from enum e_battle_check_target
  3164. *
  3165. * flag&0x1000000 - Return 0 if damage was reflected
  3166. *-------------------------------------------------------------------------*/
  3167. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3168. {
  3169. struct Damage dmg;
  3170. struct status_data *sstatus, *tstatus;
  3171. status_change *sc, *tsc;
  3172. map_session_data *sd, *tsd;
  3173. int64 damage;
  3174. bool rmdamage = false;//magic reflected
  3175. int type;
  3176. enum e_damage_type dmg_type;
  3177. bool shadow_flag = false;
  3178. bool additional_effects = true;
  3179. if(skill_id > 0 && !skill_lv)
  3180. return 0;
  3181. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3182. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3183. nullpo_ret(bl); //Target to be attacked.
  3184. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3185. return 0;
  3186. if (src != dsrc) {
  3187. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3188. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3189. return 0;
  3190. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3191. //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]
  3192. if (!status_check_skilluse(src, bl, skill_id, 2))
  3193. return 0;
  3194. }
  3195. sd = BL_CAST(BL_PC, src);
  3196. tsd = BL_CAST(BL_PC, bl);
  3197. sstatus = status_get_status_data(src);
  3198. tstatus = status_get_status_data(bl);
  3199. sc= status_get_sc(src);
  3200. tsc= status_get_sc(bl);
  3201. if (tsc && !tsc->count)
  3202. tsc = nullptr; //Don't need it.
  3203. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3204. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3205. return 0;
  3206. #ifndef RENEWAL
  3207. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3208. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3209. return 0;
  3210. #endif
  3211. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3212. //If the damage source is a unit, the damage is not delayed
  3213. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3214. dmg.amotion = 0;
  3215. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3216. // Adjusted to the new system [Skotlex]
  3217. if( src->type == BL_PET ) { // [Valaris]
  3218. struct pet_data *pd = (TBL_PET*)src;
  3219. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3220. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3221. int element = skill_get_ele(skill_id, skill_lv);
  3222. /*if (skill_id == -1) Does it ever worked?
  3223. element = sstatus->rhw.ele;*/
  3224. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3225. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3226. else
  3227. dmg.damage = pd->a_skill->damage; // Fixed damage
  3228. }
  3229. else
  3230. dmg.damage = 1*pd->a_skill->div_;
  3231. dmg.damage2 = 0;
  3232. dmg.div_= pd->a_skill->div_;
  3233. }
  3234. }
  3235. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3236. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3237. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3238. { //Magic reflection, switch caster/target
  3239. struct block_list *tbl = bl;
  3240. rmdamage = true;
  3241. bl = src;
  3242. src = tbl;
  3243. dsrc = tbl;
  3244. sd = BL_CAST(BL_PC, src);
  3245. tsd = BL_CAST(BL_PC, bl);
  3246. tsc = status_get_sc(bl);
  3247. if (tsc && !tsc->count)
  3248. tsc = nullptr; //Don't need it.
  3249. /* bugreport:2564 flag&2 disables double casting trigger */
  3250. flag |= 2;
  3251. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3252. flag |= 4;
  3253. //Spirit of Wizard blocks Kaite's reflection
  3254. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3255. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3256. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3257. if (type >= 0) {
  3258. if ( tsd )
  3259. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3260. dmg.damage = dmg.damage2 = 0;
  3261. dmg.dmg_lv = ATK_MISS;
  3262. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3263. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3264. }
  3265. }
  3266. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3267. #if MAGIC_REFLECTION_TYPE
  3268. #ifdef RENEWAL
  3269. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3270. #else
  3271. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3272. // regardless of caster's equipment (Aegis 11.1)
  3273. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3274. #endif
  3275. short s_ele = skill_get_ele(skill_id, skill_lv);
  3276. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3277. s_ele = sstatus->rhw.ele;
  3278. else if (s_ele == ELE_ENDOWED) //Use status element
  3279. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3280. else if( s_ele == ELE_RANDOM) //Use random element
  3281. s_ele = rnd()%ELE_ALL;
  3282. if(type == 3)
  3283. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3284. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3285. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3286. struct status_data *status = status_get_status_data(bl);
  3287. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3288. per /=20; //Uses 20% SP intervals.
  3289. //SP Cost: 1% + 0.5% per every 20% SP
  3290. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3291. status_change_end(bl, SC_ENERGYCOAT);
  3292. //Reduction: 6% + 6% every 20%
  3293. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3294. }
  3295. int64 reduce = 0;
  3296. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3297. reduce += tsd->bonus.reduce_damage_return;
  3298. }
  3299. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3300. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3301. }
  3302. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3303. reduce += 100;
  3304. if (dmg.damage > 0) {
  3305. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3306. dmg.damage = i64max(dmg.damage, dmg.div_);
  3307. }
  3308. }
  3309. #endif
  3310. }
  3311. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3312. int sp = skill_get_sp(skill_id,skill_lv);
  3313. #ifndef RENEWAL
  3314. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3315. #endif
  3316. dmg.damage = dmg.damage2 = 0;
  3317. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3318. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3319. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3320. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3321. status_heal(bl, 0, sp, 2);
  3322. }
  3323. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3324. dmg.damage = dmg.damage2 = 0;
  3325. dmg.dmg_lv = ATK_MISS;
  3326. }
  3327. }
  3328. damage = dmg.damage + dmg.damage2;
  3329. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3330. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3331. sce->val3 = (int)damage;
  3332. sce->val2 = 0;
  3333. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3334. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3335. }
  3336. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3337. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3338. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3339. damage = 1;
  3340. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3341. struct block_list *nbl;
  3342. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3343. if( nbl ){ // Only one target is chosen.
  3344. damage = damage / 2; // Deflect half of the damage to a target nearby
  3345. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3346. }
  3347. }
  3348. //Skill hit type
  3349. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3350. switch( skill_id ) {
  3351. case SC_TRIANGLESHOT:
  3352. if( rnd()%100 > (1 + skill_lv) )
  3353. dmg.blewcount = 0;
  3354. break;
  3355. default:
  3356. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3357. dmg.blewcount = 0; //only pushback when it hit for other
  3358. break;
  3359. }
  3360. switch( skill_id ) {
  3361. case CR_GRANDCROSS:
  3362. case NPC_GRANDDARKNESS:
  3363. if( battle_config.gx_disptype)
  3364. dsrc = src;
  3365. if( src == bl)
  3366. dmg_type = DMG_ENDURE;
  3367. else
  3368. flag|= SD_ANIMATION;
  3369. break;
  3370. case NJ_TATAMIGAESHI: //For correct knockback.
  3371. dsrc = src;
  3372. flag|= SD_ANIMATION;
  3373. break;
  3374. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3375. int level;
  3376. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3377. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3378. }
  3379. break;
  3380. case SL_STIN:
  3381. case SL_STUN:
  3382. if (skill_lv >= 7) {
  3383. status_change *sc_cur = status_get_sc(src);
  3384. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3385. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3386. }
  3387. break;
  3388. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3389. pc_addservantball( *sd );
  3390. break;
  3391. case KN_PIERCE:
  3392. case LK_SPIRALPIERCE:
  3393. case RK_HUNDREDSPEAR:
  3394. case DK_MADNESS_CRUSHER:
  3395. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3396. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3397. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3398. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3399. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3400. clif_specialeffect(bl, 1767, AREA);
  3401. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3402. }
  3403. } else // No count status detected? Start charge count at 1.
  3404. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3405. }
  3406. break;
  3407. }
  3408. //combo handling
  3409. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3410. //Display damage.
  3411. switch( skill_id ) {
  3412. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3413. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3414. break;
  3415. //Skills that need be passed as a normal attack for the client to display correctly.
  3416. case HVAN_EXPLOSION:
  3417. case NPC_SELFDESTRUCTION:
  3418. if(src->type == BL_PC)
  3419. dmg.blewcount = 10;
  3420. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3421. [[fallthrough]];
  3422. case KN_AUTOCOUNTER:
  3423. case NPC_CRITICALSLASH:
  3424. case TF_DOUBLE:
  3425. case GS_CHAINACTION:
  3426. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3427. break;
  3428. case AS_SPLASHER:
  3429. if( flag&SD_ANIMATION ) // the surrounding targets
  3430. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3431. else // the central target doesn't display an animation
  3432. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3433. break;
  3434. case SR_EARTHSHAKER:
  3435. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3436. break;
  3437. case WL_SOULEXPANSION:
  3438. case WL_COMET:
  3439. case NPC_COMET:
  3440. case KO_MUCHANAGE:
  3441. #ifndef RENEWAL
  3442. case NJ_HUUMA:
  3443. #endif
  3444. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3445. break;
  3446. case WL_CHAINLIGHTNING_ATK:
  3447. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3448. break;
  3449. case WL_TETRAVORTEX_FIRE:
  3450. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3451. break;
  3452. case LG_SHIELDPRESS:
  3453. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3454. break;
  3455. case NPC_EARTHQUAKE:
  3456. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3457. break;
  3458. case NPC_DARKPIERCING:
  3459. case EL_FIRE_BOMB:
  3460. case EL_FIRE_BOMB_ATK:
  3461. case EL_FIRE_WAVE:
  3462. case EL_FIRE_WAVE_ATK:
  3463. case EL_FIRE_MANTLE:
  3464. case EL_CIRCLE_OF_FIRE:
  3465. case EL_FIRE_ARROW:
  3466. case EL_ICE_NEEDLE:
  3467. case EL_WATER_SCREW:
  3468. case EL_WATER_SCREW_ATK:
  3469. case EL_WIND_SLASH:
  3470. case EL_TIDAL_WEAPON:
  3471. case EL_ROCK_CRUSHER:
  3472. case EL_ROCK_CRUSHER_ATK:
  3473. case EL_HURRICANE:
  3474. case EL_HURRICANE_ATK:
  3475. case KO_BAKURETSU:
  3476. case GN_HELLS_PLANT_ATK:
  3477. case SU_SV_ROOTTWIST_ATK:
  3478. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3479. break;
  3480. case GN_FIRE_EXPANSION_ACID:
  3481. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3482. break;
  3483. case GN_SLINGITEM_RANGEMELEEATK:
  3484. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3485. break;
  3486. case EL_STONE_RAIN:
  3487. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3488. break;
  3489. case WM_SEVERE_RAINSTORM_MELEE:
  3490. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3491. break;
  3492. case HT_CLAYMORETRAP:
  3493. case HT_BLASTMINE:
  3494. case HT_FLASHER:
  3495. case HT_FREEZINGTRAP:
  3496. case RA_CLUSTERBOMB:
  3497. case RA_FIRINGTRAP:
  3498. case RA_ICEBOUNDTRAP:
  3499. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3500. if( dsrc != src ) // avoid damage display redundancy
  3501. break;
  3502. [[fallthrough]];
  3503. case HT_LANDMINE:
  3504. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3505. break;
  3506. case WZ_SIGHTBLASTER:
  3507. //Sightblaster should never call clif_skill_damage twice
  3508. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3509. break;
  3510. case RL_R_TRIP_PLUSATK:
  3511. case RL_S_STORM:
  3512. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3513. break;
  3514. case SU_LUNATICCARROTBEAT:
  3515. case SU_LUNATICCARROTBEAT2:
  3516. case SP_CURSEEXPLOSION:
  3517. case SP_SPA:
  3518. case SP_SHA:
  3519. if (dmg.div_ < 2)
  3520. type = DMG_SPLASH;
  3521. if (!(flag&SD_ANIMATION))
  3522. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3523. [[fallthrough]];
  3524. case WM_REVERBERATION:
  3525. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3526. break;
  3527. case SJ_FALLINGSTAR_ATK:
  3528. case SJ_FALLINGSTAR_ATK2:
  3529. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3530. break;
  3531. case SJ_NOVAEXPLOSING:
  3532. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3533. break;
  3534. case DK_HACKANDSLASHER_ATK:
  3535. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3536. break;
  3537. case AG_STORM_CANNON:
  3538. case AG_CRIMSON_ARROW:
  3539. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3540. break;
  3541. case TR_ROSEBLOSSOM_ATK:
  3542. case ABC_FROM_THE_ABYSS_ATK:
  3543. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3544. break;
  3545. case TR_SOUNDBLEND:
  3546. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3547. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3548. else
  3549. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3550. break;
  3551. case AB_DUPLELIGHT_MELEE:
  3552. case AB_DUPLELIGHT_MAGIC:
  3553. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3554. [[fallthrough]];
  3555. default:
  3556. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3557. dmg_type = DMG_SPLASH;
  3558. if (src->type == BL_SKILL) {
  3559. TBL_SKILL *su = (TBL_SKILL*)src;
  3560. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3561. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3562. break;
  3563. }
  3564. }
  3565. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3566. break;
  3567. }
  3568. map_freeblock_lock();
  3569. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3570. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3571. skill_do_copy(src,bl,skill_id,skill_lv);
  3572. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3573. { //Skills with can't walk delay also stop normal attacking for that
  3574. //duration when the attack connects. [Skotlex]
  3575. struct unit_data *ud = unit_bl2ud(src);
  3576. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3577. ud->attackabletime = tick + type;
  3578. }
  3579. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3580. // Instant damage
  3581. if( !dmg.amotion ) {
  3582. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3583. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3584. #ifndef RENEWAL
  3585. || skill_id == HW_GRAVITATION
  3586. #endif
  3587. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3588. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3589. if( !status_isdead(bl) && additional_effects )
  3590. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3591. if( damage > 0 ) //Counter status effects [Skotlex]
  3592. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3593. }
  3594. // Blow!
  3595. if (!(flag&4))
  3596. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3597. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3598. if( dmg.amotion ) {
  3599. if( shadow_flag ) {
  3600. if( !status_isdead(bl) && additional_effects )
  3601. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3602. if( dmg.flag > ATK_BLOCK )
  3603. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3604. } else
  3605. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3606. } else {
  3607. // Trigger monster skill condition for damage skills with no amotion.
  3608. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3609. if (damage > 0)
  3610. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3611. if (skill_id > 0)
  3612. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3613. }
  3614. }
  3615. // Trigger monster skill condition for damage skills.
  3616. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3617. if (damage > 0)
  3618. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3619. if (skill_id > 0)
  3620. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3621. }
  3622. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3623. #ifndef RENEWAL
  3624. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3625. #endif
  3626. ) {
  3627. if (tsc->getSCE(SC_DEVOTION)) {
  3628. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3629. struct block_list *d_bl = map_id2bl(sce->val1);
  3630. if (d_bl && (
  3631. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3632. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3633. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3634. {
  3635. int64 devotion_damage = damage;
  3636. // Needed to check the devotion master for Rebound Shield status.
  3637. status_change *d_sc = status_get_sc(d_bl);
  3638. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3639. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3640. if (!rmdamage) {
  3641. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3642. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3643. } else {
  3644. bool isDevotRdamage = false;
  3645. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3646. isDevotRdamage = true;
  3647. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3648. // This check is only for magical skill.
  3649. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3650. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3651. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3652. }
  3653. } else {
  3654. status_change_end(bl, SC_DEVOTION);
  3655. if (!dmg.amotion)
  3656. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3657. }
  3658. }
  3659. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3660. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3661. struct block_list *e_bl = map_id2bl(sce->val1);
  3662. if (e_bl) {
  3663. if (!rmdamage) {
  3664. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3665. battle_fix_damage(src, e_bl, damage, 0, 0);
  3666. } else {
  3667. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3668. battle_fix_damage(bl, bl, damage, 0, 0);
  3669. }
  3670. }
  3671. }
  3672. }
  3673. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3674. if( skill_id == RG_INTIMIDATE ) {
  3675. int rate = 50 + skill_lv * 5;
  3676. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3677. if(rnd()%100 < rate)
  3678. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3679. } else if( skill_id == NPC_FATALMENACE ) {
  3680. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3681. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3682. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3683. }
  3684. }
  3685. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3686. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3687. {
  3688. if (battle_config.left_cardfix_to_right)
  3689. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3690. else
  3691. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3692. }
  3693. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3694. status_heal(src, 0, 0, 1, 0);
  3695. if( damage > 0 ) { // Post-damage effects
  3696. switch( skill_id ) {
  3697. case GC_VENOMPRESSURE: {
  3698. status_change *ssc = status_get_sc(src);
  3699. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3700. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3701. status_change_end(src,SC_POISONINGWEAPON);
  3702. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3703. }
  3704. }
  3705. break;
  3706. }
  3707. if( sd )
  3708. skill_onskillusage(sd, bl, skill_id, tick);
  3709. }
  3710. if (!(flag&2)) {
  3711. switch (skill_id) {
  3712. case MG_COLDBOLT:
  3713. case MG_FIREBOLT:
  3714. case MG_LIGHTNINGBOLT:
  3715. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3716. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3717. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3718. break;
  3719. case SU_BITE:
  3720. case SU_SCRATCH:
  3721. case SU_SV_STEMSPEAR:
  3722. case SU_SCAROFTAROU:
  3723. case SU_PICKYPECK:
  3724. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3725. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3726. break;
  3727. }
  3728. }
  3729. map_freeblock_unlock();
  3730. if ((flag&0x1000000) && rmdamage)
  3731. return 0; //Should return 0 when damage was reflected
  3732. return damage;
  3733. }
  3734. /*==========================================
  3735. * Sub function for recursive skill call.
  3736. * Checking bl battle flag and display damage
  3737. * then call func with source,target,skill_id,skill_lv,tick,flag
  3738. *------------------------------------------*/
  3739. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3740. int skill_area_sub(struct block_list *bl, va_list ap)
  3741. {
  3742. struct block_list *src;
  3743. uint16 skill_id,skill_lv;
  3744. int flag;
  3745. t_tick tick;
  3746. SkillFunc func;
  3747. nullpo_ret(bl);
  3748. src = va_arg(ap,struct block_list *);
  3749. skill_id = va_arg(ap,int);
  3750. skill_lv = va_arg(ap,int);
  3751. tick = va_arg(ap,t_tick);
  3752. flag = va_arg(ap,int);
  3753. func = va_arg(ap,SkillFunc);
  3754. if (flag&BCT_WOS && src == bl)
  3755. return 0;
  3756. if(battle_check_target(src,bl,flag) > 0) {
  3757. // several splash skills need this initial dummy packet to display correctly
  3758. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3759. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3760. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3761. skill_area_temp[2]++;
  3762. return func(src,bl,skill_id,skill_lv,tick,flag);
  3763. }
  3764. return 0;
  3765. }
  3766. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3767. {
  3768. struct skill_unit *unit;
  3769. uint16 skill_id,g_skill_id;
  3770. unit = (struct skill_unit *)bl;
  3771. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3772. return 0;
  3773. if(!unit->alive)
  3774. return 0;
  3775. skill_id = va_arg(ap,int);
  3776. g_skill_id = unit->group->skill_id;
  3777. switch (skill_id) {
  3778. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3779. if(g_skill_id == SA_LANDPROTECTOR)
  3780. break;
  3781. [[fallthrough]];
  3782. case MH_STEINWAND:
  3783. case MG_SAFETYWALL:
  3784. case SC_MAELSTROM:
  3785. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3786. return 0;
  3787. break;
  3788. case AL_WARP:
  3789. case HT_SKIDTRAP:
  3790. case MA_SKIDTRAP:
  3791. case HT_LANDMINE:
  3792. case MA_LANDMINE:
  3793. case HT_ANKLESNARE:
  3794. case HT_SHOCKWAVE:
  3795. case HT_SANDMAN:
  3796. case MA_SANDMAN:
  3797. case HT_FLASHER:
  3798. case HT_FREEZINGTRAP:
  3799. case MA_FREEZINGTRAP:
  3800. case HT_BLASTMINE:
  3801. case HT_CLAYMORETRAP:
  3802. case HT_TALKIEBOX:
  3803. #ifndef RENEWAL
  3804. case HP_BASILICA:
  3805. #endif
  3806. case RA_ELECTRICSHOCKER:
  3807. case RA_CLUSTERBOMB:
  3808. case RA_MAGENTATRAP:
  3809. case RA_COBALTTRAP:
  3810. case RA_MAIZETRAP:
  3811. case RA_VERDURETRAP:
  3812. case RA_FIRINGTRAP:
  3813. case RA_ICEBOUNDTRAP:
  3814. case SC_DIMENSIONDOOR:
  3815. case SC_BLOODYLUST:
  3816. case NPC_REVERBERATION:
  3817. case GN_THORNS_TRAP:
  3818. case RL_B_TRAP:
  3819. case SC_ESCAPE:
  3820. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3821. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3822. return 0;
  3823. break;
  3824. default: //Avoid stacking with same kind of trap. [Skotlex]
  3825. if (g_skill_id != skill_id)
  3826. return 0;
  3827. break;
  3828. }
  3829. return 1;
  3830. }
  3831. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3832. {
  3833. //Non players do not check for the skill's splash-trigger area.
  3834. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3835. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3836. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3837. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3838. return 0;
  3839. }
  3840. range += layout_type;
  3841. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3842. }
  3843. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3844. {
  3845. uint16 skill_id;
  3846. if(bl->prev == nullptr)
  3847. return 0;
  3848. skill_id = va_arg(ap,int);
  3849. if( status_isdead(bl) && skill_id != AL_WARP )
  3850. return 0;
  3851. #ifndef RENEWAL
  3852. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3853. return 0;
  3854. #endif
  3855. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3856. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3857. return 1;
  3858. }
  3859. /**
  3860. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3861. * @param bl Object that casted skill
  3862. * @param x Position x of the target
  3863. * @param y Position y of the target
  3864. * @param skill_id The casted skill
  3865. * @param skill_lv The skill Lv
  3866. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3867. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3868. */
  3869. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3870. {
  3871. int range = 0, type;
  3872. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3873. if (isNearNPC)
  3874. range = skill_get_splash(skill_id,skill_lv);
  3875. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3876. if (!isNearNPC || !range) {
  3877. switch (skill_id) { // to be expanded later
  3878. case WZ_ICEWALL:
  3879. range = 2;
  3880. break;
  3881. case SC_MANHOLE:
  3882. range = 0;
  3883. break;
  3884. default: {
  3885. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3886. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3887. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3888. return 0;
  3889. }
  3890. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3891. }
  3892. break;
  3893. }
  3894. }
  3895. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3896. //Check the additional range [Cydh]
  3897. if (isNearNPC && skill_npc_range > 0)
  3898. range += skill_npc_range;
  3899. if (!isNearNPC) { //Doesn't check the NPC range
  3900. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3901. if (bl->type&battle_config.skill_nofootset)
  3902. type = BL_CHAR;
  3903. else if(bl->type == BL_MOB)
  3904. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3905. else
  3906. return 0; //Don't check
  3907. } else
  3908. type = BL_NPC;
  3909. return (!isNearNPC) ?
  3910. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3911. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3912. //isNearNPC is used to check range from NPC
  3913. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3914. }
  3915. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3916. * @param bl Object from which HP/SP/AP are consumed
  3917. * @param skill_id ID of used skill
  3918. * @param hp Original HP requirement to use skill
  3919. * @param sp Original SP requirement to use skill
  3920. * @param ap Original AP requirement to use skill
  3921. */
  3922. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int hp, int sp, int ap)
  3923. {
  3924. nullpo_retv(bl);
  3925. switch (skill_id) {
  3926. //Skills that require HP but do not consume them
  3927. case SM_MAGNUM:
  3928. case MS_MAGNUM:
  3929. hp = 0;
  3930. break;
  3931. }
  3932. status_zap(bl, hp, sp, ap);
  3933. }
  3934. /*==========================================
  3935. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3936. * Flag:
  3937. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3938. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3939. *------------------------------------------*/
  3940. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3941. {
  3942. struct status_data *status;
  3943. map_session_data *sd = nullptr;
  3944. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3945. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3946. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3947. nullpo_retr(0, bl);
  3948. switch( bl->type )
  3949. {
  3950. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3951. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3952. }
  3953. if( sd == nullptr ){
  3954. return 0;
  3955. }
  3956. status = status_get_status_data(bl);
  3957. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3958. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3959. if (skill == nullptr)
  3960. return 0;
  3961. // Requirements
  3962. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3963. {
  3964. itemid[i] = skill->require.itemid[i];
  3965. amount[i] = skill->require.amount[i];
  3966. }
  3967. hp = skill->require.hp[skill_lv - 1];
  3968. sp = skill->require.sp[skill_lv - 1];
  3969. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3970. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3971. state = skill->require.state;
  3972. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3973. hp += (status->max_hp * mhp) / 100;
  3974. if( hp_rate > 0 )
  3975. hp += (status->hp * hp_rate) / 100;
  3976. else
  3977. hp += (status->max_hp * (-hp_rate)) / 100;
  3978. if( sp_rate > 0 )
  3979. sp += (status->sp * sp_rate) / 100;
  3980. else
  3981. sp += (status->max_sp * (-sp_rate)) / 100;
  3982. if( !(type&2) )
  3983. {
  3984. if( hp > 0 && status->hp <= (unsigned int)hp )
  3985. {
  3986. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  3987. return 0;
  3988. }
  3989. if( sp > 0 && status->sp <= (unsigned int)sp )
  3990. {
  3991. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  3992. return 0;
  3993. }
  3994. }
  3995. if( !type )
  3996. switch( state )
  3997. {
  3998. case ST_MOVE_ENABLE:
  3999. if( !unit_can_move(bl) )
  4000. {
  4001. clif_skill_fail( *sd, skill_id );
  4002. return 0;
  4003. }
  4004. break;
  4005. }
  4006. if( !(type&1) )
  4007. return 1;
  4008. // Check item existences
  4009. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4010. {
  4011. index[i] = -1;
  4012. if( itemid[i] == 0 ) continue; // No item
  4013. index[i] = pc_search_inventory(sd, itemid[i]);
  4014. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4015. {
  4016. clif_skill_fail( *sd, skill_id );
  4017. return 0;
  4018. }
  4019. }
  4020. // Consume items
  4021. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4022. {
  4023. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4024. }
  4025. if( type&2 )
  4026. return 1;
  4027. if( sp || hp )
  4028. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4029. return 1;
  4030. }
  4031. /*==========================================
  4032. *
  4033. *------------------------------------------*/
  4034. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4035. {
  4036. switch (skill_id) {
  4037. case RL_QD_SHOT:
  4038. {
  4039. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4040. struct unit_data *ud = unit_bl2ud(src);
  4041. if (ud && ud->target == target->id)
  4042. return 1;
  4043. }
  4044. }
  4045. }
  4046. return 1;
  4047. }
  4048. /*==========================================
  4049. *
  4050. *------------------------------------------*/
  4051. static TIMER_FUNC(skill_timerskill){
  4052. struct block_list *src = map_id2bl(id),*target;
  4053. struct unit_data *ud = unit_bl2ud(src);
  4054. struct skill_timerskill *skl;
  4055. struct skill_unit *unit = nullptr;
  4056. int range;
  4057. nullpo_ret(src);
  4058. nullpo_ret(ud);
  4059. skl = ud->skilltimerskill[data];
  4060. nullpo_ret(skl);
  4061. ud->skilltimerskill[data] = nullptr;
  4062. do {
  4063. if(src->prev == nullptr)
  4064. break; // Source not on Map
  4065. if(skl->target_id) {
  4066. target = map_id2bl(skl->target_id);
  4067. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4068. target = src; //Required since it has to warp.
  4069. if (skl->skill_id == SR_SKYNETBLOW) {
  4070. skill_area_temp[1] = 0;
  4071. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4072. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4073. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4074. break;
  4075. }
  4076. if(target == nullptr)
  4077. break; // Target offline?
  4078. if(target->prev == nullptr)
  4079. break; // Target not on Map
  4080. if(src->m != target->m)
  4081. break; // Different Maps
  4082. if(status_isdead(src)) {
  4083. switch(skl->skill_id) {
  4084. case WL_CHAINLIGHTNING_ATK:
  4085. case WL_TETRAVORTEX_FIRE:
  4086. case WL_TETRAVORTEX_WATER:
  4087. case WL_TETRAVORTEX_WIND:
  4088. case WL_TETRAVORTEX_GROUND:
  4089. // For SR_FLASHCOMBO
  4090. case SR_DRAGONCOMBO:
  4091. case SR_FALLENEMPIRE:
  4092. case SR_TIGERCANNON:
  4093. case NPC_DANCINGBLADE_ATK:
  4094. if (src->type != BL_PC)
  4095. continue;
  4096. break; // Exceptions
  4097. default:
  4098. continue; // Caster is Dead
  4099. }
  4100. }
  4101. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4102. break;
  4103. switch(skl->skill_id) {
  4104. case KN_AUTOCOUNTER:
  4105. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4106. break;
  4107. case RG_INTIMIDATE:
  4108. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4109. short x,y;
  4110. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4111. if (target != src && !status_isdead(target))
  4112. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4113. }
  4114. break;
  4115. case BA_FROSTJOKER:
  4116. case DC_SCREAM:
  4117. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4118. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4119. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4120. break;
  4121. case PR_LEXDIVINA:
  4122. if (src->type == BL_MOB) {
  4123. // Monsters use the default duration when casting Lex Divina
  4124. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4125. break;
  4126. }
  4127. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4128. break;
  4129. case PR_STRECOVERY:
  4130. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4131. break;
  4132. case BS_HAMMERFALL:
  4133. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4134. break;
  4135. case MER_LEXDIVINA:
  4136. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4137. break;
  4138. case WZ_WATERBALL:
  4139. {
  4140. //Get the next waterball cell to consume
  4141. struct s_skill_unit_layout *layout;
  4142. int i;
  4143. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4144. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4145. int ux = skl->x + layout->dx[i];
  4146. int uy = skl->y + layout->dy[i];
  4147. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4148. if (unit)
  4149. break;
  4150. }
  4151. }
  4152. [[fallthrough]];
  4153. case WZ_JUPITEL:
  4154. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4155. if (skl->type > 0 && !status_isdead(target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4156. // Apply canact delay here to prevent hacks (unlimited casting)
  4157. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4158. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4159. }
  4160. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4161. skill_delunit(unit); // Consume unit for next waterball
  4162. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4163. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4164. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4165. } else {
  4166. status_change *sc = status_get_sc(src);
  4167. if(sc) {
  4168. if(sc->getSCE(SC_SPIRIT) &&
  4169. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4170. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4171. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4172. }
  4173. }
  4174. break;
  4175. case NPC_DANCINGBLADE_ATK:
  4176. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4177. if (skl->type < 4) {
  4178. struct block_list *nbl = nullptr;
  4179. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4180. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4181. }
  4182. break;
  4183. case WL_CHAINLIGHTNING_ATK: {
  4184. #ifndef RENEWAL
  4185. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4186. #endif
  4187. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4188. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4189. { // Remaining Chains Hit
  4190. struct block_list *nbl = nullptr; // Next Target of Chain
  4191. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4192. splash_target(src), target->id); // Search for a new Target around current one...
  4193. if( nbl == nullptr )
  4194. skl->x++;
  4195. else
  4196. skl->x = 0;
  4197. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4198. }
  4199. }
  4200. break;
  4201. case WL_TETRAVORTEX_FIRE:
  4202. case WL_TETRAVORTEX_WATER:
  4203. case WL_TETRAVORTEX_WIND:
  4204. case WL_TETRAVORTEX_GROUND:
  4205. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4206. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4207. if (skl->type >= 3) { // Final Hit
  4208. if (!status_isdead(target)) { // Final Status Effect
  4209. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4210. applyeffects[4] = { 0, 0, 0, 0 },
  4211. i, j = 0, k = 0;
  4212. for(i = 1; i <= 8; i = i + i) {
  4213. if (skl->x&i) {
  4214. applyeffects[j] = effects[k];
  4215. j++;
  4216. }
  4217. k++;
  4218. }
  4219. if (j) {
  4220. i = applyeffects[rnd()%j];
  4221. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4222. }
  4223. }
  4224. }
  4225. break;
  4226. case NPC_REVERBERATION_ATK:
  4227. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4228. break;
  4229. case NPC_FATALMENACE:
  4230. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4231. break;
  4232. case SR_WINDMILL:
  4233. if( target->type == BL_PC ) {
  4234. map_session_data *tsd = nullptr;
  4235. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4236. pc_setsit(tsd);
  4237. skill_sit(tsd, true);
  4238. clif_sitting(&tsd->bl);
  4239. }
  4240. }
  4241. break;
  4242. case SR_KNUCKLEARROW:
  4243. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4244. break;
  4245. case CH_PALMSTRIKE:
  4246. {
  4247. status_change* tsc = status_get_sc(target);
  4248. status_change* sc = status_get_sc(src);
  4249. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4250. ( sc && sc->option&OPTION_HIDE ) ){
  4251. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4252. break;
  4253. }
  4254. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4255. break;
  4256. }
  4257. // For SR_FLASHCOMBO
  4258. case SR_DRAGONCOMBO:
  4259. case SR_FALLENEMPIRE:
  4260. case SR_TIGERCANNON:
  4261. if( src->type == BL_PC ) {
  4262. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4263. break;
  4264. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4265. }
  4266. break;
  4267. case SU_SV_ROOTTWIST_ATK: {
  4268. status_change *tsc = status_get_sc(target);
  4269. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4270. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4271. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4272. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4273. }
  4274. }
  4275. break;
  4276. case NPC_PULSESTRIKE2:
  4277. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4278. break;
  4279. case ABC_DEFT_STAB:
  4280. case ABC_FRENZY_SHOT:
  4281. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4282. break;
  4283. default:
  4284. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4285. break;
  4286. }
  4287. }
  4288. else {
  4289. if(src->m != skl->map)
  4290. break;
  4291. switch( skl->skill_id )
  4292. {
  4293. case GN_CRAZYWEED_ATK:
  4294. {
  4295. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4296. 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);
  4297. }
  4298. [[fallthrough]];
  4299. case WL_EARTHSTRAIN:
  4300. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4301. break;
  4302. case RL_FIRE_RAIN: {
  4303. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4304. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4305. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4306. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4307. }
  4308. break;
  4309. case NPC_MAGMA_ERUPTION:
  4310. case NC_MAGMA_ERUPTION:
  4311. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4312. break;
  4313. case HN_METEOR_STORM_BUSTER: {
  4314. int16 area = 4;
  4315. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4316. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4317. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4318. return 0;
  4319. }
  4320. int splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4321. clif_skill_poseffect(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick);
  4322. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4323. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4324. }
  4325. break;
  4326. case NW_HASTY_FIRE_IN_THE_HOLE:
  4327. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4328. break;
  4329. case NW_GRENADES_DROPPING: {
  4330. int area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4331. short tmpx = 0, tmpy = 0;
  4332. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4333. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4334. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4335. }
  4336. break;
  4337. case NW_MISSION_BOMBARD: {
  4338. int area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4339. int range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4340. short tmpx = 0, tmpy = 0;
  4341. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4342. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4343. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4344. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4345. }
  4346. break;
  4347. }
  4348. }
  4349. } while (0);
  4350. //Free skl now that it is no longer needed.
  4351. ers_free(skill_timer_ers, skl);
  4352. return 0;
  4353. }
  4354. /*==========================================
  4355. *
  4356. *------------------------------------------*/
  4357. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4358. {
  4359. int i;
  4360. struct unit_data *ud;
  4361. nullpo_retr(1, src);
  4362. if (src->prev == nullptr)
  4363. return 0;
  4364. ud = unit_bl2ud(src);
  4365. nullpo_retr(1, ud);
  4366. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4367. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4368. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4369. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4370. ud->skilltimerskill[i]->src_id = src->id;
  4371. ud->skilltimerskill[i]->target_id = target;
  4372. ud->skilltimerskill[i]->skill_id = skill_id;
  4373. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4374. ud->skilltimerskill[i]->map = src->m;
  4375. ud->skilltimerskill[i]->x = x;
  4376. ud->skilltimerskill[i]->y = y;
  4377. ud->skilltimerskill[i]->type = type;
  4378. ud->skilltimerskill[i]->flag = flag;
  4379. return 0;
  4380. }
  4381. /*==========================================
  4382. *
  4383. *------------------------------------------*/
  4384. int skill_cleartimerskill (struct block_list *src)
  4385. {
  4386. int i;
  4387. struct unit_data *ud;
  4388. nullpo_ret(src);
  4389. ud = unit_bl2ud(src);
  4390. nullpo_ret(ud);
  4391. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4392. if(ud->skilltimerskill[i]) {
  4393. switch(ud->skilltimerskill[i]->skill_id) {
  4394. case WL_TETRAVORTEX_FIRE:
  4395. case WL_TETRAVORTEX_WATER:
  4396. case WL_TETRAVORTEX_WIND:
  4397. case WL_TETRAVORTEX_GROUND:
  4398. // For SR_FLASHCOMBO
  4399. case SR_DRAGONCOMBO:
  4400. case SR_FALLENEMPIRE:
  4401. case SR_TIGERCANNON:
  4402. if (src->type != BL_PC)
  4403. break;
  4404. continue;
  4405. }
  4406. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4407. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4408. ud->skilltimerskill[i]=nullptr;
  4409. }
  4410. }
  4411. return 1;
  4412. }
  4413. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4414. skill_unit *su = (skill_unit*)bl;
  4415. nullpo_ret(su);
  4416. if (bl->type != BL_SKILL)
  4417. return 0;
  4418. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4419. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4420. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4421. su->limit = DIFF_TICK(gettick(), sg->tick);
  4422. sg->unit_id = UNT_USED_TRAPS;
  4423. }
  4424. return 1;
  4425. }
  4426. /**
  4427. * Reveal hidden trap
  4428. **/
  4429. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4430. {
  4431. TBL_SKILL *su = (TBL_SKILL*)bl;
  4432. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4433. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4434. //clif_changetraplook(bl, su->group->unit_id);
  4435. su->hidden = false;
  4436. skill_getareachar_skillunit_visibilty(su, AREA);
  4437. return 1;
  4438. }
  4439. return 0;
  4440. }
  4441. /**
  4442. * Attempt to reveal trap in area
  4443. * @param src Skill caster
  4444. * @param range Affected range
  4445. * @param x
  4446. * @param y
  4447. * TODO: Remove hardcode usages for this function
  4448. **/
  4449. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4450. if (!battle_config.traps_setting)
  4451. return;
  4452. nullpo_retv(src);
  4453. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4454. }
  4455. /*========================================== [Playtester]
  4456. * Process tarot card's effects
  4457. * @param src: Source of the tarot card effect
  4458. * @param target: Target of the tartor card effect
  4459. * @param skill_id: ID of the skill used
  4460. * @param skill_lv: Level of the skill used
  4461. * @param tick: Processing tick time
  4462. * @return Card number
  4463. *------------------------------------------*/
  4464. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4465. {
  4466. int card = 0;
  4467. if (battle_config.tarotcard_equal_chance) {
  4468. //eAthena equal chances
  4469. card = rnd() % 14 + 1;
  4470. }
  4471. else {
  4472. //Official chances
  4473. int rate = rnd() % 100;
  4474. if (rate < 10) card = 1; // THE FOOL
  4475. else if (rate < 20) card = 2; // THE MAGICIAN
  4476. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4477. else if (rate < 37) card = 4; // THE CHARIOT
  4478. else if (rate < 47) card = 5; // STRENGTH
  4479. else if (rate < 62) card = 6; // THE LOVERS
  4480. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4481. else if (rate < 69) card = 8; // THE HANGED MAN
  4482. else if (rate < 74) card = 9; // DEATH
  4483. else if (rate < 82) card = 10; // TEMPERANCE
  4484. else if (rate < 83) card = 11; // THE DEVIL
  4485. else if (rate < 85) card = 12; // THE TOWER
  4486. else if (rate < 90) card = 13; // THE STAR
  4487. else card = 14; // THE SUN
  4488. }
  4489. switch (card) {
  4490. case 1: // THE FOOL - heals SP to 0
  4491. {
  4492. status_percent_damage(src, target, 0, 100, false);
  4493. break;
  4494. }
  4495. case 2: // THE MAGICIAN - matk halved
  4496. {
  4497. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4498. break;
  4499. }
  4500. case 3: // THE HIGH PRIESTESS - all buffs removed
  4501. {
  4502. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4503. break;
  4504. }
  4505. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4506. {
  4507. battle_fix_damage(src, target, 1000, 0, skill_id);
  4508. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4509. if (!status_isdead(target))
  4510. {
  4511. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4512. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4513. }
  4514. break;
  4515. }
  4516. case 5: // STRENGTH - atk halved
  4517. {
  4518. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4519. break;
  4520. }
  4521. case 6: // THE LOVERS - 2000HP heal, random teleported
  4522. {
  4523. status_heal(target, 2000, 0, 0);
  4524. if (!map_flag_vs(target->m))
  4525. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4526. break;
  4527. }
  4528. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4529. {
  4530. // Recursive call
  4531. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4532. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4533. break;
  4534. }
  4535. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4536. {
  4537. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4538. uint8 rand_eff = rnd() % 3;
  4539. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4540. if (sc[rand_eff] == SC_STONEWAIT)
  4541. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4542. else
  4543. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4544. break;
  4545. }
  4546. case 9: // DEATH - curse, coma and poison
  4547. {
  4548. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4549. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4550. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4551. break;
  4552. }
  4553. case 10: // TEMPERANCE - confusion
  4554. {
  4555. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4556. break;
  4557. }
  4558. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4559. {
  4560. battle_fix_damage(src, target, 6666, 0, skill_id);
  4561. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4562. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4563. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4564. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4565. break;
  4566. }
  4567. case 12: // THE TOWER - 4444 damage
  4568. {
  4569. battle_fix_damage(src, target, 4444, 0, skill_id);
  4570. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4571. break;
  4572. }
  4573. case 13: // THE STAR - stun
  4574. {
  4575. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4576. break;
  4577. }
  4578. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4579. {
  4580. #ifdef RENEWAL
  4581. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4582. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4583. #endif
  4584. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4585. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4586. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4587. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4588. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4589. return 14; //To make sure a valid number is returned
  4590. }
  4591. }
  4592. return card;
  4593. }
  4594. /*==========================================
  4595. *
  4596. *
  4597. *------------------------------------------*/
  4598. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4599. {
  4600. map_session_data *sd = nullptr;
  4601. struct status_data *tstatus;
  4602. status_change *sc, *tsc;
  4603. if (skill_id > 0 && !skill_lv) return 0;
  4604. nullpo_retr(1, src);
  4605. nullpo_retr(1, bl);
  4606. if (src->m != bl->m)
  4607. return 1;
  4608. if (bl->prev == nullptr)
  4609. return 1;
  4610. sd = BL_CAST(BL_PC, src);
  4611. if (status_isdead(bl))
  4612. return 1;
  4613. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4614. { //GTB makes all targetted magic display miss with a single bolt.
  4615. sc_type sct = skill_get_sc(skill_id);
  4616. if(sct != SC_NONE)
  4617. status_change_end(bl, sct);
  4618. 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));
  4619. return 1;
  4620. }
  4621. sc = status_get_sc(src);
  4622. tsc = status_get_sc(bl);
  4623. if (sc && !sc->count)
  4624. sc = nullptr; //Unneeded
  4625. if (tsc && !tsc->count)
  4626. tsc = nullptr;
  4627. tstatus = status_get_status_data(bl);
  4628. map_freeblock_lock();
  4629. switch(skill_id) {
  4630. case MER_CRASH:
  4631. case SM_BASH:
  4632. case MS_BASH:
  4633. case MC_MAMMONITE:
  4634. case TF_DOUBLE:
  4635. case AC_DOUBLE:
  4636. case MA_DOUBLE:
  4637. case AS_SONICBLOW:
  4638. case KN_PIERCE:
  4639. case ML_PIERCE:
  4640. case KN_SPEARBOOMERANG:
  4641. case TF_POISON:
  4642. case TF_SPRINKLESAND:
  4643. case AC_CHARGEARROW:
  4644. case MA_CHARGEARROW:
  4645. case RG_INTIMIDATE:
  4646. case AM_ACIDTERROR:
  4647. case BA_MUSICALSTRIKE:
  4648. case DC_THROWARROW:
  4649. case BA_DISSONANCE:
  4650. case CR_HOLYCROSS:
  4651. case NPC_DARKCROSS:
  4652. case CR_SHIELDCHARGE:
  4653. case CR_SHIELDBOOMERANG:
  4654. case NPC_PIERCINGATT:
  4655. case NPC_MENTALBREAKER:
  4656. case NPC_RANGEATTACK:
  4657. case NPC_CRITICALSLASH:
  4658. case NPC_COMBOATTACK:
  4659. case NPC_GUIDEDATTACK:
  4660. case NPC_POISON:
  4661. case NPC_RANDOMATTACK:
  4662. case NPC_WATERATTACK:
  4663. case NPC_GROUNDATTACK:
  4664. case NPC_FIREATTACK:
  4665. case NPC_WINDATTACK:
  4666. case NPC_POISONATTACK:
  4667. case NPC_HOLYATTACK:
  4668. case NPC_DARKNESSATTACK:
  4669. case NPC_TELEKINESISATTACK:
  4670. case NPC_UNDEADATTACK:
  4671. case NPC_CHANGEUNDEAD:
  4672. case NPC_ARMORBRAKE:
  4673. case NPC_HELMBRAKE:
  4674. case NPC_SHIELDBRAKE:
  4675. case NPC_BLINDATTACK:
  4676. case NPC_SILENCEATTACK:
  4677. case NPC_STUNATTACK:
  4678. case NPC_PETRIFYATTACK:
  4679. case NPC_CURSEATTACK:
  4680. case NPC_SLEEPATTACK:
  4681. #ifdef RENEWAL
  4682. case CR_ACIDDEMONSTRATION:
  4683. #endif
  4684. case LK_AURABLADE:
  4685. case LK_SPIRALPIERCE:
  4686. case ML_SPIRALPIERCE:
  4687. case CG_ARROWVULCAN:
  4688. case HW_MAGICCRASHER:
  4689. case ITM_TOMAHAWK:
  4690. case CH_CHAINCRUSH:
  4691. case CH_TIGERFIST:
  4692. case PA_SHIELDCHAIN: // Shield Chain
  4693. case PA_SACRIFICE:
  4694. case WS_CARTTERMINATION: // Cart Termination
  4695. case AS_VENOMKNIFE:
  4696. case HT_PHANTASMIC:
  4697. case TK_DOWNKICK:
  4698. case TK_COUNTER:
  4699. case GS_CHAINACTION:
  4700. case GS_TRIPLEACTION:
  4701. #ifndef RENEWAL
  4702. case GS_MAGICALBULLET:
  4703. #endif
  4704. case GS_TRACKING:
  4705. case GS_PIERCINGSHOT:
  4706. case GS_RAPIDSHOWER:
  4707. case GS_DUST:
  4708. case GS_DISARM: // Added disarm. [Reddozen]
  4709. case GS_FULLBUSTER:
  4710. case NJ_SYURIKEN:
  4711. case NJ_KUNAI:
  4712. case ASC_BREAKER:
  4713. case HFLI_MOON: //[orn]
  4714. case HFLI_SBR44: //[orn]
  4715. case NPC_BLEEDING:
  4716. case NPC_BLEEDING2:
  4717. case NPC_CRITICALWOUND:
  4718. case NPC_HELLPOWER:
  4719. case RK_SONICWAVE:
  4720. case AB_DUPLELIGHT_MELEE:
  4721. case RA_AIMEDBOLT:
  4722. case NC_BOOSTKNUCKLE:
  4723. case NC_PILEBUNKER:
  4724. case NC_AXEBOOMERANG:
  4725. case NC_POWERSWING:
  4726. case NPC_MAGMA_ERUPTION:
  4727. case NC_MAGMA_ERUPTION:
  4728. case GC_WEAPONCRUSH:
  4729. case GC_VENOMPRESSURE:
  4730. case SC_TRIANGLESHOT:
  4731. case SC_FEINTBOMB:
  4732. case LG_BANISHINGPOINT:
  4733. case LG_SHIELDPRESS:
  4734. case LG_RAGEBURST:
  4735. case LG_HESPERUSLIT:
  4736. case SR_DRAGONCOMBO:
  4737. case SR_FALLENEMPIRE:
  4738. case SR_CRESCENTELBOW_AUTOSPELL:
  4739. case SR_GATEOFHELL:
  4740. case SR_GENTLETOUCH_QUIET:
  4741. case WM_SEVERE_RAINSTORM_MELEE:
  4742. case WM_GREAT_ECHO:
  4743. case GN_SLINGITEM_RANGEMELEEATK:
  4744. case KO_SETSUDAN:
  4745. case RL_MASS_SPIRAL:
  4746. case RL_BANISHING_BUSTER:
  4747. case RL_SLUGSHOT:
  4748. case RL_AM_BLAST:
  4749. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4750. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4751. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4752. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4753. case ABC_CHAIN_REACTION_SHOT_ATK:
  4754. case ABR_BATTLE_BUSTER:
  4755. case ABR_DUAL_CANNON_FIRE:
  4756. case ABR_INFINITY_BUSTER:
  4757. case MT_TRIPLE_LASER:
  4758. case NW_MISSION_BOMBARD:
  4759. case NW_HASTY_FIRE_IN_THE_HOLE:
  4760. case NW_BASIC_GRENADE:
  4761. case NW_WILD_FIRE:
  4762. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4763. break;
  4764. case DK_DRAGONIC_AURA:
  4765. case DK_STORMSLASH:
  4766. case CD_EFFLIGO:
  4767. case ABC_FRENZY_SHOT:
  4768. case WH_HAWKRUSH:
  4769. case WH_HAWKBOOMERANG:
  4770. case TR_ROSEBLOSSOM:
  4771. case TR_RHYTHMSHOOTING:
  4772. case HN_MEGA_SONIC_BLOW:
  4773. case HN_SPIRAL_PIERCE_MAX:
  4774. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4775. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4776. if (skill_id == DK_DRAGONIC_AURA)
  4777. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4778. break;
  4779. case SHC_ETERNAL_SLASH:
  4780. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4781. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4782. else
  4783. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4784. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4785. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4786. break;
  4787. case SHC_SHADOW_STAB:
  4788. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4789. flag |= SKILL_ALTDMG_FLAG;
  4790. status_change_end(src, SC_CLOAKING);
  4791. status_change_end(src, SC_CLOAKINGEXCEED);
  4792. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4793. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4794. break;
  4795. case WH_CRESCIVE_BOLT:
  4796. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4797. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4798. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4799. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4800. else
  4801. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4802. break;
  4803. case ABC_UNLUCKY_RUSH:
  4804. // Jump to the target before attacking.
  4805. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4806. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4807. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4808. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4809. break;
  4810. case MO_TRIPLEATTACK:
  4811. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4812. break;
  4813. case LK_HEADCRUSH:
  4814. if (status_get_class_(bl) == CLASS_BOSS) {
  4815. if (sd)
  4816. clif_skill_fail( *sd, skill_id );
  4817. break;
  4818. }
  4819. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4820. break;
  4821. case LK_JOINTBEAT:
  4822. flag = 1 << rnd() % 6;
  4823. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4824. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4825. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4826. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4827. break;
  4828. case MO_COMBOFINISH:
  4829. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4830. { //Becomes a splash attack when Soul Linked.
  4831. map_foreachinshootrange(skill_area_sub, bl,
  4832. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4833. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4834. skill_castend_damage_id);
  4835. } else
  4836. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4837. break;
  4838. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4839. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4840. skill_area_temp[1] = 0;
  4841. map_foreachinshootrange(skill_attack_area, src,
  4842. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4843. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4844. break;
  4845. case KN_CHARGEATK:
  4846. {
  4847. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4848. #ifdef RENEWAL
  4849. int dist = skill_get_blewcount(skill_id, skill_lv);
  4850. #else
  4851. unsigned int dist = distance_bl(src, bl);
  4852. #endif
  4853. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4854. // teleport to target (if not on WoE grounds)
  4855. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4856. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4857. // cause damage and knockback if the path to target was a straight one
  4858. if (path) {
  4859. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4860. #ifdef RENEWAL
  4861. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4862. dist += 2; // Knockback is 4 on PvP maps
  4863. #endif
  4864. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4865. }
  4866. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4867. // make the caster look in the direction of the target
  4868. unit_setdir(src, (dir+4)%8);
  4869. }
  4870. }
  4871. break;
  4872. case NC_FLAMELAUNCHER:
  4873. skill_area_temp[1] = bl->id;
  4874. if (battle_config.skill_eightpath_algorithm) {
  4875. //Use official AoE algorithm
  4876. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4877. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4878. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4879. } else {
  4880. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4881. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4882. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4883. }
  4884. break;
  4885. #ifndef RENEWAL
  4886. case SN_SHARPSHOOTING:
  4887. flag |= 2; // Flag for specific mob damage formula
  4888. [[fallthrough]];
  4889. #endif
  4890. case MA_SHARPSHOOTING:
  4891. case NJ_KAMAITACHI:
  4892. case NPC_DARKPIERCING:
  4893. case NPC_ACIDBREATH:
  4894. case NPC_DARKNESSBREATH:
  4895. case NPC_FIREBREATH:
  4896. case NPC_ICEBREATH:
  4897. case NPC_ICEBREATH2:
  4898. case NPC_THUNDERBREATH:
  4899. case AG_STORM_CANNON:
  4900. case AG_CRIMSON_ARROW:
  4901. skill_area_temp[1] = bl->id;
  4902. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4903. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4904. if (battle_config.skill_eightpath_algorithm) {
  4905. //Use official AoE algorithm
  4906. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4907. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4908. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4909. #ifndef RENEWAL
  4910. if (skill_id == SN_SHARPSHOOTING)
  4911. flag &= ~2; // Only targets in the splash area are affected
  4912. #endif
  4913. //These skills hit at least the target if the AoE doesn't hit
  4914. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4915. }
  4916. } else {
  4917. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4918. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4919. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4920. }
  4921. if (skill_id == AG_CRIMSON_ARROW)
  4922. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4923. break;
  4924. case MO_INVESTIGATE:
  4925. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4926. status_change_end(src, SC_BLADESTOP);
  4927. break;
  4928. case RG_BACKSTAP:
  4929. {
  4930. if (!check_distance_bl(src, bl, 0)) {
  4931. #ifdef RENEWAL
  4932. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4933. short x, y;
  4934. if (dir > 0 && dir < 4)
  4935. x = -1;
  4936. else if (dir > 4)
  4937. x = 1;
  4938. else
  4939. x = 0;
  4940. if (dir > 2 && dir < 6)
  4941. y = -1;
  4942. else if (dir == 7 || dir < 2)
  4943. y = 1;
  4944. else
  4945. y = 0;
  4946. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4947. #else
  4948. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4949. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4950. #endif
  4951. status_change_end(src, SC_HIDING);
  4952. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4953. unit_setdir(bl,dir);
  4954. #ifdef RENEWAL
  4955. clif_blown(src);
  4956. #endif
  4957. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4958. }
  4959. else if (sd)
  4960. clif_skill_fail( *sd, skill_id );
  4961. }
  4962. }
  4963. break;
  4964. case MO_FINGEROFFENSIVE:
  4965. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4966. if (battle_config.finger_offensive_type && sd) {
  4967. for (int i = 1; i < sd->spiritball_old; i++)
  4968. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4969. }
  4970. status_change_end(src, SC_BLADESTOP);
  4971. break;
  4972. case MO_CHAINCOMBO:
  4973. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4974. status_change_end(src, SC_BLADESTOP);
  4975. break;
  4976. #ifndef RENEWAL
  4977. case NJ_ISSEN:
  4978. #endif
  4979. case MO_EXTREMITYFIST:
  4980. {
  4981. struct block_list *mbl = bl; // For NJ_ISSEN
  4982. short x, y, i = 2; // Move 2 cells (From target)
  4983. short dir = map_calc_dir(src,bl->x,bl->y);
  4984. #ifdef RENEWAL
  4985. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4986. flag |= 1; // Give +100% damage increase
  4987. #endif
  4988. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4989. if (skill_id == MO_EXTREMITYFIST) {
  4990. status_set_sp(src, 0, 0);
  4991. sc_start(src, src, SC_EXTREMITYFIST, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4992. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4993. status_change_end(src, SC_BLADESTOP);
  4994. } else {
  4995. status_set_hp(src, 1, 0);
  4996. status_change_end(src, SC_NEN);
  4997. status_change_end(src, SC_HIDING);
  4998. }
  4999. if (skill_id == MO_EXTREMITYFIST) {
  5000. mbl = src; // For MO_EXTREMITYFIST
  5001. i = 3; // Move 3 cells (From caster)
  5002. }
  5003. if (dir > 0 && dir < 4)
  5004. x = -i;
  5005. else if (dir > 4)
  5006. x = i;
  5007. else
  5008. x = 0;
  5009. if (dir > 2 && dir < 6)
  5010. y = -i;
  5011. else if (dir == 7 || dir < 2)
  5012. y = i;
  5013. else
  5014. y = 0;
  5015. // Ashura Strike still has slide effect in GVG
  5016. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5017. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5018. clif_blown(src);
  5019. clif_spiritball(src);
  5020. }
  5021. }
  5022. break;
  5023. case HT_POWER:
  5024. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5025. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5026. break;
  5027. case SU_PICKYPECK:
  5028. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5029. [[fallthrough]];
  5030. case SU_BITE:
  5031. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5032. break;
  5033. case SU_SVG_SPIRIT:
  5034. skill_area_temp[1] = bl->id;
  5035. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5036. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5037. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5038. break;
  5039. //Splash attack skills.
  5040. case AS_GRIMTOOTH:
  5041. case MC_CARTREVOLUTION:
  5042. case NPC_SPLASHATTACK:
  5043. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5044. [[fallthrough]];
  5045. case AS_SPLASHER:
  5046. case HT_BLITZBEAT:
  5047. case AC_SHOWER:
  5048. case MA_SHOWER:
  5049. case MG_NAPALMBEAT:
  5050. case MG_FIREBALL:
  5051. case RG_RAID:
  5052. #ifdef RENEWAL
  5053. case SN_SHARPSHOOTING:
  5054. #endif
  5055. case HW_NAPALMVULCAN:
  5056. case NJ_HUUMA:
  5057. case ASC_METEORASSAULT:
  5058. case GS_SPREADATTACK:
  5059. case NPC_PULSESTRIKE:
  5060. case NPC_PULSESTRIKE2:
  5061. case NPC_HELLJUDGEMENT:
  5062. case NPC_HELLJUDGEMENT2:
  5063. case NPC_VAMPIRE_GIFT:
  5064. case NPC_MAXPAIN_ATK:
  5065. case NPC_JACKFROST:
  5066. case NPC_REVERBERATION_ATK:
  5067. case NPC_ARROWSTORM:
  5068. case NPC_KILLING_AURA:
  5069. case NPC_IGNITIONBREAK:
  5070. case RK_IGNITIONBREAK:
  5071. case RK_HUNDREDSPEAR:
  5072. case AB_JUDEX:
  5073. case AB_ADORAMUS:
  5074. case WL_SOULEXPANSION:
  5075. case WL_CRIMSONROCK:
  5076. case WL_JACKFROST:
  5077. case RA_ARROWSTORM:
  5078. case RA_WUGDASH:
  5079. case NC_VULCANARM:
  5080. case NC_COLDSLOWER:
  5081. case NC_SELFDESTRUCTION:
  5082. case NC_AXETORNADO:
  5083. case GC_ROLLINGCUTTER:
  5084. case GC_COUNTERSLASH:
  5085. case LG_CANNONSPEAR:
  5086. case LG_OVERBRAND:
  5087. case LG_MOONSLASHER:
  5088. case LG_RAYOFGENESIS:
  5089. case NPC_RAYOFGENESIS:
  5090. case LG_EARTHDRIVE:
  5091. case SR_RAMPAGEBLASTER:
  5092. case SR_SKYNETBLOW:
  5093. case SR_WINDMILL:
  5094. case SR_RIDEINLIGHTNING:
  5095. case SO_VARETYR_SPEAR:
  5096. case SO_POISON_BUSTER:
  5097. case GN_CART_TORNADO:
  5098. case GN_CARTCANNON:
  5099. case GN_SPORE_EXPLOSION:
  5100. case GN_DEMONIC_FIRE:
  5101. case GN_FIRE_EXPANSION_ACID:
  5102. case GN_HELLS_PLANT_ATK:
  5103. case KO_HAPPOKUNAI:
  5104. case KO_HUUMARANKA:
  5105. case KO_MUCHANAGE:
  5106. case KO_BAKURETSU:
  5107. case GN_ILLUSIONDOPING:
  5108. case RL_FIREDANCE:
  5109. case RL_S_STORM:
  5110. case RL_R_TRIP:
  5111. case MH_XENO_SLASHER:
  5112. case MH_HEILIGE_PFERD:
  5113. case MH_THE_ONE_FIGHTER_RISES:
  5114. case NC_ARMSCANNON:
  5115. case SU_SCRATCH:
  5116. case SU_LUNATICCARROTBEAT:
  5117. case SU_LUNATICCARROTBEAT2:
  5118. case SJ_FULLMOONKICK:
  5119. case SJ_NEWMOONKICK:
  5120. case SJ_SOLARBURST:
  5121. case SJ_PROMINENCEKICK:
  5122. case SJ_STAREMPEROR:
  5123. case SJ_FALLINGSTAR_ATK2:
  5124. case SP_CURSEEXPLOSION:
  5125. case SP_SHA:
  5126. case SP_SWHOO:
  5127. case DK_SERVANTWEAPON_ATK:
  5128. case DK_SERVANT_W_PHANTOM:
  5129. case DK_SERVANT_W_DEMOL:
  5130. case DK_MADNESS_CRUSHER:
  5131. case DK_HACKANDSLASHER:
  5132. case DK_DRAGONIC_BREATH:
  5133. case AG_CRIMSON_ARROW_ATK:
  5134. case AG_DESTRUCTIVE_HURRICANE:
  5135. case AG_SOUL_VC_STRIKE:
  5136. case AG_CRYSTAL_IMPACT:
  5137. case AG_CRYSTAL_IMPACT_ATK:
  5138. case AG_ROCK_DOWN:
  5139. case AG_FROZEN_SLASH:
  5140. case IQ_OLEUM_SANCTUM:
  5141. case IQ_MASSIVE_F_BLASTER:
  5142. case IQ_EXPOSION_BLASTER:
  5143. case IQ_FIRST_BRAND:
  5144. case IQ_SECOND_FLAME:
  5145. case IQ_SECOND_FAITH:
  5146. case IQ_SECOND_JUDGEMENT:
  5147. case IQ_THIRD_PUNISH:
  5148. case IQ_THIRD_FLAME_BOMB:
  5149. case IQ_THIRD_CONSECRATION:
  5150. case IG_OVERSLASH:
  5151. case CD_ARBITRIUM_ATK:
  5152. case CD_PETITIO:
  5153. case CD_FRAMEN:
  5154. case SHC_DANCING_KNIFE:
  5155. case SHC_SAVAGE_IMPACT:
  5156. case SHC_IMPACT_CRATER:
  5157. case SHC_FATAL_SHADOW_CROW:
  5158. case MT_AXE_STOMP:
  5159. case MT_MIGHTY_SMASH:
  5160. case MT_RUSH_QUAKE:
  5161. case MT_A_MACHINE:
  5162. case MT_SPARK_BLASTER:
  5163. case ABC_ABYSS_DAGGER:
  5164. case ABC_CHAIN_REACTION_SHOT:
  5165. case ABC_DEFT_STAB:
  5166. case WH_GALESTORM:
  5167. case BO_ACIDIFIED_ZONE_WATER:
  5168. case BO_ACIDIFIED_ZONE_GROUND:
  5169. case BO_ACIDIFIED_ZONE_WIND:
  5170. case BO_ACIDIFIED_ZONE_FIRE:
  5171. case TR_ROSEBLOSSOM_ATK:
  5172. case ABC_FROM_THE_ABYSS_ATK:
  5173. case EM_ELEMENTAL_BUSTER_FIRE:
  5174. case EM_ELEMENTAL_BUSTER_WATER:
  5175. case EM_ELEMENTAL_BUSTER_WIND:
  5176. case EM_ELEMENTAL_BUSTER_GROUND:
  5177. case EM_ELEMENTAL_BUSTER_POISON:
  5178. case EM_EL_FLAMEROCK:
  5179. case EM_EL_AGE_OF_ICE:
  5180. case EM_EL_STORM_WIND:
  5181. case EM_EL_AVALANCHE:
  5182. case EM_EL_DEADLY_POISON:
  5183. case BO_EXPLOSIVE_POWDER:
  5184. case BO_MAYHEMIC_THORNS:
  5185. case NPC_WIDECRITICALWOUND:
  5186. case IG_SHIELD_SHOOTING:
  5187. case TR_METALIC_FURY:
  5188. case IG_GRAND_JUDGEMENT:
  5189. case HN_JUPITEL_THUNDER_STORM:
  5190. if( flag&1 ) {//Recursive invocation
  5191. int sflag = skill_area_temp[0] & 0xFFF;
  5192. int heal = 0;
  5193. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5194. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5195. break; // Under Hovering characters are immune to select trap and ground target skills.
  5196. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5197. break; // No damage should happen if the target is on Land Protector
  5198. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5199. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5200. break;
  5201. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5202. if (skill_id == ABC_DEFT_STAB && flag&2)
  5203. sflag |= 2;
  5204. if( flag&SD_LEVEL )
  5205. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5206. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5207. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5208. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5209. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5210. break;
  5211. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5212. switch (skill_id) {
  5213. case NPC_VAMPIRE_GIFT:
  5214. if (heal > 0) {
  5215. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5216. status_heal(src, heal, 0, 0);
  5217. }
  5218. break;
  5219. #ifdef RENEWAL
  5220. case SN_SHARPSHOOTING:
  5221. status_change_end(src, SC_CAMOUFLAGE);
  5222. break;
  5223. #endif
  5224. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5225. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5226. break;
  5227. }
  5228. } else {
  5229. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5230. skill_area_temp[0] = 0;
  5231. skill_area_temp[1] = bl->id;
  5232. skill_area_temp[2] = 0;
  5233. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5234. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5235. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5236. break;
  5237. }
  5238. if (skill_id == SP_SWHOO)
  5239. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5240. switch ( skill_id ) {
  5241. case LG_EARTHDRIVE:
  5242. case GN_CARTCANNON:
  5243. case SU_SCRATCH:
  5244. case BO_MAYHEMIC_THORNS:
  5245. case DK_DRAGONIC_BREATH:
  5246. case DK_HACKANDSLASHER:
  5247. case MT_SPARK_BLASTER:
  5248. case HN_JUPITEL_THUNDER_STORM:
  5249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5250. break;
  5251. #ifdef RENEWAL
  5252. case NJ_HUUMA:
  5253. #endif
  5254. case LG_MOONSLASHER:
  5255. case MH_XENO_SLASHER:
  5256. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5257. break;
  5258. case NPC_REVERBERATION_ATK:
  5259. case NC_ARMSCANNON:
  5260. skill_area_temp[1] = 0;
  5261. starget = splash_target(src);
  5262. break;
  5263. case WL_CRIMSONROCK:
  5264. skill_area_temp[4] = bl->x;
  5265. skill_area_temp[5] = bl->y;
  5266. break;
  5267. case SU_LUNATICCARROTBEAT:
  5268. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5269. skill_id = SU_LUNATICCARROTBEAT2;
  5270. break;
  5271. case DK_SERVANT_W_PHANTOM:
  5272. // Jump to the target before attacking.
  5273. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5274. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5275. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5276. break;
  5277. case SHC_SAVAGE_IMPACT: {
  5278. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5279. skill_area_temp[0] = 2;
  5280. status_change_end( src, SC_CLOAKINGEXCEED );
  5281. }
  5282. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5283. if (bl->x != src->x || bl->y != src->y)
  5284. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5285. // Move the player 1 cell near the target, between the target and the player
  5286. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5287. clif_blown(src);
  5288. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5289. break;
  5290. }
  5291. case SHC_FATAL_SHADOW_CROW: {
  5292. uint8 dir = DIR_NORTHEAST;
  5293. if (bl->x != src->x || bl->y != src->y)
  5294. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5295. // Move the player 1 cell near the target, between the target and the player
  5296. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5297. clif_blown(src);
  5298. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5299. break;
  5300. }
  5301. case AG_CRYSTAL_IMPACT_ATK:
  5302. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5303. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5304. break;
  5305. case AG_ROCK_DOWN:
  5306. case IQ_FIRST_BRAND:
  5307. case IQ_SECOND_FLAME:
  5308. case IQ_SECOND_FAITH:
  5309. case IQ_SECOND_JUDGEMENT:
  5310. case CD_PETITIO:
  5311. case CD_FRAMEN:
  5312. case ABC_DEFT_STAB:
  5313. case EM_EL_FLAMEROCK:
  5314. case EM_EL_AGE_OF_ICE:
  5315. case EM_EL_STORM_WIND:
  5316. case EM_EL_AVALANCHE:
  5317. case EM_EL_DEADLY_POISON:
  5318. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5319. break;
  5320. case ABC_CHAIN_REACTION_SHOT:
  5321. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5322. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5323. break;
  5324. case IQ_THIRD_PUNISH:
  5325. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5326. if (sd) {
  5327. uint8 limit = 5;
  5328. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5329. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5330. for (uint8 i = 0; i < limit; i++)
  5331. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5332. }
  5333. break;
  5334. case IQ_THIRD_FLAME_BOMB:
  5335. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5336. if (sd && sd->spiritball / 5 > 1)
  5337. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5338. break;
  5339. case IQ_THIRD_CONSECRATION:
  5340. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5341. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5342. break;
  5343. case IG_OVERSLASH:
  5344. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5345. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5346. break;
  5347. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5348. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5349. status_heal(src, 0, 0, 10, 0);
  5350. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5351. break;
  5352. case BO_ACIDIFIED_ZONE_WATER:
  5353. case BO_ACIDIFIED_ZONE_GROUND:
  5354. case BO_ACIDIFIED_ZONE_WIND:
  5355. case BO_ACIDIFIED_ZONE_FIRE:
  5356. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5357. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5358. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5359. break;
  5360. case MT_RUSH_QUAKE:
  5361. // Jump to the target before attacking.
  5362. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5363. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5364. }
  5365. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5366. clif_blown( src );
  5367. // TODO: does this buff start before or after dealing damage? [Muh]
  5368. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5369. break;
  5370. case IG_SHIELD_SHOOTING:
  5371. case IG_GRAND_JUDGEMENT:
  5372. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5373. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5374. break;
  5375. }
  5376. // if skill damage should be split among targets, count them
  5377. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5378. //special case: Venom Splasher uses a different range for searching than for splashing
  5379. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5380. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5381. // recursive invocation of skill_castend_damage_id() with flag|1
  5382. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5383. if (skill_id == RA_ARROWSTORM)
  5384. status_change_end(src, SC_CAMOUFLAGE);
  5385. if( skill_id == AS_SPLASHER ) {
  5386. map_freeblock_unlock(); // Don't consume a second gemstone.
  5387. return 0;
  5388. }
  5389. }
  5390. break;
  5391. case NW_THE_VIGILANTE_AT_NIGHT:
  5392. if (flag & 1)
  5393. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5394. break;
  5395. case NW_SPIRAL_SHOOTING:
  5396. if (flag & 1) {
  5397. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5398. } else {
  5399. int splash = skill_get_splash(skill_id, skill_lv);
  5400. if (sd && sd->weapontype1 == W_GRENADE)
  5401. splash += 2;
  5402. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5403. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5404. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5405. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5406. }
  5407. break;
  5408. //Place units around target
  5409. case NJ_BAKUENRYU:
  5410. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5411. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5412. break;
  5413. case SM_MAGNUM:
  5414. case MS_MAGNUM:
  5415. if( flag&1 ) {
  5416. // For players, damage depends on distance, so add it to flag if it is > 1
  5417. // Cannot hit hidden targets
  5418. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5419. }
  5420. break;
  5421. #ifdef RENEWAL
  5422. case KN_BRANDISHSPEAR:
  5423. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5424. break;
  5425. #else
  5426. case KN_BRANDISHSPEAR:
  5427. #endif
  5428. case ML_BRANDISH:
  5429. //Coded apart for it needs the flag passed to the damage calculation.
  5430. if (skill_area_temp[1] != bl->id)
  5431. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5432. else
  5433. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5434. break;
  5435. #ifdef RENEWAL
  5436. case KN_BOWLINGBASH:
  5437. if (flag & 1) {
  5438. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5439. } else {
  5440. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5441. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5442. }
  5443. break;
  5444. #else
  5445. case KN_BOWLINGBASH:
  5446. #endif
  5447. case MS_BOWLINGBASH:
  5448. {
  5449. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5450. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5451. c = (skill_lv-(flag&0xFFF)+1)/2;
  5452. // Determine the Bowling Bash area depending on configuration
  5453. if (battle_config.bowling_bash_area == 0) {
  5454. // Gutter line system
  5455. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5456. if(min_x < 0) min_x = 0;
  5457. max_x = min_x + 39;
  5458. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5459. if(min_y < 0) min_y = 0;
  5460. max_y = min_y + 39;
  5461. } else if (battle_config.bowling_bash_area == 1) {
  5462. // Gutter line system without demi gutter bug
  5463. min_x = src->x - (src->x)%40;
  5464. max_x = min_x + 39;
  5465. min_y = src->y - (src->y)%40;
  5466. max_y = min_y + 39;
  5467. } else {
  5468. // Area around caster
  5469. min_x = src->x - battle_config.bowling_bash_area;
  5470. max_x = src->x + battle_config.bowling_bash_area;
  5471. min_y = src->y - battle_config.bowling_bash_area;
  5472. max_y = src->y + battle_config.bowling_bash_area;
  5473. }
  5474. // Initialization, break checks, direction
  5475. if((flag&0xFFF) > 0) {
  5476. // Ignore monsters outside area
  5477. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5478. break;
  5479. // Ignore monsters already in list
  5480. if(idb_exists(bowling_db, bl->id))
  5481. break;
  5482. // Random direction
  5483. dir = rnd()%8;
  5484. } else {
  5485. // Create an empty list of already hit targets
  5486. db_clear(bowling_db);
  5487. // Direction is walkpath
  5488. dir = (unit_getdir(src)+4)%8;
  5489. }
  5490. // Add current target to the list of already hit targets
  5491. idb_put(bowling_db, bl->id, bl);
  5492. // Keep moving target in direction square by square
  5493. tx = bl->x;
  5494. ty = bl->y;
  5495. for(i=0;i<c;i++) {
  5496. // Target coordinates (get changed even if knockback fails)
  5497. tx -= dirx[dir];
  5498. ty -= diry[dir];
  5499. // If target cell is a wall then break
  5500. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5501. break;
  5502. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5503. int count;
  5504. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5505. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5506. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5507. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5508. // Recursive call
  5509. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5510. // Self-collision
  5511. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5512. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5513. break;
  5514. }
  5515. }
  5516. // Original hit or chain hit depending on flag
  5517. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5518. }
  5519. break;
  5520. case KN_SPEARSTAB:
  5521. if(flag&1) {
  5522. if (bl->id==skill_area_temp[1])
  5523. break;
  5524. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5525. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5526. } else {
  5527. int x=bl->x,y=bl->y,i,dir;
  5528. dir = map_calc_dir(bl,src->x,src->y);
  5529. skill_area_temp[1] = bl->id;
  5530. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5531. // all the enemies between the caster and the target are hit, as well as the target
  5532. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5533. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5534. for (i=0;i<4;i++) {
  5535. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5536. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5537. x += dirx[dir];
  5538. y += diry[dir];
  5539. }
  5540. }
  5541. break;
  5542. case TK_TURNKICK:
  5543. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5544. {
  5545. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5546. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5547. map_foreachinallrange(skill_area_sub,bl,
  5548. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5549. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5550. skill_castend_nodamage_id);
  5551. }
  5552. break;
  5553. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5554. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5555. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5556. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5557. break;
  5558. case PR_TURNUNDEAD:
  5559. case ALL_RESURRECTION:
  5560. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5561. break;
  5562. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5563. break;
  5564. case AL_HOLYLIGHT:
  5565. status_change_end(bl, SC_P_ALTER);
  5566. [[fallthrough]];
  5567. case MG_SOULSTRIKE:
  5568. case NPC_DARKSTRIKE:
  5569. case MG_COLDBOLT:
  5570. case MG_FIREBOLT:
  5571. case MG_LIGHTNINGBOLT:
  5572. case WZ_EARTHSPIKE:
  5573. case AL_HEAL:
  5574. case NPC_DARKTHUNDER:
  5575. case NPC_FIRESTORM:
  5576. case PR_ASPERSIO:
  5577. case MG_FROSTDIVER:
  5578. case WZ_SIGHTBLASTER:
  5579. case WZ_SIGHTRASHER:
  5580. #ifdef RENEWAL
  5581. case PA_PRESSURE:
  5582. #endif
  5583. case NJ_KOUENKA:
  5584. case NJ_HYOUSENSOU:
  5585. case NJ_HUUJIN:
  5586. case AB_HIGHNESSHEAL:
  5587. case AB_DUPLELIGHT_MAGIC:
  5588. case WM_METALICSOUND:
  5589. case KO_KAIHOU:
  5590. case MH_ERASER_CUTTER:
  5591. case AG_ASTRAL_STRIKE:
  5592. case AG_ASTRAL_STRIKE_ATK:
  5593. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5594. case CD_ARBITRIUM:
  5595. case HN_METEOR_STORM_BUSTER:
  5596. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5597. break;
  5598. case IG_JUDGEMENT_CROSS:
  5599. case TR_SOUNDBLEND:
  5600. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5601. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5602. break;
  5603. case AG_DEADLY_PROJECTION:
  5604. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5605. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5606. break;
  5607. case NPC_MAGICALATTACK:
  5608. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5609. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5610. break;
  5611. case HVAN_CAPRICE: //[blackhole89]
  5612. {
  5613. int ran=rnd()%4;
  5614. int sid = 0;
  5615. switch(ran)
  5616. {
  5617. case 0: sid=MG_COLDBOLT; break;
  5618. case 1: sid=MG_FIREBOLT; break;
  5619. case 2: sid=MG_LIGHTNINGBOLT; break;
  5620. case 3: sid=WZ_EARTHSPIKE; break;
  5621. }
  5622. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5623. }
  5624. break;
  5625. case WZ_WATERBALL:
  5626. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5627. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5628. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5629. break;
  5630. case WZ_JUPITEL:
  5631. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5632. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5633. break;
  5634. case PR_BENEDICTIO:
  5635. //Should attack undead and demons. [Skotlex]
  5636. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5637. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5638. break;
  5639. case SJ_NOVAEXPLOSING:
  5640. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5641. // We can end Dimension here since the cooldown code is processed before this point.
  5642. if (sc && sc->getSCE(SC_DIMENSION))
  5643. status_change_end(src, SC_DIMENSION);
  5644. else // Dimension not active? Activate the 2 second skill block penalty.
  5645. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5646. break;
  5647. case SP_SOULEXPLOSION:
  5648. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5649. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5650. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5651. if (sd)
  5652. clif_skill_fail( *sd, skill_id );
  5653. break;
  5654. }
  5655. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5656. break;
  5657. case SL_SMA:
  5658. status_change_end(src, SC_SMA);
  5659. [[fallthrough]];
  5660. case SL_STIN:
  5661. case SL_STUN:
  5662. case SP_SPA:
  5663. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5664. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5665. clif_skill_fail( *sd, skill_id );
  5666. break;
  5667. }
  5668. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5669. break;
  5670. case NPC_DARKBREATH:
  5671. clif_emotion(src,ET_ANGER);
  5672. if (rnd() % 2 == 0)
  5673. break; // 50% chance
  5674. [[fallthrough]];
  5675. case SN_FALCONASSAULT:
  5676. #ifndef RENEWAL
  5677. case PA_PRESSURE:
  5678. case CR_ACIDDEMONSTRATION:
  5679. #endif
  5680. case TF_THROWSTONE:
  5681. case NPC_SMOKING:
  5682. case GS_FLING:
  5683. case NJ_ZENYNAGE:
  5684. case GN_THORNS_TRAP:
  5685. case RL_B_TRAP:
  5686. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5687. break;
  5688. #ifdef RENEWAL
  5689. case NJ_ISSEN: {
  5690. short x, y;
  5691. short dir = map_calc_dir(src, bl->x, bl->y);
  5692. // Move 2 cells (From target)
  5693. if (dir > 0 && dir < 4)
  5694. x = -2;
  5695. else if (dir > 4)
  5696. x = 2;
  5697. else
  5698. x = 0;
  5699. if (dir > 2 && dir < 6)
  5700. y = -2;
  5701. else if (dir == 7 || dir < 2)
  5702. y = 2;
  5703. else
  5704. y = 0;
  5705. // Doesn't have slide effect in GVG
  5706. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5707. clif_blown(src);
  5708. clif_spiritball(src);
  5709. }
  5710. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5711. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5712. status_change_end(src, SC_NEN);
  5713. status_change_end(src, SC_HIDING);
  5714. }
  5715. break;
  5716. #endif
  5717. case RK_DRAGONBREATH_WATER:
  5718. case RK_DRAGONBREATH:
  5719. case NPC_DRAGONBREATH:
  5720. if( tsc && tsc->getSCE(SC_HIDING) )
  5721. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5722. else {
  5723. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5724. }
  5725. break;
  5726. case NPC_SELFDESTRUCTION:
  5727. if( tsc && tsc->getSCE(SC_HIDING) )
  5728. break;
  5729. [[fallthrough]];
  5730. case HVAN_EXPLOSION:
  5731. if (src != bl)
  5732. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5733. break;
  5734. // Celest
  5735. case PF_SOULBURN:
  5736. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5737. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5738. if (skill_lv == 5)
  5739. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5740. status_percent_damage(src, bl, 0, 100, false);
  5741. } else {
  5742. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5743. if (skill_lv == 5)
  5744. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5745. status_percent_damage(src, src, 0, 100, false);
  5746. }
  5747. break;
  5748. case NPC_BLOODDRAIN:
  5749. case NPC_ENERGYDRAIN:
  5750. {
  5751. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5752. src, src, bl, skill_id, skill_lv, tick, flag);
  5753. if (heal > 0){
  5754. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5755. status_heal(src, heal, 0, 0);
  5756. }
  5757. }
  5758. break;
  5759. case GS_BULLSEYE:
  5760. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5761. break;
  5762. case NJ_KASUMIKIRI:
  5763. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5764. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5765. break;
  5766. case NJ_KIRIKAGE:
  5767. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5768. { //You don't move on GVG grounds.
  5769. short x, y;
  5770. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5771. if (unit_movepos(src, x, y, 0, 0)) {
  5772. clif_blown(src);
  5773. }
  5774. }
  5775. status_change_end(src, SC_HIDING);
  5776. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5777. break;
  5778. case RK_PHANTOMTHRUST:
  5779. case NPC_PHANTOMTHRUST:
  5780. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5782. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5783. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5784. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5785. break;
  5786. case RK_WINDCUTTER:
  5787. case RK_STORMBLAST:
  5788. if( flag&1 )
  5789. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5790. else {
  5791. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5792. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5793. }
  5794. break;
  5795. case GC_DARKILLUSION:
  5796. {
  5797. short x, y;
  5798. short dir = map_calc_dir(src,bl->x,bl->y);
  5799. if( dir > 0 && dir < 4) x = 2;
  5800. else if( dir > 4 ) x = -2;
  5801. else x = 0;
  5802. if( dir > 2 && dir < 6 ) y = 2;
  5803. else if( dir == 7 || dir < 2 ) y = -2;
  5804. else y = 0;
  5805. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5806. clif_blown(src);
  5807. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5808. if( rnd()%100 < 4 * skill_lv )
  5809. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5810. }
  5811. }
  5812. break;
  5813. case GC_CROSSRIPPERSLASHER:
  5814. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5815. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  5816. else
  5817. {
  5818. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5819. }
  5820. break;
  5821. case GC_CROSSIMPACT: {
  5822. uint8 dir = DIR_NORTHEAST;
  5823. if (bl->x != src->x || bl->y != src->y)
  5824. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5825. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5826. clif_blown(src);
  5827. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5828. } else {
  5829. if (sd)
  5830. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5831. }
  5832. break;
  5833. }
  5834. case GC_PHANTOMMENACE:
  5835. if (flag&1) { // Only Hits Invisible Targets
  5836. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5837. status_change_end(bl, SC_CLOAKINGEXCEED);
  5838. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5839. }
  5840. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5841. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5842. }
  5843. break;
  5844. case GC_DARKCROW:
  5845. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5846. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5847. break;
  5848. case WL_DRAINLIFE:
  5849. {
  5850. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5851. int rate = 70 + 5 * skill_lv;
  5852. heal = heal * (5 + 5 * skill_lv) / 100;
  5853. if( bl->type == BL_SKILL )
  5854. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5855. if( heal && rnd()%100 < rate )
  5856. {
  5857. status_heal(src, heal, 0, 0);
  5858. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5859. }
  5860. }
  5861. break;
  5862. case WL_TETRAVORTEX_FIRE:
  5863. case WL_TETRAVORTEX_WATER:
  5864. case WL_TETRAVORTEX_WIND:
  5865. case WL_TETRAVORTEX_GROUND:
  5866. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5867. break;
  5868. case WL_TETRAVORTEX:
  5869. if (sd == nullptr) { // Monster usage
  5870. uint8 i = 0;
  5871. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5872. { WL_TETRAVORTEX_WIND, 4 },
  5873. { WL_TETRAVORTEX_WATER, 2 },
  5874. { WL_TETRAVORTEX_GROUND, 8 } };
  5875. for (const auto &skill : tetra_skills) {
  5876. if (skill_lv > 5) {
  5877. skill_area_temp[0] = i;
  5878. skill_area_temp[1] = skill[1];
  5879. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5880. } else
  5881. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5882. i++;
  5883. }
  5884. } else if (sc) { // No SC? No spheres
  5885. int i, k = 0;
  5886. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5887. status_change_end(src, SC_SPHERE_1);
  5888. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5889. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5890. continue;
  5891. uint16 subskill = 0;
  5892. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5893. case WLS_FIRE:
  5894. subskill = WL_TETRAVORTEX_FIRE;
  5895. k |= 1;
  5896. break;
  5897. case WLS_WIND:
  5898. subskill = WL_TETRAVORTEX_WIND;
  5899. k |= 4;
  5900. break;
  5901. case WLS_WATER:
  5902. subskill = WL_TETRAVORTEX_WATER;
  5903. k |= 2;
  5904. break;
  5905. case WLS_STONE:
  5906. subskill = WL_TETRAVORTEX_GROUND;
  5907. k |= 8;
  5908. break;
  5909. }
  5910. if (skill_lv > 5) {
  5911. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5912. skill_area_temp[1] = k;
  5913. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5914. } else
  5915. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5916. status_change_end(src, static_cast<sc_type>(i));
  5917. }
  5918. }
  5919. break;
  5920. case WL_RELEASE:
  5921. if (sc == nullptr)
  5922. break;
  5923. if (sd) {
  5924. int i;
  5925. #ifndef RENEWAL
  5926. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5927. #endif
  5928. if (skill_lv == 1) { // SpellBook
  5929. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5930. break;
  5931. bool found_spell = false;
  5932. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5933. if (sc->getSCE(i) != nullptr) {
  5934. found_spell = true;
  5935. break;
  5936. }
  5937. }
  5938. if (!found_spell)
  5939. break;
  5940. // Now extract the data from the preserved spell
  5941. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5942. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5943. uint16 point = sc->getSCE(i)->val3;
  5944. status_change_end(src, static_cast<sc_type>(i));
  5945. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5946. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5947. else // Last spell to be released
  5948. status_change_end(src, SC_FREEZE_SP);
  5949. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  5950. break;
  5951. // Get the requirement for the preserved skill
  5952. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5953. switch( skill_get_casttype(pres_skill_id) )
  5954. {
  5955. case CAST_GROUND:
  5956. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5957. break;
  5958. case CAST_NODAMAGE:
  5959. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5960. break;
  5961. case CAST_DAMAGE:
  5962. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5963. break;
  5964. }
  5965. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5966. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5967. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5968. if( cooldown > 0 )
  5969. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5970. } else { // Summoned Balls
  5971. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5972. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5973. continue;
  5974. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5975. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5976. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5977. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5978. }
  5979. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5980. }
  5981. }
  5982. break;
  5983. case WL_FROSTMISTY:
  5984. // Causes Freezing status through walls.
  5985. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5986. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5987. // Doesn't deal damage through non-shootable walls.
  5988. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5989. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5990. break;
  5991. case WL_HELLINFERNO:
  5992. if (flag & 1) {
  5993. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5994. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5995. } else {
  5996. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5997. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5998. }
  5999. break;
  6000. case RA_WUGSTRIKE:
  6001. if( sd && pc_isridingwug(sd) ){
  6002. uint8 dir = map_calc_dir(bl, src->x, src->y);
  6003. if( unit_movepos(src, bl->x+dirx[dir], bl->y+diry[dir], 1, 1) ) {
  6004. clif_blown(src);
  6005. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6006. }
  6007. break;
  6008. }
  6009. [[fallthrough]];
  6010. case RA_WUGBITE:
  6011. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6012. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6013. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6014. clif_skill_fail( *sd, skill_id );
  6015. break;
  6016. case RA_SENSITIVEKEEN:
  6017. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6018. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6019. status_change_end(bl, SC_CLOAKINGEXCEED);
  6020. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6021. }
  6022. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6023. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6024. } else {
  6025. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6026. std::shared_ptr<s_skill_unit_group> sg;
  6027. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6028. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6029. {
  6030. struct item item_tmp;
  6031. memset(&item_tmp,0,sizeof(item_tmp));
  6032. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6033. item_tmp.identify = 1;
  6034. if( item_tmp.nameid )
  6035. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6036. }
  6037. skill_delunit(su);
  6038. }
  6039. }
  6040. break;
  6041. case NC_INFRAREDSCAN:
  6042. if( flag&1 ) {
  6043. status_change_end(bl, SC_HIDING);
  6044. status_change_end(bl, SC_CLOAKING);
  6045. status_change_end(bl, SC_CLOAKINGEXCEED);
  6046. status_change_end(bl, SC_CAMOUFLAGE);
  6047. status_change_end(bl, SC_NEWMOON);
  6048. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6049. status_change_end(bl, SC__SHADOWFORM);
  6050. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6051. } else {
  6052. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6053. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6054. }
  6055. break;
  6056. case SC_FATALMENACE:
  6057. if( flag&1 )
  6058. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6059. else {
  6060. 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);
  6061. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6062. }
  6063. break;
  6064. case NPC_FATALMENACE: // todo should it teleport the target ?
  6065. if( flag&1 )
  6066. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6067. else {
  6068. short x, y;
  6069. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6070. // Destination area
  6071. skill_area_temp[4] = x;
  6072. skill_area_temp[5] = y;
  6073. 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);
  6074. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6075. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6076. }
  6077. break;
  6078. case LG_PINPOINTATTACK:
  6079. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6080. clif_blown(src);
  6081. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6082. break;
  6083. case SR_KNUCKLEARROW:
  6084. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6085. dir_ka = map_calc_dir(bl, src->x, src->y);
  6086. // Has slide effect
  6087. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6088. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6089. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6090. break;
  6091. case SR_HOWLINGOFLION:
  6092. status_change_end(bl, SC_SWINGDANCE);
  6093. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6094. status_change_end(bl, SC_MOONLITSERENADE);
  6095. status_change_end(bl, SC_RUSHWINDMILL);
  6096. status_change_end(bl, SC_ECHOSONG);
  6097. status_change_end(bl, SC_HARMONIZE);
  6098. status_change_end(bl, SC_NETHERWORLD);
  6099. status_change_end(bl, SC_VOICEOFSIREN);
  6100. status_change_end(bl, SC_DEEPSLEEP);
  6101. status_change_end(bl, SC_SIRCLEOFNATURE);
  6102. status_change_end(bl, SC_GLOOMYDAY);
  6103. status_change_end(bl, SC_GLOOMYDAY_SK);
  6104. status_change_end(bl, SC_SONGOFMANA);
  6105. status_change_end(bl, SC_DANCEWITHWUG);
  6106. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6107. status_change_end(bl, SC_LERADSDEW);
  6108. status_change_end(bl, SC_MELODYOFSINK);
  6109. status_change_end(bl, SC_BEYONDOFWARCRY);
  6110. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6111. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6112. break;
  6113. case SR_EARTHSHAKER:
  6114. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6115. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6116. status_change_end(bl, SC_CLOAKINGEXCEED);
  6117. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6118. status_change_end(bl, SC__SHADOWFORM);
  6119. } else {
  6120. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6121. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6122. }
  6123. break;
  6124. case SR_TIGERCANNON:
  6125. if (flag & 1) {
  6126. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6127. } else if (sd) {
  6128. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6129. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6130. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6131. }
  6132. break;
  6133. case WM_REVERBERATION:
  6134. if (flag & 1)
  6135. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6136. else {
  6137. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6138. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6139. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6140. }
  6141. break;
  6142. case NPC_POISON_BUSTER:
  6143. if( tsc && tsc->getSCE(SC_POISON) ) {
  6144. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6145. status_change_end(bl, SC_POISON);
  6146. }
  6147. else if( sd )
  6148. clif_skill_fail( *sd, skill_id );
  6149. break;
  6150. case KO_JYUMONJIKIRI: {
  6151. short x, y;
  6152. short dir = map_calc_dir(src,bl->x,bl->y);
  6153. if (dir > 0 && dir < 4)
  6154. x = 2;
  6155. else if (dir > 4)
  6156. x = -2;
  6157. else
  6158. x = 0;
  6159. if (dir > 2 && dir < 6)
  6160. y = 2;
  6161. else if (dir == 7 || dir < 2)
  6162. y = -2;
  6163. else
  6164. y = 0;
  6165. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6166. clif_blown(src);
  6167. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6168. }
  6169. }
  6170. break;
  6171. case EL_FIRE_BOMB:
  6172. case EL_FIRE_WAVE:
  6173. case EL_WATER_SCREW:
  6174. case EL_HURRICANE:
  6175. case EL_TYPOON_MIS:
  6176. if( flag&1 )
  6177. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6178. else {
  6179. int i = skill_get_splash(skill_id,skill_lv);
  6180. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6181. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6182. if( rnd()%100 < 30 )
  6183. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6184. else
  6185. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6186. }
  6187. break;
  6188. case EL_ROCK_CRUSHER:
  6189. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6190. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6191. if( rnd()%100 < 50 )
  6192. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6193. else
  6194. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6195. break;
  6196. case EL_STONE_RAIN:
  6197. if( flag&1 )
  6198. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6199. else {
  6200. int i = skill_get_splash(skill_id,skill_lv);
  6201. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6202. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6203. if( rnd()%100 < 30 )
  6204. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6205. else
  6206. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6207. }
  6208. break;
  6209. case EL_FIRE_ARROW:
  6210. case EL_ICE_NEEDLE:
  6211. case EL_WIND_SLASH:
  6212. case EL_STONE_HAMMER:
  6213. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6214. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6215. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6216. break;
  6217. case EL_TIDAL_WEAPON:
  6218. if( src->type == BL_ELEM ) {
  6219. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6220. status_change *tsc_ele = status_get_sc(&ele->bl);
  6221. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6222. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6223. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6224. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6225. status_change_end(battle_get_master(src),type);
  6226. status_change_end(src,type2);
  6227. }
  6228. if( rnd()%100 < 50 )
  6229. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6230. else {
  6231. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6232. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6233. }
  6234. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6235. }
  6236. break;
  6237. //recursive homon skill
  6238. case MH_ABSOLUTE_ZEPHYR:
  6239. case MH_TOXIN_OF_MANDARA:
  6240. case MH_BLAZING_AND_FURIOUS:
  6241. case MH_MAGMA_FLOW:
  6242. case MH_HEILIGE_STANGE:
  6243. if(flag&1){
  6244. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6245. break;//chance to not trigger atk for magma
  6246. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6247. }
  6248. else
  6249. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6250. break;
  6251. case MH_TWISTER_CUTTER:
  6252. case MH_GLANZEN_SPIES:
  6253. case MH_STAHL_HORN:
  6254. case MH_NEEDLE_OF_PARALYZE:
  6255. case MH_NEEDLE_STINGER:
  6256. case MH_SONIC_CRAW:
  6257. case MH_MIDNIGHT_FRENZY:
  6258. case MH_SILVERVEIN_RUSH:
  6259. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6260. break;
  6261. case MH_TINDER_BREAKER:
  6262. case MH_CBC:
  6263. case MH_EQC:
  6264. {
  6265. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6266. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6267. sc_type type;
  6268. if( skill_id == MH_TINDER_BREAKER ){
  6269. type = SC_TINDER_BREAKER2;
  6270. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6271. clif_blown(src);
  6272. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6273. }
  6274. }else if( skill_id == MH_CBC ){
  6275. type = SC_CBC;
  6276. }else if( skill_id == MH_EQC ){
  6277. type = SC_EQC;
  6278. }
  6279. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6280. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6281. }
  6282. break;
  6283. case RL_H_MINE:
  6284. if (!(flag&1)) {
  6285. // Direct attack
  6286. if (!sd || !sd->flicker) {
  6287. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6288. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6289. break;
  6290. }
  6291. // Triggered by RL_FLICKER
  6292. if (sd && sd->flicker) {
  6293. // Splash damage around it!
  6294. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6295. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6296. flag |= 1; // Don't consume requirement
  6297. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6298. status_change_end(bl, SC_H_MINE);
  6299. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6300. }
  6301. }
  6302. }
  6303. else
  6304. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6305. if (sd && sd->flicker)
  6306. flag |= 1; // Don't consume requirement
  6307. break;
  6308. case RL_QD_SHOT:
  6309. if (skill_area_temp[1] == bl->id)
  6310. break;
  6311. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6312. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6313. break;
  6314. case RL_D_TAIL:
  6315. case RL_HAMMER_OF_GOD:
  6316. if (flag&1)
  6317. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6318. else {
  6319. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6320. int i;
  6321. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6322. if (i < MAX_SKILL_CRIMSON_MARKER)
  6323. flag |= 8;
  6324. }
  6325. if (skill_id == RL_HAMMER_OF_GOD)
  6326. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6327. else
  6328. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6329. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6330. }
  6331. break;
  6332. case SU_SCAROFTAROU:
  6333. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6334. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6335. break;
  6336. case SU_SV_STEMSPEAR:
  6337. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6338. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6339. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6340. break;
  6341. case 0:/* no skill - basic/normal attack */
  6342. if(sd) {
  6343. if (flag & 3){
  6344. if (bl->id != skill_area_temp[1])
  6345. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6346. } else {
  6347. skill_area_temp[1] = bl->id;
  6348. map_foreachinallrange(skill_area_sub, bl,
  6349. sd->bonus.splash_range, BL_CHAR,
  6350. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6351. skill_castend_damage_id);
  6352. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6353. }
  6354. }
  6355. break;
  6356. case SJ_FALLINGSTAR_ATK:
  6357. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6358. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6359. int8 i = 0;
  6360. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6361. if (i < MAX_STELLAR_MARKS) {
  6362. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6363. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6364. }
  6365. }
  6366. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6367. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6368. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6369. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6370. }
  6371. break;
  6372. case SJ_FLASHKICK: {
  6373. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6374. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6375. // Only players and monsters can be tagged....I think??? [Rytech]
  6376. // Lets only allow players and monsters to use this skill for safety reasons.
  6377. if ((!tsd && !tmd) || !sd && !md) {
  6378. if (sd)
  6379. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6380. break;
  6381. }
  6382. // Check if the target is already tagged by another source.
  6383. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6384. // Can't tag a player that was already tagged from another source.
  6385. if (sd)
  6386. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6387. map_freeblock_unlock();
  6388. return 1;
  6389. }
  6390. if (sd) { // Tagging the target.
  6391. int i;
  6392. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6393. if (i == MAX_STELLAR_MARKS) {
  6394. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6395. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6396. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6397. map_freeblock_unlock();
  6398. return 1;
  6399. }
  6400. }
  6401. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6402. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6403. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6404. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6405. sd->stellar_mark[i] = bl->id;
  6406. // Val4 flags if the status was applied by a player or a monster.
  6407. // This will be important for other skills that work together with this one.
  6408. // 1 = Player, 2 = Monster.
  6409. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6410. // apply the status here. We can't pass this data to skill_additional_effect.
  6411. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6412. }
  6413. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6414. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6415. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6416. }
  6417. }
  6418. break;
  6419. case NPC_VENOMIMPRESS:
  6420. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6421. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6422. break;
  6423. case HN_DOUBLEBOWLINGBASH:
  6424. if (flag & 1) {
  6425. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6426. } else {
  6427. int splash = skill_get_splash(skill_id, skill_lv);
  6428. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6429. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6430. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6431. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6432. }
  6433. break;
  6434. case HN_SHIELD_CHAIN_RUSH:
  6435. if (flag & 1) {
  6436. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6437. } else {
  6438. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6439. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6440. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6441. }
  6442. break;
  6443. case HN_JACK_FROST_NOVA:
  6444. case HN_HELLS_DRIVE:
  6445. case HN_GROUND_GRAVITATION:
  6446. if (flag & 1)
  6447. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6448. break;
  6449. case HN_NAPALM_VULCAN_STRIKE:
  6450. if (flag & 1) {
  6451. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6452. } else {
  6453. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6454. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6455. }
  6456. break;
  6457. case NW_MAGAZINE_FOR_ONE:
  6458. case NW_ONLY_ONE_BULLET:
  6459. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6460. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6461. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6462. break;
  6463. default:
  6464. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6465. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6466. 0, abs(skill_get_num(skill_id, skill_lv)),
  6467. skill_id, skill_lv, skill_get_hit(skill_id));
  6468. map_freeblock_unlock();
  6469. return 1;
  6470. }
  6471. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6472. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6473. map_freeblock_unlock();
  6474. if( sd && !(flag&1) )
  6475. {// ensure that the skill last-cast tick is recorded
  6476. sd->canskill_tick = gettick();
  6477. if( sd->state.arrow_atk )
  6478. {// consume arrow on last invocation to this skill.
  6479. battle_consume_ammo(sd, skill_id, skill_lv);
  6480. }
  6481. // perform skill requirement consumption
  6482. if (!(flag&SKILL_NOCONSUME_REQ))
  6483. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6484. }
  6485. return 0;
  6486. }
  6487. /**
  6488. * Give a song's buff/debuff or damage to all targets around
  6489. * @param target: Target
  6490. * @param ap: Argument list
  6491. * @return 1 on success or 0 otherwise
  6492. */
  6493. static int skill_apply_songs(struct block_list* target, va_list ap)
  6494. {
  6495. int flag = va_arg(ap, int);
  6496. struct block_list* src = va_arg(ap, struct block_list*);
  6497. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6498. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6499. t_tick tick = va_arg(ap, t_tick);
  6500. if (flag & BCT_WOS && src == target)
  6501. return 0;
  6502. if (battle_check_target(src, target, flag) > 0) {
  6503. switch (skill_id) {
  6504. // Attack type songs
  6505. case BA_DISSONANCE:
  6506. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6507. return 1;
  6508. case DC_UGLYDANCE:
  6509. case BD_LULLABY:
  6510. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6511. default: // Buff/Debuff type songs
  6512. if (skill_id == CG_HERMODE && src->id != target->id)
  6513. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6514. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6515. }
  6516. }
  6517. return 0;
  6518. }
  6519. /**
  6520. * Calculate a song's bonus values
  6521. * @param src: Caster
  6522. * @param skill_id: Song skill ID
  6523. * @param skill_lv: Song skill level
  6524. * @param tick: Timer tick
  6525. * @return Number of targets or 0 otherwise
  6526. */
  6527. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6528. {
  6529. nullpo_ret(src);
  6530. if (src->type != BL_PC) {
  6531. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6532. return 0;
  6533. }
  6534. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6535. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6536. return 0;
  6537. }
  6538. map_session_data* sd = BL_CAST(BL_PC, src);
  6539. int flag = BCT_PARTY;
  6540. switch (skill_id) {
  6541. case BD_ROKISWEIL:
  6542. flag = BCT_ENEMY | BCT_WOS;
  6543. break;
  6544. case BD_LULLABY:
  6545. case BD_ETERNALCHAOS:
  6546. case BA_DISSONANCE:
  6547. case DC_UGLYDANCE:
  6548. case DC_DONTFORGETME:
  6549. flag = BCT_ENEMY;
  6550. break;
  6551. case CG_HERMODE:
  6552. flag |= BCT_GUILD;
  6553. break;
  6554. }
  6555. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6556. sd->skill_id_dance = skill_id;
  6557. sd->skill_lv_dance = skill_lv;
  6558. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6559. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6560. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6561. }
  6562. /**
  6563. * Use no-damage skill from 'src' to 'bl
  6564. * @param src Caster
  6565. * @param bl Target of the skill, bl maybe same with src for self skill
  6566. * @param skill_id
  6567. * @param skill_lv
  6568. * @param tick
  6569. * @param flag Various value, &1: Recursive effect
  6570. **/
  6571. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6572. {
  6573. map_session_data *sd, *dstsd;
  6574. struct mob_data *md, *dstmd;
  6575. struct homun_data *hd;
  6576. s_mercenary_data *mer;
  6577. struct status_data *sstatus, *tstatus;
  6578. status_change *tsc;
  6579. struct status_change_entry *tsce;
  6580. int i = 0;
  6581. enum sc_type type;
  6582. if(skill_id > 0 && !skill_lv) return 0; // celest
  6583. nullpo_retr(1, src);
  6584. nullpo_retr(1, bl);
  6585. if (src->m != bl->m)
  6586. return 1;
  6587. sd = BL_CAST(BL_PC, src);
  6588. hd = BL_CAST(BL_HOM, src);
  6589. md = BL_CAST(BL_MOB, src);
  6590. mer = BL_CAST(BL_MER, src);
  6591. dstsd = BL_CAST(BL_PC, bl);
  6592. dstmd = BL_CAST(BL_MOB, bl);
  6593. if(bl->prev == nullptr)
  6594. return 1;
  6595. if(status_isdead(src))
  6596. return 1;
  6597. if( src != bl && status_isdead(bl) ) {
  6598. switch( skill_id ) { // Skills that may be cast on dead targets
  6599. case NPC_WIDESOULDRAIN:
  6600. case PR_REDEMPTIO:
  6601. case ALL_RESURRECTION:
  6602. case WM_DEADHILLHERE:
  6603. case WE_ONEFOREVER:
  6604. break;
  6605. default:
  6606. return 1;
  6607. }
  6608. }
  6609. tstatus = status_get_status_data(bl);
  6610. sstatus = status_get_status_data(src);
  6611. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6612. switch (skill_id) {
  6613. case HLIF_HEAL: //[orn]
  6614. if (bl->type != BL_HOM) {
  6615. if (sd) clif_skill_fail( *sd, skill_id );
  6616. break ;
  6617. }
  6618. [[fallthrough]];
  6619. case AL_HEAL:
  6620. case ALL_RESURRECTION:
  6621. case PR_ASPERSIO:
  6622. case AB_HIGHNESSHEAL:
  6623. //Apparently only player casted skills can be offensive like this.
  6624. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6625. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6626. //Offensive heal does not works on non-enemies. [Skotlex]
  6627. clif_skill_fail( *sd, skill_id );
  6628. return 0;
  6629. }
  6630. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6631. }
  6632. break;
  6633. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6634. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6635. case MH_STEINWAND: {
  6636. struct block_list *s_src = battle_get_master(src);
  6637. short ret = 0;
  6638. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6639. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6640. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6641. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6642. if (hd)
  6643. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6644. return ret;
  6645. }
  6646. break;
  6647. default:
  6648. //Skill is actually ground placed.
  6649. if (src == bl && skill_get_unit_id(skill_id))
  6650. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6651. }
  6652. type = skill_get_sc(skill_id);
  6653. tsc = status_get_sc(bl);
  6654. status_change* sc = status_get_sc(src);
  6655. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6656. if (src!=bl && type > SC_NONE &&
  6657. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6658. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6659. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6660. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6661. map_freeblock_lock();
  6662. switch(skill_id)
  6663. {
  6664. case HLIF_HEAL: //[orn]
  6665. case AL_HEAL:
  6666. case AB_HIGHNESSHEAL:
  6667. {
  6668. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6669. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6670. heal = 0;
  6671. if( tsc && tsc->count ) {
  6672. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6673. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6674. status_change_end(bl, SC_KAITE);
  6675. if (src == bl)
  6676. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6677. else {
  6678. bl = src;
  6679. dstsd = sd;
  6680. }
  6681. }
  6682. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6683. heal = 0; //Needed so that it actually displays 0 when healing.
  6684. }
  6685. if (skill_id == AL_HEAL)
  6686. status_change_end(bl, SC_BITESCAR);
  6687. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6688. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6689. heal = ~heal + 1;
  6690. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6691. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6692. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6693. if (heal_get_jobexp <= 0)
  6694. heal_get_jobexp = 1;
  6695. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6696. }
  6697. }
  6698. break;
  6699. case CD_REPARATIO: {
  6700. if (bl->type != BL_PC) { // Only works on players.
  6701. if (sd)
  6702. clif_skill_fail( *sd, skill_id );
  6703. break;
  6704. }
  6705. int heal_amount = 0;
  6706. if (!status_isimmune(bl))
  6707. heal_amount = tstatus->max_hp;
  6708. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6709. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6710. status_heal(bl, heal_amount, 0, 0);
  6711. }
  6712. break;
  6713. case PR_REDEMPTIO:
  6714. if (sd && !(flag&1)) {
  6715. if (sd->status.party_id == 0) {
  6716. clif_skill_fail( *sd, skill_id );
  6717. break;
  6718. }
  6719. skill_area_temp[0] = 0;
  6720. party_foreachsamemap(skill_area_sub,
  6721. sd,skill_get_splash(skill_id, skill_lv),
  6722. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6723. skill_castend_nodamage_id);
  6724. if (skill_area_temp[0] == 0) {
  6725. clif_skill_fail( *sd, skill_id );
  6726. break;
  6727. }
  6728. #ifndef RENEWAL
  6729. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6730. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6731. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6732. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6733. }
  6734. status_set_sp(src, 0, 0);
  6735. #endif
  6736. status_set_hp(src, 1, 0);
  6737. break;
  6738. } else if (!(status_isdead(bl) && flag&1)) {
  6739. //Invalid target, skip resurrection.
  6740. break;
  6741. }
  6742. //Revive
  6743. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6744. skill_lv = 3; //Resurrection level 3 is used
  6745. [[fallthrough]];
  6746. case ALL_RESURRECTION:
  6747. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6748. { //No reviving in WoE grounds!
  6749. clif_skill_fail( *sd, skill_id );
  6750. break;
  6751. }
  6752. if (!status_isdead(bl))
  6753. break;
  6754. {
  6755. int per = 0, sper = 0;
  6756. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6757. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6758. break;
  6759. }
  6760. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6761. break;
  6762. switch(skill_lv){
  6763. case 1: per=10; break;
  6764. case 2: per=30; break;
  6765. case 3: per=50; break;
  6766. case 4: per=80; break;
  6767. }
  6768. if(dstsd && dstsd->special_state.restart_full_recover)
  6769. per = sper = 100;
  6770. if (status_revive(bl, per, sper))
  6771. {
  6772. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6773. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6774. {
  6775. t_exp exp = 0,jexp = 0;
  6776. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6777. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6778. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6779. if (exp < 1) exp = 1;
  6780. }
  6781. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6782. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6783. if (jexp < 1) jexp = 1;
  6784. }
  6785. if(exp > 0 || jexp > 0)
  6786. pc_gainexp (sd, bl, exp, jexp, 0);
  6787. }
  6788. }
  6789. }
  6790. break;
  6791. case AL_DECAGI:
  6792. case MER_DECAGI:
  6793. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6794. 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)));
  6795. break;
  6796. case AL_CRUCIS:
  6797. if (flag&1)
  6798. 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));
  6799. else {
  6800. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6801. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6802. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6803. }
  6804. break;
  6805. case SP_SOULCURSE:
  6806. if (flag&1)
  6807. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6808. else {
  6809. 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);
  6810. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6811. }
  6812. break;
  6813. case PR_LEXDIVINA:
  6814. case MER_LEXDIVINA:
  6815. if (tsce)
  6816. status_change_end(bl, type);
  6817. else
  6818. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6819. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6820. break;
  6821. case SA_ABRACADABRA:
  6822. if (abra_db.empty()) {
  6823. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6824. break;
  6825. }
  6826. else {
  6827. int abra_skill_id = 0, abra_skill_lv;
  6828. size_t checked = 0, checked_max = abra_db.size() * 3;
  6829. do {
  6830. auto abra_spell = abra_db.random();
  6831. abra_skill_id = abra_spell->skill_id;
  6832. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6833. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6834. break;
  6835. }
  6836. } while (checked++ < checked_max);
  6837. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6838. if( sd )
  6839. {// player-casted
  6840. sd->state.abra_flag = 1;
  6841. sd->skillitem = abra_skill_id;
  6842. sd->skillitemlv = abra_skill_lv;
  6843. sd->skillitem_keep_requirement = false;
  6844. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6845. }
  6846. else
  6847. {// mob-casted
  6848. struct unit_data *ud = unit_bl2ud(src);
  6849. int inf = skill_get_inf(abra_skill_id);
  6850. if (!ud) break;
  6851. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6852. if (src->type == BL_PET)
  6853. bl = (struct block_list*)((TBL_PET*)src)->master;
  6854. if (!bl) bl = src;
  6855. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6856. } else { //Assume offensive skills
  6857. int target_id = 0;
  6858. if (ud->target)
  6859. target_id = ud->target;
  6860. else switch (src->type) {
  6861. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6862. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6863. }
  6864. if (!target_id)
  6865. break;
  6866. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6867. bl = map_id2bl(target_id);
  6868. if (!bl) bl = src;
  6869. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6870. } else
  6871. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6872. }
  6873. }
  6874. }
  6875. break;
  6876. case SA_COMA:
  6877. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6878. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6879. break;
  6880. case SA_FULLRECOVERY:
  6881. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6882. if (status_isimmune(bl))
  6883. break;
  6884. status_percent_heal(bl, 100, 100);
  6885. break;
  6886. case NPC_ALLHEAL:
  6887. {
  6888. int heal;
  6889. if( status_isimmune(bl) )
  6890. break;
  6891. heal = status_percent_heal(bl, 100, 0);
  6892. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal, 1);
  6893. if( dstmd )
  6894. { // Reset Damage Logs
  6895. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6896. dstmd->tdmg = 0;
  6897. }
  6898. }
  6899. break;
  6900. case SA_SUMMONMONSTER:
  6901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6902. if (sd)
  6903. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6904. break;
  6905. case SA_LEVELUP:
  6906. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6907. if (sd && pc_nextbaseexp(sd))
  6908. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6909. break;
  6910. case SA_INSTANTDEATH:
  6911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6912. status_kill(src);
  6913. break;
  6914. case SA_QUESTION:
  6915. clif_emotion(src,ET_QUESTION);
  6916. [[fallthrough]];
  6917. case SA_GRAVITY:
  6918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6919. break;
  6920. case SA_CLASSCHANGE:
  6921. case SA_MONOCELL:
  6922. if (dstmd)
  6923. {
  6924. int class_;
  6925. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6926. clif_skill_fail( *sd, skill_id );
  6927. break;
  6928. }
  6929. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6930. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6931. mob_class_change(dstmd,class_);
  6932. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6933. 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 };
  6934. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6935. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6936. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6937. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6938. }
  6939. }
  6940. break;
  6941. case SA_DEATH:
  6942. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6943. clif_skill_fail( *sd, skill_id );
  6944. break;
  6945. }
  6946. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6947. status_kill(bl);
  6948. break;
  6949. case SA_REVERSEORCISH:
  6950. case ALL_REVERSEORCISH:
  6951. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6952. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6953. break;
  6954. case SA_FORTUNE:
  6955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6956. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6957. break;
  6958. case SA_TAMINGMONSTER:
  6959. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6960. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6961. pet_catch_process1(sd, dstmd->mob_id);
  6962. }
  6963. break;
  6964. case CR_PROVIDENCE:
  6965. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6966. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6967. clif_skill_fail( *sd, skill_id );
  6968. map_freeblock_unlock();
  6969. return 1;
  6970. }
  6971. }
  6972. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6973. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6974. break;
  6975. case CG_MARIONETTE:
  6976. {
  6977. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6978. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6979. clif_skill_fail( *sd, skill_id );
  6980. map_freeblock_unlock();
  6981. return 1;
  6982. }
  6983. if( sc && tsc )
  6984. {
  6985. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6986. {
  6987. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6988. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6989. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6990. }
  6991. else
  6992. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6993. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6994. {
  6995. status_change_end(src, SC_MARIONETTE);
  6996. status_change_end(bl, SC_MARIONETTE2);
  6997. }
  6998. else
  6999. {
  7000. if( sd )
  7001. clif_skill_fail( *sd, skill_id );
  7002. map_freeblock_unlock();
  7003. return 1;
  7004. }
  7005. }
  7006. }
  7007. break;
  7008. case RG_CLOSECONFINE:
  7009. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7010. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7011. break;
  7012. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7013. case SA_FROSTWEAPON:
  7014. case SA_LIGHTNINGLOADER:
  7015. case SA_SEISMICWEAPON:
  7016. if (dstsd && dstsd->status.weapon == W_FIST) {
  7017. if (sd)
  7018. clif_skill_fail( *sd, skill_id );
  7019. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7020. break;
  7021. }
  7022. #ifdef RENEWAL
  7023. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7024. #else
  7025. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7026. 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)))) {
  7027. if (dstsd){
  7028. short index = dstsd->equip_index[EQI_HAND_R];
  7029. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7030. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7031. }
  7032. if (sd)
  7033. clif_skill_fail( *sd, skill_id );
  7034. }
  7035. #endif
  7036. break;
  7037. case PR_ASPERSIO:
  7038. if (sd && dstmd) {
  7039. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7040. break;
  7041. }
  7042. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7043. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7044. break;
  7045. case ITEM_ENCHANTARMS:
  7046. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  7047. break;
  7048. case TK_SEVENWIND:
  7049. switch(skill_get_ele(skill_id,skill_lv)) {
  7050. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7051. case ELE_WIND : type = SC_WINDWEAPON; break;
  7052. case ELE_WATER : type = SC_WATERWEAPON; break;
  7053. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7054. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7055. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7056. case ELE_HOLY : type = SC_ASPERSIO; break;
  7057. }
  7058. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7059. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7060. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7061. break;
  7062. case NPC_MOVE_COORDINATE:
  7063. {
  7064. int16 px = bl->x, py = bl->y;
  7065. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7066. return 0;
  7067. }
  7068. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7069. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7070. clif_blown(bl);
  7071. // If caster is not a boss, switch coordinates with the target
  7072. if (status_get_class_(src) != CLASS_BOSS) {
  7073. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7074. return 0;
  7075. }
  7076. clif_blown(src);
  7077. }
  7078. }
  7079. break;
  7080. case NPC_IMMUNE_PROPERTY:
  7081. switch (skill_lv) {
  7082. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7083. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7084. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7085. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7086. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7087. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7088. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7089. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7090. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7091. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7092. }
  7093. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7094. break;
  7095. case PR_KYRIE:
  7096. case MER_KYRIE:
  7097. case SU_TUNAPARTY:
  7098. case SU_GROOMING:
  7099. case SU_CHATTERING:
  7100. case ALL_RAY_OF_PROTECTION:
  7101. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7102. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7103. break;
  7104. //Passive Magnum, should had been casted on yourself.
  7105. case SM_MAGNUM:
  7106. case MS_MAGNUM:
  7107. skill_area_temp[1] = 0;
  7108. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7109. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7110. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  7111. // Initiate 20% of your damage becomes fire element.
  7112. #ifdef RENEWAL
  7113. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7114. #else
  7115. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7116. #endif
  7117. break;
  7118. case MH_BLAZING_AND_FURIOUS:
  7119. case TK_JUMPKICK:
  7120. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7121. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7122. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7123. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7124. clif_blown(src);
  7125. }
  7126. }else if( sd ){
  7127. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7128. }
  7129. break;
  7130. case PR_BENEDICTIO:
  7131. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7132. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7133. break;
  7134. case AL_INCAGI:
  7135. case AL_BLESSING:
  7136. case MER_INCAGI:
  7137. case MER_BLESSING:
  7138. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7139. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7140. if (tstatus->hp > 1)
  7141. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7142. break;
  7143. }
  7144. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7145. break;
  7146. case CR_REFLECTSHIELD:
  7147. case MS_REFLECTSHIELD:
  7148. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7149. if (sd)
  7150. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7151. break;
  7152. }
  7153. [[fallthrough]];
  7154. case PR_SLOWPOISON:
  7155. case PR_LEXAETERNA:
  7156. #ifndef RENEWAL
  7157. case PR_IMPOSITIO:
  7158. case PR_SUFFRAGIUM:
  7159. #endif
  7160. case LK_BERSERK:
  7161. case MS_BERSERK:
  7162. case KN_TWOHANDQUICKEN:
  7163. case KN_ONEHAND:
  7164. case MER_QUICKEN:
  7165. case CR_SPEARQUICKEN:
  7166. case AS_POISONREACT:
  7167. #ifndef RENEWAL
  7168. case MC_LOUD:
  7169. #endif
  7170. case MG_ENERGYCOAT:
  7171. case MO_EXPLOSIONSPIRITS:
  7172. case MO_STEELBODY:
  7173. case MO_BLADESTOP:
  7174. case LK_AURABLADE:
  7175. case LK_PARRYING:
  7176. case MS_PARRYING:
  7177. case LK_CONCENTRATION:
  7178. #ifdef RENEWAL
  7179. case HP_BASILICA:
  7180. #endif
  7181. case WS_CARTBOOST:
  7182. case SN_SIGHT:
  7183. case WS_MELTDOWN:
  7184. case WS_OVERTHRUSTMAX:
  7185. case ST_REJECTSWORD:
  7186. case HW_MAGICPOWER:
  7187. case PF_MEMORIZE:
  7188. case PA_SACRIFICE:
  7189. case PF_DOUBLECASTING:
  7190. case SG_SUN_COMFORT:
  7191. case SG_MOON_COMFORT:
  7192. case SG_STAR_COMFORT:
  7193. case GS_MADNESSCANCEL:
  7194. case GS_ADJUSTMENT:
  7195. case GS_INCREASING:
  7196. #ifdef RENEWAL
  7197. case GS_MAGICALBULLET:
  7198. #endif
  7199. case NJ_KASUMIKIRI:
  7200. case NJ_UTSUSEMI:
  7201. case NJ_NEN:
  7202. case NPC_DEFENDER:
  7203. case NPC_MAGICMIRROR:
  7204. case ST_PRESERVE:
  7205. case NPC_KEEPING:
  7206. case NPC_WEAPONBRAKER:
  7207. case NPC_BARRIER:
  7208. case NPC_INVINCIBLE:
  7209. case RK_DEATHBOUND:
  7210. case AB_EXPIATIO:
  7211. case AB_DUPLELIGHT:
  7212. case AB_SECRAMENT:
  7213. case AB_OFFERTORIUM:
  7214. case NC_ACCELERATION:
  7215. case NC_HOVERING:
  7216. case NC_SHAPESHIFT:
  7217. case WL_MARSHOFABYSS:
  7218. case WL_RECOGNIZEDSPELL:
  7219. case GC_VENOMIMPRESS:
  7220. case SC_DEADLYINFECT:
  7221. case LG_EXEEDBREAK:
  7222. case LG_PRESTIGE:
  7223. case LG_INSPIRATION:
  7224. case SR_CRESCENTELBOW:
  7225. case SR_LIGHTNINGWALK:
  7226. case GN_CARTBOOST:
  7227. case GN_BLOOD_SUCKER:
  7228. case GN_HELLS_PLANT:
  7229. case KO_MEIKYOUSISUI:
  7230. case ALL_ODINS_POWER:
  7231. case ALL_FULL_THROTTLE:
  7232. case RA_UNLIMIT:
  7233. case WL_TELEKINESIS_INTENSE:
  7234. case RL_HEAT_BARREL:
  7235. case RL_P_ALTER:
  7236. case RL_E_CHAIN:
  7237. case SU_FRESHSHRIMP:
  7238. case SU_ARCLOUSEDASH:
  7239. case NPC_MAXPAIN:
  7240. case NPC_KILLING_AURA:
  7241. case SP_SOULREAPER:
  7242. case SJ_LIGHTOFMOON:
  7243. case SJ_LIGHTOFSTAR:
  7244. case SJ_FALLINGSTAR:
  7245. case SJ_LIGHTOFSUN:
  7246. case SJ_BOOKOFDIMENSION:
  7247. case NPC_HALLUCINATIONWALK:
  7248. case DK_CHARGINGPIERCE:
  7249. case DK_VIGOR:
  7250. case AG_CLIMAX:
  7251. case IQ_POWERFUL_FAITH:
  7252. case IQ_FIRM_FAITH:
  7253. case IQ_SINCERE_FAITH:
  7254. case IQ_FIRST_FAITH_POWER:
  7255. case IQ_JUDGE:
  7256. case IQ_THIRD_EXOR_FLAME:
  7257. case IG_REBOUND_SHIELD:
  7258. case IG_HOLY_SHIELD:
  7259. case CD_ARGUTUS_VITA:
  7260. case CD_ARGUTUS_TELUM:
  7261. case CD_PRESENS_ACIES:
  7262. case CD_RELIGIO:
  7263. case CD_BENEDICTUM:
  7264. case SHC_SHADOW_EXCEED:
  7265. case SHC_POTENT_VENOM:
  7266. case SHC_ENCHANTING_SHADOW:
  7267. case MT_D_MACHINE:
  7268. case ABC_ABYSS_SLAYER:
  7269. case WH_WIND_SIGN:
  7270. case WH_CALAMITYGALE:
  7271. case BO_RESEARCHREPORT:
  7272. case TR_MYSTIC_SYMPHONY:
  7273. case TR_KVASIR_SONATA:
  7274. case EM_SPELL_ENCHANTING:
  7275. case NPC_DAMAGE_HEAL:
  7276. case NPC_RELIEVE_ON:
  7277. case NPC_RELIEVE_OFF:
  7278. case HN_BREAKINGLIMIT:
  7279. case HN_RULEBREAK:
  7280. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7281. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7282. break;
  7283. case NPC_GRADUAL_GRAVITY:
  7284. case NPC_DEADLYCURSE:
  7285. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7286. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7287. break;
  7288. case NPC_ALL_STAT_DOWN:
  7289. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7290. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7291. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7292. break;
  7293. // EDP also give +25% WATK poison pseudo element to user.
  7294. case ASC_EDP:
  7295. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7296. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7297. #ifdef RENEWAL
  7298. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7299. #else
  7300. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7301. #endif
  7302. break;
  7303. case LG_SHIELDSPELL:
  7304. if (skill_lv == 1)
  7305. type = SC_SHIELDSPELL_HP;
  7306. else if (skill_lv == 2)
  7307. type = SC_SHIELDSPELL_SP;
  7308. else
  7309. type = SC_SHIELDSPELL_ATK;
  7310. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7311. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7312. break;
  7313. case DK_SERVANTWEAPON:
  7314. case ABC_FROM_THE_ABYSS:
  7315. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7316. break;
  7317. case TR_SOUNDBLEND:
  7318. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7319. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7320. break;
  7321. case AG_VIOLENT_QUAKE:
  7322. case AG_ALL_BLOOM:
  7323. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7324. break;
  7325. case AG_DESTRUCTIVE_HURRICANE:
  7326. case AG_CRYSTAL_IMPACT:
  7327. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7328. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7329. } else {
  7330. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7331. if (sc && sc->getSCE(SC_CLIMAX))
  7332. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7333. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7334. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7335. splash_size = 9; // 19x19
  7336. else if(skill_id == AG_CRYSTAL_IMPACT)
  7337. splash_size = 7; // 15x15
  7338. }
  7339. skill_area_temp[1] = 0;
  7340. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7341. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7342. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7343. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7344. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7345. else {
  7346. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7347. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7348. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7349. }
  7350. }
  7351. break;
  7352. case CD_MEDIALE_VOTUM:
  7353. case CD_DILECTIO_HEAL:
  7354. if (flag & 1) {
  7355. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7356. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7357. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7358. status_heal(bl, heal_amount, 0, 0);
  7359. } else if (sd)
  7360. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7361. } else {
  7362. if (skill_id == CD_MEDIALE_VOTUM)
  7363. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7364. else { // Dilectio Heal
  7365. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7366. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7367. }
  7368. }
  7369. break;
  7370. case CD_COMPETENTIA:
  7371. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7372. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7373. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7374. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7375. status_heal(bl, hp_amount, 0, 0);
  7376. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7377. status_heal(bl, 0, sp_amount, 0);
  7378. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7379. } else if (sd)
  7380. 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);
  7381. break;
  7382. case BO_ADVANCE_PROTECTION:
  7383. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7384. clif_skill_fail( *sd, skill_id );
  7385. map_freeblock_unlock(); // Don't consume item requirements
  7386. return 0;
  7387. }
  7388. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7389. break;
  7390. case EM_ACTIVITY_BURN:
  7391. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7392. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7393. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7394. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7395. } else if (sd)
  7396. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7397. break;
  7398. case EM_INCREASING_ACTIVITY:
  7399. if (bl->type == BL_PC) {
  7400. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7401. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7402. } else if (sd)
  7403. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7404. break;
  7405. case SJ_GRAVITYCONTROL: {
  7406. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7407. if (bl->type == BL_PC)
  7408. fall_damage += dstsd->weight / 10 - tstatus->def;
  7409. else // Monster's don't have weight. Put something in its place.
  7410. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7411. fall_damage = max(1, fall_damage);
  7412. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7413. }
  7414. break;
  7415. case NPC_HALLUCINATION:
  7416. case NPC_HELLPOWER:
  7417. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7418. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7419. break;
  7420. case KN_AUTOCOUNTER:
  7421. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7422. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7423. break;
  7424. case SO_STRIKING:
  7425. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7426. int bonus = 0;
  7427. if (dstsd) {
  7428. short index = dstsd->equip_index[EQI_HAND_R];
  7429. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7430. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7431. }
  7432. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7433. } else if (sd)
  7434. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7435. break;
  7436. case NPC_STOP:
  7437. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7438. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7439. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7440. break;
  7441. case HP_ASSUMPTIO:
  7442. if( sd && dstmd )
  7443. clif_skill_fail( *sd, skill_id );
  7444. else
  7445. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7446. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7447. break;
  7448. case MG_SIGHT:
  7449. case MER_SIGHT:
  7450. case AL_RUWACH:
  7451. case WZ_SIGHTBLASTER:
  7452. case NPC_WIDESIGHT:
  7453. case NPC_STONESKIN:
  7454. case NPC_ANTIMAGIC:
  7455. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7456. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7457. break;
  7458. case HLIF_AVOID:
  7459. case HAMI_DEFENCE:
  7460. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7461. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7462. break;
  7463. case NJ_BUNSINJYUTSU:
  7464. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7465. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7466. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7467. status_change_end(bl, SC_NEN);
  7468. break;
  7469. /* Was modified to only affect targetted char. [Skotlex]
  7470. case HP_ASSUMPTIO:
  7471. if (flag&1)
  7472. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7473. else
  7474. {
  7475. map_foreachinallrange(skill_area_sub, bl,
  7476. skill_get_splash(skill_id, skill_lv), BL_PC,
  7477. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7478. skill_castend_nodamage_id);
  7479. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7480. }
  7481. break;
  7482. */
  7483. case SM_ENDURE:
  7484. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7485. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7486. break;
  7487. case AS_ENCHANTPOISON:
  7488. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7489. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7490. }else{
  7491. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7492. if( sd != nullptr ){
  7493. clif_skill_fail( *sd, skill_id );
  7494. }
  7495. }
  7496. break;
  7497. case LK_TENSIONRELAX:
  7498. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7499. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7500. skill_get_time(skill_id,skill_lv)));
  7501. break;
  7502. case MC_CHANGECART:
  7503. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7504. break;
  7505. case MC_CARTDECORATE:
  7506. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7507. if( sd ) {
  7508. clif_SelectCart(sd);
  7509. }
  7510. break;
  7511. case TK_MISSION:
  7512. if (sd) {
  7513. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7514. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7515. clif_skill_fail( *sd, skill_id );
  7516. break;
  7517. }
  7518. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7519. if (!id) {
  7520. clif_skill_fail( *sd, skill_id );
  7521. break;
  7522. }
  7523. sd->mission_mobid = id;
  7524. sd->mission_count = 0;
  7525. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7526. clif_mission_info(sd, id, 0);
  7527. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7528. }
  7529. break;
  7530. case AC_CONCENTRATION:
  7531. {
  7532. int splash = skill_get_splash(skill_id, skill_lv);
  7533. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7534. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7535. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7536. map_foreachinallrange( status_change_timer_sub, src,
  7537. splash, BL_CHAR, src, nullptr, type, tick);
  7538. }
  7539. break;
  7540. case SM_PROVOKE:
  7541. case SM_SELFPROVOKE:
  7542. case MER_PROVOKE:
  7543. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7544. map_freeblock_unlock();
  7545. return 1;
  7546. }
  7547. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7548. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7549. {
  7550. if( sd )
  7551. clif_skill_fail( *sd, skill_id );
  7552. map_freeblock_unlock();
  7553. return 0;
  7554. }
  7555. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7556. unit_skillcastcancel(bl, 2);
  7557. if( dstmd )
  7558. {
  7559. dstmd->state.provoke_flag = src->id;
  7560. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7561. }
  7562. // Provoke can cause Coma even though it's a nodamage skill
  7563. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7564. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7565. break;
  7566. case ML_DEVOTION:
  7567. case CR_DEVOTION:
  7568. {
  7569. int count, lv;
  7570. if( !dstsd || (!sd && !mer) )
  7571. { // Only players can be devoted
  7572. if( sd )
  7573. clif_skill_fail( *sd, skill_id );
  7574. break;
  7575. }
  7576. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7577. lv = -lv;
  7578. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7579. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7580. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7581. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7582. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7583. {
  7584. if( sd )
  7585. clif_skill_fail( *sd, skill_id );
  7586. map_freeblock_unlock();
  7587. return 1;
  7588. }
  7589. i = 0;
  7590. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7591. if( sd )
  7592. { // Player Devoting Player
  7593. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7594. if( i == count )
  7595. {
  7596. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7597. if( i == count )
  7598. { // No free slots, skill Fail
  7599. clif_skill_fail( *sd, skill_id );
  7600. map_freeblock_unlock();
  7601. return 1;
  7602. }
  7603. }
  7604. sd->devotion[i] = bl->id;
  7605. }
  7606. else
  7607. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7608. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7609. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7610. clif_devotion(src, nullptr);
  7611. }
  7612. break;
  7613. case SP_SOULUNITY: {
  7614. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7615. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7616. if (!dstsd || !sd) { // Only put player's souls in unity.
  7617. if (sd)
  7618. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7619. break;
  7620. }
  7621. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7622. if (sd)
  7623. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7624. map_freeblock_unlock();
  7625. return 1;
  7626. }
  7627. if (sd) { // Unite player's soul with caster's soul.
  7628. i = 0;
  7629. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7630. if (i == count) {
  7631. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7632. if(i == count) { // No more free slots? Fail the skill.
  7633. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7634. map_freeblock_unlock();
  7635. return 1;
  7636. }
  7637. }
  7638. sd->united_soul[i] = bl->id;
  7639. }
  7640. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7641. } else if (sd)
  7642. 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);
  7643. }
  7644. break;
  7645. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7646. // Only players and monsters can be marked....I think??? [Rytech]
  7647. // Lets only allow players and monsters to use this skill for safety reasons.
  7648. if ((!dstsd && !dstmd) || !sd && !md) {
  7649. if (sd)
  7650. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7651. break;
  7652. }
  7653. // Check if the target is already marked by another source.
  7654. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7655. if (sd)
  7656. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7657. map_freeblock_unlock();
  7658. return 1;
  7659. }
  7660. // Mark the target.
  7661. if( sd ){
  7662. int8 count = MAX_SERVANT_SIGN;
  7663. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7664. if (i == count) {
  7665. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7666. if (i == count) { // Max number of targets marked. Fail the skill.
  7667. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7668. map_freeblock_unlock();
  7669. return 1;
  7670. }
  7671. // Add the ID of the marked target to the player's sign list.
  7672. sd->servant_sign[i] = bl->id;
  7673. }
  7674. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7675. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7676. } else if (md) // Monster's cant track with this skill. Just give the status.
  7677. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7678. break;
  7679. case MO_CALLSPIRITS:
  7680. if(sd) {
  7681. int limit = skill_lv;
  7682. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7683. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7684. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7685. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7686. }
  7687. break;
  7688. case CH_SOULCOLLECT:
  7689. if(sd) {
  7690. int limit = 5;
  7691. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7692. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7693. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7694. for (i = 0; i < limit; i++)
  7695. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7696. }
  7697. break;
  7698. case MO_KITRANSLATION:
  7699. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7700. //Require will define how many spiritballs will be transferred
  7701. struct s_skill_condition require;
  7702. require = skill_get_requirement(sd,skill_id,skill_lv);
  7703. pc_delspiritball(sd,require.spiritball,0);
  7704. for (i = 0; i < require.spiritball; i++)
  7705. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7706. } else {
  7707. if(sd)
  7708. clif_skill_fail( *sd, skill_id );
  7709. map_freeblock_unlock();
  7710. return 0;
  7711. }
  7712. break;
  7713. case TK_TURNKICK:
  7714. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7715. if (skill_area_temp[1] != bl->id) {
  7716. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7717. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7718. }
  7719. break;
  7720. case MO_ABSORBSPIRITS:
  7721. i = 0;
  7722. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7723. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7724. if (dstsd->spiritball > 0) {
  7725. i = dstsd->spiritball * 7;
  7726. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7727. }
  7728. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7729. i += dstsd->spiritcharm * 7;
  7730. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7731. }
  7732. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7733. i = 2 * dstmd->level;
  7734. mob_target(dstmd,src,0);
  7735. } else {
  7736. if (sd)
  7737. clif_skill_fail( *sd, skill_id );
  7738. break;
  7739. }
  7740. if (i) status_heal(src, 0, i, 3);
  7741. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7742. break;
  7743. case AC_MAKINGARROW:
  7744. if( sd != nullptr ){
  7745. clif_arrow_create_list( *sd );
  7746. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7747. }
  7748. break;
  7749. case AM_PHARMACY:
  7750. if(sd) {
  7751. clif_skill_produce_mix_list( *sd, skill_id, 22 );
  7752. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7753. }
  7754. break;
  7755. case SA_CREATECON:
  7756. if( sd != nullptr ){
  7757. clif_elementalconverter_list( *sd );
  7758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7759. }
  7760. break;
  7761. case BS_HAMMERFALL:
  7762. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7763. break;
  7764. case RG_RAID:
  7765. skill_area_temp[1] = 0;
  7766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7767. map_foreachinrange(skill_area_sub, bl,
  7768. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7769. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7770. skill_castend_damage_id);
  7771. status_change_end(src, SC_HIDING);
  7772. break;
  7773. //List of self skills that give damage around caster
  7774. case ASC_METEORASSAULT:
  7775. case GS_SPREADATTACK:
  7776. case RK_WINDCUTTER:
  7777. case RK_STORMBLAST:
  7778. case NC_AXETORNADO:
  7779. case GC_COUNTERSLASH:
  7780. case SR_SKYNETBLOW:
  7781. case SR_RAMPAGEBLASTER:
  7782. case SR_HOWLINGOFLION:
  7783. case LG_CANNONSPEAR:
  7784. case LG_OVERBRAND:
  7785. case NPC_RAYOFGENESIS:
  7786. case LG_RAYOFGENESIS:
  7787. case MH_THE_ONE_FIGHTER_RISES:
  7788. case MH_HEILIGE_PFERD:
  7789. case KO_HAPPOKUNAI:
  7790. case RL_FIREDANCE:
  7791. case RL_R_TRIP:
  7792. case SJ_FULLMOONKICK:
  7793. case SJ_NEWMOONKICK:
  7794. case SJ_SOLARBURST:
  7795. case SJ_STAREMPEROR:
  7796. case SJ_FALLINGSTAR_ATK:
  7797. case DK_SERVANT_W_DEMOL:
  7798. case AG_FROZEN_SLASH:
  7799. case IQ_OLEUM_SANCTUM:
  7800. case IQ_MASSIVE_F_BLASTER:
  7801. case IQ_EXPOSION_BLASTER:
  7802. case SHC_IMPACT_CRATER:
  7803. case MT_AXE_STOMP:
  7804. case MT_MIGHTY_SMASH:
  7805. case ABC_ABYSS_DAGGER:
  7806. case BO_EXPLOSIVE_POWDER:
  7807. {
  7808. int starget = BL_CHAR|BL_SKILL;
  7809. if (skill_id == SR_HOWLINGOFLION)
  7810. starget = splash_target(src);
  7811. if (skill_id == SJ_NEWMOONKICK) {
  7812. if (tsce) {
  7813. status_change_end(bl, type);
  7814. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7815. break;
  7816. } else
  7817. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7818. }
  7819. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7820. if (sd) {
  7821. // Remove old shields if any exist.
  7822. pc_delspiritball(sd, sd->spiritball, 0);
  7823. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7824. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7825. }
  7826. status_change_end(src, SC_DIMENSION);
  7827. }
  7828. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7829. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7830. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7831. hom_addspiritball(hd, MAX_SPIRITBALL);
  7832. }
  7833. skill_area_temp[1] = 0;
  7834. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7835. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7836. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7837. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7838. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7839. }
  7840. break;
  7841. case SHC_DANCING_KNIFE:
  7842. if (flag & 1) {
  7843. skill_area_temp[1] = 0;
  7844. // Note: doesn't force player to stand before attacking
  7845. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7846. } else {
  7847. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7848. }
  7849. break;
  7850. case MT_A_MACHINE:
  7851. if (flag & 1) {
  7852. skill_area_temp[1] = 0;
  7853. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7854. pc_setstand(sd, true);
  7855. skill_sit(sd, false);
  7856. }
  7857. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7858. } else {
  7859. if (dstsd) {
  7860. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7861. if (lv > battle_config.attack_machine_level_difference) {
  7862. if (sd)
  7863. clif_skill_fail( *sd, skill_id );
  7864. map_freeblock_unlock();
  7865. return 0;
  7866. }
  7867. }
  7868. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7869. }
  7870. break;
  7871. case EM_ELEMENTAL_BUSTER: {
  7872. if (sd == nullptr)
  7873. break;
  7874. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7875. clif_skill_fail( *sd, skill_id );
  7876. map_freeblock_unlock();
  7877. return 0;
  7878. }
  7879. uint16 buster_element;
  7880. switch (sd->ed->elemental.class_) {
  7881. case ELEMENTALID_ARDOR:
  7882. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7883. break;
  7884. case ELEMENTALID_DILUVIO:
  7885. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7886. break;
  7887. case ELEMENTALID_PROCELLA:
  7888. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7889. break;
  7890. case ELEMENTALID_TERREMOTUS:
  7891. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7892. break;
  7893. case ELEMENTALID_SERPENS:
  7894. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7895. break;
  7896. }
  7897. skill_area_temp[1] = 0;
  7898. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7899. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7900. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7901. }
  7902. break;
  7903. case NPC_IGNITIONBREAK:
  7904. case RK_IGNITIONBREAK:
  7905. skill_area_temp[1] = 0;
  7906. #if PACKETVER >= 20180207
  7907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7908. #else
  7909. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7910. #endif
  7911. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7912. break;
  7913. case SR_TIGERCANNON:
  7914. case SR_WINDMILL:
  7915. case GN_CART_TORNADO:
  7916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7917. [[fallthrough]];
  7918. case SR_EARTHSHAKER:
  7919. case NC_INFRAREDSCAN:
  7920. case NPC_VAMPIRE_GIFT:
  7921. case NPC_HELLJUDGEMENT:
  7922. case NPC_HELLJUDGEMENT2:
  7923. case NPC_PULSESTRIKE:
  7924. case LG_MOONSLASHER:
  7925. case NPC_WIDECRITICALWOUND:
  7926. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7927. break;
  7928. #ifdef RENEWAL
  7929. case KN_BRANDISHSPEAR:
  7930. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7931. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7932. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7933. skill_castend_damage_id);
  7934. break;
  7935. #else
  7936. case KN_BRANDISHSPEAR:
  7937. #endif
  7938. case ML_BRANDISH:
  7939. skill_area_temp[1] = bl->id;
  7940. if(skill_lv >= 10)
  7941. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7942. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7943. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7944. skill_castend_damage_id);
  7945. if(skill_lv >= 7)
  7946. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7947. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7948. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7949. skill_castend_damage_id);
  7950. if(skill_lv >= 4)
  7951. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7952. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7953. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7954. skill_castend_damage_id);
  7955. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7956. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7957. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7958. skill_castend_damage_id);
  7959. break;
  7960. case WZ_SIGHTRASHER:
  7961. //Passive side of the attack.
  7962. status_change_end(src, SC_SIGHT);
  7963. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7964. map_foreachinshootrange(skill_area_sub,src,
  7965. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7966. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7967. skill_castend_damage_id);
  7968. break;
  7969. case WZ_FROSTNOVA:
  7970. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7971. skill_area_temp[1] = 0;
  7972. map_foreachinshootrange(skill_attack_area, src,
  7973. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7974. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7975. break;
  7976. case HVAN_EXPLOSION: //[orn]
  7977. case NPC_SELFDESTRUCTION:
  7978. //Self Destruction hits everyone in range (allies+enemies)
  7979. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7980. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7981. BCT_ENEMY:BCT_ALL;
  7982. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7983. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7984. map_foreachinshootrange(skill_area_sub, bl,
  7985. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7986. src, skill_id, skill_lv, tick, flag|i,
  7987. skill_castend_damage_id);
  7988. if(map_addblock(src)) {
  7989. map_freeblock_unlock();
  7990. return 1;
  7991. }
  7992. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7993. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7994. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  7995. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7996. clif_send_homdata( hd, SP_INTIMATE );
  7997. }
  7998. break;
  7999. case AL_ANGELUS:
  8000. #ifdef RENEWAL
  8001. case PR_SUFFRAGIUM:
  8002. case PR_IMPOSITIO:
  8003. #endif
  8004. case PR_MAGNIFICAT:
  8005. case PR_GLORIA:
  8006. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8007. // Animations don't play when outside visible range
  8008. if (check_distance_bl(src, bl, AREA_SIZE))
  8009. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  8010. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8011. }
  8012. else if (sd)
  8013. 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);
  8014. break;
  8015. #ifdef RENEWAL
  8016. case MC_LOUD:
  8017. #endif
  8018. case SN_WINDWALK:
  8019. case CASH_BLESSING:
  8020. case CASH_INCAGI:
  8021. case CASH_ASSUMPTIO:
  8022. case WM_FRIGG_SONG:
  8023. case NV_HELPANGEL:
  8024. case IG_GUARDIAN_SHIELD:
  8025. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8026. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8027. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8028. else if (sd)
  8029. {
  8030. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8031. status_set_hp(src, 1, 0);
  8032. 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);
  8033. }
  8034. break;
  8035. case MER_MAGNIFICAT:
  8036. if( mer != nullptr )
  8037. {
  8038. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8039. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8040. 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);
  8041. else if( mer->master && !(flag&1) )
  8042. 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)));
  8043. }
  8044. break;
  8045. case BS_ADRENALINE:
  8046. case BS_ADRENALINE2:
  8047. case BS_WEAPONPERFECT:
  8048. case BS_OVERTHRUST:
  8049. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8050. int weapontype = skill_get_weapontype(skill_id);
  8051. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8052. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8053. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8054. }
  8055. } else if (sd) {
  8056. party_foreachsamemap(skill_area_sub,
  8057. sd,skill_get_splash(skill_id, skill_lv),
  8058. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8059. skill_castend_nodamage_id);
  8060. }
  8061. break;
  8062. case BS_MAXIMIZE:
  8063. case NV_TRICKDEAD:
  8064. case CR_DEFENDER:
  8065. case ML_DEFENDER:
  8066. case CR_AUTOGUARD:
  8067. case ML_AUTOGUARD:
  8068. case TK_READYSTORM:
  8069. case TK_READYDOWN:
  8070. case TK_READYTURN:
  8071. case TK_READYCOUNTER:
  8072. case TK_DODGE:
  8073. case CR_SHRINK:
  8074. case SG_FUSION:
  8075. case GS_GATLINGFEVER:
  8076. case SJ_LUNARSTANCE:
  8077. case SJ_STARSTANCE:
  8078. case SJ_UNIVERSESTANCE:
  8079. case SJ_SUNSTANCE:
  8080. case SP_SOULCOLLECT:
  8081. case IG_GUARD_STANCE:
  8082. case IG_ATTACK_STANCE:
  8083. if( tsce )
  8084. {
  8085. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8086. map_freeblock_unlock();
  8087. return 0;
  8088. }
  8089. if( skill_id == SP_SOULCOLLECT ){
  8090. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8091. }else{
  8092. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8093. }
  8094. break;
  8095. case SL_KAITE:
  8096. case SL_KAAHI:
  8097. case SL_KAIZEL:
  8098. case SL_KAUPE:
  8099. case SP_KAUTE:
  8100. if (sd) {
  8101. if (!dstsd || !(
  8102. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8103. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8104. dstsd->status.char_id == sd->status.char_id ||
  8105. dstsd->status.char_id == sd->status.partner_id ||
  8106. dstsd->status.char_id == sd->status.child ||
  8107. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8108. )) {
  8109. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8110. clif_skill_fail( *sd, skill_id );
  8111. break;
  8112. }
  8113. }
  8114. if (skill_id == SP_KAUTE) {
  8115. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8116. if (sd)
  8117. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8118. break;
  8119. }
  8120. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8121. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8122. } else
  8123. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8124. break;
  8125. case SM_AUTOBERSERK:
  8126. case MER_AUTOBERSERK:
  8127. if( tsce )
  8128. i = status_change_end(bl, type);
  8129. else
  8130. i = sc_start(src,bl,type,100,skill_lv,60000);
  8131. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8132. break;
  8133. case TF_HIDING:
  8134. case ST_CHASEWALK:
  8135. case KO_YAMIKUMO:
  8136. if (tsce)
  8137. {
  8138. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8139. map_freeblock_unlock();
  8140. return 0;
  8141. }
  8142. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8143. break;
  8144. case TK_RUN:
  8145. if (tsce)
  8146. {
  8147. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8148. map_freeblock_unlock();
  8149. return 0;
  8150. }
  8151. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8152. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8153. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8154. break;
  8155. case AS_CLOAKING:
  8156. case GC_CLOAKINGEXCEED:
  8157. case LG_FORCEOFVANGUARD:
  8158. case SC_REPRODUCE:
  8159. case SC_INVISIBILITY:
  8160. case RA_CAMOUFLAGE:
  8161. if (tsce) {
  8162. i = status_change_end(bl, type);
  8163. if( i )
  8164. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8165. else if( sd )
  8166. clif_skill_fail( *sd, skill_id );
  8167. map_freeblock_unlock();
  8168. return 0;
  8169. }
  8170. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8171. if( i )
  8172. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8173. else if( sd )
  8174. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8175. break;
  8176. case CG_SPECIALSINGER:
  8177. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8178. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8179. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8180. }
  8181. break;
  8182. case BD_ADAPTATION:
  8183. #ifdef RENEWAL
  8184. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8185. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8186. #else
  8187. if(tsc && tsc->getSCE(SC_DANCING)){
  8188. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8189. status_change_end(bl, SC_DANCING);
  8190. }
  8191. #endif
  8192. break;
  8193. case BA_FROSTJOKER:
  8194. case DC_SCREAM:
  8195. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8196. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8197. if (md) {
  8198. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8199. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8200. char temp[70];
  8201. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8202. clif_disp_overhead(&md->bl,temp);
  8203. }
  8204. break;
  8205. case BA_PANGVOICE:
  8206. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8207. #ifdef RENEWAL
  8208. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8209. #endif
  8210. break;
  8211. case DC_WINKCHARM:
  8212. if( dstsd ) {
  8213. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8214. #ifdef RENEWAL
  8215. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8216. #endif
  8217. } else
  8218. if( dstmd )
  8219. {
  8220. if( status_get_lv(src) > status_get_lv(bl)
  8221. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8222. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8223. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8224. else
  8225. {
  8226. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8227. if(sd) clif_skill_fail( *sd, skill_id );
  8228. }
  8229. }
  8230. break;
  8231. #ifdef RENEWAL
  8232. case BD_LULLABY:
  8233. case BD_RICHMANKIM:
  8234. case BD_ETERNALCHAOS:
  8235. case BD_DRUMBATTLEFIELD:
  8236. case BD_RINGNIBELUNGEN:
  8237. case BD_ROKISWEIL:
  8238. case BD_INTOABYSS:
  8239. case BD_SIEGFRIED:
  8240. case BA_DISSONANCE:
  8241. case BA_POEMBRAGI:
  8242. case BA_WHISTLE:
  8243. case BA_ASSASSINCROSS:
  8244. case BA_APPLEIDUN:
  8245. case DC_UGLYDANCE:
  8246. case DC_HUMMING:
  8247. case DC_DONTFORGETME:
  8248. case DC_FORTUNEKISS:
  8249. case DC_SERVICEFORYOU:
  8250. skill_castend_song(src, skill_id, skill_lv, tick);
  8251. break;
  8252. #endif
  8253. case TF_STEAL:
  8254. if(sd) {
  8255. if(pc_steal_item(sd,bl,skill_lv))
  8256. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8257. else
  8258. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8259. }
  8260. break;
  8261. case RG_STEALCOIN:
  8262. if(sd) {
  8263. if(pc_steal_coin(sd,bl))
  8264. {
  8265. dstmd->state.provoke_flag = src->id;
  8266. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8267. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8268. }
  8269. else
  8270. clif_skill_fail( *sd, skill_id );
  8271. }
  8272. break;
  8273. case MG_STONECURSE:
  8274. {
  8275. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8276. if (sd)
  8277. clif_skill_fail( *sd, skill_id );
  8278. break;
  8279. }
  8280. if(status_isimmune(bl) || !tsc)
  8281. break;
  8282. int32 brate = 0;
  8283. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8284. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8285. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8286. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8287. else if(sd) {
  8288. clif_skill_fail( *sd, skill_id );
  8289. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8290. if (skill_lv > 5)
  8291. { // not to consume items
  8292. map_freeblock_unlock();
  8293. return 0;
  8294. }
  8295. }
  8296. }
  8297. break;
  8298. case NV_FIRSTAID:
  8299. clif_skill_nodamage(src,bl,skill_id,5,1);
  8300. status_heal(bl,5,0,0);
  8301. break;
  8302. case AL_CURE:
  8303. if(status_isimmune(bl)) {
  8304. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8305. break;
  8306. }
  8307. status_change_end(bl, SC_SILENCE);
  8308. status_change_end(bl, SC_BLIND);
  8309. status_change_end(bl, SC_CONFUSION);
  8310. status_change_end(bl, SC_BITESCAR);
  8311. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8312. break;
  8313. case TF_DETOXIFY:
  8314. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8315. status_change_end(bl, SC_POISON);
  8316. status_change_end(bl, SC_DPOISON);
  8317. break;
  8318. case PR_STRECOVERY:
  8319. if(status_isimmune(bl)) {
  8320. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8321. break;
  8322. }
  8323. if (tsc) {
  8324. status_change_end(bl, SC_FREEZE);
  8325. status_change_end(bl, SC_STONEWAIT);
  8326. status_change_end(bl, SC_STONE);
  8327. status_change_end(bl, SC_SLEEP);
  8328. status_change_end(bl, SC_STUN);
  8329. status_change_end(bl, SC_WHITEIMPRISON);
  8330. status_change_end(bl, SC_STASIS);
  8331. status_change_end(bl, SC_NETHERWORLD);
  8332. }
  8333. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8334. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8335. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8336. if(dstmd)
  8337. mob_unlocktarget(dstmd,tick);
  8338. break;
  8339. // Mercenary Supportive Skills
  8340. case MER_BENEDICTION:
  8341. status_change_end(bl, SC_CURSE);
  8342. status_change_end(bl, SC_BLIND);
  8343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8344. break;
  8345. case MER_COMPRESS:
  8346. status_change_end(bl, SC_BLEEDING);
  8347. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8348. break;
  8349. case MER_MENTALCURE:
  8350. status_change_end(bl, SC_CONFUSION);
  8351. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8352. break;
  8353. case MER_RECUPERATE:
  8354. status_change_end(bl, SC_POISON);
  8355. status_change_end(bl, SC_DPOISON);
  8356. status_change_end(bl, SC_SILENCE);
  8357. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8358. break;
  8359. case MER_REGAIN:
  8360. status_change_end(bl, SC_SLEEP);
  8361. status_change_end(bl, SC_STUN);
  8362. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8363. break;
  8364. case MER_TENDER:
  8365. status_change_end(bl, SC_FREEZE);
  8366. status_change_end(bl, SC_STONE);
  8367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8368. break;
  8369. case MER_SCAPEGOAT:
  8370. if( mer && mer->master )
  8371. {
  8372. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8373. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8374. }
  8375. break;
  8376. case MER_ESTIMATION:
  8377. if( !mer )
  8378. break;
  8379. sd = mer->master;
  8380. [[fallthrough]];
  8381. case WZ_ESTIMATION:
  8382. if( sd == nullptr )
  8383. break;
  8384. if( dstsd )
  8385. { // Fail on Players
  8386. clif_skill_fail( *sd, skill_id );
  8387. break;
  8388. }
  8389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8390. clif_skill_estimation(sd, bl);
  8391. if( skill_id == MER_ESTIMATION )
  8392. sd = nullptr;
  8393. break;
  8394. case BS_REPAIRWEAPON:
  8395. if(sd && dstsd)
  8396. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8397. break;
  8398. case MC_IDENTIFY:
  8399. if(sd) {
  8400. clif_item_identify_list(sd);
  8401. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8402. map_freeblock_unlock();
  8403. return 1;
  8404. }
  8405. else { // consume sp only if succeeded
  8406. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8407. status_zap(src,0,req.sp);
  8408. }
  8409. }
  8410. break;
  8411. // Weapon Refining [Celest]
  8412. case WS_WEAPONREFINE:
  8413. if( sd != nullptr ){
  8414. clif_item_refine_list( *sd );
  8415. }
  8416. break;
  8417. case MC_VENDING:
  8418. if(sd)
  8419. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8420. if ( !pc_can_give_items(sd) )
  8421. clif_skill_fail( *sd, skill_id );
  8422. else {
  8423. sd->state.prevend = 1;
  8424. sd->state.workinprogress = WIP_DISABLE_ALL;
  8425. sd->vend_skill_lv = skill_lv;
  8426. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8427. if (i < MAX_CART) {
  8428. // Save the cart before opening the vending UI
  8429. sd->state.pending_vending_ui = true;
  8430. intif_storage_save(sd, &sd->cart);
  8431. }
  8432. else{
  8433. // Instantly open the vending UI
  8434. sd->state.pending_vending_ui = false;
  8435. clif_openvendingreq( *sd, 2+skill_lv );
  8436. }
  8437. }
  8438. }
  8439. break;
  8440. case AL_TELEPORT:
  8441. case ALL_ODINS_RECALL:
  8442. if(sd)
  8443. {
  8444. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8445. clif_skill_teleportmessage( *sd, NOTIFY_MAPINFO_CANT_TP );
  8446. break;
  8447. }
  8448. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8449. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8450. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8451. break;
  8452. }
  8453. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8454. sd->hd->blockskill.clear();
  8455. sd->hd->blockskill.shrink_to_fit();
  8456. }
  8457. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8458. {
  8459. if( skill_lv == 1 )
  8460. pc_randomwarp(sd,CLR_TELEPORT);
  8461. else
  8462. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8463. break;
  8464. }
  8465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8466. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8467. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8468. else
  8469. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8470. } else
  8471. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8472. break;
  8473. case NPC_EXPULSION:
  8474. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8475. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8476. break;
  8477. case AL_HOLYWATER:
  8478. if(sd) {
  8479. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8480. struct skill_unit* su;
  8481. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8482. skill_delunit(su);
  8483. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8484. }
  8485. else
  8486. clif_skill_fail( *sd, skill_id );
  8487. }
  8488. break;
  8489. case TF_PICKSTONE:
  8490. if(sd) {
  8491. unsigned char eflag;
  8492. struct item item_tmp;
  8493. struct block_list tbl;
  8494. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8495. memset(&item_tmp,0,sizeof(item_tmp));
  8496. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8497. item_tmp.nameid = ITEMID_STONE;
  8498. item_tmp.identify = 1;
  8499. tbl.id = 0;
  8500. // Commented because of duplicate animation [Lemongrass]
  8501. // At the moment this displays the pickup animation a second time
  8502. // If this is required in older clients, we need to add a version check here
  8503. //clif_takeitem(&sd->bl,&tbl);
  8504. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8505. if(eflag) {
  8506. clif_additem(sd,0,0,eflag);
  8507. if (battle_config.skill_drop_items_full)
  8508. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8509. }
  8510. }
  8511. break;
  8512. case ASC_CDP:
  8513. if(sd) {
  8514. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8515. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8516. else
  8517. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8518. }
  8519. break;
  8520. case RG_STRIPWEAPON:
  8521. case RG_STRIPSHIELD:
  8522. case RG_STRIPARMOR:
  8523. case RG_STRIPHELM:
  8524. case ST_FULLSTRIP:
  8525. case GC_WEAPONCRUSH:
  8526. case SC_STRIPACCESSARY:
  8527. case ABC_STRIP_SHADOW: {
  8528. bool i;
  8529. //Special message when trying to use strip on FCP [Jobbie]
  8530. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8531. {
  8532. clif_gospel_info(sd, 0x28);
  8533. break;
  8534. }
  8535. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8536. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8537. //Nothing stripped.
  8538. if( sd && !i )
  8539. clif_skill_fail( *sd, skill_id );
  8540. break;
  8541. }
  8542. case AM_BERSERKPITCHER:
  8543. case AM_POTIONPITCHER:
  8544. {
  8545. int j,hp = 0,sp = 0;
  8546. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8547. map_freeblock_unlock();
  8548. return 1;
  8549. }
  8550. if( sd ) {
  8551. int x,bonus=100;
  8552. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8553. x = skill_lv%11 - 1;
  8554. j = pc_search_inventory(sd, require.itemid[x]);
  8555. if (j < 0 || require.itemid[x] <= 0) {
  8556. clif_skill_fail( *sd, skill_id );
  8557. map_freeblock_unlock();
  8558. return 1;
  8559. }
  8560. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8561. clif_skill_fail( *sd, skill_id );
  8562. map_freeblock_unlock();
  8563. return 1;
  8564. }
  8565. if( skill_id == AM_BERSERKPITCHER ) {
  8566. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8567. clif_skill_fail( *sd, skill_id );
  8568. map_freeblock_unlock();
  8569. return 1;
  8570. }
  8571. }
  8572. potion_flag = 1;
  8573. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8574. potion_target = bl->id;
  8575. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8576. potion_flag = potion_target = 0;
  8577. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8578. bonus += sd->status.base_level;
  8579. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8580. hp = tstatus->max_hp * potion_per_hp / 100;
  8581. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8582. if( dstsd ) {
  8583. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8584. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8585. }
  8586. } else {
  8587. if( potion_hp > 0 ) {
  8588. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8589. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8590. if( dstsd )
  8591. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8592. }
  8593. if( potion_sp > 0 ) {
  8594. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8595. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8596. if( dstsd )
  8597. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8598. }
  8599. }
  8600. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8601. hp += hp * bonus / 100;
  8602. }
  8603. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8604. sp += sp * bonus / 100;
  8605. }
  8606. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8607. hp += hp * j / 100;
  8608. sp += sp * j / 100;
  8609. }
  8610. } else {
  8611. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8612. switch (skill_lv) {
  8613. case 1: hp = 45; break;
  8614. case 2: hp = 105; break;
  8615. case 3: hp = 175; break;
  8616. default: hp = 325; break;
  8617. }
  8618. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8619. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8620. if( dstsd )
  8621. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8622. }
  8623. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8624. hp += hp * j / 100;
  8625. sp += sp * j / 100;
  8626. }
  8627. // Final heal increased by HPlus.
  8628. // Is this the right place for this??? [Rytech]
  8629. // Can HPlus also affect SP recovery???
  8630. if (sd && sstatus->hplus > 0) {
  8631. hp += hp * sstatus->hplus / 100;
  8632. sp += sp * sstatus->hplus / 100;
  8633. }
  8634. if (tsc && tsc->count) {
  8635. uint8 penalty = 0;
  8636. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8637. hp += hp / 10;
  8638. sp += sp / 10;
  8639. }
  8640. if (tsc->getSCE(SC_CRITICALWOUND))
  8641. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8642. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8643. penalty += 20;
  8644. if (tsc->getSCE(SC_NORECOVER_STATE))
  8645. penalty = 100;
  8646. if (penalty > 0) {
  8647. hp -= hp * penalty / 100;
  8648. sp -= sp * penalty / 100;
  8649. }
  8650. }
  8651. #ifdef RENEWAL
  8652. if (bl->type == BL_HOM)
  8653. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8654. #endif
  8655. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8656. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8657. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  8658. if( sp > 0 )
  8659. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  8660. if (tsc) {
  8661. #ifdef RENEWAL
  8662. if (tsc->getSCE(SC_EXTREMITYFIST))
  8663. sp = 0;
  8664. #endif
  8665. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8666. hp = 0;
  8667. sp = 0;
  8668. }
  8669. }
  8670. status_heal(bl,hp,sp,0);
  8671. }
  8672. break;
  8673. case AM_CP_WEAPON:
  8674. case AM_CP_SHIELD:
  8675. case AM_CP_ARMOR:
  8676. case AM_CP_HELM:
  8677. {
  8678. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8679. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8680. clif_skill_fail( *sd, skill_id );
  8681. map_freeblock_unlock(); // Don't consume item requirements
  8682. return 0;
  8683. }
  8684. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8685. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8686. }
  8687. break;
  8688. case AM_TWILIGHT1:
  8689. if (sd) {
  8690. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8691. //Prepare 200 White Potions.
  8692. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8693. clif_skill_fail( *sd, skill_id );
  8694. }
  8695. break;
  8696. case AM_TWILIGHT2:
  8697. if (sd) {
  8698. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8699. //Prepare 200 Slim White Potions.
  8700. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8701. clif_skill_fail( *sd, skill_id );
  8702. }
  8703. break;
  8704. case AM_TWILIGHT3:
  8705. if (sd) {
  8706. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8707. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8708. if( ebottle >= 0 )
  8709. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8710. //check if you can produce all three, if not, then fail:
  8711. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8712. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8713. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8714. || ebottle < 200 //200 empty bottle are required at total.
  8715. ) {
  8716. clif_skill_fail( *sd, skill_id );
  8717. break;
  8718. }
  8719. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8720. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8721. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8722. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8723. }
  8724. break;
  8725. case SA_DISPELL:
  8726. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8727. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8728. break; // Outside PvP it should only affect party members and no skill fail message
  8729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8730. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8731. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8732. || rnd()%100 >= 50+10*skill_lv)
  8733. {
  8734. if (sd)
  8735. clif_skill_fail( *sd, skill_id );
  8736. break;
  8737. }
  8738. if(status_isimmune(bl))
  8739. break;
  8740. //Remove bonus_script by Dispell
  8741. if (dstsd)
  8742. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8743. // Monsters will unlock their target instead
  8744. else if (dstmd)
  8745. mob_unlocktarget(dstmd, tick);
  8746. if(!tsc || !tsc->count)
  8747. break;
  8748. //Statuses that can't be Dispelled
  8749. for (const auto &it : status_db) {
  8750. sc_type status = static_cast<sc_type>(it.first);
  8751. if (!tsc->getSCE(status))
  8752. continue;
  8753. if (it.second->flag[SCF_NODISPELL])
  8754. continue;
  8755. switch (status) {
  8756. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8757. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8758. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8759. case SC_FORTUNE: case SC_SERVICE4U:
  8760. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8761. continue; //If in song area don't end it, even if config enabled
  8762. break;
  8763. case SC_ASSUMPTIO:
  8764. if( bl->type == BL_MOB )
  8765. continue;
  8766. break;
  8767. }
  8768. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8769. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8770. status_change_end(bl, status);
  8771. }
  8772. break;
  8773. }
  8774. //Affect all targets on splash area.
  8775. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8776. src, skill_id, skill_lv, tick, flag|1,
  8777. skill_castend_damage_id);
  8778. break;
  8779. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8780. {
  8781. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8782. #ifdef RENEWAL
  8783. |BLOWN_DONT_SEND_PACKET
  8784. #endif
  8785. ));
  8786. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8787. #ifdef RENEWAL
  8788. if(blew_count > 0)
  8789. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8790. #else
  8791. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8792. #endif
  8793. }
  8794. break;
  8795. case TK_HIGHJUMP:
  8796. {
  8797. int x,y, dir = unit_getdir(src);
  8798. struct map_data *mapdata = &map[src->m];
  8799. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8800. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8801. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8802. ) {
  8803. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8804. break;
  8805. } else if(dir%2) {
  8806. //Diagonal
  8807. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8808. y = src->y + diry[dir]*(skill_lv*4)/3;
  8809. } else {
  8810. x = src->x + dirx[dir]*skill_lv*2;
  8811. y = src->y + diry[dir]*skill_lv*2;
  8812. }
  8813. int x1 = x + dirx[dir];
  8814. int y1 = y + diry[dir];
  8815. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8816. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8817. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8818. unit_movepos(src, x, y, 1, 0))
  8819. clif_blown(src);
  8820. }
  8821. break;
  8822. case SA_CASTCANCEL:
  8823. case SO_SPELLFIST:
  8824. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8825. unit_skillcastcancel(src,1);
  8826. if(sd) {
  8827. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8828. if( skill_id == SO_SPELLFIST ){
  8829. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8830. sd->skill_id_old = sd->skill_lv_old = 0;
  8831. break;
  8832. }
  8833. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8834. if(sp < 0) sp = 0;
  8835. status_zap(src, 0, sp);
  8836. }
  8837. break;
  8838. case SA_SPELLBREAKER:
  8839. {
  8840. int sp;
  8841. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  8842. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  8843. sp = status_percent_damage(bl, src, 0, -20, false);
  8844. status_heal(bl, 0, sp, 2);
  8845. }
  8846. else {
  8847. struct unit_data* ud = unit_bl2ud(bl);
  8848. if (!ud || ud->skilltimer == INVALID_TIMER)
  8849. break; //Nothing to cancel.
  8850. int hp = 0;
  8851. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8852. if (rnd_chance(90, 100))
  8853. {
  8854. if (sd) clif_skill_fail( *sd, skill_id );
  8855. break;
  8856. }
  8857. }
  8858. #ifdef RENEWAL
  8859. else // HP damage does not work on bosses in renewal
  8860. #endif
  8861. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  8862. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  8863. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8864. unit_skillcastcancel(bl, 0);
  8865. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  8866. status_zap(bl, 0, sp);
  8867. // Recover some of the SP used
  8868. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  8869. // If damage would be lethal, it does not deal damage
  8870. if (hp && hp < tstatus->hp) {
  8871. clif_damage(src, bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  8872. status_zap(bl, hp, 0);
  8873. // Recover 50% of damage dealt
  8874. status_heal(src, hp / 2, 0, 2);
  8875. }
  8876. }
  8877. }
  8878. break;
  8879. case SA_MAGICROD:
  8880. #ifdef RENEWAL
  8881. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8882. #endif
  8883. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8884. break;
  8885. case SA_AUTOSPELL:
  8886. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8887. if (sd) {
  8888. sd->state.workinprogress = WIP_DISABLE_ALL;
  8889. clif_autospell( *sd, skill_lv );
  8890. } else {
  8891. int maxlv=1,spellid=0;
  8892. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8893. if(skill_lv >= 10) {
  8894. spellid = MG_FROSTDIVER;
  8895. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8896. // maxlv = 10;
  8897. // else
  8898. maxlv = skill_lv - 9;
  8899. }
  8900. else if(skill_lv >=8) {
  8901. spellid = MG_FIREBALL;
  8902. maxlv = skill_lv - 7;
  8903. }
  8904. else if(skill_lv >=5) {
  8905. spellid = MG_SOULSTRIKE;
  8906. maxlv = skill_lv - 4;
  8907. }
  8908. else if(skill_lv >=2) {
  8909. int i_rnd = rnd()%3;
  8910. spellid = spellarray[i_rnd];
  8911. maxlv = skill_lv - 1;
  8912. }
  8913. else if(skill_lv > 0) {
  8914. spellid = MG_NAPALMBEAT;
  8915. maxlv = 3;
  8916. }
  8917. if(spellid > 0)
  8918. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8919. skill_get_time(SA_AUTOSPELL,skill_lv));
  8920. }
  8921. break;
  8922. case BS_GREED:
  8923. if(sd){
  8924. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8925. map_foreachinallrange(skill_greed,bl,
  8926. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8927. }
  8928. break;
  8929. case SA_ELEMENTWATER:
  8930. case SA_ELEMENTFIRE:
  8931. case SA_ELEMENTGROUND:
  8932. case SA_ELEMENTWIND:
  8933. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8934. break;
  8935. [[fallthrough]];
  8936. case NPC_ATTRICHANGE:
  8937. case NPC_CHANGEWATER:
  8938. case NPC_CHANGEGROUND:
  8939. case NPC_CHANGEFIRE:
  8940. case NPC_CHANGEWIND:
  8941. case NPC_CHANGEPOISON:
  8942. case NPC_CHANGEHOLY:
  8943. case NPC_CHANGEDARKNESS:
  8944. case NPC_CHANGETELEKINESIS:
  8945. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8946. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8947. skill_get_time(skill_id, skill_lv)));
  8948. break;
  8949. case NPC_PROVOCATION:
  8950. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8951. if (md) mob_unlocktarget(md, tick);
  8952. break;
  8953. case NPC_REBIRTH:
  8954. if( md && md->state.rebirth )
  8955. break; // only works once
  8956. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8957. break;
  8958. case NPC_DARKBLESSING:
  8959. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8960. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8961. break;
  8962. case NPC_LICK:
  8963. status_zap(bl, 0, 100);
  8964. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8965. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8966. break;
  8967. case NPC_SUICIDE:
  8968. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8969. status_kill(src); //When suiciding, neither exp nor drops is given.
  8970. break;
  8971. case NPC_SUMMONSLAVE:
  8972. case NPC_SUMMONMONSTER:
  8973. case NPC_DEATHSUMMON:
  8974. if(md && md->skill_idx >= 0)
  8975. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8976. break;
  8977. case NPC_CALLSLAVE:
  8978. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8979. break;
  8980. case NPC_RANDOMMOVE:
  8981. if (md) {
  8982. md->next_walktime = tick - 1;
  8983. if (md->special_state.ai == AI_SPHERE)
  8984. unit_escape(&md->bl, bl, 7, 2);
  8985. else
  8986. mob_randomwalk(md,tick);
  8987. }
  8988. break;
  8989. case NPC_SPEEDUP:
  8990. {
  8991. // or does it increase casting rate? just a guess xD
  8992. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8993. if (i_type > SC_ASPDPOTION3)
  8994. i_type = SC_ASPDPOTION3;
  8995. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8996. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8997. }
  8998. break;
  8999. case NPC_REVENGE:
  9000. // not really needed... but adding here anyway ^^
  9001. if (md && md->master_id > 0) {
  9002. struct block_list *mbl, *tbl;
  9003. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  9004. (tbl = battle_gettargeted(mbl)) == nullptr)
  9005. break;
  9006. md->state.provoke_flag = tbl->id;
  9007. mob_target(md, tbl, sstatus->rhw.range);
  9008. }
  9009. break;
  9010. case NPC_RUN:
  9011. if (md) {
  9012. block_list* tbl = map_id2bl(md->target_id);
  9013. if (tbl) {
  9014. md->state.can_escape = 1;
  9015. mob_unlocktarget(md, tick);
  9016. // Official distance is 7, if level > 1, distance = level
  9017. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 2);
  9018. if (time) {
  9019. // Need to set state here as it's not set otherwise
  9020. md->state.skillstate = MSS_WALK;
  9021. // Set AI to inactive for the duration of this movement
  9022. md->last_thinktime = tick + time;
  9023. }
  9024. }
  9025. }
  9026. break;
  9027. case NPC_TRANSFORMATION:
  9028. case NPC_METAMORPHOSIS:
  9029. if(md && md->skill_idx >= 0) {
  9030. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9031. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9032. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9033. if (class_) mob_class_change(md, class_);
  9034. }
  9035. break;
  9036. case NPC_EMOTION_ON:
  9037. case NPC_EMOTION:
  9038. //val[0] is the emotion to use.
  9039. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9040. //val[1] 'sets' the mode
  9041. //val[2] adds to the current mode
  9042. //val[3] removes from the current mode
  9043. //val[4] if set, asks to delete the previous mode change.
  9044. if(md && md->skill_idx >= 0 && tsc)
  9045. {
  9046. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  9047. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9048. status_change_end(bl, type);
  9049. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9050. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  9051. mob_unlocktarget(md,tick);
  9052. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9053. sc_start4(src,src, type, 100, skill_lv,
  9054. md->db->skill[md->skill_idx]->val[1],
  9055. md->db->skill[md->skill_idx]->val[2],
  9056. md->db->skill[md->skill_idx]->val[3],
  9057. skill_get_time(skill_id, skill_lv));
  9058. //Reset aggressive state depending on resulting mode
  9059. if (!battle_config.npc_emotion_behavior)
  9060. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9061. }
  9062. break;
  9063. case NPC_POWERUP:
  9064. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9065. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9066. break;
  9067. case NPC_AGIUP:
  9068. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9069. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9070. break;
  9071. case NPC_INVISIBLE:
  9072. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9073. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9074. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9075. break;
  9076. case NPC_SIEGEMODE:
  9077. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9078. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9079. break;
  9080. case NPC_INVINCIBLEOFF:
  9081. case MER_INVINCIBLEOFF2:
  9082. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9083. status_change_end(bl, SC_INVINCIBLE);
  9084. break;
  9085. case WE_MALE: {
  9086. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9087. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9088. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9089. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  9090. }
  9091. }
  9092. break;
  9093. case WE_FEMALE: {
  9094. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9095. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9096. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9097. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  9098. }
  9099. }
  9100. break;
  9101. // parent-baby skills
  9102. case WE_BABY:
  9103. if(sd){
  9104. map_session_data *f_sd = pc_get_father(sd);
  9105. map_session_data *m_sd = pc_get_mother(sd);
  9106. if( (!f_sd && !m_sd) // if neither was found
  9107. || (sd->status.party_id != 0 && //not in same party
  9108. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9109. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9110. ))
  9111. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9112. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9113. ) {
  9114. clif_skill_fail( *sd, skill_id );
  9115. map_freeblock_unlock();
  9116. return 0;
  9117. }
  9118. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9119. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9120. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9121. }
  9122. break;
  9123. case WE_CALLALLFAMILY:
  9124. if (sd) {
  9125. map_session_data *p_sd = pc_get_partner(sd);
  9126. map_session_data *c_sd = pc_get_child(sd);
  9127. if (!p_sd && !c_sd) { // Fail if no family members are found
  9128. clif_skill_fail( *sd, skill_id );
  9129. map_freeblock_unlock();
  9130. return 1;
  9131. }
  9132. // Partner must be on the same map and in same party
  9133. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9134. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9135. // Child must be on the same map and in same party as the parent casting
  9136. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9137. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9138. }
  9139. break;
  9140. case WE_ONEFOREVER:
  9141. if (sd) {
  9142. map_session_data *p_sd = pc_get_partner(sd);
  9143. map_session_data *c_sd = pc_get_child(sd);
  9144. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9145. clif_skill_fail( *sd, skill_id );
  9146. map_freeblock_unlock();
  9147. return 1;
  9148. }
  9149. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9150. clif_skill_fail( *sd, skill_id );
  9151. break;
  9152. }
  9153. if (status_isdead(bl)) {
  9154. int per = 30, sper = 0;
  9155. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9156. break;
  9157. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9158. break;
  9159. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9160. break;
  9161. if (dstsd->special_state.restart_full_recover)
  9162. per = sper = 100;
  9163. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9164. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9165. }
  9166. }
  9167. break;
  9168. case WE_CHEERUP:
  9169. if (sd) {
  9170. map_session_data *f_sd = pc_get_father(sd);
  9171. map_session_data *m_sd = pc_get_mother(sd);
  9172. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9173. clif_skill_fail( *sd, skill_id );
  9174. map_freeblock_unlock();
  9175. return 1;
  9176. }
  9177. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9178. if (dstsd == f_sd || dstsd == m_sd)
  9179. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9180. } else
  9181. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9182. }
  9183. break;
  9184. case PF_HPCONVERSION:
  9185. {
  9186. int hp, sp;
  9187. hp = sstatus->max_hp/10;
  9188. sp = hp * 10 * skill_lv / 100;
  9189. if (!status_charge(src,hp,0)) {
  9190. if (sd) clif_skill_fail( *sd, skill_id );
  9191. break;
  9192. }
  9193. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9194. status_heal(bl,0,sp,2);
  9195. }
  9196. break;
  9197. case MA_REMOVETRAP:
  9198. case HT_REMOVETRAP:
  9199. {
  9200. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9201. std::shared_ptr<s_skill_unit_group> sg;
  9202. std::shared_ptr<s_skill_db> skill_group;
  9203. // Mercenaries can remove any trap
  9204. // Players can only remove their own traps or traps on Vs maps.
  9205. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9206. {
  9207. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9208. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9209. { // prevent picking up expired traps
  9210. if( battle_config.skill_removetrap_type )
  9211. { // get back all items used to deploy the trap
  9212. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9213. {
  9214. if( skill_group->require.itemid[i] > 0 )
  9215. {
  9216. int flag2;
  9217. struct item item_tmp;
  9218. memset(&item_tmp,0,sizeof(item_tmp));
  9219. item_tmp.nameid = skill_group->require.itemid[i];
  9220. item_tmp.identify = 1;
  9221. item_tmp.amount = skill_group->require.amount[i];
  9222. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9223. clif_additem(sd,0,0,flag2);
  9224. if (battle_config.skill_drop_items_full)
  9225. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9226. }
  9227. }
  9228. }
  9229. }
  9230. else
  9231. { // get back 1 trap
  9232. struct item item_tmp;
  9233. memset(&item_tmp,0,sizeof(item_tmp));
  9234. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9235. item_tmp.identify = 1;
  9236. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9237. {
  9238. clif_additem(sd,0,0,flag);
  9239. if (battle_config.skill_drop_items_full)
  9240. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9241. }
  9242. }
  9243. }
  9244. skill_delunit(su);
  9245. }else if(sd)
  9246. clif_skill_fail( *sd, skill_id );
  9247. }
  9248. break;
  9249. case HT_SPRINGTRAP:
  9250. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9251. {
  9252. struct skill_unit *su=nullptr;
  9253. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9254. switch(su->group->unit_id){
  9255. case UNT_ANKLESNARE: // ankle snare
  9256. if (su->group->val2 != 0)
  9257. // if it is already trapping something don't spring it,
  9258. // remove trap should be used instead
  9259. break;
  9260. [[fallthrough]];
  9261. case UNT_BLASTMINE:
  9262. case UNT_SKIDTRAP:
  9263. case UNT_LANDMINE:
  9264. case UNT_SHOCKWAVE:
  9265. case UNT_SANDMAN:
  9266. case UNT_FLASHER:
  9267. case UNT_FREEZINGTRAP:
  9268. case UNT_CLAYMORETRAP:
  9269. case UNT_TALKIEBOX:
  9270. su->group->unit_id = UNT_USED_TRAPS;
  9271. clif_changetraplook(bl, UNT_USED_TRAPS);
  9272. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9273. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9274. }
  9275. }
  9276. }
  9277. break;
  9278. case BD_ENCORE:
  9279. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9280. if(sd)
  9281. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9282. break;
  9283. case TR_RETROSPECTION:
  9284. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9285. if (sd)
  9286. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9287. break;
  9288. case AS_SPLASHER:
  9289. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9290. // Renewal dropped the 3/4 hp requirement
  9291. #ifndef RENEWAL
  9292. || tstatus-> hp > tstatus->max_hp*3/4
  9293. #endif
  9294. ) {
  9295. if (sd) clif_skill_fail( *sd, skill_id );
  9296. map_freeblock_unlock();
  9297. return 1;
  9298. }
  9299. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9300. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9301. break;
  9302. case PF_MINDBREAKER:
  9303. {
  9304. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9305. map_freeblock_unlock();
  9306. return 1;
  9307. }
  9308. if (tsce)
  9309. { //HelloKitty2 (?) explained that this silently fails when target is
  9310. //already inflicted. [Skotlex]
  9311. map_freeblock_unlock();
  9312. return 1;
  9313. }
  9314. //Has a 55% + skill_lv*5% success chance.
  9315. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9316. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9317. {
  9318. if (sd) clif_skill_fail( *sd, skill_id );
  9319. map_freeblock_unlock();
  9320. return 0;
  9321. }
  9322. unit_skillcastcancel(bl,0);
  9323. if (dstmd)
  9324. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9325. }
  9326. break;
  9327. case PF_SOULCHANGE:
  9328. {
  9329. unsigned int sp1 = 0, sp2 = 0;
  9330. if (dstmd) {
  9331. if (dstmd->state.soul_change_flag) {
  9332. if(sd) clif_skill_fail( *sd, skill_id );
  9333. break;
  9334. }
  9335. dstmd->state.soul_change_flag = 1;
  9336. sp2 = sstatus->max_sp * 3 /100;
  9337. status_heal(src, 0, sp2, 2);
  9338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9339. break;
  9340. }
  9341. sp1 = sstatus->sp;
  9342. sp2 = tstatus->sp;
  9343. #ifdef RENEWAL
  9344. sp1 = sp1 / 2;
  9345. sp2 = sp2 / 2;
  9346. if (tsc && tsc->getSCE(SC_EXTREMITYFIST))
  9347. sp1 = tstatus->sp;
  9348. #endif
  9349. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9350. sp1 = tstatus->sp;
  9351. status_set_sp(src, sp2, 3);
  9352. status_set_sp(bl, sp1, 3);
  9353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9354. }
  9355. break;
  9356. // Slim Pitcher
  9357. case CR_SLIMPITCHER:
  9358. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9359. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9360. break;
  9361. if (potion_hp || potion_sp) {
  9362. int hp = potion_hp, sp = potion_sp;
  9363. hp = hp * (100 + (tstatus->vit * 2))/100;
  9364. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9365. if (dstsd) {
  9366. if (hp)
  9367. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9368. if (sp)
  9369. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9370. }
  9371. if (tsc && tsc->count) {
  9372. uint8 penalty = 0;
  9373. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9374. hp += hp / 10;
  9375. sp += sp / 10;
  9376. }
  9377. if (tsc->getSCE(SC_CRITICALWOUND))
  9378. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9379. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9380. penalty += 20;
  9381. if (tsc->getSCE(SC_NORECOVER_STATE))
  9382. penalty = 100;
  9383. if (penalty > 0) {
  9384. hp -= hp * penalty / 100;
  9385. sp -= sp * penalty / 100;
  9386. }
  9387. }
  9388. if(hp > 0)
  9389. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  9390. if(sp > 0)
  9391. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  9392. status_heal(bl,hp,sp,0);
  9393. }
  9394. break;
  9395. // Full Chemical Protection
  9396. case CR_FULLPROTECTION:
  9397. {
  9398. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9399. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9400. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9401. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9402. continue;
  9403. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9404. s++;
  9405. }
  9406. if( sd && !s ){
  9407. clif_skill_fail( *sd, skill_id );
  9408. map_freeblock_unlock(); // Don't consume item requirements
  9409. return 0;
  9410. }
  9411. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9412. }
  9413. break;
  9414. case RG_CLEANER: //AppleGirl
  9415. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9416. break;
  9417. #ifndef RENEWAL
  9418. case CG_LONGINGFREEDOM:
  9419. {
  9420. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9421. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9422. {
  9423. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9424. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9425. }
  9426. }
  9427. break;
  9428. #endif
  9429. case CG_TAROTCARD:
  9430. {
  9431. int card = -1;
  9432. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9433. //Target currently has the SUN tarot card effect and is immune to any other effect
  9434. map_freeblock_unlock();
  9435. return 0;
  9436. }
  9437. if( rnd() % 100 > skill_lv * 8 ||
  9438. #ifndef RENEWAL
  9439. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9440. #endif
  9441. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9442. if( sd )
  9443. clif_skill_fail( *sd, skill_id );
  9444. map_freeblock_unlock();
  9445. return 0;
  9446. }
  9447. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9448. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9449. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9450. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9451. }
  9452. break;
  9453. case SL_ALCHEMIST:
  9454. case SL_ASSASIN:
  9455. case SL_BARDDANCER:
  9456. case SL_BLACKSMITH:
  9457. case SL_CRUSADER:
  9458. case SL_HUNTER:
  9459. case SL_KNIGHT:
  9460. case SL_MONK:
  9461. case SL_PRIEST:
  9462. case SL_ROGUE:
  9463. case SL_SAGE:
  9464. case SL_SOULLINKER:
  9465. case SL_STAR:
  9466. case SL_SUPERNOVICE:
  9467. case SL_WIZARD:
  9468. case SL_HIGH:
  9469. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9470. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9471. // 1% chance to erase death count on successful cast
  9472. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9473. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9474. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9475. status_calc_pc( dstsd, SCO_NONE );
  9476. }
  9477. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9478. }else{
  9479. if( sd ){
  9480. clif_skill_fail( *sd, skill_id );
  9481. }
  9482. }
  9483. break;
  9484. case SP_SOULGOLEM:
  9485. case SP_SOULSHADOW:
  9486. case SP_SOULFALCON:
  9487. case SP_SOULFAIRY:
  9488. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9489. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9490. }else{
  9491. if( sd ){
  9492. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9493. }
  9494. }
  9495. break;
  9496. case SP_SOULREVOLVE:
  9497. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9498. if (sd)
  9499. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9500. break;
  9501. }
  9502. status_heal(bl, 0, 50*skill_lv, 2);
  9503. status_change_end(bl, SC_SPIRIT);
  9504. status_change_end(bl, SC_SOULGOLEM);
  9505. status_change_end(bl, SC_SOULSHADOW);
  9506. status_change_end(bl, SC_SOULFALCON);
  9507. status_change_end(bl, SC_SOULFAIRY);
  9508. break;
  9509. case SL_SWOO:
  9510. if (tsce) {
  9511. if(sd)
  9512. clif_skill_fail( *sd, skill_id );
  9513. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9514. status_change_end(bl, SC_SWOO);
  9515. break;
  9516. }
  9517. [[fallthrough]];
  9518. case SL_SKA: // [marquis007]
  9519. case SL_SKE:
  9520. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9521. clif_skill_fail( *sd, skill_id );
  9522. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9523. break;
  9524. }
  9525. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9526. if (skill_id == SL_SKE)
  9527. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9528. break;
  9529. // New guild skills [Celest]
  9530. case GD_BATTLEORDER:
  9531. case GD_REGENERATION:
  9532. case GD_RESTORE:
  9533. case GD_EMERGENCY_MOVE:
  9534. if(flag&1) {
  9535. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9536. if( skill_id == GD_RESTORE )
  9537. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9538. else
  9539. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9540. }
  9541. } else if (status_get_guild_id(src)) {
  9542. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9543. map_foreachinallrange(skill_area_sub, src,
  9544. skill_get_splash(skill_id, skill_lv), BL_PC,
  9545. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9546. skill_castend_nodamage_id);
  9547. if (sd)
  9548. #ifdef RENEWAL
  9549. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9550. #else
  9551. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9552. #endif
  9553. }
  9554. break;
  9555. case GD_EMERGENCYCALL:
  9556. case GD_ITEMEMERGENCYCALL:
  9557. {
  9558. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9559. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9560. uint8 j = 0, calls = 0, called = 0;
  9561. // i don't know if it actually summons in a circle, but oh well. ;P
  9562. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9563. if (!g)
  9564. break;
  9565. if (skill_id == GD_ITEMEMERGENCYCALL)
  9566. switch (skill_lv) {
  9567. case 1: calls = 7; break;
  9568. case 2: calls = 12; break;
  9569. case 3: calls = 20; break;
  9570. default: calls = 0; break;
  9571. }
  9572. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9573. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9574. if (j > 8)
  9575. j = 0;
  9576. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9577. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9578. continue;
  9579. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9580. continue;
  9581. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9582. dx[j] = dy[j] = 0;
  9583. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9584. called++;
  9585. }
  9586. }
  9587. if (sd)
  9588. #ifdef RENEWAL
  9589. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9590. #else
  9591. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9592. #endif
  9593. }
  9594. break;
  9595. case GD_CHARGESHOUT_FLAG:
  9596. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9597. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9598. if (md) {
  9599. sd->guild->chargeshout_flag_id = md->bl.id;
  9600. md->master_id = src->id;
  9601. if (md->deletetimer != INVALID_TIMER)
  9602. delete_timer(md->deletetimer, mob_timer_delete);
  9603. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9604. mob_spawn(md);
  9605. }
  9606. }
  9607. break;
  9608. case GD_CHARGESHOUT_BEATING:
  9609. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9610. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9611. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9612. clif_skill_fail( *sd, skill_id );
  9613. else
  9614. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9615. } else if (sd)
  9616. clif_skill_fail( *sd, skill_id );
  9617. break;
  9618. case SG_FEEL:
  9619. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9620. if (sd) {
  9621. if(!sd->feel_map[skill_lv-1].index)
  9622. clif_feel_req(sd->fd,sd, skill_lv);
  9623. else
  9624. clif_feel_info(sd, skill_lv-1, 1);
  9625. }
  9626. break;
  9627. case SG_HATE:
  9628. if (sd) {
  9629. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9630. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9631. clif_skill_fail( *sd, skill_id );
  9632. }
  9633. break;
  9634. case SJ_DOCUMENT:
  9635. if (sd) {
  9636. switch (skill_lv) {
  9637. case 1:
  9638. pc_resetfeel(sd);
  9639. break;
  9640. case 2:
  9641. pc_resethate(sd);
  9642. break;
  9643. case 3:
  9644. pc_resetfeel(sd);
  9645. pc_resethate(sd);
  9646. break;
  9647. }
  9648. }
  9649. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9650. break;
  9651. case GS_GLITTERING:
  9652. if(sd) {
  9653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9654. if(rnd()%100 < (20+10*skill_lv))
  9655. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9656. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9657. pc_delspiritball(sd,1,0);
  9658. }
  9659. break;
  9660. case GS_CRACKER:
  9661. /* per official standards, this skill works on players and mobs. */
  9662. if (sd && (dstsd || dstmd))
  9663. {
  9664. i =65 -5*distance_bl(src,bl); //Base rate
  9665. if (i < 30) i = 30;
  9666. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9667. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9668. }
  9669. break;
  9670. case AM_CALLHOMUN: //[orn]
  9671. if (sd && !hom_call(sd))
  9672. clif_skill_fail( *sd, skill_id );
  9673. #ifdef RENEWAL
  9674. else if (sd && hom_is_active(sd->hd))
  9675. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9676. #endif
  9677. break;
  9678. case AM_REST:
  9679. if (sd) {
  9680. if (hom_vaporize(sd,HOM_ST_REST))
  9681. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9682. else
  9683. clif_skill_fail( *sd, skill_id );
  9684. }
  9685. break;
  9686. case HAMI_CASTLE: //[orn]
  9687. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9688. int x = src->x, y = src->y;
  9689. if (hd)
  9690. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9691. // Move source
  9692. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9693. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9694. clif_blown(src);
  9695. // Move target
  9696. if (unit_movepos(bl,x,y,0,0)) {
  9697. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9698. clif_blown(bl);
  9699. }
  9700. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9701. }
  9702. }
  9703. else if (hd && hd->master) // Failed
  9704. clif_skill_fail( *hd->master, skill_id );
  9705. else if (sd)
  9706. clif_skill_fail( *sd, skill_id );
  9707. break;
  9708. case HVAN_CHAOTIC: //[orn]
  9709. {
  9710. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9711. int r = rnd()%100;
  9712. i = (skill_lv-1)%5;
  9713. if(r<per[i][0]) //Self
  9714. bl = src;
  9715. else if(r<per[i][1]) //Master
  9716. bl = battle_get_master(src);
  9717. else //Enemy
  9718. bl = map_id2bl(battle_gettarget(src));
  9719. if (!bl) bl = src;
  9720. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9721. //Eh? why double skill packet?
  9722. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9723. clif_skill_nodamage(src,bl,skill_id,i,1);
  9724. status_heal(bl, i, 0, 0);
  9725. }
  9726. break;
  9727. //Homun single-target support skills [orn]
  9728. case HAMI_BLOODLUST:
  9729. case HFLI_FLEET:
  9730. case HFLI_SPEED:
  9731. case HLIF_CHANGE:
  9732. case MH_ANGRIFFS_MODUS:
  9733. case MH_GOLDENE_FERSE:
  9734. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9735. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9736. if (hd)
  9737. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9738. break;
  9739. case NPC_DRAGONFEAR:
  9740. if (flag&1) {
  9741. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9742. int j;
  9743. j = i = rnd()%ARRAYLENGTH(sc);
  9744. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9745. i++;
  9746. if ( i == ARRAYLENGTH(sc) )
  9747. i = 0;
  9748. if (i == j)
  9749. break;
  9750. }
  9751. break;
  9752. }
  9753. [[fallthrough]];
  9754. case NPC_WIDEBLEEDING:
  9755. case NPC_WIDEBLEEDING2:
  9756. case NPC_WIDECONFUSE:
  9757. case NPC_WIDECONFUSE2:
  9758. case NPC_WIDECURSE:
  9759. case NPC_WIDECURSE2:
  9760. case NPC_WIDEFREEZE:
  9761. case NPC_WIDEFREEZE2:
  9762. case NPC_WIDESLEEP:
  9763. case NPC_WIDESLEEP2:
  9764. case NPC_WIDESILENCE:
  9765. case NPC_WIDESILENCE2:
  9766. case NPC_WIDESTONE:
  9767. case NPC_WIDESTONE2:
  9768. case NPC_WIDESTUN:
  9769. case NPC_WIDESTUN2:
  9770. case NPC_SLOWCAST:
  9771. case NPC_WIDEHELLDIGNITY:
  9772. case NPC_WIDEHEALTHFEAR:
  9773. case NPC_WIDEBODYBURNNING:
  9774. case NPC_WIDEFROSTMISTY:
  9775. case NPC_WIDECOLD:
  9776. case NPC_WIDE_DEEP_SLEEP:
  9777. case NPC_WIDESIREN:
  9778. case NPC_WIDEWEB:
  9779. case NPC_DEADLYCURSE2:
  9780. if (flag&1){
  9781. switch ( type ) {
  9782. case SC_BURNING:
  9783. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9784. break;
  9785. case SC_STONEWAIT:
  9786. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9787. break;
  9788. default:
  9789. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9790. }
  9791. }
  9792. else {
  9793. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9795. map_foreachinallrange(skill_area_sub, bl,
  9796. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9797. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9798. skill_castend_nodamage_id);
  9799. }
  9800. break;
  9801. case NPC_WIDESOULDRAIN:
  9802. if (flag&1)
  9803. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9804. else {
  9805. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9806. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9807. map_foreachinallrange(skill_area_sub, bl,
  9808. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9809. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9810. skill_castend_nodamage_id);
  9811. }
  9812. break;
  9813. case NPC_FIRESTORM: {
  9814. int sflag = flag;
  9815. if( skill_lv > 1 )
  9816. sflag |= 4;
  9817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9818. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9819. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9820. }
  9821. break;
  9822. case ALL_PARTYFLEE:
  9823. if( sd && !(flag&1) ) {
  9824. if( !sd->status.party_id ) {
  9825. clif_skill_fail( *sd, skill_id );
  9826. break;
  9827. }
  9828. 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);
  9829. } else
  9830. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9831. break;
  9832. case NPC_TALK:
  9833. case ALL_WEWISH:
  9834. case ALL_CATCRY:
  9835. case ALL_DREAM_SUMMERNIGHT:
  9836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9837. break;
  9838. case ALL_BUYING_STORE:
  9839. if( sd )
  9840. {// players only, skill allows 5 buying slots
  9841. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9842. }
  9843. break;
  9844. case RK_ENCHANTBLADE:
  9845. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9846. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9847. break;
  9848. case RK_DRAGONHOWLING:
  9849. if( flag&1)
  9850. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9851. else
  9852. {
  9853. skill_area_temp[2] = 0;
  9854. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9855. map_foreachinallrange(skill_area_sub, src,
  9856. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9857. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9858. skill_castend_nodamage_id);
  9859. }
  9860. break;
  9861. case LG_EARTHDRIVE: {
  9862. int dummy = 1;
  9863. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9864. i = skill_get_splash(skill_id,skill_lv);
  9865. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9866. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9867. }
  9868. break;
  9869. case RK_LUXANIMA:
  9870. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9871. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9872. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9873. break;
  9874. case RK_GIANTGROWTH:
  9875. case RK_STONEHARDSKIN:
  9876. case RK_VITALITYACTIVATION:
  9877. case RK_ABUNDANCE:
  9878. case RK_CRUSHSTRIKE:
  9879. case RK_REFRESH:
  9880. case RK_MILLENNIUMSHIELD:
  9881. if (sd) {
  9882. uint8 rune_level = 1; // RK_GIANTGROWTH
  9883. if (skill_id == RK_VITALITYACTIVATION)
  9884. rune_level = 2;
  9885. else if (skill_id == RK_STONEHARDSKIN)
  9886. rune_level = 4;
  9887. else if (skill_id == RK_ABUNDANCE)
  9888. rune_level = 6;
  9889. else if (skill_id == RK_CRUSHSTRIKE)
  9890. rune_level = 7;
  9891. else if (skill_id == RK_REFRESH)
  9892. rune_level = 8;
  9893. else if (skill_id == RK_MILLENNIUMSHIELD)
  9894. rune_level = 9;
  9895. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9896. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9897. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9898. else if (skill_id == RK_STONEHARDSKIN)
  9899. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9900. } else
  9901. clif_skill_fail( *sd, skill_id );
  9902. }
  9903. break;
  9904. case NPC_MILLENNIUMSHIELD:
  9905. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9906. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9907. break;
  9908. case RK_FIGHTINGSPIRIT: {
  9909. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9910. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9911. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9912. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9914. break;
  9915. }
  9916. case GC_ROLLINGCUTTER:
  9917. {
  9918. short count = 1;
  9919. skill_area_temp[2] = 0;
  9920. 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);
  9921. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9922. { // Every time the skill is casted the status change is reseted adding a counter.
  9923. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9924. if( count > 10 )
  9925. count = 10; // Max coounter
  9926. status_change_end(bl, SC_ROLLINGCUTTER);
  9927. }
  9928. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9929. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9930. }
  9931. break;
  9932. case GC_WEAPONBLOCKING:
  9933. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9934. status_change_end(bl, SC_WEAPONBLOCKING);
  9935. else
  9936. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9938. break;
  9939. case GC_CREATENEWPOISON:
  9940. if( sd )
  9941. {
  9942. clif_skill_produce_mix_list( *sd, skill_id, 25 );
  9943. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9944. }
  9945. break;
  9946. case GC_POISONINGWEAPON:
  9947. if( sd ) {
  9948. clif_poison_list( *sd, skill_lv );
  9949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9950. }
  9951. break;
  9952. case GC_ANTIDOTE:
  9953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9954. if( tsc )
  9955. {
  9956. status_change_end(bl, SC_PARALYSE);
  9957. status_change_end(bl, SC_PYREXIA);
  9958. status_change_end(bl, SC_DEATHHURT);
  9959. status_change_end(bl, SC_LEECHESEND);
  9960. status_change_end(bl, SC_VENOMBLEED);
  9961. status_change_end(bl, SC_MAGICMUSHROOM);
  9962. status_change_end(bl, SC_TOXIN);
  9963. status_change_end(bl, SC_OBLIVIONCURSE);
  9964. }
  9965. break;
  9966. case GC_PHANTOMMENACE:
  9967. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9968. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9969. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9970. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9971. break;
  9972. case GC_HALLUCINATIONWALK:
  9973. {
  9974. int heal = status_get_max_hp(bl) / 10;
  9975. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9976. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9977. break;
  9978. }
  9979. if( !status_charge(bl,heal,0) )
  9980. {
  9981. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9982. break;
  9983. }
  9984. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9985. }
  9986. break;
  9987. case AB_ANCILLA:
  9988. if( sd ) {
  9989. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9990. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9991. }
  9992. break;
  9993. case AB_CLEMENTIA:
  9994. case AB_CANTO:
  9995. {
  9996. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9997. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9998. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  9999. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  10000. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  10001. else if( sd )
  10002. 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);
  10003. }
  10004. break;
  10005. case AB_PRAEFATIO:
  10006. case AB_RENOVATIO:
  10007. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10008. if (skill_id == AB_PRAEFATIO)
  10009. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  10010. else
  10011. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10012. } else if( sd )
  10013. 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);
  10014. break;
  10015. case AB_CHEAL:
  10016. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10017. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10018. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10019. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10020. if( partycount > 1 )
  10021. i += (i / 100) * (partycount * 10) / 4;
  10022. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10023. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10024. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10025. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10026. i = ~i + 1;
  10027. status_heal(bl, i, 0, 0);
  10028. }
  10029. } else if( sd )
  10030. 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);
  10031. break;
  10032. case NPC_CHEAL:
  10033. if( flag&1 ) {
  10034. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10035. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10036. if (status_isimmune(bl))
  10037. i = 0;
  10038. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10039. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10040. i = ~i + 1;
  10041. status_heal(bl, i, 0, 0);
  10042. }
  10043. }
  10044. else {
  10045. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10046. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10047. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10048. }
  10049. break;
  10050. case AB_ORATIO:
  10051. if( flag&1 )
  10052. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10053. else {
  10054. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10055. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10056. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10057. }
  10058. break;
  10059. case AB_LAUDAAGNUS:
  10060. if( flag&1 || !sd || !sd->status.party_id ) {
  10061. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10062. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10063. // Success Chance: (60 + 10 * Skill Level) %
  10064. if( rnd()%100 > 60+10*skill_lv ) break;
  10065. status_change_end(bl, SC_FREEZE);
  10066. status_change_end(bl, SC_STONE);
  10067. status_change_end(bl, SC_BLIND);
  10068. status_change_end(bl, SC_BURNING);
  10069. status_change_end(bl, SC_FREEZING);
  10070. status_change_end(bl, SC_CRYSTALIZE);
  10071. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10072. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10073. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10074. } else if( sd )
  10075. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10076. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10077. break;
  10078. case AB_LAUDARAMUS:
  10079. if( flag&1 || !sd || !sd->status.party_id ) {
  10080. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10081. // Success Chance: (60 + 10 * Skill Level) %
  10082. if( rnd()%100 > 60+10*skill_lv ) break;
  10083. status_change_end(bl, SC_SLEEP);
  10084. status_change_end(bl, SC_STUN);
  10085. status_change_end(bl, SC_MANDRAGORA);
  10086. status_change_end(bl, SC_SILENCE);
  10087. status_change_end(bl, SC_DEEPSLEEP);
  10088. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10089. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10090. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10091. } else if( sd )
  10092. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10093. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10094. break;
  10095. case AB_CLEARANCE:
  10096. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  10097. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10098. break;
  10099. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10100. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10101. if (sd)
  10102. clif_skill_fail( *sd, skill_id );
  10103. break;
  10104. }
  10105. if(status_isimmune(bl))
  10106. break;
  10107. //Remove bonus_script by Clearance
  10108. if (dstsd)
  10109. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10110. if(!tsc || !tsc->count)
  10111. break;
  10112. //Statuses change that can't be removed by Cleareance
  10113. for (const auto &it : status_db) {
  10114. sc_type status = static_cast<sc_type>(it.first);
  10115. if (!tsc->getSCE(status))
  10116. continue;
  10117. if (it.second->flag[SCF_NOCLEARANCE])
  10118. continue;
  10119. switch (status) {
  10120. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10121. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10122. case SC_FORTUNE: case SC_SERVICE4U:
  10123. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10124. continue; //If in song area don't end it, even if config enabled
  10125. break;
  10126. case SC_ASSUMPTIO:
  10127. if (bl->type == BL_MOB)
  10128. continue;
  10129. break;
  10130. }
  10131. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10132. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10133. status_change_end(bl,status);
  10134. }
  10135. break;
  10136. }
  10137. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10138. break;
  10139. case AB_SILENTIUM:
  10140. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10141. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10142. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10144. break;
  10145. case WL_STASIS:
  10146. if (flag&1)
  10147. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10148. else {
  10149. struct map_data *mapdata = map_getmapdata(src->m);
  10150. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  10151. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10152. }
  10153. break;
  10154. case NPC_DANCINGBLADE:
  10155. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10156. break;
  10157. case WL_CHAINLIGHTNING:
  10158. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10159. break;
  10160. case WL_WHITEIMPRISON:
  10161. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10162. {
  10163. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10164. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10165. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10166. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10167. if( sd )
  10168. skill_blockpc_start(sd,skill_id,4000);
  10169. if( !(tsc && tsc->getSCE(type)) ){
  10170. 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));
  10171. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10172. if( sd && !i )
  10173. clif_skill_fail( *sd, skill_id );
  10174. }
  10175. }else
  10176. if( sd )
  10177. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10178. break;
  10179. case NPC_JACKFROST:
  10180. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10181. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10182. break;
  10183. case WL_SIENNAEXECRATE:
  10184. if( status_isimmune(bl) || !tsc )
  10185. break;
  10186. if( flag&1 ) {
  10187. if( bl->id == skill_area_temp[1] )
  10188. break; // Already work on this target
  10189. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10190. } else {
  10191. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10192. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10193. if( rnd()%100 < rate ) { // Success on First Target
  10194. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10195. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10196. skill_area_temp[1] = bl->id;
  10197. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10198. }
  10199. // Doesn't send failure packet if it fails on defense.
  10200. }
  10201. else if( sd ) // Failure on Rate
  10202. clif_skill_fail( *sd, skill_id );
  10203. }
  10204. break;
  10205. case WL_SUMMONFB:
  10206. case WL_SUMMONBL:
  10207. case WL_SUMMONWB:
  10208. case WL_SUMMONSTONE:
  10209. {
  10210. if (sc == nullptr)
  10211. break;
  10212. e_wl_spheres element;
  10213. switch (skill_id) { // Set val2. The SC element for this ball
  10214. case WL_SUMMONFB:
  10215. element = WLS_FIRE;
  10216. break;
  10217. case WL_SUMMONBL:
  10218. element = WLS_WIND;
  10219. break;
  10220. case WL_SUMMONWB:
  10221. element = WLS_WATER;
  10222. break;
  10223. case WL_SUMMONSTONE:
  10224. element = WLS_STONE;
  10225. break;
  10226. }
  10227. if (skill_lv == 1) {
  10228. sc_type sphere = SC_NONE;
  10229. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10230. if (sc->getSCE(i) == nullptr) {
  10231. sphere = static_cast<sc_type>(i); // Take the free SC
  10232. break;
  10233. }
  10234. }
  10235. if (sphere == SC_NONE) {
  10236. if (sd) // No free slots to put SC
  10237. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10238. break;
  10239. }
  10240. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10241. } else {
  10242. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10243. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10244. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10245. }
  10246. }
  10247. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10248. }
  10249. break;
  10250. case WL_READING_SB_READING:
  10251. if (sd) {
  10252. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10253. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10254. break;
  10255. }
  10256. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10257. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10258. }
  10259. break;
  10260. case RA_FEARBREEZE:
  10261. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10262. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10263. break;
  10264. case RA_WUGMASTERY:
  10265. if( sd ) {
  10266. if( !pc_iswug(sd) )
  10267. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10268. else
  10269. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10270. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10271. }
  10272. break;
  10273. case RA_WUGRIDER:
  10274. if( sd ) {
  10275. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10276. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10277. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10278. } else if( pc_isridingwug(sd) ) {
  10279. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10280. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10281. }
  10282. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10283. }
  10284. break;
  10285. case RA_WUGDASH:
  10286. if( tsce ) {
  10287. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10288. map_freeblock_unlock();
  10289. return 0;
  10290. }
  10291. if( sd && pc_isridingwug(sd) ) {
  10292. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10293. clif_walkok(*sd);
  10294. }
  10295. break;
  10296. case RA_SENSITIVEKEEN:
  10297. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10298. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10299. 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);
  10300. break;
  10301. case NC_F_SIDESLIDE:
  10302. case NC_B_SIDESLIDE:
  10303. {
  10304. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10305. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10306. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10307. }
  10308. break;
  10309. case NC_SELFDESTRUCTION:
  10310. if( sd ) {
  10311. if( pc_ismadogear(sd) )
  10312. pc_setmadogear(sd, false);
  10313. skill_area_temp[1] = 0;
  10314. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10315. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10316. status_set_sp(src, 0, 0);
  10317. skill_clear_unitgroup(src);
  10318. }
  10319. break;
  10320. case NC_EMERGENCYCOOL:
  10321. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10322. if (sd) {
  10323. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10324. int16 limit[] = { -45, -75, -105 };
  10325. i = 0;
  10326. for (const auto &reqItem : req.eqItem) {
  10327. if (pc_search_inventory(sd, reqItem) != -1)
  10328. break;
  10329. i++;
  10330. }
  10331. pc_overheat(*sd, limit[min(i, 2)]);
  10332. }
  10333. break;
  10334. case NC_ANALYZE:
  10335. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10336. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10337. break;
  10338. case NC_MAGNETICFIELD:
  10339. if (flag & 1) {
  10340. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10341. } else {
  10342. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10343. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10344. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10345. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10346. }
  10347. break;
  10348. case NC_REPAIR:
  10349. if( sd ) {
  10350. int heal, hp = 0;
  10351. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10352. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10353. break;
  10354. }
  10355. switch(skill_lv) {
  10356. case 1: hp = 4; break;
  10357. case 2: hp = 7; break;
  10358. case 3: hp = 13; break;
  10359. case 4: hp = 17; break;
  10360. case 5: default: hp = 23; break;
  10361. }
  10362. heal = dstsd->status.max_hp * hp / 100;
  10363. status_heal(bl,heal,0,2);
  10364. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10365. }
  10366. break;
  10367. case NC_DISJOINT:
  10368. {
  10369. if( bl->type != BL_MOB ) break;
  10370. md = map_id2md(bl->id);
  10371. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10372. status_kill(bl);
  10373. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10374. }
  10375. break;
  10376. case SC_AUTOSHADOWSPELL:
  10377. if( sd ) {
  10378. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10379. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10380. {
  10381. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10382. clif_autoshadowspell_list( *sd );
  10383. clif_skill_nodamage(src,bl,skill_id,1,1);
  10384. }
  10385. else
  10386. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10387. }
  10388. break;
  10389. case SC_SHADOWFORM:
  10390. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10391. 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))) )
  10392. dstsd->shadowform_id = src->id;
  10393. }
  10394. else if( sd )
  10395. clif_skill_fail( *sd, skill_id );
  10396. break;
  10397. case SC_BODYPAINT:
  10398. if( flag&1 ) {
  10399. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10400. status_change_end(bl,SC_HIDING);
  10401. status_change_end(bl,SC_CLOAKING);
  10402. status_change_end(bl,SC_CLOAKINGEXCEED);
  10403. status_change_end(bl,SC_CAMOUFLAGE);
  10404. status_change_end(bl,SC_NEWMOON);
  10405. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10406. status_change_end(bl, SC__SHADOWFORM);
  10407. }
  10408. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10409. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10410. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10411. } else {
  10412. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10413. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10414. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10415. }
  10416. break;
  10417. case SC_ENERVATION:
  10418. case SC_GROOMY:
  10419. case SC_LAZINESS:
  10420. case SC_UNLUCKY:
  10421. case SC_WEAKNESS:
  10422. if( !(tsc && tsc->getSCE(type)) ) {
  10423. int rate;
  10424. if (status_get_class_(bl) == CLASS_BOSS)
  10425. break;
  10426. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10427. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10428. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10429. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10430. } else if( sd )
  10431. clif_skill_fail( *sd, skill_id );
  10432. break;
  10433. case SC_IGNORANCE:
  10434. if( !(tsc && tsc->getSCE(type)) ) {
  10435. int rate;
  10436. if (status_get_class_(bl) == CLASS_BOSS)
  10437. break;
  10438. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10439. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10440. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10441. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10442. int sp = 100 * skill_lv;
  10443. if( dstmd )
  10444. sp = dstmd->level;
  10445. if( !dstmd )
  10446. status_zap(bl, 0, sp);
  10447. status_heal(src, 0, sp / 2, 3);
  10448. } else if( sd )
  10449. clif_skill_fail( *sd, skill_id );
  10450. } else if( sd )
  10451. clif_skill_fail( *sd, skill_id );
  10452. break;
  10453. case LG_TRAMPLE:
  10454. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10455. if (rnd()%100 < (25 + 25 * skill_lv))
  10456. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10457. status_change_end(bl, SC_SV_ROOTTWIST);
  10458. break;
  10459. case LG_REFLECTDAMAGE:
  10460. if( tsc && tsc->getSCE(type) )
  10461. status_change_end(bl,type);
  10462. else
  10463. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10464. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10465. break;
  10466. case LG_PIETY:
  10467. if( flag&1 )
  10468. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10469. else {
  10470. skill_area_temp[2] = 0;
  10471. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10472. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10473. }
  10474. break;
  10475. case SR_CURSEDCIRCLE:
  10476. if( flag&1 ) {
  10477. if( status_get_class_(bl) == CLASS_BOSS )
  10478. break;
  10479. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10480. if( bl->type == BL_MOB )
  10481. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10482. clif_bladestop(src, bl->id, 1);
  10483. map_freeblock_unlock();
  10484. return 1;
  10485. }
  10486. } else {
  10487. int count = 0;
  10488. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10489. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10490. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10491. if( sd ) pc_delspiritball(sd, count, 0);
  10492. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10493. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10494. }
  10495. break;
  10496. case NPC_SR_CURSEDCIRCLE:
  10497. if( flag&1 ) {
  10498. if( status_get_class_(bl) == CLASS_BOSS )
  10499. break;
  10500. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10501. if( bl->type == BL_MOB )
  10502. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10503. clif_bladestop(src, bl->id, 1);
  10504. map_freeblock_unlock();
  10505. return 1;
  10506. }
  10507. } else {
  10508. int count = 0;
  10509. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10510. 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
  10511. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10512. if( sd ) pc_delspiritball(sd, count, 0);
  10513. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10514. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10515. }
  10516. break;
  10517. case SR_RAISINGDRAGON:
  10518. if( sd ) {
  10519. short max = 5 + skill_lv;
  10520. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10521. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10522. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10523. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10524. }
  10525. break;
  10526. case SR_ASSIMILATEPOWER:
  10527. if (flag&1) {
  10528. i = 0;
  10529. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10530. if (dstsd->spiritball > 0) {
  10531. i = dstsd->spiritball;
  10532. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10533. }
  10534. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10535. i += dstsd->spiritcharm;
  10536. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10537. }
  10538. }
  10539. if (i)
  10540. status_percent_heal(src, 0, i);
  10541. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10542. } else {
  10543. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10544. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10545. }
  10546. break;
  10547. case SR_POWERVELOCITY:
  10548. if( !dstsd )
  10549. break;
  10550. if( sd && dstsd->spiritball <= 5 ) {
  10551. for(i = 0; i <= 5; i++) {
  10552. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10553. pc_delspiritball(sd, sd->spiritball, 0);
  10554. }
  10555. }
  10556. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10557. break;
  10558. case SR_GENTLETOUCH_CURE:
  10559. {
  10560. unsigned int heal;
  10561. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10562. heal = 0;
  10563. else {
  10564. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10565. status_heal(bl, heal, 0, 0);
  10566. }
  10567. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10568. status_change_end(bl, SC_STONE);
  10569. status_change_end(bl, SC_FREEZE);
  10570. status_change_end(bl, SC_STUN);
  10571. status_change_end(bl, SC_POISON);
  10572. status_change_end(bl, SC_SILENCE);
  10573. status_change_end(bl, SC_BLIND);
  10574. status_change_end(bl, SC_HALLUCINATION);
  10575. }
  10576. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10577. }
  10578. break;
  10579. case SR_GENTLETOUCH_ENERGYGAIN:
  10580. case SR_GENTLETOUCH_CHANGE:
  10581. case SR_GENTLETOUCH_REVITALIZE:
  10582. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10583. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10584. break;
  10585. case SR_FLASHCOMBO: {
  10586. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10587. const int delay[] = { 0, 750, 1250 };
  10588. if (sd) // Disable attacking/acting/moving for skill's duration.
  10589. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10590. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10591. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10592. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10593. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10594. }
  10595. break;
  10596. case WA_SWING_DANCE:
  10597. case WA_MOONLIT_SERENADE:
  10598. case WA_SYMPHONY_OF_LOVER:
  10599. case MI_RUSH_WINDMILL:
  10600. case MI_ECHOSONG:
  10601. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10602. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10603. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10604. } else if( sd ) {
  10605. 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);
  10606. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10607. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10608. }
  10609. break;
  10610. case MI_HARMONIZE:
  10611. if( src != bl )
  10612. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10613. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10614. break;
  10615. case WM_DEADHILLHERE:
  10616. if( bl->type == BL_PC ) {
  10617. if( !status_isdead(bl) )
  10618. break;
  10619. status_zap(bl, 0, tstatus->sp * 10 * skill_lv / 100);
  10620. int heal = tstatus->sp;
  10621. if( heal <= 0 )
  10622. heal = 1;
  10623. tstatus->hp = heal;
  10624. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10625. pc_revive((TBL_PC*)bl,heal,0);
  10626. clif_resurrection( *bl );
  10627. }
  10628. break;
  10629. case WM_VOICEOFSIREN:
  10630. if (flag&1)
  10631. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10632. else {
  10633. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10634. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10635. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10636. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10637. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10638. }
  10639. break;
  10640. case WM_GLOOMYDAY:
  10641. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10642. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10643. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10644. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10645. { // !TODO: Which skills aren't boosted anymore?
  10646. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10647. break;
  10648. }
  10649. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10650. break;
  10651. case WM_SATURDAY_NIGHT_FEVER:
  10652. if( flag&1 ) {
  10653. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10654. } else if (sd) {
  10655. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10656. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10657. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10658. }
  10659. }
  10660. break;
  10661. case WM_SIRCLEOFNATURE:
  10662. case WM_SONG_OF_MANA:
  10663. case WM_DANCE_WITH_WUG:
  10664. case WM_LERADS_DEW:
  10665. case WM_UNLIMITED_HUMMING_VOICE:
  10666. if( flag&1 ) { // These affect to to all party members near the caster.
  10667. if( sc && sc->getSCE(type) ) {
  10668. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10669. }
  10670. } else if( sd ) {
  10671. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10672. 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);
  10673. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10674. }
  10675. break;
  10676. case WM_MELODYOFSINK:
  10677. if( flag&1 ) {
  10678. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10679. } else { // These affect to all targets around the caster.
  10680. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10681. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10683. }
  10684. }
  10685. break;
  10686. case WM_BEYOND_OF_WARCRY:
  10687. if( flag&1 ) {
  10688. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10689. } else { // These affect to all targets around the caster.
  10690. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10691. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10692. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10693. }
  10694. }
  10695. break;
  10696. case WM_SOUND_OF_DESTRUCTION:
  10697. if (flag&1) {
  10698. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10699. } else {
  10700. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10701. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10702. }
  10703. break;
  10704. case WM_RANDOMIZESPELL:
  10705. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10706. status_change_end(bl, SC_SONGOFMANA);
  10707. status_change_end(bl, SC_DANCEWITHWUG);
  10708. status_change_end(bl, SC_LERADSDEW);
  10709. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10710. status_change_end(bl, SC_BEYONDOFWARCRY);
  10711. status_change_end(bl, SC_MELODYOFSINK);
  10712. status_change_end(bl, SC_BEYONDOFWARCRY);
  10713. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10714. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10715. }
  10716. break;
  10717. case RETURN_TO_ELDICASTES:
  10718. case ALL_GUARDIAN_RECALL:
  10719. case ECLAGE_RECALL:
  10720. case ALL_PRONTERA_RECALL:
  10721. case ALL_GLASTHEIM_RECALL:
  10722. case ALL_THANATOS_RECALL:
  10723. case ALL_LIGHTHALZEN_RECALL:
  10724. if( sd != nullptr ){
  10725. short x=0, y=0; // Destination position.
  10726. unsigned short mapindex=0;
  10727. switch(skill_id){
  10728. default:
  10729. case RETURN_TO_ELDICASTES:
  10730. x = 198;
  10731. y = 187;
  10732. mapindex = mapindex_name2id(MAP_DICASTES);
  10733. break;
  10734. case ALL_GUARDIAN_RECALL:
  10735. x = 44;
  10736. y = 151;
  10737. mapindex = mapindex_name2id(MAP_MORA);
  10738. break;
  10739. case ECLAGE_RECALL:
  10740. x = 47;
  10741. y = 31;
  10742. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10743. break;
  10744. case ALL_PRONTERA_RECALL:
  10745. if(skill_lv == 1) {
  10746. x = 115;
  10747. y = 72;
  10748. }
  10749. else if(skill_lv == 2) {
  10750. x = 159;
  10751. y = 192;
  10752. }
  10753. mapindex = mapindex_name2id(MAP_PRONTERA);
  10754. break;
  10755. case ALL_GLASTHEIM_RECALL:
  10756. x = 200;
  10757. y = 268;
  10758. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10759. break;
  10760. case ALL_THANATOS_RECALL:
  10761. x = 139;
  10762. y = 156;
  10763. mapindex = mapindex_name2id(MAP_THANATOS);
  10764. break;
  10765. case ALL_LIGHTHALZEN_RECALL:
  10766. x = 307;
  10767. y = 307;
  10768. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10769. break;
  10770. }
  10771. if(!mapindex)
  10772. { //Given map not found?
  10773. clif_skill_fail( *sd, skill_id );
  10774. map_freeblock_unlock();
  10775. return 0;
  10776. }
  10777. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10778. }
  10779. break;
  10780. case ECL_SNOWFLIP:
  10781. case ECL_PEONYMAMY:
  10782. case ECL_SADAGUI:
  10783. case ECL_SEQUOIADUST:
  10784. switch(skill_id){
  10785. case ECL_SNOWFLIP:
  10786. status_change_end(bl, SC_SLEEP);
  10787. status_change_end(bl, SC_BLEEDING);
  10788. status_change_end(bl, SC_BURNING);
  10789. status_change_end(bl, SC_DEEPSLEEP);
  10790. break;
  10791. case ECL_PEONYMAMY:
  10792. status_change_end(bl, SC_FREEZE);
  10793. status_change_end(bl, SC_FREEZING);
  10794. status_change_end(bl, SC_CRYSTALIZE);
  10795. break;
  10796. case ECL_SADAGUI:
  10797. status_change_end(bl, SC_STUN);
  10798. status_change_end(bl, SC_CONFUSION);
  10799. status_change_end(bl, SC_HALLUCINATION);
  10800. status_change_end(bl, SC_FEAR);
  10801. break;
  10802. case ECL_SEQUOIADUST:
  10803. status_change_end(bl, SC_STONE);
  10804. status_change_end(bl, SC_POISON);
  10805. status_change_end(bl, SC_CURSE);
  10806. status_change_end(bl, SC_BLIND);
  10807. status_change_end(bl, SC_ORCISH);
  10808. status_change_end(bl, SC_DECREASEAGI);
  10809. break;
  10810. }
  10811. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10812. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10813. break;
  10814. case GM_SANDMAN:
  10815. if( tsc ) {
  10816. if( tsc->opt1 == OPT1_SLEEP )
  10817. tsc->opt1 = 0;
  10818. else
  10819. tsc->opt1 = OPT1_SLEEP;
  10820. clif_changeoption(bl);
  10821. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10822. }
  10823. break;
  10824. case SO_ARRULLO:
  10825. {
  10826. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10827. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10828. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10829. }
  10830. break;
  10831. case WM_LULLABY_DEEPSLEEP:
  10832. if (flag&1) {
  10833. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10834. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10835. sc_start(src, bl, type, rate, skill_lv, duration);
  10836. } else {
  10837. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10838. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10839. }
  10840. break;
  10841. case SO_SUMMON_AGNI:
  10842. case SO_SUMMON_AQUA:
  10843. case SO_SUMMON_VENTUS:
  10844. case SO_SUMMON_TERA:
  10845. if( sd ) {
  10846. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10847. // Remove previous elemental first.
  10848. if( sd->ed )
  10849. elemental_delete(sd->ed);
  10850. // Summoning the new one.
  10851. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10852. clif_skill_fail( *sd, skill_id );
  10853. break;
  10854. }
  10855. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10856. }
  10857. break;
  10858. case SO_EL_CONTROL:
  10859. if( sd ) {
  10860. int mode;
  10861. if( !sd->ed ) break;
  10862. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10863. elemental_delete(sd->ed);
  10864. break;
  10865. }
  10866. switch( skill_lv ) {// Select mode bassed on skill level used.
  10867. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10868. case 2: mode = EL_MODE_ASSIST; break;
  10869. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10870. }
  10871. if( !elemental_change_mode(sd->ed,mode) ) {
  10872. clif_skill_fail( *sd, skill_id );
  10873. break;
  10874. }
  10875. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10876. }
  10877. break;
  10878. case SO_EL_ACTION:
  10879. if( sd ) {
  10880. int duration = 3000;
  10881. if( !sd->ed )
  10882. break;
  10883. switch(sd->ed->db->class_) {
  10884. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10885. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10886. duration = 6000;
  10887. break;
  10888. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10889. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10890. duration = 9000;
  10891. break;
  10892. }
  10893. sd->skill_id_old = skill_id;
  10894. elemental_action(sd->ed, bl, tick);
  10895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10896. skill_blockpc_start(sd, skill_id, duration);
  10897. }
  10898. break;
  10899. case SO_EL_CURE:
  10900. if( sd ) {
  10901. s_elemental_data *ed = sd->ed;
  10902. int s_hp, s_sp;
  10903. if( !ed )
  10904. break;
  10905. s_hp = sd->battle_status.hp * 10 / 100;
  10906. s_sp = sd->battle_status.sp * 10 / 100;
  10907. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10908. clif_skill_fail( *sd, skill_id );
  10909. break;
  10910. }
  10911. status_heal(&ed->bl,s_hp,s_sp,3);
  10912. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10913. }
  10914. break;
  10915. case GN_CHANGEMATERIAL:
  10916. case SO_EL_ANALYSIS:
  10917. if( sd ) {
  10918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10919. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10920. }
  10921. break;
  10922. case NPC_MANDRAGORA:
  10923. case GN_MANDRAGORA:
  10924. if( flag&1 ) {
  10925. int rate;
  10926. if (skill_id == NPC_MANDRAGORA)
  10927. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10928. else
  10929. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10930. if (rate < 10)
  10931. rate = 10;
  10932. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10933. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10934. if (rnd()%100 < rate) {
  10935. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10936. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10937. }
  10938. } else {
  10939. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10940. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10941. }
  10942. break;
  10943. case GN_SLINGITEM:
  10944. if( sd ) {
  10945. i = sd->equip_index[EQI_AMMO];
  10946. if( i < 0 )
  10947. break; // No ammo.
  10948. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10949. if( ammo_id == 0 )
  10950. break;
  10951. sd->itemid = ammo_id;
  10952. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10953. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10954. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10955. 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);
  10956. else
  10957. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10958. } else //Otherwise, it fails, shows animation and removes items.
  10959. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  10960. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10961. switch (ammo_id) {
  10962. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10963. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10964. status_percent_heal(bl, 1, 0);
  10965. break;
  10966. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10967. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10968. status_percent_heal(bl, 2, 0);
  10969. break;
  10970. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10971. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10972. status_percent_heal(bl, 5, 0);
  10973. break;
  10974. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10975. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10976. status_percent_heal(bl, 0, 2);
  10977. break;
  10978. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10979. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10980. status_percent_heal(bl, 0, 4);
  10981. break;
  10982. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10983. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10984. status_percent_heal(bl, 0, 8);
  10985. break;
  10986. default:
  10987. if (dstsd)
  10988. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10989. break;
  10990. }
  10991. }
  10992. }
  10993. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10994. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10995. break;
  10996. case GN_MIX_COOKING:
  10997. case GN_MAKEBOMB:
  10998. case GN_S_PHARMACY:
  10999. if( sd ) {
  11000. int qty = 1;
  11001. sd->skill_id_old = skill_id;
  11002. sd->skill_lv_old = skill_lv;
  11003. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  11004. qty = 10;
  11005. clif_cooking_list( *sd, ( skill_id - GN_MIX_COOKING ) + 27, skill_id, qty, skill_id == GN_MAKEBOMB ? 5 : 6 );
  11006. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11007. }
  11008. break;
  11009. case EL_CIRCLE_OF_FIRE:
  11010. case EL_PYROTECHNIC:
  11011. case EL_HEATER:
  11012. case EL_TROPIC:
  11013. case EL_AQUAPLAY:
  11014. case EL_COOLER:
  11015. case EL_CHILLY_AIR:
  11016. case EL_GUST:
  11017. case EL_BLAST:
  11018. case EL_WILD_STORM:
  11019. case EL_PETROLOGY:
  11020. case EL_CURSED_SOIL:
  11021. case EL_UPHEAVAL:
  11022. case EL_FIRE_CLOAK:
  11023. case EL_WATER_DROP:
  11024. case EL_WIND_CURTAIN:
  11025. case EL_SOLID_SKIN:
  11026. case EL_STONE_SHIELD:
  11027. case EL_WIND_STEP:
  11028. case EM_EL_FLAMETECHNIC:
  11029. case EM_EL_FLAMEARMOR:
  11030. case EM_EL_COLD_FORCE:
  11031. case EM_EL_CRYSTAL_ARMOR:
  11032. case EM_EL_GRACE_BREEZE:
  11033. case EM_EL_EYES_OF_STORM:
  11034. case EM_EL_EARTH_CARE:
  11035. case EM_EL_STRONG_PROTECTION:
  11036. case EM_EL_DEEP_POISONING:
  11037. case EM_EL_POISON_SHIELD:
  11038. {
  11039. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11040. if( ele ) {
  11041. sc_type type2 = (sc_type)(type-1);
  11042. status_change *esc = status_get_sc(&ele->bl);
  11043. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11044. status_change_end(src,type);
  11045. status_change_end(bl,type2);
  11046. } else {
  11047. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11048. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11049. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11050. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11051. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11052. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11053. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11054. }
  11055. }
  11056. }
  11057. break;
  11058. case EL_FIRE_MANTLE:
  11059. case EL_WATER_BARRIER:
  11060. case EL_ZEPHYR:
  11061. case EL_POWER_OF_GAIA:
  11062. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11063. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11064. break;
  11065. case EL_WATER_SCREEN: {
  11066. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11067. if( ele ) {
  11068. status_change *esc = status_get_sc(&ele->bl);
  11069. sc_type type2 = (sc_type)(type-1);
  11070. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11071. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11072. status_change_end(bl,type);
  11073. status_change_end(src,type2);
  11074. } else {
  11075. // This not heals at the end.
  11076. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11077. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11078. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11079. }
  11080. }
  11081. }
  11082. break;
  11083. case KO_KAHU_ENTEN:
  11084. case KO_HYOUHU_HUBUKI:
  11085. case KO_KAZEHU_SEIRAN:
  11086. case KO_DOHU_KOUKAI:
  11087. if (sd) {
  11088. int ele_type = skill_get_ele(skill_id,skill_lv);
  11089. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11090. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11091. }
  11092. break;
  11093. case KO_ZANZOU:
  11094. if(sd){
  11095. struct mob_data *md2;
  11096. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11097. if( md2 )
  11098. {
  11099. md2->master_id = src->id;
  11100. md2->special_state.ai = AI_ZANZOU;
  11101. if( md2->deletetimer != INVALID_TIMER )
  11102. delete_timer(md2->deletetimer, mob_timer_delete);
  11103. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11104. mob_spawn( md2 );
  11105. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11106. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11107. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11108. }
  11109. }
  11110. break;
  11111. case KO_KYOUGAKU:
  11112. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11113. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11114. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11115. }else if( sd )
  11116. clif_skill_fail( *sd, skill_id );
  11117. break;
  11118. case KO_JYUSATSU:
  11119. if( dstsd && tsc && !tsc->getSCE(type) &&
  11120. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  11121. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11122. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11123. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11124. if( status_get_lv(bl) <= status_get_lv(src) )
  11125. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11126. }else if( sd )
  11127. clif_skill_fail( *sd, skill_id );
  11128. break;
  11129. case KO_GENWAKU:
  11130. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11131. int x = src->x, y = src->y;
  11132. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11133. clif_skill_fail( *sd, skill_id );
  11134. break;
  11135. }
  11136. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11137. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11138. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11139. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11140. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11141. clif_blown(src);
  11142. if (!unit_blown_immune(bl, 0x1)) {
  11143. unit_movepos(bl,x,y,0,0);
  11144. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11145. clif_sitting(bl); //Avoid sitting sync problem
  11146. clif_blown(bl);
  11147. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11148. }
  11149. }
  11150. }
  11151. break;
  11152. case OB_AKAITSUKI:
  11153. case OB_OBOROGENSOU:
  11154. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11155. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11156. clif_skill_fail( *sd, skill_id );
  11157. break;
  11158. }
  11159. [[fallthrough]];
  11160. case KO_IZAYOI:
  11161. case OB_ZANGETSU:
  11162. case KG_KYOMU:
  11163. case KG_KAGEMUSYA:
  11164. case SP_SOULDIVISION:
  11165. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11166. if (bl->type != BL_PC) {
  11167. if (sd)
  11168. clif_skill_fail( *sd, skill_id );
  11169. break;
  11170. }
  11171. }
  11172. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11173. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11174. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11175. break;
  11176. case KG_KAGEHUMI:
  11177. if( flag&1 ){
  11178. if (bl->type != BL_PC)
  11179. break;
  11180. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11181. status_change_end(bl, SC_HIDING);
  11182. status_change_end(bl, SC_CLOAKING);
  11183. status_change_end(bl, SC_CLOAKINGEXCEED);
  11184. status_change_end(bl, SC_CAMOUFLAGE);
  11185. status_change_end(bl, SC_NEWMOON);
  11186. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11187. status_change_end(bl, SC__SHADOWFORM);
  11188. status_change_end(bl, SC_MARIONETTE);
  11189. status_change_end(bl, SC_HARMONIZE);
  11190. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11191. }
  11192. }else{
  11193. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11194. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11195. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11196. }
  11197. break;
  11198. case MH_SILENT_BREEZE:
  11199. {
  11200. int heal = 5 * status_get_lv(&hd->bl) +
  11201. #ifdef RENEWAL
  11202. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11203. #else
  11204. status_base_matk_min(&hd->battle_status);
  11205. #endif
  11206. //Silences the homunculus and target
  11207. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11208. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11209. //Recover the target's HP
  11210. status_heal(bl,heal,0,3);
  11211. //Removes these SC from target
  11212. if (tsc) {
  11213. const enum sc_type scs[] = {
  11214. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11215. };
  11216. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11217. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11218. }
  11219. if (hd)
  11220. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11221. }
  11222. break;
  11223. case MH_OVERED_BOOST:
  11224. if (hd && battle_get_master(src)) {
  11225. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11226. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11227. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11228. }
  11229. break;
  11230. case MH_GRANITIC_ARMOR:
  11231. case MH_PYROCLASTIC:
  11232. if(hd) {
  11233. struct block_list *s_bl = battle_get_master(src);
  11234. 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
  11235. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11236. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11237. }
  11238. break;
  11239. case MH_LIGHT_OF_REGENE: //self
  11240. if(hd) {
  11241. struct block_list *s_bl = battle_get_master(src);
  11242. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11243. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11244. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11245. }
  11246. break;
  11247. case MH_STYLE_CHANGE:
  11248. if(hd){
  11249. struct status_change_entry *sce;
  11250. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11251. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11252. else sce->val1 = MH_MD_FIGHTING;
  11253. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11254. // char output[128];
  11255. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11256. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11257. //}
  11258. }
  11259. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11260. }
  11261. break;
  11262. case MH_GOLDENE_TONE:
  11263. case MH_TEMPERING: {
  11264. block_list* master_bl = battle_get_master(src);
  11265. if (master_bl != nullptr){
  11266. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11267. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11268. }
  11269. if (hd)
  11270. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11271. } break;
  11272. case MH_PAIN_KILLER:
  11273. bl = battle_get_master(src);
  11274. if (bl != nullptr)
  11275. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11276. if (hd)
  11277. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11278. break;
  11279. case MH_MAGMA_FLOW:
  11280. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11281. if (hd)
  11282. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11283. break;
  11284. case MH_SUMMON_LEGION: {
  11285. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11286. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11287. struct mob_data *sum_md;
  11288. int i_slave,c=0;
  11289. int maxcount = qty[skill_lv-1];
  11290. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11291. if(c >= maxcount) {
  11292. map_freeblock_unlock();
  11293. return 0; //max qty already spawned
  11294. }
  11295. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11296. 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);
  11297. if (sum_md) {
  11298. sum_md->master_id = src->id;
  11299. sum_md->special_state.ai = AI_LEGION;
  11300. if (sum_md->deletetimer != INVALID_TIMER)
  11301. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11302. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11303. mob_spawn(sum_md); //Now it is ready for spawning.
  11304. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11305. }
  11306. }
  11307. if (hd)
  11308. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11309. }
  11310. break;
  11311. case RL_RICHS_COIN:
  11312. if (sd) {
  11313. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11314. for (i = 0; i < 10; i++)
  11315. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11316. }
  11317. break;
  11318. case RL_C_MARKER:
  11319. if (sd) {
  11320. // If marked by someone else remove it
  11321. if (tsce && tsce->val2 != src->id)
  11322. status_change_end(bl, type);
  11323. // Check if marked before
  11324. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11325. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11326. // Find empty slot
  11327. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11328. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11329. clif_skill_fail( *sd, skill_id );
  11330. break;
  11331. }
  11332. }
  11333. sd->c_marker[i] = bl->id;
  11334. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11335. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11336. }
  11337. // If mob casts this, at least SC_C_MARKER as debuff
  11338. else {
  11339. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11340. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11341. }
  11342. break;
  11343. case RL_QD_SHOT:
  11344. if (sd) {
  11345. skill_area_temp[1] = bl->id;
  11346. // Check surrounding
  11347. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11348. if (skill_area_temp[0])
  11349. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11350. // Main target always receives damage
  11351. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11352. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11353. } else {
  11354. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11355. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11356. }
  11357. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11358. skill_area_temp[0] = 0;
  11359. skill_area_temp[1] = 0;
  11360. break;
  11361. case RL_FLICKER:
  11362. if (sd) {
  11363. sd->flicker = true;
  11364. skill_area_temp[1] = 0;
  11365. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11366. // Detonate RL_B_TRAP
  11367. if (pc_checkskill(sd, RL_B_TRAP))
  11368. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11369. // Detonate RL_H_MINE
  11370. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11371. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11372. sd->flicker = false;
  11373. }
  11374. break;
  11375. case SO_ELEMENTAL_SHIELD:
  11376. if (!sd || sd->status.party_id == 0 || flag&1) {
  11377. if (sd && sd->status.party_id == 0) {
  11378. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11379. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11380. elemental_delete(sd->ed);
  11381. }
  11382. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11383. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11384. }
  11385. else {
  11386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11387. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11388. elemental_delete(sd->ed);
  11389. 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);
  11390. }
  11391. break;
  11392. case SU_HIDE:
  11393. if (tsce) {
  11394. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11395. status_change_end(bl, type);
  11396. map_freeblock_unlock();
  11397. return 0;
  11398. }
  11399. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11400. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11401. break;
  11402. case SU_STOOP:
  11403. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11404. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11405. break;
  11406. case SU_SV_ROOTTWIST:
  11407. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11408. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11409. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11410. break;
  11411. }
  11412. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11413. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11414. else {
  11415. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11416. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11417. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11418. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11419. }
  11420. break;
  11421. case SU_TUNABELLY:
  11422. {
  11423. unsigned int heal = 0;
  11424. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11425. heal = 0;
  11426. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11427. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11428. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11429. status_heal(bl, heal, 0, 0);
  11430. }
  11431. break;
  11432. case SU_BUNCHOFSHRIMP:
  11433. case SU_HISS:
  11434. case SU_PURRING:
  11435. case SU_MEOWMEOW:
  11436. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11437. int duration = skill_get_time(skill_id, skill_lv);
  11438. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11439. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11440. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11441. } else if (sd) {
  11442. 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);
  11443. }
  11444. break;
  11445. case SU_SHRIMPARTY:
  11446. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11447. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11448. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11449. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11450. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11451. }
  11452. } else if (sd)
  11453. 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);
  11454. break;
  11455. case SU_POWEROFFLOCK:
  11456. if (flag&1) {
  11457. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11458. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11459. } else {
  11460. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11461. if (battle_config.skill_wall_check)
  11462. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11463. else
  11464. 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);
  11465. }
  11466. break;
  11467. case ALL_EQSWITCH:
  11468. if( sd ){
  11469. clif_equipswitch_reply( sd, false );
  11470. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11471. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11472. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11473. }
  11474. }
  11475. }
  11476. break;
  11477. case AB_VITUPERATUM:
  11478. if (flag&1)
  11479. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11480. else {
  11481. 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);
  11482. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11483. }
  11484. break;
  11485. case AB_CONVENIO:
  11486. if (sd) {
  11487. party_data *p = party_search(sd->status.party_id);
  11488. int i = 0, count = 0;
  11489. // Only usable in party
  11490. if (p == nullptr) {
  11491. clif_skill_fail( *sd, skill_id );
  11492. break;
  11493. }
  11494. // Only usable as party leader.
  11495. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11496. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11497. clif_skill_fail( *sd, skill_id );
  11498. break;
  11499. }
  11500. // Do the teleport part
  11501. for (i = 0; i < MAX_PARTY; ++i) {
  11502. map_session_data *pl_sd = p->data[i].sd;
  11503. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11504. sd->bl.m != pl_sd->bl.m)
  11505. continue;
  11506. // Respect /call configuration
  11507. if( pl_sd->status.disable_call ){
  11508. continue;
  11509. }
  11510. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11511. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11512. count++;
  11513. }
  11514. }
  11515. if (!count)
  11516. clif_skill_fail( *sd, skill_id );
  11517. }
  11518. break;
  11519. case NPC_PULSESTRIKE2:
  11520. for (int i = 0; i < 3; i++)
  11521. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11522. break;
  11523. case BO_THE_WHOLE_PROTECTION:
  11524. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11525. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11526. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11527. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11528. continue;
  11529. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11530. }
  11531. } else if (sd) {
  11532. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11533. 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);
  11534. }
  11535. break;
  11536. case TR_MUSICAL_INTERLUDE:
  11537. case TR_JAWAII_SERENADE:
  11538. case TR_PRON_MARCH:
  11539. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11540. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11541. else if (sd) {
  11542. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11543. sd->skill_id_song = skill_id;
  11544. sd->skill_lv_song = skill_lv;
  11545. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11546. flag |= 2;
  11547. 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);
  11548. }
  11549. break;
  11550. case TR_GEF_NOCTURN:
  11551. case TR_AIN_RHAPSODY:
  11552. if (flag & 1)
  11553. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11554. else if (sd) {
  11555. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11556. sd->skill_id_song = skill_id;
  11557. sd->skill_lv_song = skill_lv;
  11558. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11559. flag |= 2;
  11560. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11561. }
  11562. break;
  11563. case TR_ROKI_CAPRICCIO:
  11564. case TR_NIPELHEIM_REQUIEM:
  11565. if (flag & 1) { // Need official success chances.
  11566. uint16 success_chance = 5 * skill_lv;
  11567. if (flag & 2)
  11568. success_chance *= 2;
  11569. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11570. if (skill_id == TR_ROKI_CAPRICCIO) {
  11571. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11572. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11573. } else { // TR_NIPELHEIM_REQUIEM
  11574. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11575. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11576. }
  11577. } else if (sd) {
  11578. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11579. sd->skill_id_song = skill_id;
  11580. sd->skill_lv_song = skill_lv;
  11581. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11582. flag |= 2;
  11583. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11584. }
  11585. break;
  11586. case ABR_NET_REPAIR:
  11587. case ABR_NET_SUPPORT:
  11588. if (flag & 1) {
  11589. int heal_amount;
  11590. if (skill_id == ABR_NET_REPAIR) {
  11591. heal_amount = tstatus->max_hp * 10 / 100;
  11592. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11593. status_heal(bl, heal_amount, 0, 0);
  11594. } else { // ABR_NET_SUPPORT
  11595. heal_amount = tstatus->max_sp * 3 / 100;
  11596. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11597. status_heal(bl, 0, heal_amount, 0);
  11598. }
  11599. } else {
  11600. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11601. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11602. }
  11603. break;
  11604. case WH_HAWK_M:
  11605. if (sd) {
  11606. if (!pc_isfalcon(sd))
  11607. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11608. else
  11609. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11610. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11611. }
  11612. break;
  11613. case EM_SUMMON_ELEMENTAL_ARDOR:
  11614. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11615. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11616. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11617. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11618. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11619. if (sd == nullptr)
  11620. break;
  11621. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11622. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11623. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11624. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11625. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11626. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11627. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11628. // Remove the old elemental before summoning the super one.
  11629. elemental_delete(sd->ed);
  11630. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11631. clif_skill_fail( *sd, skill_id );
  11632. break;
  11633. } else // Elemental summoned. Buff the player with the bonus.
  11634. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11635. } else {
  11636. clif_skill_fail( *sd, skill_id );
  11637. break;
  11638. }
  11639. }
  11640. break;
  11641. case EM_ELEMENTAL_VEIL:
  11642. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11643. if (sd == nullptr)
  11644. break;
  11645. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11646. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11647. else
  11648. clif_skill_fail( *sd, skill_id );
  11649. break;
  11650. case MT_M_MACHINE:
  11651. case BO_BIONIC_PHARMACY:
  11652. if (sd) {
  11653. sd->skill_id_old = skill_id;
  11654. sd->skill_lv_old = skill_lv;
  11655. if (skill_id == MT_M_MACHINE)
  11656. clif_cooking_list( *sd, 31, skill_id, 1, 7 );
  11657. else // BO_BIONIC_PHARMACY
  11658. clif_cooking_list( *sd, 32, skill_id, 1, 8 );
  11659. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11660. }
  11661. break;
  11662. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11663. case MT_SUMMON_ABR_DUAL_CANNON:
  11664. case MT_SUMMON_ABR_MOTHER_NET:
  11665. case MT_SUMMON_ABR_INFINITY: {
  11666. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11667. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11668. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11669. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11670. if (md) {
  11671. md->master_id = src->id;
  11672. md->special_state.ai = AI_ABR;
  11673. if (md->deletetimer != INVALID_TIMER)
  11674. delete_timer(md->deletetimer, mob_timer_delete);
  11675. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11676. mob_spawn(md);
  11677. }
  11678. }
  11679. break;
  11680. case BO_WOODENWARRIOR:
  11681. case BO_WOODEN_FAIRY:
  11682. case BO_CREEPER:
  11683. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11684. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11685. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11686. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11687. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11688. if (md) {
  11689. md->master_id = src->id;
  11690. md->special_state.ai = AI_BIONIC;
  11691. if (md->deletetimer != INVALID_TIMER)
  11692. delete_timer(md->deletetimer, mob_timer_delete);
  11693. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11694. mob_spawn(md);
  11695. }
  11696. }
  11697. break;
  11698. #ifdef RENEWAL
  11699. case CG_HERMODE:
  11700. skill_castend_song(src, skill_id, skill_lv, tick);
  11701. break;
  11702. #endif
  11703. case NPC_LEASH:
  11704. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11705. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11706. return 0;
  11707. }
  11708. clif_blown( bl );
  11709. break;
  11710. case NPC_WIDELEASH:
  11711. if( flag & 1 ){
  11712. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11713. return 0;
  11714. }
  11715. clif_blown( bl );
  11716. }else{
  11717. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11718. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11719. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11720. }
  11721. break;
  11722. case HN_HELLS_DRIVE:
  11723. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11724. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  11725. break;
  11726. case NW_THE_VIGILANTE_AT_NIGHT:
  11727. i = skill_get_splash(skill_id, skill_lv);
  11728. skill_area_temp[0] = 0;
  11729. skill_area_temp[1] = bl->id;
  11730. skill_area_temp[2] = 0;
  11731. if (sd && sd->weapontype1 == W_GATLING) {
  11732. i = 5; // 11x11
  11733. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv, 1);
  11734. } else
  11735. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv, 1);
  11736. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  11737. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  11738. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11739. break;
  11740. case NW_INTENSIVE_AIM:
  11741. if (tsc && tsc->getSCE(type)) {
  11742. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11743. status_change_end(bl, type);
  11744. } else {
  11745. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11746. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11747. }
  11748. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11749. break;
  11750. case NW_HIDDEN_CARD:
  11751. case NW_AUTO_FIRING_LAUNCHER:
  11752. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11753. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11754. break;
  11755. case NW_GRENADE_FRAGMENT:
  11756. status_change_end(src, type);
  11757. if (skill_lv < 7)
  11758. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11759. else if (skill_lv == 7) {
  11760. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  11761. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  11762. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  11763. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  11764. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  11765. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  11766. }
  11767. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11768. break;
  11769. default: {
  11770. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11771. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11772. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11773. map_freeblock_unlock();
  11774. return 1;
  11775. }
  11776. }
  11777. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11778. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11779. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11780. }
  11781. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11782. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11783. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11784. }
  11785. if( sd && !(flag&1) )
  11786. {// ensure that the skill last-cast tick is recorded
  11787. sd->canskill_tick = gettick();
  11788. if( sd->state.arrow_atk )
  11789. {// consume arrow on last invocation to this skill.
  11790. battle_consume_ammo(sd, skill_id, skill_lv);
  11791. }
  11792. skill_onskillusage(sd, bl, skill_id, tick);
  11793. // perform skill requirement consumption
  11794. if (!(flag&SKILL_NOCONSUME_REQ))
  11795. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11796. }
  11797. map_freeblock_unlock();
  11798. return 0;
  11799. }
  11800. /**
  11801. * Checking that causing skill failed
  11802. * @param src Caster
  11803. * @param target Target
  11804. * @param skill_id
  11805. * @param skill_lv
  11806. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11807. **/
  11808. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11809. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11810. int inf = skill->inf;
  11811. status_change *tsc = status_get_sc(target);
  11812. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11813. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11814. switch (skill_id) {
  11815. case AL_HEAL:
  11816. case AL_INCAGI:
  11817. case AL_DECAGI:
  11818. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11819. case AB_RENOVATIO:
  11820. case AB_HIGHNESSHEAL:
  11821. if (tsc && tsc->option&OPTION_MADOGEAR)
  11822. return USESKILL_FAIL_TOTARGET;
  11823. break;
  11824. case RG_BACKSTAP:
  11825. {
  11826. #ifndef RENEWAL
  11827. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11828. if (map_check_dir(dir, t_dir))
  11829. return USESKILL_FAIL_MAX;
  11830. #endif
  11831. if (check_distance_bl(src, target, 0))
  11832. return USESKILL_FAIL_MAX;
  11833. }
  11834. break;
  11835. case PR_TURNUNDEAD:
  11836. {
  11837. struct status_data *tstatus = status_get_status_data(target);
  11838. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11839. return USESKILL_FAIL_MAX;
  11840. }
  11841. break;
  11842. case PR_LEXDIVINA:
  11843. case MER_LEXDIVINA:
  11844. {
  11845. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11846. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11847. return USESKILL_FAIL_LEVEL;
  11848. else
  11849. return -1; //Works on silenced allies
  11850. }
  11851. break;
  11852. case RA_WUGSTRIKE:
  11853. // Check if path can be reached
  11854. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11855. return USESKILL_FAIL_MAX;
  11856. break;
  11857. case MG_NAPALMBEAT:
  11858. case MG_FIREBALL:
  11859. case HT_BLITZBEAT:
  11860. case AS_GRIMTOOTH:
  11861. case MO_COMBOFINISH:
  11862. case NC_VULCANARM:
  11863. case SR_TIGERCANNON:
  11864. // These can damage traps, but can't target traps directly
  11865. if (target->type == BL_SKILL) {
  11866. TBL_SKILL *su = (TBL_SKILL*)target;
  11867. if (!su || !su->group)
  11868. return USESKILL_FAIL_MAX;
  11869. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11870. return USESKILL_FAIL_MAX;
  11871. }
  11872. break;
  11873. case IQ_SECOND_FLAME:
  11874. case IQ_SECOND_FAITH:
  11875. case IQ_SECOND_JUDGEMENT:
  11876. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11877. return USESKILL_FAIL_LEVEL;
  11878. break;
  11879. case IQ_THIRD_PUNISH:
  11880. case IQ_THIRD_FLAME_BOMB:
  11881. case IQ_THIRD_CONSECRATION:
  11882. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11883. return USESKILL_FAIL_LEVEL;
  11884. break;
  11885. }
  11886. if (inf&INF_ATTACK_SKILL ||
  11887. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11888. ) // Casted through combo.
  11889. inf = BCT_ENEMY; //Offensive skill.
  11890. else if (skill->inf2[INF2_NOTARGETENEMY])
  11891. inf = BCT_NOENEMY;
  11892. else
  11893. inf = 0;
  11894. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11895. inf |=
  11896. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11897. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11898. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11899. inf &= ~BCT_NEUTRAL;
  11900. }
  11901. switch (skill_id) {
  11902. // Cannot be casted to Emperium
  11903. case WZ_ESTIMATION:
  11904. case SL_SKE:
  11905. case SL_SKA:
  11906. case RK_PHANTOMTHRUST:
  11907. case NPC_PHANTOMTHRUST:
  11908. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11909. return USESKILL_FAIL_MAX;
  11910. break;
  11911. }
  11912. if (inf && battle_check_target(src, target, inf) <= 0) {
  11913. switch(skill_id) {
  11914. case RK_PHANTOMTHRUST:
  11915. case NPC_PHANTOMTHRUST:
  11916. case AB_CLEARANCE:
  11917. return USESKILL_FAIL_TOTARGET;
  11918. default:
  11919. return USESKILL_FAIL_LEVEL;
  11920. }
  11921. }
  11922. // Fogwall makes all offensive-type targetted skills fail at 75%
  11923. // Jump Kick can still fail even though you can jump to friendly targets.
  11924. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11925. return USESKILL_FAIL_LEVEL;
  11926. return -1;
  11927. }
  11928. TIMER_FUNC( skill_keep_using ){
  11929. map_session_data* sd = map_id2sd( id );
  11930. if( sd && sd->skill_keep_using.skill_id ){
  11931. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11932. sd->skill_keep_using.tid = INVALID_TIMER;
  11933. }
  11934. return 0;
  11935. }
  11936. /**
  11937. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11938. * @param tid
  11939. * @param tick
  11940. * @param data
  11941. **/
  11942. TIMER_FUNC(skill_castend_id){
  11943. struct block_list *target, *src;
  11944. map_session_data *sd;
  11945. struct mob_data *md;
  11946. struct unit_data *ud;
  11947. int flag = 0;
  11948. src = map_id2bl(id);
  11949. if( src == nullptr )
  11950. {
  11951. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  11952. return 0;// not found
  11953. }
  11954. ud = unit_bl2ud(src);
  11955. if( ud == nullptr )
  11956. {
  11957. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  11958. return 0;// ???
  11959. }
  11960. sd = BL_CAST(BL_PC, src);
  11961. md = BL_CAST(BL_MOB, src);
  11962. status_change *sc = status_get_sc(src);
  11963. if( src->prev == nullptr ) {
  11964. ud->skilltimer = INVALID_TIMER;
  11965. return 0;
  11966. }
  11967. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11968. if( ud->skilltimer != tid ) {
  11969. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11970. ud->skilltimer = INVALID_TIMER;
  11971. return 0;
  11972. }
  11973. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11974. {// restore original walk speed
  11975. ud->skilltimer = INVALID_TIMER;
  11976. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11977. } else
  11978. ud->skilltimer = INVALID_TIMER;
  11979. }
  11980. if (ud->skilltarget == id)
  11981. target = src;
  11982. else
  11983. target = map_id2bl(ud->skilltarget);
  11984. // Use a do so that you can break out of it when the skill fails.
  11985. do {
  11986. bool fail = false;
  11987. int8 res = USESKILL_FAIL_LEVEL;
  11988. if (!target || target->prev == nullptr)
  11989. break;
  11990. if (src->m != target->m || status_isdead(src))
  11991. break;
  11992. //These should become skill_castend_pos
  11993. switch (ud->skill_id) {
  11994. case WE_CALLPARTNER:
  11995. if (sd) {
  11996. map_session_data *p_sd = pc_get_partner(sd);
  11997. if (p_sd && p_sd->state.autotrade) {
  11998. fail = true;
  11999. break;
  12000. } else
  12001. clif_callpartner(*sd);
  12002. }
  12003. break;
  12004. case WE_CALLPARENT:
  12005. if (sd) {
  12006. map_session_data *f_sd = pc_get_father(sd);
  12007. map_session_data *m_sd = pc_get_mother(sd);
  12008. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  12009. fail = true;
  12010. break;
  12011. }
  12012. }
  12013. break;
  12014. case WE_CALLBABY:
  12015. if (sd) {
  12016. map_session_data *c_sd = pc_get_child(sd);
  12017. if (c_sd && c_sd->state.autotrade) {
  12018. fail = true;
  12019. break;
  12020. }
  12021. }
  12022. break;
  12023. case AM_RESURRECTHOMUN:
  12024. case PF_SPIDERWEB:
  12025. {
  12026. //Find a random spot to place the skill. [Skotlex]
  12027. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12028. ud->skillx = target->x + splash;
  12029. ud->skilly = target->y + splash;
  12030. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12031. ud->skillx = target->x;
  12032. ud->skilly = target->y;
  12033. }
  12034. ud->skilltimer = tid;
  12035. return skill_castend_pos(tid,tick,id,data);
  12036. }
  12037. case GN_WALLOFTHORN:
  12038. case SC_ESCAPE:
  12039. case WL_FROSTMISTY:
  12040. case SU_CN_POWDERING:
  12041. case AG_RAIN_OF_CRYSTAL:
  12042. ud->skillx = target->x;
  12043. ud->skilly = target->y;
  12044. ud->skilltimer = tid;
  12045. return skill_castend_pos(tid,tick,id,data);
  12046. }
  12047. // Failing
  12048. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12049. if (sd && res != USESKILL_FAIL_MAX)
  12050. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12051. break;
  12052. }
  12053. //Avoid doing double checks for instant-cast skills.
  12054. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12055. break;
  12056. if(md) {
  12057. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12058. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12059. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12060. }
  12061. if (src != target && battle_config.skill_add_range &&
  12062. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12063. {
  12064. if (sd) {
  12065. clif_skill_fail( *sd, ud->skill_id);
  12066. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12067. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12068. }
  12069. break;
  12070. }
  12071. #ifdef OFFICIAL_WALKPATH
  12072. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12073. {
  12074. if (sd) {
  12075. clif_skill_fail( *sd, ud->skill_id );
  12076. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12077. }
  12078. break;
  12079. }
  12080. #endif
  12081. if( sd )
  12082. {
  12083. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12084. break;
  12085. else {
  12086. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12087. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12088. // Give AP
  12089. if (add_ap > 0) {
  12090. switch (ud->skill_id) {
  12091. case TR_ROSEBLOSSOM:
  12092. case TR_RHYTHMSHOOTING:
  12093. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12094. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12095. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12096. break;
  12097. case TR_GEF_NOCTURN:
  12098. case TR_ROKI_CAPRICCIO:
  12099. case TR_AIN_RHAPSODY:
  12100. case TR_MUSICAL_INTERLUDE:
  12101. case TR_JAWAII_SERENADE:
  12102. case TR_NIPELHEIM_REQUIEM:
  12103. case TR_PRON_MARCH:
  12104. if (sd->skill_id_old == TR_RETROSPECTION) {
  12105. add_ap += add_ap * 50 / 100;
  12106. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12107. }
  12108. break;
  12109. case WH_CRESCIVE_BOLT:
  12110. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12111. add_ap += 2;
  12112. }
  12113. break;
  12114. }
  12115. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12116. }
  12117. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  12118. clif_skill_fail( *sd, ud->skill_id );
  12119. break; // Show a skill fail message (Damage type consumes requirements)
  12120. }
  12121. }
  12122. }
  12123. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12124. break;
  12125. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12126. ud->state.running = 0;
  12127. status_change_end(src, SC_RUN);
  12128. flag = 1;
  12129. }
  12130. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12131. unit_stop_walking(src,1);
  12132. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12133. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12134. if (sd) { //Cooldown application
  12135. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  12136. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12137. }
  12138. if( battle_config.display_status_timers && sd )
  12139. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12140. if( sd )
  12141. {
  12142. switch( ud->skill_id )
  12143. {
  12144. case GS_DESPERADO:
  12145. case RL_FIREDANCE:
  12146. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12147. break;
  12148. case KN_BRANDISHSPEAR:
  12149. case CR_GRANDCROSS: {
  12150. sc_type type;
  12151. if (ud->skill_id == KN_BRANDISHSPEAR)
  12152. type = SC_STRIPWEAPON;
  12153. else
  12154. type = SC_STRIPSHIELD;
  12155. if (sc && sc->getSCE(type)) {
  12156. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12157. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12158. break;
  12159. }
  12160. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12161. // During Grand Cross you are in ankle state (cannot move or teleport)
  12162. if (ud->skill_id == CR_GRANDCROSS)
  12163. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12164. break;
  12165. }
  12166. }
  12167. }
  12168. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12169. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12170. // This is also important for monster skill usage behavior
  12171. if (src->type == BL_MOB)
  12172. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12173. else
  12174. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12175. }
  12176. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12177. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12178. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12179. map_freeblock_lock();
  12180. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12181. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12182. else
  12183. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12184. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, *sd) && skill_check_condition_castbegin(*sd, ud->skill_id, ud->skill_lv) ){
  12185. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12186. }
  12187. if(sc && sc->count) {
  12188. if (ud->skill_id != RA_CAMOUFLAGE)
  12189. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12190. if(sc->getSCE(SC_SPIRIT) &&
  12191. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12192. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12193. ud->skill_id != WZ_WATERBALL)
  12194. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12195. #ifndef RENEWAL
  12196. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12197. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  12198. #endif
  12199. }
  12200. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12201. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12202. if (ud->skilltimer == INVALID_TIMER) {
  12203. if(md) md->skill_idx = -1;
  12204. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12205. ud->skill_lv = ud->skilltarget = 0;
  12206. }
  12207. map_freeblock_unlock();
  12208. return 1;
  12209. } while(0);
  12210. //Skill failed.
  12211. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12212. { //When Asura fails... (except when it fails from Wall of Fog)
  12213. //Consume SP/spheres
  12214. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12215. status_set_sp(src, 0, 0);
  12216. sc_start(src, src, SC_EXTREMITYFIST, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12217. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12218. status_change_end(src, SC_BLADESTOP);
  12219. if( target && target->m == src->m ) { //Move character to target anyway.
  12220. short x, y;
  12221. short dir = map_calc_dir(src,target->x,target->y);
  12222. //Move 3 cells (From Caster)
  12223. if( dir > 0 && dir < 4 )
  12224. x = -3;
  12225. else if( dir > 4 )
  12226. x = 3;
  12227. else
  12228. x = 0;
  12229. if( dir > 2 && dir < 6 )
  12230. y = -3;
  12231. else if( dir == 7 || dir < 2 )
  12232. y = 3;
  12233. else
  12234. y = 0;
  12235. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12236. clif_blown(src);
  12237. clif_spiritball(src);
  12238. }
  12239. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12240. }
  12241. }
  12242. ud->skill_id = ud->skilltarget = 0;
  12243. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12244. ud->canact_tick = tick;
  12245. //You can't place a skill failed packet here because it would be
  12246. //sent in ALL cases, even cases where skill_check_condition fails
  12247. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12248. if (sd) {
  12249. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12250. if (sd->skill_keep_using.skill_id > 0) {
  12251. sd->skill_keep_using.skill_id = 0;
  12252. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12253. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12254. sd->skill_keep_using.tid = INVALID_TIMER;
  12255. }
  12256. }
  12257. } else if (md)
  12258. md->skill_idx = -1;
  12259. return 0;
  12260. }
  12261. /*==========================================
  12262. *
  12263. *------------------------------------------*/
  12264. TIMER_FUNC(skill_castend_pos){
  12265. struct block_list* src = map_id2bl(id);
  12266. map_session_data *sd;
  12267. struct unit_data *ud = unit_bl2ud(src);
  12268. struct mob_data *md;
  12269. nullpo_ret(ud);
  12270. sd = BL_CAST(BL_PC , src);
  12271. md = BL_CAST(BL_MOB, src);
  12272. if( src->prev == nullptr ) {
  12273. ud->skilltimer = INVALID_TIMER;
  12274. return 0;
  12275. }
  12276. if( ud->skilltimer != tid )
  12277. {
  12278. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12279. ud->skilltimer = INVALID_TIMER;
  12280. return 0;
  12281. }
  12282. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12283. {// restore original walk speed
  12284. ud->skilltimer = INVALID_TIMER;
  12285. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12286. } else
  12287. ud->skilltimer = INVALID_TIMER;
  12288. do {
  12289. if( status_isdead(src) )
  12290. break;
  12291. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12292. break;
  12293. if(tid != INVALID_TIMER)
  12294. { //Avoid double checks on instant cast skills. [Skotlex]
  12295. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12296. break;
  12297. if (battle_config.skill_add_range &&
  12298. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12299. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12300. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12301. break;
  12302. }
  12303. }
  12304. if( sd )
  12305. {
  12306. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12307. break;
  12308. else {
  12309. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12310. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12311. // Give AP
  12312. if (add_ap > 0) {
  12313. switch (ud->skill_id) {
  12314. case WH_DEEPBLINDTRAP:
  12315. case WH_SOLIDTRAP:
  12316. case WH_SWIFTTRAP:
  12317. case WH_FLAMETRAP:
  12318. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12319. add_ap += 1;
  12320. break;
  12321. }
  12322. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12323. }
  12324. }
  12325. }
  12326. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12327. break;
  12328. if(md) {
  12329. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12330. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12331. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12332. }
  12333. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12334. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12335. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12336. if (ud->walktimer != INVALID_TIMER)
  12337. unit_stop_walking(src,1);
  12338. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12339. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12340. if (sd) { //Cooldown application
  12341. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12342. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12343. }
  12344. if( battle_config.display_status_timers && sd )
  12345. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12346. // if( sd )
  12347. // {
  12348. // switch( ud->skill_id )
  12349. // {
  12350. // case ????:
  12351. // sd->canequip_tick = tick + ????;
  12352. // break;
  12353. // }
  12354. // }
  12355. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12356. // This is also important for monster skill usage behavior
  12357. if (src->type == BL_MOB)
  12358. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12359. else
  12360. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12361. map_freeblock_lock();
  12362. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12363. if (ud->skill_id != RA_CAMOUFLAGE)
  12364. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12365. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12366. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12367. if (ud->skilltimer == INVALID_TIMER) {
  12368. if (md) md->skill_idx = -1;
  12369. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12370. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12371. }
  12372. map_freeblock_unlock();
  12373. return 1;
  12374. } while(0);
  12375. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12376. ud->canact_tick = tick;
  12377. ud->skill_id = ud->skill_lv = 0;
  12378. if(sd)
  12379. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12380. else if(md)
  12381. md->skill_idx = -1;
  12382. return 0;
  12383. }
  12384. /* skill count without self */
  12385. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12386. struct block_list* src = va_arg(ap, struct block_list*);
  12387. if( src->id != bl->id ) {
  12388. return 1;
  12389. }
  12390. return 0;
  12391. }
  12392. /*==========================================
  12393. *
  12394. *------------------------------------------*/
  12395. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12396. {
  12397. map_session_data* sd;
  12398. status_change* sc;
  12399. struct status_change_entry *sce;
  12400. std::shared_ptr<s_skill_unit_group> sg;
  12401. enum sc_type type;
  12402. int i;
  12403. //if(skill_lv <= 0) return 0;
  12404. if(skill_id > 0 && !skill_lv) return 0; // celest
  12405. nullpo_ret(src);
  12406. if(status_isdead(src))
  12407. return 0;
  12408. sd = BL_CAST(BL_PC, src);
  12409. sc = status_get_sc(src);
  12410. type = skill_get_sc(skill_id);
  12411. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  12412. switch (skill_id) { //Skill effect.
  12413. case WZ_METEOR:
  12414. case WZ_ICEWALL:
  12415. case MO_BODYRELOCATION:
  12416. case CR_CULTIVATION:
  12417. case HW_GANBANTEIN:
  12418. case LG_EARTHDRIVE:
  12419. case SC_ESCAPE:
  12420. case SU_CN_METEOR:
  12421. case NPC_RAINOFMETEOR:
  12422. case HN_METEOR_STORM_BUSTER:
  12423. case NW_GRENADES_DROPPING:
  12424. break; //Effect is displayed on respective switch case.
  12425. default:
  12426. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12427. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12428. else
  12429. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12430. }
  12431. switch(skill_id)
  12432. {
  12433. case PR_BENEDICTIO:
  12434. skill_area_temp[1] = src->id;
  12435. i = skill_get_splash(skill_id, skill_lv);
  12436. map_foreachinallarea(skill_area_sub,
  12437. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12438. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12439. skill_castend_nodamage_id);
  12440. map_foreachinallarea(skill_area_sub,
  12441. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12442. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12443. skill_castend_damage_id);
  12444. break;
  12445. case BS_HAMMERFALL:
  12446. i = skill_get_splash(skill_id, skill_lv);
  12447. map_foreachinallarea(skill_area_sub,
  12448. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12449. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12450. skill_castend_nodamage_id);
  12451. break;
  12452. case HT_DETECTING:
  12453. i = skill_get_splash(skill_id, skill_lv);
  12454. map_foreachinallarea( status_change_timer_sub,
  12455. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12456. src,nullptr,SC_SIGHT,tick);
  12457. skill_reveal_trap_inarea(src, i, x, y);
  12458. break;
  12459. case SR_RIDEINLIGHTNING:
  12460. case NW_BASIC_GRENADE:
  12461. i = skill_get_splash(skill_id, skill_lv);
  12462. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12463. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12464. break;
  12465. case NPC_LEX_AETERNA:
  12466. i = skill_get_splash(skill_id, skill_lv);
  12467. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12468. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12469. break;
  12470. case SA_VOLCANO:
  12471. case SA_DELUGE:
  12472. case SA_VIOLENTGALE:
  12473. { //Does not consumes if the skill is already active. [Skotlex]
  12474. std::shared_ptr<s_skill_unit_group> sg2;
  12475. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12476. {
  12477. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12478. {
  12479. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12480. return 0; // not to consume items
  12481. }
  12482. else
  12483. sg2->limit = 0; //Disable it.
  12484. }
  12485. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12486. break;
  12487. }
  12488. // Skill Unit Setting
  12489. case MG_SAFETYWALL: {
  12490. int dummy = 1;
  12491. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12492. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12493. return 0; // Don't consume gems if cast on Land Protector
  12494. }
  12495. }
  12496. [[fallthrough]];
  12497. case MG_FIREWALL:
  12498. case MG_THUNDERSTORM:
  12499. case AL_PNEUMA:
  12500. case WZ_FIREPILLAR:
  12501. case WZ_QUAGMIRE:
  12502. case WZ_VERMILION:
  12503. case WZ_STORMGUST:
  12504. case WZ_HEAVENDRIVE:
  12505. case NPC_GROUNDDRIVE:
  12506. case PR_SANCTUARY:
  12507. case PR_MAGNUS:
  12508. case CR_GRANDCROSS:
  12509. case NPC_GRANDDARKNESS:
  12510. case HT_SKIDTRAP:
  12511. case MA_SKIDTRAP:
  12512. case HT_LANDMINE:
  12513. case MA_LANDMINE:
  12514. case HT_ANKLESNARE:
  12515. case HT_SHOCKWAVE:
  12516. case HT_SANDMAN:
  12517. case MA_SANDMAN:
  12518. case HT_FLASHER:
  12519. case HT_FREEZINGTRAP:
  12520. case MA_FREEZINGTRAP:
  12521. case HT_BLASTMINE:
  12522. case HT_CLAYMORETRAP:
  12523. case AS_VENOMDUST:
  12524. case AM_DEMONSTRATION:
  12525. case PF_FOGWALL:
  12526. case PF_SPIDERWEB:
  12527. case HT_TALKIEBOX:
  12528. case WE_CALLPARTNER:
  12529. case WE_CALLPARENT:
  12530. case WE_CALLBABY:
  12531. case SA_LANDPROTECTOR:
  12532. #ifndef RENEWAL
  12533. case BD_LULLABY:
  12534. case BD_RICHMANKIM:
  12535. case BD_ETERNALCHAOS:
  12536. case BD_DRUMBATTLEFIELD:
  12537. case BD_RINGNIBELUNGEN:
  12538. case BD_ROKISWEIL:
  12539. case BD_INTOABYSS:
  12540. case BD_SIEGFRIED:
  12541. case BA_DISSONANCE:
  12542. case BA_POEMBRAGI:
  12543. case BA_WHISTLE:
  12544. case BA_ASSASSINCROSS:
  12545. case BA_APPLEIDUN:
  12546. case DC_UGLYDANCE:
  12547. case DC_HUMMING:
  12548. case DC_DONTFORGETME:
  12549. case DC_FORTUNEKISS:
  12550. case DC_SERVICEFORYOU:
  12551. #endif
  12552. case CG_MOONLIT:
  12553. case GS_DESPERADO:
  12554. case NJ_KAENSIN:
  12555. case NJ_BAKUENRYU:
  12556. case NJ_SUITON:
  12557. case NJ_HYOUSYOURAKU:
  12558. case NJ_RAIGEKISAI:
  12559. case NJ_KAMAITACHI:
  12560. #ifdef RENEWAL
  12561. case HW_GRAVITATION:
  12562. #endif
  12563. case NPC_EVILLAND:
  12564. case NPC_VENOMFOG:
  12565. case NPC_COMET:
  12566. case NPC_WIDESUCK:
  12567. case NPC_ICEMINE:
  12568. case NPC_FLAMECROSS:
  12569. case NPC_HELLBURNING:
  12570. case NPC_REVERBERATION:
  12571. case WL_COMET:
  12572. case RA_ELECTRICSHOCKER:
  12573. case RA_CLUSTERBOMB:
  12574. case RA_MAGENTATRAP:
  12575. case RA_COBALTTRAP:
  12576. case RA_MAIZETRAP:
  12577. case RA_VERDURETRAP:
  12578. case RA_FIRINGTRAP:
  12579. case RA_ICEBOUNDTRAP:
  12580. case SC_MANHOLE:
  12581. case SC_DIMENSIONDOOR:
  12582. case SC_CHAOSPANIC:
  12583. case SC_MAELSTROM:
  12584. case SC_BLOODYLUST:
  12585. case WM_POEMOFNETHERWORLD:
  12586. case SO_PSYCHIC_WAVE:
  12587. case NPC_PSYCHIC_WAVE:
  12588. case SO_VACUUM_EXTREME:
  12589. case GN_THORNS_TRAP:
  12590. case SO_EARTHGRAVE:
  12591. case SO_DIAMONDDUST:
  12592. case SO_FIRE_INSIGNIA:
  12593. case SO_WATER_INSIGNIA:
  12594. case SO_WIND_INSIGNIA:
  12595. case SO_EARTH_INSIGNIA:
  12596. case KO_ZENKAI:
  12597. case MH_LAVA_SLIDE:
  12598. case MH_VOLCANIC_ASH:
  12599. case MH_BLAST_FORGE:
  12600. case MH_POISON_MIST:
  12601. case MH_STEINWAND:
  12602. case MH_XENO_SLASHER:
  12603. case LG_KINGS_GRACE:
  12604. case SJ_BOOKOFCREATINGSTAR:
  12605. case RL_B_TRAP:
  12606. case NPC_STORMGUST2:
  12607. case AG_RAIN_OF_CRYSTAL:
  12608. case AG_MYSTERY_ILLUSION:
  12609. case AG_STRANTUM_TREMOR:
  12610. case AG_TORNADO_STORM:
  12611. case AG_FLORAL_FLARE_ROAD:
  12612. case IG_CROSS_RAIN:
  12613. case CD_PNEUMATICUS_PROCELLA:
  12614. case ABC_ABYSS_STRIKE:
  12615. case ABC_ABYSS_SQUARE:
  12616. case WH_DEEPBLINDTRAP:
  12617. case WH_SOLIDTRAP:
  12618. case WH_SWIFTTRAP:
  12619. case WH_FLAMETRAP:
  12620. case BO_ACIDIFIED_ZONE_WATER:
  12621. case BO_ACIDIFIED_ZONE_GROUND:
  12622. case BO_ACIDIFIED_ZONE_WIND:
  12623. case BO_ACIDIFIED_ZONE_FIRE:
  12624. case EM_DIAMOND_STORM:
  12625. case EM_LIGHTNING_LAND:
  12626. case EM_VENOM_SWAMP:
  12627. case EM_CONFLAGRATION:
  12628. case EM_TERRA_DRIVE:
  12629. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12630. [[fallthrough]];
  12631. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12632. case GN_WALLOFTHORN:
  12633. case GN_DEMONIC_FIRE:
  12634. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12635. break;
  12636. case WZ_ICEWALL:
  12637. case NPC_CANE_OF_EVIL_EYE:
  12638. flag|=1;
  12639. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12640. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12641. break;
  12642. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12643. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12644. flag|=1;
  12645. break;
  12646. case NPC_EARTHQUAKE:
  12647. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12648. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12649. break;
  12650. #ifndef RENEWAL
  12651. case HP_BASILICA:
  12652. if( sc->getSCE(SC_BASILICA) ) {
  12653. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12654. return 0;
  12655. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12656. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12657. if (sd)
  12658. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  12659. return 0;
  12660. }
  12661. skill_clear_unitgroup(src);
  12662. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12663. flag|=1;
  12664. }
  12665. break;
  12666. #endif
  12667. #ifndef RENEWAL
  12668. case CG_HERMODE:
  12669. skill_clear_unitgroup(src);
  12670. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12671. sc_start4(src,src,SC_DANCING,100,
  12672. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12673. flag|=1;
  12674. #endif
  12675. break;
  12676. case RG_CLEANER: // [Valaris]
  12677. i = skill_get_splash(skill_id, skill_lv);
  12678. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12679. break;
  12680. case SO_WARMER:
  12681. case SO_CLOUD_KILL:
  12682. case NPC_CLOUD_KILL:
  12683. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12684. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12685. break;
  12686. case SU_CN_POWDERING:
  12687. case SU_NYANGGRASS:
  12688. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12689. if (skill_id == SU_CN_POWDERING)
  12690. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12691. else
  12692. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12693. }
  12694. flag |= 1;
  12695. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12696. break;
  12697. case SU_CN_METEOR:
  12698. if (sd) {
  12699. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12700. skill_id = SU_CN_METEOR2;
  12701. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12702. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12703. }
  12704. [[fallthrough]];
  12705. case WZ_METEOR:
  12706. {
  12707. int area = skill_get_splash(skill_id, skill_lv);
  12708. short tmpx = 0, tmpy = 0;
  12709. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12710. // Creates a random Cell in the Splash Area
  12711. tmpx = x - area + rnd() % (area * 2 + 1);
  12712. tmpy = y - area + rnd() % (area * 2 + 1);
  12713. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12714. }
  12715. }
  12716. break;
  12717. case AL_WARP:
  12718. if(sd)
  12719. {
  12720. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12721. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12722. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12723. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12724. );
  12725. }
  12726. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12727. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12728. return 0; // not to consume item.
  12729. case MO_BODYRELOCATION:
  12730. if (unit_movepos(src, x, y, 2, 1)) {
  12731. #if PACKETVER >= 20111005
  12732. clif_snap(src, src->x, src->y);
  12733. #else
  12734. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12735. #endif
  12736. if (sd)
  12737. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12738. }
  12739. break;
  12740. case NJ_SHADOWJUMP:
  12741. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12742. clif_blown(src);
  12743. status_change_end(src, SC_HIDING);
  12744. break;
  12745. case AM_SPHEREMINE:
  12746. case AM_CANNIBALIZE:
  12747. {
  12748. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12749. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12750. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12751. struct mob_data *md;
  12752. // Correct info, don't change any of this! [celest]
  12753. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12754. if (md) {
  12755. md->master_id = src->id;
  12756. md->special_state.ai = ai;
  12757. if( md->deletetimer != INVALID_TIMER )
  12758. delete_timer(md->deletetimer, mob_timer_delete);
  12759. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12760. mob_spawn (md); //Now it is ready for spawning.
  12761. }
  12762. }
  12763. break;
  12764. // Slim Pitcher [Celest]
  12765. case CR_SLIMPITCHER:
  12766. if (sd) {
  12767. int i_lv = 0, j = 0;
  12768. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12769. i_lv = skill_lv%11 - 1;
  12770. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12771. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12772. {
  12773. clif_skill_fail( *sd, skill_id );
  12774. return 1;
  12775. }
  12776. potion_flag = 1;
  12777. potion_hp = 0;
  12778. potion_sp = 0;
  12779. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12780. potion_flag = 0;
  12781. //Apply skill bonuses
  12782. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12783. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12784. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12785. + pc_skillheal_bonus(sd, skill_id);
  12786. potion_hp = potion_hp * (100+i_lv)/100;
  12787. potion_sp = potion_sp * (100+i_lv)/100;
  12788. // Final heal increased by HPlus.
  12789. // Is this the right place for this??? [Rytech]
  12790. // Can HPlus also affect SP recovery???
  12791. status_data *sstatus = status_get_status_data(src);
  12792. if (sstatus && sstatus->hplus > 0) {
  12793. potion_hp += potion_hp * sstatus->hplus / 100;
  12794. potion_sp += potion_sp * sstatus->hplus / 100;
  12795. }
  12796. if(potion_hp > 0 || potion_sp > 0) {
  12797. i_lv = skill_get_splash(skill_id, skill_lv);
  12798. map_foreachinallarea(skill_area_sub,
  12799. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12800. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12801. skill_castend_nodamage_id);
  12802. }
  12803. } else {
  12804. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12805. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12806. potion_flag = 1;
  12807. potion_hp = 0;
  12808. potion_sp = 0;
  12809. run_script(item->script,0,src->id,0);
  12810. potion_flag = 0;
  12811. potion_hp = potion_hp * (100+id)/100;
  12812. potion_sp = potion_sp * (100+id)/100;
  12813. if(potion_hp > 0 || potion_sp > 0) {
  12814. id = skill_get_splash(skill_id, skill_lv);
  12815. map_foreachinallarea(skill_area_sub,
  12816. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12817. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12818. skill_castend_nodamage_id);
  12819. }
  12820. }
  12821. break;
  12822. case HW_GANBANTEIN:
  12823. if (rnd()%100 < 80) {
  12824. int dummy = 1;
  12825. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12826. i = skill_get_splash(skill_id, skill_lv);
  12827. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12828. } else {
  12829. if (sd) clif_skill_fail( *sd, skill_id );
  12830. return 1;
  12831. }
  12832. break;
  12833. #ifndef RENEWAL
  12834. case HW_GRAVITATION:
  12835. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12836. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12837. flag|=1;
  12838. break;
  12839. #endif
  12840. // Plant Cultivation [Celest]
  12841. case CR_CULTIVATION:
  12842. if (sd) {
  12843. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12844. {
  12845. clif_skill_fail( *sd, skill_id );
  12846. return 1;
  12847. }
  12848. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12849. if (rnd()%100 < 50) {
  12850. clif_skill_fail( *sd, skill_id );
  12851. } else {
  12852. TBL_MOB* md = nullptr;
  12853. int t, mob_id;
  12854. if (skill_lv == 1)
  12855. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12856. else {
  12857. int rand_val = rnd() % 100;
  12858. if (rand_val < 30)
  12859. mob_id = MOBID_GREEN_PLANT;
  12860. else if (rand_val < 55)
  12861. mob_id = MOBID_RED_PLANT;
  12862. else if (rand_val < 80)
  12863. mob_id = MOBID_YELLOW_PLANT;
  12864. else if (rand_val < 90)
  12865. mob_id = MOBID_WHITE_PLANT;
  12866. else if (rand_val < 98)
  12867. mob_id = MOBID_BLUE_PLANT;
  12868. else
  12869. mob_id = MOBID_SHINING_PLANT;
  12870. }
  12871. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12872. if (!md)
  12873. break;
  12874. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12875. {
  12876. if( md->deletetimer != INVALID_TIMER )
  12877. delete_timer(md->deletetimer, mob_timer_delete);
  12878. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12879. }
  12880. mob_spawn(md);
  12881. }
  12882. }
  12883. break;
  12884. case SG_SUN_WARM:
  12885. case SG_MOON_WARM:
  12886. case SG_STAR_WARM:
  12887. skill_clear_unitgroup(src);
  12888. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12889. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12890. flag|=1;
  12891. break;
  12892. case PA_GOSPEL:
  12893. if (sce && sce->val4 == BCT_SELF)
  12894. {
  12895. status_change_end(src, SC_GOSPEL);
  12896. return 0;
  12897. }
  12898. else
  12899. {
  12900. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12901. if (!sg) break;
  12902. if (sce)
  12903. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12904. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12905. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12906. }
  12907. break;
  12908. case NJ_TATAMIGAESHI:
  12909. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12910. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12911. break;
  12912. case AM_RESURRECTHOMUN: //[orn]
  12913. if (sd)
  12914. {
  12915. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12916. {
  12917. clif_skill_fail( *sd, skill_id );
  12918. break;
  12919. }
  12920. }
  12921. break;
  12922. case AC_SHOWER:
  12923. status_change_end(src, SC_CAMOUFLAGE);
  12924. [[fallthrough]];
  12925. case MA_SHOWER:
  12926. case NC_COLDSLOWER:
  12927. case RK_DRAGONBREATH:
  12928. case RK_DRAGONBREATH_WATER:
  12929. case NPC_DRAGONBREATH:
  12930. case WL_FROSTMISTY:
  12931. case RL_HAMMER_OF_GOD:
  12932. // Cast center might be relevant later (e.g. for knockback direction)
  12933. skill_area_temp[4] = x;
  12934. skill_area_temp[5] = y;
  12935. i = skill_get_splash(skill_id,skill_lv);
  12936. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12937. break;
  12938. case SO_ARRULLO:
  12939. i = skill_get_splash(skill_id,skill_lv);
  12940. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12941. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12942. break;
  12943. case GC_POISONSMOKE:
  12944. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12945. if( sd )
  12946. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  12947. return 0;
  12948. }
  12949. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12950. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12951. break;
  12952. case AB_EPICLESIS:
  12953. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12954. i = skill_get_splash(skill_id, skill_lv);
  12955. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12956. }
  12957. break;
  12958. case WL_EARTHSTRAIN:
  12959. {
  12960. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12961. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12962. for( w = 1; w <= wave; w++ )
  12963. {
  12964. switch( dir ){
  12965. case 0: case 1: case 7: sy = y + w; break;
  12966. case 3: case 4: case 5: sy = y - w; break;
  12967. case 2: sx = x - w; break;
  12968. case 6: sx = x + w; break;
  12969. }
  12970. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12971. }
  12972. }
  12973. break;
  12974. case RA_DETONATOR:
  12975. i = skill_get_splash(skill_id, skill_lv);
  12976. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12977. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12978. break;
  12979. case NC_NEUTRALBARRIER:
  12980. case NC_STEALTHFIELD:
  12981. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12982. skill_clear_unitgroup(src);
  12983. return 0;
  12984. }
  12985. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12986. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  12987. 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));
  12988. }
  12989. break;
  12990. case NC_SILVERSNIPER:
  12991. {
  12992. struct mob_data *md;
  12993. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12994. if( md ) {
  12995. md->master_id = src->id;
  12996. md->special_state.ai = AI_FAW;
  12997. if( md->deletetimer != INVALID_TIMER )
  12998. delete_timer(md->deletetimer, mob_timer_delete);
  12999. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  13000. mob_spawn(md);
  13001. }
  13002. }
  13003. break;
  13004. case NC_MAGICDECOY:
  13005. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  13006. break;
  13007. case SC_FEINTBOMB: {
  13008. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  13009. if( group == nullptr || group->unit == nullptr ) {
  13010. if (sd)
  13011. clif_skill_fail( *sd, skill_id );
  13012. return 1;
  13013. }
  13014. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13015. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13016. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  13017. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13018. }
  13019. break;
  13020. case SC_ESCAPE:
  13021. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13022. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13023. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13024. flag |= 1;
  13025. break;
  13026. case LG_BANDING:
  13027. if( sc && sc->getSCE(SC_BANDING) )
  13028. status_change_end(src,SC_BANDING);
  13029. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13030. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13031. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13032. break;
  13033. case WM_DOMINION_IMPULSE:
  13034. i = skill_get_splash(skill_id, skill_lv);
  13035. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13036. break;
  13037. case WM_GREAT_ECHO:
  13038. i = skill_get_splash(skill_id,skill_lv);
  13039. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13040. break;
  13041. case WM_SEVERE_RAINSTORM:
  13042. flag |= 1;
  13043. if (sd)
  13044. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13045. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13046. break;
  13047. case GN_CRAZYWEED: {
  13048. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13049. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13050. int x1 = x - area + rnd()%(area * 2 + 1);
  13051. int y1 = y - area + rnd()%(area * 2 + 1);
  13052. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13053. }
  13054. }
  13055. break;
  13056. case GN_FIRE_EXPANSION: {
  13057. struct unit_data* ud = unit_bl2ud(src);
  13058. if (!ud) break;
  13059. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13060. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13061. if (it != ud->skillunits.end()) {
  13062. auto* unit_group = it->get();
  13063. skill_unit* su = unit_group->unit;
  13064. switch (skill_lv) {
  13065. case 1: {
  13066. // TODO:
  13067. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13068. skill_delunit(su);
  13069. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13070. flag |= 1;
  13071. }
  13072. break;
  13073. case 2:
  13074. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13075. if (su != nullptr)
  13076. skill_delunit(su);
  13077. break;
  13078. case 3:
  13079. skill_delunit(su);
  13080. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13081. flag |= 1;
  13082. break;
  13083. case 4:
  13084. skill_delunit(su);
  13085. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13086. flag |= 1;
  13087. break;
  13088. case 5: {
  13089. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13090. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13091. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13092. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13093. if (su != nullptr)
  13094. skill_delunit(su);
  13095. }
  13096. break;
  13097. }
  13098. }
  13099. }
  13100. break;
  13101. case SO_FIREWALK:
  13102. case SO_ELECTRICWALK:
  13103. case NPC_FIREWALK:
  13104. case NPC_ELECTRICWALK:
  13105. if( sc && sc->getSCE(type) )
  13106. status_change_end(src,type);
  13107. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13108. break;
  13109. case KO_MAKIBISHI:
  13110. for( i = 0; i < (skill_lv+2); i++ ) {
  13111. x = src->x - 1 + rnd()%3;
  13112. y = src->y - 1 + rnd()%3;
  13113. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13114. }
  13115. break;
  13116. case KO_MUCHANAGE: {
  13117. struct status_data *sstatus;
  13118. int rate = 0;
  13119. sstatus = status_get_status_data(src);
  13120. i = skill_get_splash(skill_id,skill_lv);
  13121. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13122. if( rate < 0 )
  13123. rate = 0;
  13124. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  13125. if( rnd()%100 < rate )
  13126. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13127. }
  13128. break;
  13129. case RL_FALLEN_ANGEL:
  13130. if (unit_movepos(src,x,y,1,1)) {
  13131. clif_snap(src, src->x, src->y);
  13132. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13133. } else {
  13134. if (sd)
  13135. clif_skill_fail( *sd, skill_id );
  13136. }
  13137. break;
  13138. case RL_FIRE_RAIN: {
  13139. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13140. int sx = x = src->x, sy = y = src->y;
  13141. for (w = 0; w <= wave; w++) {
  13142. switch (dir) {
  13143. case DIR_NORTH:
  13144. case DIR_NORTHWEST:
  13145. case DIR_NORTHEAST:
  13146. sy = y + w;
  13147. break;
  13148. case DIR_WEST:
  13149. sx = x - w;
  13150. break;
  13151. case DIR_SOUTHWEST:
  13152. case DIR_SOUTH:
  13153. case DIR_SOUTHEAST:
  13154. sy = y - w;
  13155. break;
  13156. case DIR_EAST:
  13157. sx = x + w;
  13158. break;
  13159. }
  13160. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13161. }
  13162. }
  13163. break;
  13164. case NPC_MAGMA_ERUPTION:
  13165. case NC_MAGMA_ERUPTION:
  13166. // 1st, AoE 'slam' damage
  13167. i = skill_get_splash(skill_id, skill_lv);
  13168. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13169. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13170. // 2nd, AoE 'eruption' unit
  13171. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13172. break;
  13173. case SU_LOPE:
  13174. {
  13175. uint8 dir = map_calc_dir(src, x, y);
  13176. // Fails on noteleport maps, except for GvG and BG maps
  13177. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13178. x = src->x;
  13179. y = src->y;
  13180. }
  13181. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  13182. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  13183. clif_blown(src);
  13184. }
  13185. break;
  13186. case AG_ASTRAL_STRIKE:
  13187. i = skill_get_splash(skill_id, skill_lv);
  13188. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13189. flag |= 1;
  13190. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13191. break;
  13192. case AG_VIOLENT_QUAKE:
  13193. case AG_ALL_BLOOM: {
  13194. int area = skill_get_splash(skill_id, skill_lv);
  13195. int unit_time = skill_get_time(skill_id, skill_lv);
  13196. int unit_interval = skill_get_unit_interval(skill_id);
  13197. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13198. // Grab Climax's effect level if active.
  13199. // This affects the behavior of certain skills in certain ways.
  13200. if (sc && sc->getSCE(SC_CLIMAX))
  13201. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13202. if (skill_id == AG_VIOLENT_QUAKE) {
  13203. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13204. // Fixes rising rocks spawn area to 7x7.
  13205. if (climax_lv == 5)
  13206. area = 3;
  13207. } else { // AG_ALL_BLOOM
  13208. sub_skill = AG_ALL_BLOOM_ATK;
  13209. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13210. unit_time /= 2;
  13211. unit_interval /= 2;
  13212. }
  13213. }
  13214. // Displays the earthquake / flower garden.
  13215. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13216. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13217. i = skill_get_splash(skill_id, skill_lv);
  13218. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13219. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13220. tmpx = x - area + rnd() % (area * 2 + 1);
  13221. tmpy = y - area + rnd() % (area * 2 + 1);
  13222. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13223. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13224. tmpx = x - area + rnd() % (area * 2 + 1);
  13225. tmpy = y - area + rnd() % (area * 2 + 1);
  13226. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13227. }
  13228. }
  13229. // One final attack the size of the flower garden is dealt after
  13230. // all rose buds explode if Climax level 5 is active.
  13231. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13232. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13233. }
  13234. break;
  13235. case NPC_RAINOFMETEOR:
  13236. {
  13237. int area = skill_get_splash(skill_id, skill_lv);
  13238. short tmpx = 0, tmpy = 0;
  13239. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13240. // Casts a double meteor in the first interval.
  13241. if (i == 1) {
  13242. // The first meteor is at the center
  13243. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13244. // The second meteor is near the first
  13245. tmpx = x - 1 + rnd()%3;
  13246. tmpy = y - 1 + rnd()%3;
  13247. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13248. }
  13249. else { // Casts 1 meteor per interval in the splash area
  13250. tmpx = x - area + rnd()%(area * 2 + 1);
  13251. tmpy = y - area + rnd()%(area * 2 + 1);
  13252. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13253. }
  13254. }
  13255. }
  13256. break;
  13257. case HN_JACK_FROST_NOVA:
  13258. case HN_GROUND_GRAVITATION: {
  13259. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13260. if( sd != nullptr ){
  13261. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13262. }
  13263. return 0;
  13264. }
  13265. int splash = skill_get_splash(skill_id, skill_lv);
  13266. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13267. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13268. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13269. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13270. }
  13271. }
  13272. break;
  13273. case HN_METEOR_STORM_BUSTER: {
  13274. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13275. if( sd != nullptr ){
  13276. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13277. }
  13278. return 0;
  13279. }
  13280. int splash = skill_get_splash(skill_id, skill_lv);
  13281. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13282. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13283. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13284. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13285. }
  13286. }
  13287. break;
  13288. case NW_WILD_FIRE:
  13289. i = skill_get_splash(skill_id, skill_lv);
  13290. if (sd && sd->status.weapon == W_GRENADE)
  13291. i += 2;
  13292. map_foreachinallarea(skill_area_sub,
  13293. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13294. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13295. skill_castend_damage_id);
  13296. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13297. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13298. break;
  13299. case NW_HASTY_FIRE_IN_THE_HOLE:
  13300. i = skill_get_splash(skill_id, skill_lv);
  13301. if (flag & 1){
  13302. i++;
  13303. }
  13304. if (flag & 2){
  13305. i++;
  13306. }
  13307. map_foreachinallarea(skill_area_sub,
  13308. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13309. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13310. skill_castend_damage_id);
  13311. if (!(flag & 1)) {
  13312. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13313. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13314. }
  13315. break;
  13316. case NW_GRENADES_DROPPING: {
  13317. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13318. uint16 tmpx = rnd_value( x - splash, x + splash );
  13319. uint16 tmpy = rnd_value( y - splash, y + splash );
  13320. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13321. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13322. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13323. }
  13324. } break;
  13325. case NW_MISSION_BOMBARD:
  13326. i = skill_get_splash(skill_id,skill_lv);
  13327. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13328. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13329. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13330. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13331. }
  13332. break;
  13333. default:
  13334. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13335. return 1;
  13336. }
  13337. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13338. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13339. if( sd )
  13340. {// ensure that the skill last-cast tick is recorded
  13341. sd->canskill_tick = gettick();
  13342. if( sd->state.arrow_atk && !(flag&1) )
  13343. {// consume arrow if this is a ground skill
  13344. battle_consume_ammo(sd, skill_id, skill_lv);
  13345. }
  13346. skill_onskillusage(sd, nullptr, skill_id, tick);
  13347. // perform skill requirement consumption
  13348. if (!(flag&SKILL_NOCONSUME_REQ))
  13349. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13350. }
  13351. return 0;
  13352. }
  13353. /*==========================================
  13354. *
  13355. *------------------------------------------*/
  13356. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13357. {
  13358. nullpo_ret(sd);
  13359. //Simplify skill_failed code.
  13360. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13361. if(skill_id != sd->menuskill_id)
  13362. return 0;
  13363. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  13364. skill_failed(sd);
  13365. return 0;
  13366. }
  13367. if( sd->sc.cant.cast ) {
  13368. skill_failed(sd);
  13369. return 0;
  13370. }
  13371. pc_stop_attack(sd);
  13372. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13373. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13374. if(strcmp(mapname,"cancel")==0) {
  13375. skill_failed(sd);
  13376. return 0;
  13377. }
  13378. switch(skill_id)
  13379. {
  13380. case AL_TELEPORT:
  13381. case ALL_ODINS_RECALL:
  13382. //The storage window is closed automatically by the client when there's
  13383. //any kind of map change, so we need to restore it automatically
  13384. //bugreport:8027
  13385. if(strcmp(mapname,"Random") == 0)
  13386. pc_randomwarp(sd,CLR_TELEPORT);
  13387. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13388. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13389. clif_refresh_storagewindow(sd);
  13390. break;
  13391. case AL_WARP:
  13392. if( sd != nullptr ){
  13393. const struct s_point_str *p[4];
  13394. std::shared_ptr<s_skill_unit_group> group;
  13395. int i, lv, wx, wy;
  13396. int maxcount=0;
  13397. int x,y;
  13398. unsigned short mapindex;
  13399. mapindex = mapindex_name2id((char*)mapname);
  13400. if(!mapindex) { //Given map not found?
  13401. clif_skill_fail( *sd, skill_id );
  13402. skill_failed(sd);
  13403. return 0;
  13404. }
  13405. p[0] = &sd->status.save_point;
  13406. p[1] = &sd->status.memo_point[0];
  13407. p[2] = &sd->status.memo_point[1];
  13408. p[3] = &sd->status.memo_point[2];
  13409. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13410. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13411. if (maxcount == 0) {
  13412. clif_skill_fail( *sd, skill_id );
  13413. skill_failed(sd);
  13414. return 0;
  13415. }
  13416. }
  13417. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13418. wx = sd->menuskill_val>>16;
  13419. wy = sd->menuskill_val&0xffff;
  13420. if( lv <= 0 ) return 0;
  13421. if( lv > 4 ) lv = 4; // crash prevention
  13422. // check if the chosen map exists in the memo list
  13423. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13424. if( i < lv ) {
  13425. x=p[i]->x;
  13426. y=p[i]->y;
  13427. } else {
  13428. skill_failed(sd);
  13429. return 0;
  13430. }
  13431. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  13432. { // This checks versus skill_id/skill_lv...
  13433. skill_failed(sd);
  13434. return 0;
  13435. }
  13436. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13437. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13438. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13439. skill_failed(sd);
  13440. return 0;
  13441. }
  13442. group->val1 = (group->val1<<16)|(short)0;
  13443. // record the destination coordinates
  13444. group->val2 = (x<<16)|y;
  13445. group->val3 = mapindex;
  13446. }
  13447. break;
  13448. }
  13449. sd->menuskill_id = sd->menuskill_val = 0;
  13450. return 0;
  13451. #undef skill_failed
  13452. }
  13453. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13454. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13455. {
  13456. struct skill_unit* target = (struct skill_unit*)bl;
  13457. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13458. int flag = va_arg(ap, int);
  13459. if (src == target)
  13460. return 0;
  13461. if (!target->group || !(target->group->state.song_dance&0x1))
  13462. return 0;
  13463. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13464. return 0;
  13465. if (flag) //Set dissonance
  13466. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13467. else //Remove dissonance
  13468. target->val2 &= ~(1 << UF_ENSEMBLE);
  13469. skill_getareachar_skillunit_visibilty(target, AREA);
  13470. return 1;
  13471. }
  13472. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13473. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13474. //When 1, this unit has been positioned, so start the cancel effect.
  13475. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13476. {
  13477. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13478. return 0;
  13479. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13480. return 0; //Nothing to remove, this unit is not overlapped.
  13481. if (unit->val1 != unit->group->skill_id)
  13482. { //Reset state
  13483. unit->val1 = unit->group->skill_id;
  13484. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13485. }
  13486. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13487. }
  13488. /**
  13489. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13490. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13491. * @param flag 0 Convert
  13492. * @param flag 1 Revert
  13493. * @return true success
  13494. * @TODO: This should be completely removed later and rewritten
  13495. * The entire execution of the overlapping songs instances is dirty and hacked together
  13496. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13497. */
  13498. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13499. {
  13500. static int prevflag = 1; // by default the backup is empty
  13501. static s_skill_unit_group backup;
  13502. std::shared_ptr<s_skill_unit_group> group;
  13503. if( unit == nullptr || (group = unit->group) == nullptr )
  13504. return false;
  13505. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13506. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13507. return false;
  13508. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13509. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13510. flag ? "read an empty backup" : "write to a full backup",
  13511. group->skill_id, group->skill_lv, group->src_id);
  13512. return false;
  13513. }
  13514. prevflag = flag;
  13515. if (!flag) { //Transform
  13516. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13517. // backup
  13518. backup.skill_id = group->skill_id;
  13519. backup.skill_lv = group->skill_lv;
  13520. backup.unit_id = group->unit_id;
  13521. backup.target_flag = group->target_flag;
  13522. backup.bl_flag = group->bl_flag;
  13523. backup.interval = group->interval;
  13524. // replace
  13525. group->skill_id = skill_id;
  13526. group->skill_lv = 1;
  13527. group->unit_id = skill_get_unit_id(skill_id);
  13528. group->target_flag = skill_get_unit_target(skill_id);
  13529. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13530. group->interval = skill_get_unit_interval(skill_id);
  13531. } else { //Restore
  13532. group->skill_id = backup.skill_id;
  13533. group->skill_lv = backup.skill_lv;
  13534. group->unit_id = backup.unit_id;
  13535. group->target_flag = backup.target_flag;
  13536. group->bl_flag = backup.bl_flag;
  13537. group->interval = backup.interval;
  13538. }
  13539. return true;
  13540. }
  13541. /**
  13542. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13543. * @param src Object that triggers the skill
  13544. * @param skill_id Skill ID
  13545. * @param skill_lv Skill level of used skill
  13546. * @param x Position x
  13547. * @param y Position y
  13548. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13549. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13550. * @return s_skill_unit_group
  13551. */
  13552. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13553. {
  13554. std::shared_ptr<s_skill_unit_group> group;
  13555. int i, val1 = 0, val2 = 0, val3 = 0;
  13556. t_tick limit;
  13557. int link_group_id = 0;
  13558. int target, interval, range;
  13559. t_itemid req_item = 0;
  13560. struct s_skill_unit_layout *layout;
  13561. map_session_data *sd;
  13562. struct status_data *status;
  13563. status_change *sc;
  13564. int active_flag = 1;
  13565. int subunt = 0;
  13566. bool hidden = false;
  13567. struct map_data *mapdata;
  13568. nullpo_retr(nullptr, src);
  13569. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13570. mapdata = map_getmapdata(src->m);
  13571. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13572. range = skill_get_unit_range(skill_id,skill_lv);
  13573. interval = skill->unit_interval;
  13574. target = skill_get_unit_target(skill_id);
  13575. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13576. sd = BL_CAST(BL_PC, src);
  13577. status = status_get_status_data(src);
  13578. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13579. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13580. switch( skill_id ) {
  13581. case MH_STEINWAND:
  13582. val2 = 4 + skill_lv;
  13583. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13584. break;
  13585. case MG_SAFETYWALL:
  13586. val2 = skill_lv + 1;
  13587. #ifdef RENEWAL
  13588. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13589. #endif
  13590. break;
  13591. case MG_FIREWALL:
  13592. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13593. limit = limit*3/2;
  13594. val2 = 4+skill_lv;
  13595. break;
  13596. case AL_WARP:
  13597. val1=skill_lv+6;
  13598. if(!(flag&1))
  13599. limit=2000;
  13600. else // previous implementation (not used anymore)
  13601. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13602. if( src->type != BL_SKILL ) return nullptr;
  13603. group = ((TBL_SKILL*)src)->group;
  13604. src = map_id2bl(group->src_id);
  13605. if( !src ) return nullptr;
  13606. val2 = group->val2; //Copy the (x,y) position you warp to
  13607. val3 = group->val3; //as well as the mapindex to warp to.
  13608. }
  13609. break;
  13610. #ifndef RENEWAL
  13611. case HP_BASILICA:
  13612. val1 = src->id; // Store caster id.
  13613. break;
  13614. #endif
  13615. case PR_SANCTUARY:
  13616. case NPC_EVILLAND:
  13617. val1=skill_lv+3;
  13618. break;
  13619. case WZ_METEOR:
  13620. case SU_CN_METEOR:
  13621. case SU_CN_METEOR2:
  13622. case NPC_RAINOFMETEOR:
  13623. case HN_METEOR_STORM_BUSTER:
  13624. limit = flag;
  13625. flag = 0; // Flag should not influence anything else for these skills
  13626. break;
  13627. case WZ_FIREPILLAR:
  13628. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13629. return nullptr;
  13630. if((flag&1)!=0)
  13631. limit=1000;
  13632. val1=skill_lv+2;
  13633. break;
  13634. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13635. case AM_DEMONSTRATION:
  13636. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13637. target = BCT_ALL;
  13638. break;
  13639. case HT_SKIDTRAP:
  13640. case MA_SKIDTRAP:
  13641. //Save position of caster
  13642. val1 = ((src->x)<<16)|(src->y);
  13643. [[fallthrough]];
  13644. case HT_ANKLESNARE:
  13645. case HT_SHOCKWAVE:
  13646. case HT_SANDMAN:
  13647. case MA_SANDMAN:
  13648. case HT_CLAYMORETRAP:
  13649. case HT_LANDMINE:
  13650. case MA_LANDMINE:
  13651. case HT_FLASHER:
  13652. case HT_FREEZINGTRAP:
  13653. case MA_FREEZINGTRAP:
  13654. case HT_BLASTMINE:
  13655. case RA_ELECTRICSHOCKER:
  13656. case RA_CLUSTERBOMB:
  13657. case RA_MAGENTATRAP:
  13658. case RA_COBALTTRAP:
  13659. case RA_MAIZETRAP:
  13660. case RA_VERDURETRAP:
  13661. case RA_FIRINGTRAP:
  13662. case RA_ICEBOUNDTRAP:
  13663. case RL_B_TRAP:
  13664. case SC_ESCAPE:
  13665. {
  13666. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13667. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13668. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13669. req_item = req.itemid[i];
  13670. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13671. break;
  13672. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13673. target = BCT_ALL;
  13674. }
  13675. break;
  13676. case SA_LANDPROTECTOR:
  13677. case SA_VOLCANO:
  13678. case SA_DELUGE:
  13679. case SA_VIOLENTGALE:
  13680. case SC_CHAOSPANIC:
  13681. {
  13682. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13683. if (old_sg != nullptr)
  13684. { //HelloKitty confirmed that these are interchangeable,
  13685. //so you can change element and not consume gemstones.
  13686. if ((
  13687. old_sg->skill_id == SA_VOLCANO ||
  13688. old_sg->skill_id == SA_DELUGE ||
  13689. old_sg->skill_id == SA_VIOLENTGALE
  13690. ) && old_sg->limit > 0)
  13691. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13692. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13693. if (limit < 0) //This can happen...
  13694. limit = skill_get_time(skill_id,skill_lv);
  13695. }
  13696. skill_clear_group(src,1);
  13697. }
  13698. break;
  13699. }
  13700. case BA_WHISTLE:
  13701. val1 = skill_lv + status->agi / 10; // Flee increase
  13702. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13703. if (sd) {
  13704. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13705. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13706. }
  13707. break;
  13708. case DC_HUMMING:
  13709. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13710. if (sd)
  13711. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13712. break;
  13713. case BA_POEMBRAGI:
  13714. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13715. //For some reason at level 10 the base delay reduction is 50%.
  13716. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13717. if (sd) {
  13718. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13719. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13720. }
  13721. break;
  13722. case DC_DONTFORGETME:
  13723. #ifdef RENEWAL
  13724. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13725. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13726. #else
  13727. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13728. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13729. #endif
  13730. if (sd) {
  13731. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13732. #ifdef RENEWAL
  13733. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13734. #else
  13735. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13736. #endif
  13737. }
  13738. val1 *= 10; //Because 10 is actually 1% aspd
  13739. break;
  13740. case DC_SERVICEFORYOU:
  13741. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13742. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13743. if (sd) {
  13744. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13745. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13746. }
  13747. break;
  13748. case BA_ASSASSINCROSS:
  13749. if (sd)
  13750. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13751. val1 += 5 + skill_lv + (status->agi / 20);
  13752. val1 *= 10; // ASPD works with 1000 as 100%
  13753. break;
  13754. case DC_FORTUNEKISS:
  13755. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13756. val1 *= 10; //Because every 10 crit is an actual cri point.
  13757. if (sd)
  13758. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13759. break;
  13760. case BD_DRUMBATTLEFIELD:
  13761. val1 = (skill_lv+1)*25; //Atk increase
  13762. val2 = (skill_lv+1)*2; //Def increase
  13763. break;
  13764. case BD_RINGNIBELUNGEN:
  13765. val1 = (skill_lv+2)*25; //Atk increase
  13766. break;
  13767. case BD_RICHMANKIM:
  13768. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13769. break;
  13770. case BD_SIEGFRIED:
  13771. val1 = 55 + skill_lv*5; //Elemental Resistance
  13772. val2 = skill_lv*10; //Status ailment resistance
  13773. break;
  13774. case WE_CALLPARTNER:
  13775. if (sd) val1 = sd->status.partner_id;
  13776. break;
  13777. case WE_CALLPARENT:
  13778. if (sd) {
  13779. val1 = sd->status.father;
  13780. val2 = sd->status.mother;
  13781. }
  13782. break;
  13783. case WE_CALLBABY:
  13784. if (sd) val1 = sd->status.child;
  13785. break;
  13786. case NJ_KAENSIN:
  13787. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13788. val2 = (skill_lv+1)/2 + 4;
  13789. break;
  13790. case NJ_SUITON:
  13791. skill_clear_group(src, 1);
  13792. break;
  13793. case GS_GROUNDDRIFT:
  13794. {
  13795. // Ground Drift Element is decided when it's placed.
  13796. int ele = skill_get_ele(skill_id, skill_lv);
  13797. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13798. if (ele == ELE_RANDOM)
  13799. val1 = element[rnd()%5]; // Use random from available unit visual?
  13800. else if (ele == ELE_ENDOWED)
  13801. val1 = status_get_attack_sc_element(src,sc);
  13802. else if (ele == ELE_WEAPON) {
  13803. val1 = status->rhw.ele;
  13804. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13805. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13806. }
  13807. switch (val1) {
  13808. case ELE_FIRE:
  13809. subunt++;
  13810. [[fallthrough]];
  13811. case ELE_WATER:
  13812. subunt++;
  13813. [[fallthrough]];
  13814. case ELE_POISON:
  13815. subunt++;
  13816. [[fallthrough]];
  13817. case ELE_DARK:
  13818. subunt++;
  13819. [[fallthrough]];
  13820. case ELE_WIND:
  13821. break;
  13822. default:
  13823. subunt = rnd()%5;
  13824. break;
  13825. }
  13826. break;
  13827. }
  13828. case GC_POISONSMOKE:
  13829. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13830. return nullptr;
  13831. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13832. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13833. limit = skill_get_time(skill_id, skill_lv);
  13834. break;
  13835. case NPC_COMET:
  13836. case WL_COMET:
  13837. if (sc) {
  13838. sc->comet_x = x;
  13839. sc->comet_y = y;
  13840. }
  13841. break;
  13842. case GD_LEADERSHIP:
  13843. case GD_GLORYWOUNDS:
  13844. case GD_SOULCOLD:
  13845. case GD_HAWKEYES:
  13846. limit = 1000000;//it doesn't matter
  13847. break;
  13848. case LG_BANDING:
  13849. limit = -1;
  13850. break;
  13851. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13852. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13853. target = BCT_ALL;
  13854. [[fallthrough]];
  13855. case WM_SEVERE_RAINSTORM:
  13856. case SO_WATER_INSIGNIA:
  13857. case SO_FIRE_INSIGNIA:
  13858. case SO_WIND_INSIGNIA:
  13859. case SO_EARTH_INSIGNIA:
  13860. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13861. return nullptr;
  13862. break;
  13863. case SO_CLOUD_KILL:
  13864. case NPC_CLOUD_KILL:
  13865. skill_clear_group(src, 4);
  13866. break;
  13867. case SO_WARMER:
  13868. skill_clear_group(src, 8);
  13869. break;
  13870. case SO_FIREWALK:
  13871. case SO_ELECTRICWALK:
  13872. limit = skill_get_time2(skill_id, skill_lv);
  13873. break;
  13874. case GN_WALLOFTHORN:
  13875. // Turns to Firewall
  13876. if( flag&1 )
  13877. limit = 3000;
  13878. val3 = (x<<16)|y;
  13879. break;
  13880. case GN_DEMONIC_FIRE:
  13881. if (flag) { // Fire Expansion level 1
  13882. limit = flag + 10000;
  13883. flag = 0;
  13884. }
  13885. break;
  13886. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13887. case GN_FIRE_EXPANSION_TEAR_GAS:
  13888. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13889. break;
  13890. case KO_ZENKAI:
  13891. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13892. val1 = sd->spiritcharm;
  13893. val2 = sd->spiritcharm_type;
  13894. limit = 6000 * val1;
  13895. subunt = sd->spiritcharm_type - 1;
  13896. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13897. }
  13898. break;
  13899. #ifndef RENEWAL
  13900. case HW_GRAVITATION:
  13901. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13902. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13903. break;
  13904. #endif
  13905. case SO_VACUUM_EXTREME:
  13906. // Coordinates
  13907. val1 = x;
  13908. val2 = y;
  13909. val3 = 0; // Suck target at n seconds.
  13910. break;
  13911. case MH_POISON_MIST:
  13912. case MH_BLAST_FORGE:
  13913. case MH_LAVA_SLIDE:
  13914. skill_clear_group(src, 1);
  13915. break;
  13916. case MH_VOLCANIC_ASH:
  13917. if (!map_flag_vs(src->m))
  13918. target = BCT_ENEMY;
  13919. break;
  13920. case AG_VIOLENT_QUAKE:
  13921. case AG_ALL_BLOOM:
  13922. if (sc && sc->getSCE(SC_CLIMAX)) {
  13923. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13924. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13925. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13926. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13927. }
  13928. break;
  13929. case AG_VIOLENT_QUAKE_ATK:
  13930. case AG_ALL_BLOOM_ATK:
  13931. case AG_ALL_BLOOM_ATK2:
  13932. limit = flag;
  13933. flag = 0;
  13934. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13935. range = 4; // Rising rocks splash is increased to 9x9.
  13936. break;
  13937. case WH_DEEPBLINDTRAP:
  13938. case WH_SOLIDTRAP:
  13939. case WH_SWIFTTRAP:
  13940. case WH_FLAMETRAP:
  13941. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13942. break;
  13943. case NW_GRENADES_DROPPING:
  13944. limit = skill_get_time2(skill_id,skill_lv);
  13945. break;
  13946. }
  13947. // Init skill unit group
  13948. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13949. if (group == nullptr)
  13950. return nullptr;
  13951. group->val1 = val1;
  13952. group->val2 = val2;
  13953. group->val3 = val3;
  13954. group->link_group_id = link_group_id;
  13955. group->target_flag = target;
  13956. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13957. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13958. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13959. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13960. group->item_id = req_item;
  13961. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13962. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13963. active_flag = 0;
  13964. // Put message for Talkie Box & Graffiti
  13965. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13966. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13967. if (sd)
  13968. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13969. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13970. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13971. }
  13972. // Dance skill
  13973. if (group->state.song_dance) {
  13974. if(sd) {
  13975. sd->skill_id_dance = skill_id;
  13976. sd->skill_lv_dance = skill_lv;
  13977. }
  13978. if (
  13979. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13980. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13981. )
  13982. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13983. }
  13984. // Set skill unit
  13985. limit = group->limit;
  13986. for( i = 0; i < layout->count; i++ ) {
  13987. struct skill_unit *unit;
  13988. int ux = x + layout->dx[i];
  13989. int uy = y + layout->dy[i];
  13990. int unit_val1 = skill_lv;
  13991. int unit_val2 = 0;
  13992. int alive = 1;
  13993. // are the coordinates out of range?
  13994. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13995. continue;
  13996. }
  13997. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13998. continue; // don't place skill units on walls (except for songs/dances/encores)
  13999. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  14000. continue; // no path between cell and caster
  14001. switch( skill_id ) {
  14002. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  14003. case HT_LANDMINE:
  14004. case MA_LANDMINE:
  14005. case HT_ANKLESNARE:
  14006. case HT_SHOCKWAVE:
  14007. case HT_SANDMAN:
  14008. case MA_SANDMAN:
  14009. case HT_FLASHER:
  14010. case HT_FREEZINGTRAP:
  14011. case MA_FREEZINGTRAP:
  14012. case HT_SKIDTRAP:
  14013. case MA_SKIDTRAP:
  14014. case HT_CLAYMORETRAP:
  14015. case HT_BLASTMINE:
  14016. case SC_ESCAPE:
  14017. unit_val1 = 3500;
  14018. break;
  14019. case MG_FIREWALL:
  14020. case NJ_KAENSIN:
  14021. unit_val2 = group->val2;
  14022. break;
  14023. case CR_GRANDCROSS:
  14024. case NPC_GRANDDARKNESS:
  14025. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14026. break;
  14027. case WZ_ICEWALL:
  14028. unit_val1 = 200 + 200*skill_lv;
  14029. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14030. break;
  14031. case WZ_WATERBALL:
  14032. //Check if there are cells that can be turned into waterball units
  14033. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14034. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14035. break; //Turn water, deluge or suiton into waterball cell
  14036. continue;
  14037. case GS_DESPERADO:
  14038. unit_val1 = abs(layout->dx[i]);
  14039. unit_val2 = abs(layout->dy[i]);
  14040. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14041. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14042. if (unit_val1) unit_val1--;
  14043. unit_val1 = 36 -12*unit_val1;
  14044. } else //Diagonal edges
  14045. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14046. if (unit_val1 < 1) unit_val1 = 1;
  14047. unit_val2 = 0;
  14048. break;
  14049. case NPC_REVERBERATION:
  14050. unit_val1 = 1 + skill_lv;
  14051. break;
  14052. case WM_POEMOFNETHERWORLD:
  14053. unit_val1 = 1 + skill_lv;
  14054. break;
  14055. case GN_WALLOFTHORN:
  14056. if (flag&1) // Turned become Firewall
  14057. break;
  14058. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14059. unit_val2 = 20; // Max hits
  14060. break;
  14061. case RL_B_TRAP:
  14062. unit_val1 = 3500;
  14063. unit_val2 = 0;
  14064. break;
  14065. default:
  14066. if (group->state.song_dance&0x1)
  14067. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  14068. break;
  14069. }
  14070. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14071. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14072. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14073. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14074. // Check active cell to failing or remove current unit
  14075. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14076. if( !alive )
  14077. continue;
  14078. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14079. unit->limit = limit;
  14080. unit->range = range;
  14081. if (skill_id == PF_FOGWALL && alive == 2)
  14082. { //Double duration of cells on top of Deluge/Suiton
  14083. unit->limit *= 2;
  14084. group->limit = unit->limit;
  14085. }
  14086. // Execute on all targets standing on this cell
  14087. if (range == 0 && active_flag)
  14088. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14089. }
  14090. if (!group->alive_count)
  14091. { //No cells? Something that was blocked completely by Land Protector?
  14092. skill_delunitgroup(group);
  14093. return nullptr;
  14094. }
  14095. //success, unit created.
  14096. switch( skill_id ) {
  14097. case NJ_TATAMIGAESHI: //Store number of tiles.
  14098. group->val1 = group->alive_count;
  14099. break;
  14100. }
  14101. return group;
  14102. }
  14103. /*==========================================
  14104. *
  14105. *------------------------------------------*/
  14106. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14107. {
  14108. skill_unit_onplace(unit, bl, tick);
  14109. }
  14110. /**
  14111. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14112. * while skill unit initialized or moved (such by knock back).
  14113. * As a follow of skill_unit_effect flag &1
  14114. * @param unit
  14115. * @param bl Target
  14116. * @param tick
  14117. */
  14118. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14119. {
  14120. struct block_list *ss; // Actual source that cast the skill unit
  14121. status_change *sc;
  14122. struct status_change_entry *sce;
  14123. struct status_data *tstatus;
  14124. enum sc_type type;
  14125. uint16 skill_id;
  14126. nullpo_ret(unit);
  14127. nullpo_ret(bl);
  14128. if(bl->prev == nullptr || !unit->alive || status_isdead(bl))
  14129. return 0;
  14130. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14131. if (sg == nullptr)
  14132. return 0;
  14133. nullpo_ret(ss = map_id2bl(sg->src_id));
  14134. tstatus = status_get_status_data(bl);
  14135. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  14136. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14137. return 0; //AoE skills are ineffective. [Skotlex]
  14138. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14139. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14140. return 0; //Songs don't work in Basilica
  14141. sc = status_get_sc(bl);
  14142. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14143. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14144. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14145. status_change_end(bl, SC_VACUUM_EXTREME);
  14146. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14147. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14148. type = skill_get_sc(sg->skill_id);
  14149. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14150. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14151. switch (sg->unit_id) {
  14152. case UNT_SPIDERWEB:
  14153. if (sc) {
  14154. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14155. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14156. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14157. const struct TimerData* td;
  14158. struct map_data *mapdata = map_getmapdata(bl->m);
  14159. if (mapdata_flag_vs(mapdata))
  14160. sec /= 2;
  14161. if (sc->getSCE(type)) {
  14162. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14163. //Already triple affected, immune
  14164. sg->limit = DIFF_TICK(tick, sg->tick);
  14165. break;
  14166. }
  14167. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14168. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14169. sec *= (sc->getSCE(type)->val1 + 1);
  14170. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14171. sec *= (sc->getSCE(type)->val1 + 1);
  14172. //Add group id to status change
  14173. if (sc->getSCE(type)->val2 == 0)
  14174. sc->getSCE(type)->val2 = sg->group_id;
  14175. else if (sc->getSCE(type)->val3 == 0)
  14176. sc->getSCE(type)->val3 = sg->group_id;
  14177. else if (sc->getSCE(type)->val4 == 0)
  14178. sc->getSCE(type)->val4 = sg->group_id;
  14179. //Overwrite status change with new duration
  14180. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14181. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14182. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14183. }
  14184. else {
  14185. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14186. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14187. if (td)
  14188. sec = DIFF_TICK(td->tick, tick);
  14189. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14190. clif_fixpos( *bl );
  14191. }
  14192. else
  14193. sec = 3000; //Couldn't trap it?
  14194. }
  14195. sg->val2 = bl->id;
  14196. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14197. }
  14198. break;
  14199. case UNT_SAFETYWALL:
  14200. if (!sce)
  14201. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14202. break;
  14203. case UNT_BLOODYLUST:
  14204. if (sg->src_id == bl->id)
  14205. break; //Does not affect the caster.
  14206. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14207. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14208. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14209. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14210. break;
  14211. case UNT_PNEUMA:
  14212. if (!sce)
  14213. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14214. break;
  14215. case UNT_CHAOSPANIC:
  14216. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14217. break;
  14218. case UNT_WARP_WAITING: {
  14219. int working = sg->val1&0xffff;
  14220. if(bl->type==BL_PC && !working){
  14221. map_session_data *sd = (map_session_data *)bl;
  14222. if((!sd->chatID || battle_config.chat_warpportal)
  14223. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14224. {
  14225. int x = sg->val2>>16;
  14226. int y = sg->val2&0xffff;
  14227. int count = sg->val1>>16;
  14228. unsigned short m = sg->val3;
  14229. if( --count <= 0 )
  14230. skill_delunitgroup(sg);
  14231. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14232. working = 1;/* we break it because officials break it, lovely stuff. */
  14233. sg->val1 = (count<<16)|working;
  14234. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14235. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14236. }
  14237. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14238. int16 m = map_mapindex2mapid(sg->val3);
  14239. if (m < 0) break; //Map not available on this map-server.
  14240. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  14241. }
  14242. }
  14243. break;
  14244. case UNT_QUAGMIRE:
  14245. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  14246. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14247. break;
  14248. case UNT_VOLCANO:
  14249. case UNT_DELUGE:
  14250. case UNT_VIOLENTGALE:
  14251. case UNT_FIRE_INSIGNIA:
  14252. case UNT_WATER_INSIGNIA:
  14253. case UNT_WIND_INSIGNIA:
  14254. case UNT_EARTH_INSIGNIA:
  14255. if(!sce)
  14256. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14257. break;
  14258. case UNT_WATER_BARRIER:
  14259. case UNT_ZEPHYR:
  14260. case UNT_POWER_OF_GAIA:
  14261. if (bl->id == ss->id)
  14262. break; // Doesn't affect the Elemental
  14263. if (!sce)
  14264. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14265. break;
  14266. case UNT_SUITON:
  14267. if(!sce)
  14268. sc_start4(ss, bl,type,100,sg->skill_lv,
  14269. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  14270. 0,0,sg->limit);
  14271. break;
  14272. case UNT_HERMODE:
  14273. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  14274. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14275. [[fallthrough]];
  14276. case UNT_RICHMANKIM:
  14277. case UNT_ETERNALCHAOS:
  14278. case UNT_DRUMBATTLEFIELD:
  14279. case UNT_RINGNIBELUNGEN:
  14280. case UNT_ROKISWEIL:
  14281. case UNT_INTOABYSS:
  14282. case UNT_SIEGFRIED:
  14283. //Needed to check when a dancer/bard leaves their ensemble area.
  14284. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14285. return skill_id;
  14286. if (!sce)
  14287. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14288. break;
  14289. case UNT_WHISTLE:
  14290. case UNT_ASSASSINCROSS:
  14291. case UNT_POEMBRAGI:
  14292. case UNT_APPLEIDUN:
  14293. case UNT_HUMMING:
  14294. case UNT_DONTFORGETME:
  14295. case UNT_FORTUNEKISS:
  14296. case UNT_SERVICEFORYOU:
  14297. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14298. return 0;
  14299. if (!sc) return 0;
  14300. if (!sce)
  14301. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14302. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14303. sce->val4 = 0; //remove the mark that we stepped out
  14304. delete_timer(sce->timer, status_change_timer);
  14305. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14306. }
  14307. break;
  14308. case UNT_FOGWALL:
  14309. if (!sce)
  14310. {
  14311. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14312. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14313. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14314. }
  14315. break;
  14316. #ifndef RENEWAL
  14317. case UNT_GRAVITATION:
  14318. if (!sce)
  14319. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14320. break;
  14321. case UNT_BASILICA:
  14322. {
  14323. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14324. if (i > 0) {
  14325. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14326. break;
  14327. }
  14328. if (!sce && i <= 0)
  14329. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14330. }
  14331. break;
  14332. #endif
  14333. case UNT_MOONLIT:
  14334. //Knockback out of area if affected char isn't in Moonlit effect
  14335. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14336. break;
  14337. if (ss == bl) //Also needed to prevent infinite loop crash.
  14338. break;
  14339. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14340. break;
  14341. case UNT_REVERBERATION:
  14342. if (sg->src_id == bl->id)
  14343. break; //Does not affect the caster.
  14344. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14345. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14346. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14347. sg->unit_id = UNT_USED_TRAPS;
  14348. break;
  14349. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14350. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14351. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14352. break;
  14353. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14354. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14355. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14356. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14357. break;
  14358. case UNT_VOLCANIC_ASH:
  14359. if (!sce)
  14360. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14361. break;
  14362. case UNT_KINGS_GRACE:
  14363. if (!sce) {
  14364. int state = 0;
  14365. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14366. state |= BCT_GUILD;
  14367. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14368. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14369. }
  14370. break;
  14371. case UNT_STEALTHFIELD:
  14372. if( bl->id == sg->src_id )
  14373. break; // Doesn't work on self (video shows that)
  14374. if (!sce)
  14375. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14376. break;
  14377. case UNT_NEUTRALBARRIER:
  14378. if (!sce)
  14379. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14380. break;
  14381. case UNT_WARMER:
  14382. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14383. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14384. break;
  14385. case UNT_CATNIPPOWDER:
  14386. if (sg->src_id == bl->id)
  14387. break; // Does not affect the caster or Boss.
  14388. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14389. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14390. break;
  14391. case UNT_NYANGGRASS:
  14392. if (!sce)
  14393. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14394. break;
  14395. case UNT_CREATINGSTAR:
  14396. if (!sce)
  14397. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14398. break;
  14399. case UNT_GD_LEADERSHIP:
  14400. case UNT_GD_GLORYWOUNDS:
  14401. case UNT_GD_SOULCOLD:
  14402. case UNT_GD_HAWKEYES:
  14403. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14404. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14405. break;
  14406. }
  14407. return skill_id;
  14408. }
  14409. /**
  14410. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14411. * @param unit Skill unit
  14412. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14413. * @param tick
  14414. */
  14415. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14416. {
  14417. struct block_list *ss;
  14418. TBL_PC* tsd;
  14419. struct status_data *tstatus;
  14420. status_change *sc, *tsc;
  14421. struct skill_unit_group_tickset *ts;
  14422. enum sc_type type;
  14423. uint16 skill_id;
  14424. t_tick diff = 0;
  14425. nullpo_ret(unit);
  14426. nullpo_ret(bl);
  14427. if (bl->prev == nullptr || !unit->alive || status_isdead(bl))
  14428. return 0;
  14429. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14430. if (sg == nullptr)
  14431. return 0;
  14432. nullpo_ret(ss = map_id2bl(sg->src_id));
  14433. tsd = BL_CAST(BL_PC, bl);
  14434. tsc = status_get_sc(bl);
  14435. sc = status_get_sc(ss);
  14436. tstatus = status_get_status_data(bl);
  14437. type = skill_get_sc(sg->skill_id);
  14438. skill_id = sg->skill_id;
  14439. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14440. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14441. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14442. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14443. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14444. if (sg->interval == -1) {
  14445. switch (sg->unit_id) {
  14446. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14447. case UNT_FIREPILLAR_ACTIVE:
  14448. case UNT_ELECTRICSHOCKER:
  14449. case UNT_MANHOLE:
  14450. return 0;
  14451. default:
  14452. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14453. return 0;
  14454. }
  14455. }
  14456. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14457. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14458. diff = DIFF_TICK(tick,ts->tick);
  14459. if (diff < 0)
  14460. return 0;
  14461. ts->tick = tick+sg->interval;
  14462. }
  14463. // Wall of Thorn damaged by Fire element unit [Cydh]
  14464. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14465. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14466. struct skill_unit *su = (struct skill_unit *)bl;
  14467. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14468. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14469. su->group->limit = sg->limit = 0;
  14470. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14471. return skill_id;
  14472. }
  14473. }
  14474. switch (sg->unit_id) {
  14475. // Units that deals simple attack
  14476. case UNT_GRAVITATION:
  14477. case UNT_EARTHSTRAIN:
  14478. case UNT_FIREWALK:
  14479. case UNT_ELECTRICWALK:
  14480. case UNT_PSYCHIC_WAVE:
  14481. case UNT_LAVA_SLIDE:
  14482. case UNT_MAKIBISHI:
  14483. case UNT_VENOMFOG:
  14484. case UNT_ICEMINE:
  14485. case UNT_FLAMECROSS:
  14486. case UNT_HELLBURNING:
  14487. case UNT_CANE_OF_EVIL_EYE:
  14488. case UNT_RAIN_OF_CRYSTAL:
  14489. case UNT_MYSTERY_ILLUSION:
  14490. case UNT_STRANTUM_TREMOR:
  14491. case UNT_TORNADO_STORM:
  14492. case UNT_FLORAL_FLARE_ROAD:
  14493. case UNT_CROSS_RAIN:
  14494. case UNT_PNEUMATICUS_PROCELLA:
  14495. case UNT_LIGHTNING_LAND:
  14496. case UNT_VENOM_SWAMP:
  14497. case UNT_CONFLAGRATION:
  14498. case UNT_DEEPBLINDTRAP:
  14499. case UNT_SOLIDTRAP:
  14500. case UNT_SWIFTTRAP:
  14501. case UNT_FLAMETRAP:
  14502. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14503. break;
  14504. case UNT_DUMMYSKILL:
  14505. switch (sg->skill_id) {
  14506. case SG_SUN_WARM: //SG skills [Komurka]
  14507. case SG_MOON_WARM:
  14508. case SG_STAR_WARM: {
  14509. int count = 0;
  14510. const int x = bl->x, y = bl->y;
  14511. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14512. do {
  14513. if( bl->type == BL_PC )
  14514. status_zap(bl, 0, 15); // sp damage to players
  14515. else // mobs
  14516. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14517. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14518. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14519. } else { //should end when out of sp.
  14520. sg->limit = DIFF_TICK(tick,sg->tick);
  14521. break;
  14522. }
  14523. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14524. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14525. }
  14526. break;
  14527. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14528. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14529. if (tsc)
  14530. tsc->sg_counter++; //SG hit counter.
  14531. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14532. tsc->sg_counter=0; //Attack absorbed.
  14533. break;
  14534. #endif
  14535. case GS_DESPERADO:
  14536. if (rnd()%100 < unit->val1)
  14537. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14538. break;
  14539. case NPC_COMET:
  14540. case WL_COMET:
  14541. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14542. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14543. break;
  14544. case NPC_WIDESUCK: {
  14545. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14546. if (heal > 0) {
  14547. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14548. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14549. status_heal(ss,heal,0,0);
  14550. }
  14551. }
  14552. break;
  14553. case CR_GRANDCROSS:
  14554. case NPC_GRANDDARKNESS:
  14555. if(!battle_config.gx_allhit)
  14556. unit->val1--;
  14557. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14558. break;
  14559. default:
  14560. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14561. }
  14562. break;
  14563. case UNT_FIREWALL:
  14564. case UNT_KAEN: {
  14565. int count = 0;
  14566. const int x = bl->x, y = bl->y;
  14567. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14568. break;
  14569. //Take into account these hit more times than the timer interval can handle.
  14570. do
  14571. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14572. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14573. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14574. if (unit->val2 <= 0)
  14575. skill_delunit(unit);
  14576. }
  14577. break;
  14578. case UNT_SANCTUARY:
  14579. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14580. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14581. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14582. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14583. } else {
  14584. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14585. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14586. #ifdef RENEWAL
  14587. if (md && md->mob_id == MOBID_EMPERIUM)
  14588. break;
  14589. #endif
  14590. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14591. break;
  14592. if( tstatus->hp >= tstatus->max_hp )
  14593. break;
  14594. if( status_isimmune(bl) )
  14595. heal = 0;
  14596. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14597. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14598. heal = ~heal + 1;
  14599. status_heal(bl, heal, 0, 0);
  14600. }
  14601. break;
  14602. case UNT_EVILLAND:
  14603. //Will heal demon and undead element monsters, but not players.
  14604. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14605. { //Damage enemies
  14606. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14607. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14608. } else {
  14609. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14610. if (tstatus->hp >= tstatus->max_hp)
  14611. break;
  14612. if (status_isimmune(bl))
  14613. heal = 0;
  14614. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14615. status_heal(bl, heal, 0, 0);
  14616. }
  14617. break;
  14618. case UNT_MAGNUS:
  14619. #ifndef RENEWAL
  14620. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14621. break;
  14622. #endif
  14623. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14624. break;
  14625. case UNT_FIREPILLAR_WAITING:
  14626. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14627. skill_delunit(unit);
  14628. break;
  14629. case UNT_SKIDTRAP: {
  14630. //Knockback away from position of user during placement [Playtester]
  14631. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14632. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14633. sg->unit_id = UNT_USED_TRAPS;
  14634. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14635. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14636. #ifdef RENEWAL
  14637. // In renewal, target will be stopped for 3 seconds
  14638. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14639. #else
  14640. // In pre-renewal, if target was a monster, it will unlock target and become idle
  14641. struct mob_data* md = BL_CAST(BL_MOB, bl);
  14642. if (md)
  14643. mob_unlocktarget(md, tick);
  14644. #endif
  14645. }
  14646. break;
  14647. case UNT_ANKLESNARE:
  14648. case UNT_MANHOLE:
  14649. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14650. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14651. if (sg->unit_id == UNT_ANKLESNARE) {
  14652. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  14653. #ifndef RENEWAL
  14654. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  14655. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  14656. sec /= 5;
  14657. #endif
  14658. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  14659. }
  14660. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14661. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14662. if( td )
  14663. sec = DIFF_TICK(td->tick, tick);
  14664. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14665. || !unit_blown_immune(bl,0x1) )
  14666. {
  14667. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14668. clif_fixpos( *bl );
  14669. }
  14670. sg->val2 = bl->id;
  14671. } else
  14672. sec = 3000; //Couldn't trap it?
  14673. if (sg->unit_id == UNT_ANKLESNARE) {
  14674. clif_skillunit_update( unit->bl );
  14675. /**
  14676. * If you're snared from a trap that was invisible this makes the trap be
  14677. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14678. * bugreport:3961
  14679. **/
  14680. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14681. }
  14682. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14683. sg->interval = -1;
  14684. unit->range = 0;
  14685. }
  14686. break;
  14687. case UNT_EARTHQUAKE:
  14688. sg->val1++; // Hit count
  14689. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14690. break;
  14691. case UNT_ELECTRICSHOCKER:
  14692. if( bl->id != ss->id ) {
  14693. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14694. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14695. clif_fixpos( *bl );
  14696. }
  14697. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14698. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14699. }
  14700. break;
  14701. case UNT_VENOMDUST:
  14702. if(tsc && !tsc->getSCE(type))
  14703. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14704. break;
  14705. case UNT_LANDMINE:
  14706. //Land Mine only hits single target
  14707. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14708. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14709. sg->limit = 1500;
  14710. break;
  14711. case UNT_MAGENTATRAP:
  14712. case UNT_COBALTTRAP:
  14713. case UNT_MAIZETRAP:
  14714. case UNT_VERDURETRAP:
  14715. if( bl->type == BL_PC )// it won't work on players
  14716. break;
  14717. [[fallthrough]];
  14718. case UNT_FIRINGTRAP:
  14719. case UNT_ICEBOUNDTRAP:
  14720. case UNT_CLUSTERBOMB:
  14721. if( bl->id == ss->id )// it won't trigger on caster
  14722. break;
  14723. [[fallthrough]];
  14724. case UNT_BLASTMINE:
  14725. case UNT_SHOCKWAVE:
  14726. case UNT_SANDMAN:
  14727. case UNT_FLASHER:
  14728. case UNT_FREEZINGTRAP:
  14729. case UNT_FIREPILLAR_ACTIVE:
  14730. case UNT_CLAYMORETRAP:
  14731. {
  14732. int bl_flag = sg->bl_flag;
  14733. if (tsc && tsc->getSCE(SC__MANHOLE))
  14734. break;
  14735. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14736. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14737. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14738. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14739. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14740. sg->limit = DIFF_TICK(tick, sg->tick) +
  14741. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14742. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14743. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14744. }
  14745. break;
  14746. case UNT_TALKIEBOX:
  14747. if (sg->src_id == bl->id)
  14748. break;
  14749. if (sg->val2 == 0) {
  14750. clif_talkiebox(&unit->bl, sg->valstr);
  14751. sg->unit_id = UNT_USED_TRAPS;
  14752. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14753. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14754. sg->val2 = -1;
  14755. }
  14756. break;
  14757. case UNT_LULLABY:
  14758. if (ss->id == bl->id)
  14759. break;
  14760. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14761. break;
  14762. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14763. if (ss->id != bl->id)
  14764. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14765. break;
  14766. case UNT_DISSONANCE:
  14767. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14768. break;
  14769. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14770. int heal;
  14771. #ifdef RENEWAL
  14772. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14773. if (md && md->mob_id == MOBID_EMPERIUM)
  14774. break;
  14775. #endif
  14776. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14777. break; // affects self only when soullinked
  14778. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14779. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14780. heal = ~heal + 1;
  14781. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14782. status_heal(bl, heal, 0, 0);
  14783. }
  14784. break;
  14785. case UNT_TATAMIGAESHI:
  14786. case UNT_DEMONSTRATION:
  14787. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14788. break;
  14789. case UNT_GOSPEL:
  14790. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14791. break;
  14792. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14793. { // Support Effect only on party, not guild
  14794. int heal;
  14795. int i = rnd() % 13; // Positive buff count
  14796. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14797. switch (i)
  14798. {
  14799. case 0: // Heal 1000~9999 HP
  14800. heal = rnd() % 9000 + 1000;
  14801. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14802. status_heal(bl, heal, 0, 0);
  14803. break;
  14804. case 1: // End all negative status
  14805. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14806. if (tsd) clif_gospel_info(tsd, 0x15);
  14807. break;
  14808. case 2: // Immunity to all status
  14809. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14810. if (tsd) clif_gospel_info(tsd, 0x16);
  14811. break;
  14812. case 3: // MaxHP +100%
  14813. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14814. if (tsd) clif_gospel_info(tsd, 0x17);
  14815. break;
  14816. case 4: // MaxSP +100%
  14817. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14818. if (tsd) clif_gospel_info(tsd, 0x18);
  14819. break;
  14820. case 5: // All stats +20
  14821. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14822. if (tsd) clif_gospel_info(tsd, 0x19);
  14823. break;
  14824. case 6: // Level 10 Blessing
  14825. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14826. break;
  14827. case 7: // Level 10 Increase AGI
  14828. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14829. break;
  14830. case 8: // Enchant weapon with Holy element
  14831. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14832. if (tsd) clif_gospel_info(tsd, 0x1c);
  14833. break;
  14834. case 9: // Enchant armor with Holy element
  14835. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14836. if (tsd) clif_gospel_info(tsd, 0x1d);
  14837. break;
  14838. case 10: // DEF +25%
  14839. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14840. if (tsd) clif_gospel_info(tsd, 0x1e);
  14841. break;
  14842. case 11: // ATK +100%
  14843. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14844. if (tsd) clif_gospel_info(tsd, 0x1f);
  14845. break;
  14846. case 12: // HIT/Flee +50
  14847. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14848. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14849. if (tsd) clif_gospel_info(tsd, 0x20);
  14850. break;
  14851. }
  14852. }
  14853. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14854. { // Offensive Effect
  14855. int i = rnd() % 10; // Negative buff count
  14856. switch (i)
  14857. {
  14858. case 0: // Deal 3000~7999 damage reduced by DEF
  14859. case 1: // Deal 1500~5499 damage unreducable
  14860. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14861. break;
  14862. case 2: // Curse
  14863. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14864. break;
  14865. case 3: // Blind
  14866. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14867. break;
  14868. case 4: // Poison
  14869. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14870. break;
  14871. case 5: // Level 10 Provoke
  14872. clif_skill_nodamage(nullptr, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14873. break;
  14874. case 6: // DEF -100%
  14875. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14876. break;
  14877. case 7: // ATK -100%
  14878. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14879. break;
  14880. case 8: // Flee -100%
  14881. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14882. break;
  14883. case 9: // Speed/ASPD -25%
  14884. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14885. break;
  14886. }
  14887. }
  14888. break;
  14889. #ifndef RENEWAL
  14890. case UNT_BASILICA:
  14891. {
  14892. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14893. if (i > 0) {
  14894. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14895. break;
  14896. }
  14897. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14898. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14899. }
  14900. break;
  14901. #endif
  14902. case UNT_GROUNDDRIFT_WIND:
  14903. case UNT_GROUNDDRIFT_DARK:
  14904. case UNT_GROUNDDRIFT_POISON:
  14905. case UNT_GROUNDDRIFT_WATER:
  14906. case UNT_GROUNDDRIFT_FIRE:
  14907. map_foreachinrange(skill_trap_splash,&unit->bl,
  14908. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14909. &unit->bl,tick);
  14910. sg->unit_id = UNT_USED_TRAPS;
  14911. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14912. sg->limit=DIFF_TICK(tick,sg->tick);
  14913. break;
  14914. case UNT_POISONSMOKE:
  14915. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14916. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14917. break;
  14918. case UNT_EPICLESIS:
  14919. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14920. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14921. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14922. int hp, sp;
  14923. switch( sg->skill_lv ) {
  14924. case 1: case 2: hp = 3; sp = 2; break;
  14925. case 3: case 4: hp = 4; sp = 3; break;
  14926. case 5: default: hp = 5; sp = 4; break;
  14927. }
  14928. hp = tstatus->max_hp * hp / 100;
  14929. sp = tstatus->max_sp * sp / 100;
  14930. if (tstatus->hp < tstatus->max_hp)
  14931. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14932. if (tstatus->sp < tstatus->max_sp)
  14933. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14934. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14935. hp = ~hp + 1;
  14936. status_heal(bl, hp, sp, 3);
  14937. }
  14938. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14939. // Doesn't remove Invisibility or Chase Walk.
  14940. status_change_end(bl,SC_HIDING);
  14941. status_change_end(bl,SC_CLOAKING);
  14942. status_change_end(bl,SC_CLOAKINGEXCEED);
  14943. status_change_end(bl,SC_CAMOUFLAGE);
  14944. status_change_end(bl,SC_NEWMOON);
  14945. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14946. status_change_end(bl, SC__SHADOWFORM);
  14947. }
  14948. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14949. }
  14950. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14951. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14952. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14953. break;
  14954. case UNT_DIMENSIONDOOR:
  14955. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14956. pc_randomwarp(tsd,CLR_TELEPORT);
  14957. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14958. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14959. break;
  14960. case UNT_REVERBERATION:
  14961. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14962. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14963. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14964. sg->unit_id = UNT_USED_TRAPS;
  14965. break;
  14966. case UNT_SEVERE_RAINSTORM:
  14967. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14968. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14969. break;
  14970. case UNT_NETHERWORLD:
  14971. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14972. if (!(tsc && tsc->getSCE(type))) {
  14973. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14974. sg->limit = DIFF_TICK(tick,sg->tick);
  14975. sg->unit_id = UNT_USED_TRAPS;
  14976. }
  14977. }
  14978. break;
  14979. case UNT_THORNS_TRAP:
  14980. if( tsc ) {
  14981. if( !sg->val2 ) {
  14982. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14983. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14984. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14985. if( td )
  14986. sec = DIFF_TICK(td->tick, tick);
  14987. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14988. clif_fixpos( *bl );
  14989. sg->val2 = bl->id;
  14990. } else
  14991. sec = 3000; // Couldn't trap it?
  14992. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14993. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14994. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14995. }
  14996. break;
  14997. case UNT_WALLOFTHORN:
  14998. if (unit->val2-- <= 0) // Max hit reached
  14999. break;
  15000. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  15001. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  15002. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  15003. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  15004. break;
  15005. case UNT_DEMONIC_FIRE:
  15006. switch( sg->val2 ) {
  15007. case 1:
  15008. default:
  15009. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15010. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  15011. break;
  15012. }
  15013. break;
  15014. case UNT_ZEPHYR:
  15015. if (ss == bl)
  15016. break; // Doesn't affect the Elemental
  15017. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15018. break;
  15019. case UNT_CLOUD_KILL:
  15020. if (tsc && !tsc->getSCE(type))
  15021. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  15022. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15023. break;
  15024. case UNT_VACUUM_EXTREME:
  15025. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15026. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  15027. return 0;
  15028. // Apply effect and suck targets one-by-one each n seconds
  15029. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  15030. break;
  15031. case UNT_BANDING:
  15032. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15033. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  15034. break;
  15035. case UNT_FIRE_MANTLE:
  15036. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15037. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15038. break;
  15039. case UNT_ZENKAI_WATER:
  15040. case UNT_ZENKAI_LAND:
  15041. case UNT_ZENKAI_FIRE:
  15042. case UNT_ZENKAI_WIND:
  15043. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15044. switch( sg->unit_id ) {
  15045. case UNT_ZENKAI_WATER:
  15046. switch (rnd()%2 + 1) {
  15047. case 1:
  15048. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15049. break;
  15050. case 2:
  15051. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15052. break;
  15053. }
  15054. break;
  15055. case UNT_ZENKAI_LAND:
  15056. switch (rnd()%2 + 1) {
  15057. case 1:
  15058. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15059. break;
  15060. case 2:
  15061. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15062. break;
  15063. }
  15064. break;
  15065. case UNT_ZENKAI_FIRE:
  15066. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15067. break;
  15068. case UNT_ZENKAI_WIND:
  15069. switch (rnd()%3 + 1) {
  15070. case 1:
  15071. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15072. break;
  15073. case 2:
  15074. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15075. break;
  15076. case 3:
  15077. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15078. break;
  15079. }
  15080. break;
  15081. }
  15082. } else
  15083. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15084. break;
  15085. case UNT_POISON_MIST:
  15086. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15087. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  15088. break;
  15089. case UNT_CHAOSPANIC:
  15090. if (tsc && tsc->getSCE(type))
  15091. break;
  15092. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15093. break;
  15094. case UNT_B_TRAP:
  15095. if (tsc && tsc->getSCE(type))
  15096. break;
  15097. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15098. unit->val2++; // Mark as ever been used
  15099. break;
  15100. case UNT_FIRE_RAIN:
  15101. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  15102. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15103. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  15104. break;
  15105. case UNT_MAGMA_ERUPTION:
  15106. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15107. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15108. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15109. else
  15110. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15111. break;
  15112. case UNT_ACIDIFIED_ZONE_WATER:
  15113. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15114. break;
  15115. case UNT_ACIDIFIED_ZONE_GROUND:
  15116. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15117. break;
  15118. case UNT_ACIDIFIED_ZONE_WIND:
  15119. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15120. break;
  15121. case UNT_ACIDIFIED_ZONE_FIRE:
  15122. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15123. break;
  15124. case UNT_ASTRAL_STRIKE:
  15125. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15126. break;
  15127. case UNT_ABYSS_SQUARE: {
  15128. short flag = 0;
  15129. // Check to see if the caster is in the AoE.
  15130. if (distance_bl(ss, &unit->bl) <= unit->range)
  15131. flag |= 2; // If yes, skill hits twice.
  15132. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15133. }
  15134. break;
  15135. }
  15136. if (bl->type == BL_MOB && ss != bl)
  15137. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15138. return skill_id;
  15139. }
  15140. /**
  15141. * Triggered when a char steps out of a skill unit
  15142. * @param src Skill unit from char moved out
  15143. * @param bl Char
  15144. * @param tick
  15145. */
  15146. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15147. {
  15148. status_change *sc;
  15149. struct status_change_entry *sce;
  15150. enum sc_type type;
  15151. nullpo_ret(src);
  15152. nullpo_ret(bl);
  15153. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15154. if (sg == nullptr)
  15155. return 0;
  15156. sc = status_get_sc(bl);
  15157. type = skill_get_sc(sg->skill_id);
  15158. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15159. if (bl->prev == nullptr || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15160. return 0;
  15161. switch(sg->unit_id){
  15162. case UNT_SAFETYWALL:
  15163. case UNT_PNEUMA:
  15164. case UNT_EPICLESIS://Arch Bishop
  15165. if (sce)
  15166. status_change_end(bl, type);
  15167. break;
  15168. #ifndef RENEWAL
  15169. case UNT_BASILICA:
  15170. if (sce && sce->val4 != bl->id)
  15171. status_change_end(bl, type);
  15172. break;
  15173. #endif
  15174. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15175. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15176. status_change_end(bl, type);
  15177. break;
  15178. case UNT_DISSONANCE:
  15179. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  15180. {
  15181. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  15182. if(skill_get_inf2(i, INF2_ISSONG)) {
  15183. type = skill_get_sc(i);
  15184. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15185. if(sce)
  15186. return i;
  15187. }
  15188. }
  15189. }
  15190. [[fallthrough]];
  15191. case UNT_WHISTLE:
  15192. case UNT_ASSASSINCROSS:
  15193. case UNT_POEMBRAGI:
  15194. case UNT_APPLEIDUN:
  15195. case UNT_HUMMING:
  15196. case UNT_DONTFORGETME:
  15197. case UNT_FORTUNEKISS:
  15198. case UNT_SERVICEFORYOU:
  15199. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15200. return -1;
  15201. }
  15202. return sg->skill_id;
  15203. }
  15204. /**
  15205. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  15206. * @param skill_id Skill ID
  15207. * @param bl A char
  15208. * @param tick
  15209. */
  15210. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  15211. {
  15212. status_change *sc;
  15213. struct status_change_entry *sce;
  15214. enum sc_type type;
  15215. sc = status_get_sc(bl);
  15216. if (sc && !sc->count)
  15217. sc = nullptr;
  15218. type = skill_get_sc(skill_id);
  15219. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15220. switch (skill_id)
  15221. {
  15222. case WZ_QUAGMIRE:
  15223. if (bl->type==BL_MOB)
  15224. break;
  15225. if (sce)
  15226. status_change_end(bl, type);
  15227. break;
  15228. case BD_LULLABY:
  15229. case BD_RICHMANKIM:
  15230. case BD_ETERNALCHAOS:
  15231. case BD_DRUMBATTLEFIELD:
  15232. case BD_RINGNIBELUNGEN:
  15233. case BD_ROKISWEIL:
  15234. case BD_INTOABYSS:
  15235. case BD_SIEGFRIED:
  15236. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  15237. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  15238. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  15239. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  15240. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  15241. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  15242. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  15243. status_change_end(bl, SC_DANCING);
  15244. }
  15245. [[fallthrough]];
  15246. case MH_STEINWAND:
  15247. case MG_SAFETYWALL:
  15248. case AL_PNEUMA:
  15249. case SA_VOLCANO:
  15250. case SA_DELUGE:
  15251. case SA_VIOLENTGALE:
  15252. case CG_HERMODE:
  15253. #ifndef RENEWAL
  15254. case HW_GRAVITATION:
  15255. case HP_BASILICA:
  15256. #endif
  15257. case NJ_SUITON:
  15258. case SC_MAELSTROM:
  15259. case EL_WATER_BARRIER:
  15260. case EL_ZEPHYR:
  15261. case EL_POWER_OF_GAIA:
  15262. case SO_WARMER:
  15263. case SO_FIRE_INSIGNIA:
  15264. case SO_WATER_INSIGNIA:
  15265. case SO_WIND_INSIGNIA:
  15266. case SO_EARTH_INSIGNIA:
  15267. case SJ_BOOKOFCREATINGSTAR:
  15268. case SC_BLOODYLUST:
  15269. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  15270. case GN_FIRE_EXPANSION_TEAR_GAS:
  15271. case LG_KINGS_GRACE:
  15272. case NC_STEALTHFIELD:
  15273. case NC_NEUTRALBARRIER:
  15274. case SU_NYANGGRASS:
  15275. if (sce)
  15276. status_change_end(bl, type);
  15277. break;
  15278. case BA_DISSONANCE:
  15279. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  15280. {
  15281. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  15282. if(skill_get_inf2(i, INF2_ISSONG)){
  15283. type = skill_get_sc(i);
  15284. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15285. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  15286. delete_timer(sce->timer, status_change_timer);
  15287. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15288. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  15289. }
  15290. }
  15291. }
  15292. }
  15293. break;
  15294. case BA_POEMBRAGI:
  15295. case BA_WHISTLE:
  15296. case BA_ASSASSINCROSS:
  15297. case BA_APPLEIDUN:
  15298. case DC_HUMMING:
  15299. case DC_DONTFORGETME:
  15300. case DC_FORTUNEKISS:
  15301. case DC_SERVICEFORYOU:
  15302. if (sce)
  15303. {
  15304. delete_timer(sce->timer, status_change_timer);
  15305. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15306. //not possible on our current implementation.
  15307. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15308. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15309. }
  15310. break;
  15311. case PF_FOGWALL:
  15312. if (sce)
  15313. {
  15314. status_change_end(bl, type);
  15315. if ((sce=sc->getSCE(SC_BLIND)))
  15316. {
  15317. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15318. status_change_end(bl, SC_BLIND);
  15319. else {
  15320. delete_timer(sce->timer, status_change_timer);
  15321. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15322. }
  15323. }
  15324. }
  15325. break;
  15326. case GD_LEADERSHIP:
  15327. case GD_GLORYWOUNDS:
  15328. case GD_SOULCOLD:
  15329. case GD_HAWKEYES:
  15330. if( !(sce && sce->val4) )
  15331. status_change_end(bl, type);
  15332. break;
  15333. }
  15334. return skill_id;
  15335. }
  15336. /*==========================================
  15337. * Invoked when a unit cell has been placed/removed/deleted.
  15338. * flag values:
  15339. * flag&1: Invoke onplace function (otherwise invoke onout)
  15340. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15341. * flag&8: Recursive
  15342. *------------------------------------------*/
  15343. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15344. {
  15345. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15346. t_tick tick = va_arg(ap,t_tick);
  15347. unsigned int flag = va_arg(ap,unsigned int);
  15348. uint16 skill_id;
  15349. bool dissonance = false;
  15350. bool isTarget = false;
  15351. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  15352. return 0;
  15353. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15354. if (group == nullptr)
  15355. return 0;
  15356. if( !(flag&8) ) {
  15357. dissonance = skill_dance_switch(unit, 0);
  15358. //Target-type check.
  15359. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15360. }
  15361. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15362. skill_id = group->skill_id;
  15363. if( isTarget ){
  15364. if( flag&1 )
  15365. skill_unit_onplace(unit,bl,tick);
  15366. else {
  15367. if( skill_unit_onout(unit,bl,tick) == -1 )
  15368. return 0; // Don't let a Bard/Dancer update their own song timer
  15369. }
  15370. if( flag&4 )
  15371. skill_unit_onleft(skill_id, bl, tick);
  15372. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15373. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15374. if( dissonance ) {
  15375. skill_dance_switch(unit, 1);
  15376. //we placed a dissonance, let's update
  15377. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15378. }
  15379. return 0;
  15380. }
  15381. /**
  15382. * Check skill unit while receiving damage
  15383. * @param unit Skill unit
  15384. * @param damage Received damage
  15385. * @return Damage
  15386. */
  15387. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15388. {
  15389. nullpo_ret(unit);
  15390. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15391. if (sg == nullptr)
  15392. return 0;
  15393. switch( sg->unit_id ) {
  15394. case UNT_BLASTMINE:
  15395. case UNT_SKIDTRAP:
  15396. case UNT_LANDMINE:
  15397. case UNT_SHOCKWAVE:
  15398. case UNT_SANDMAN:
  15399. case UNT_FLASHER:
  15400. case UNT_CLAYMORETRAP:
  15401. case UNT_FREEZINGTRAP:
  15402. case UNT_ANKLESNARE:
  15403. case UNT_ICEWALL:
  15404. case UNT_WALLOFTHORN:
  15405. case UNT_REVERBERATION:
  15406. case UNT_NETHERWORLD:
  15407. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15408. break;
  15409. default:
  15410. damage = 0;
  15411. break;
  15412. }
  15413. return damage;
  15414. }
  15415. /**
  15416. * Check char condition around the skill caster
  15417. * @param bl Char around area
  15418. * @param *c Counter for 'valid' condition found
  15419. * @param *p_sd Stores 'rid' of char found
  15420. * @param skill_id Skill ID
  15421. * @param skill_lv Level of used skill
  15422. */
  15423. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15424. {
  15425. int *c, skill_id;
  15426. struct block_list *src;
  15427. map_session_data *sd;
  15428. map_session_data *tsd;
  15429. int *p_sd; //Contains the list of characters found.
  15430. nullpo_ret(bl);
  15431. nullpo_ret(tsd=(map_session_data*)bl);
  15432. nullpo_ret(src=va_arg(ap,struct block_list *));
  15433. nullpo_ret(sd=(map_session_data*)src);
  15434. c=va_arg(ap,int *);
  15435. p_sd = va_arg(ap, int *);
  15436. skill_id = va_arg(ap,int);
  15437. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15438. if (skill_id == PR_BENEDICTIO) {
  15439. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15440. return 0;
  15441. }
  15442. else if (is_chorus) {
  15443. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15444. return 0;
  15445. }
  15446. else if (*c >= 1) // Check for one companion for all other cases.
  15447. return 0;
  15448. if (bl == src)
  15449. return 0;
  15450. if(pc_isdead(tsd))
  15451. return 0;
  15452. if (tsd->sc.cant.cast)
  15453. return 0;
  15454. if( is_chorus ) {
  15455. if( tsd->status.party_id && sd->status.party_id &&
  15456. tsd->status.party_id == sd->status.party_id &&
  15457. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15458. p_sd[(*c)++] = tsd->bl.id;
  15459. return 1;
  15460. } else {
  15461. switch(skill_id) {
  15462. case PR_BENEDICTIO: {
  15463. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15464. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15465. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15466. && sd->status.sp >= 10)
  15467. p_sd[(*c)++]=tsd->bl.id;
  15468. return 1;
  15469. }
  15470. case AB_ADORAMUS:
  15471. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15472. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15473. p_sd[(*c)++] = tsd->bl.id;
  15474. return 1;
  15475. case TR_GEF_NOCTURN:
  15476. case TR_ROKI_CAPRICCIO:
  15477. case TR_AIN_RHAPSODY:
  15478. case TR_MUSICAL_INTERLUDE:
  15479. case TR_JAWAII_SERENADE:
  15480. case TR_NIPELHEIM_REQUIEM:
  15481. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15482. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15483. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15484. p_sd[(*c)++] = tsd->bl.id;
  15485. return 1;
  15486. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15487. {
  15488. uint16 skill_lv;
  15489. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15490. return 0;
  15491. if (sd->status.sex != tsd->status.sex &&
  15492. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15493. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15494. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15495. sd->status.party_id && tsd->status.party_id &&
  15496. sd->status.party_id == tsd->status.party_id &&
  15497. !tsd->sc.getSCE(SC_DANCING))
  15498. {
  15499. p_sd[(*c)++]=tsd->bl.id;
  15500. return skill_lv;
  15501. }
  15502. }
  15503. break;
  15504. }
  15505. }
  15506. return 0;
  15507. }
  15508. /**
  15509. * Checks and stores partners for ensemble skills [Skotlex]
  15510. * Max partners is 2.
  15511. * @param sd Caster
  15512. * @param skill_id
  15513. * @param skill_lv
  15514. * @param range Area range to check
  15515. * @param cast_flag Special handle
  15516. */
  15517. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15518. {
  15519. static int c=0;
  15520. static int p_sd[MAX_PARTY];
  15521. int i;
  15522. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15523. if (!sd)
  15524. return 0;
  15525. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15526. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15527. if (cast_flag) { //Execute the skill on the partners.
  15528. map_session_data* tsd;
  15529. switch (skill_id) {
  15530. case PR_BENEDICTIO:
  15531. case WM_GREAT_ECHO:
  15532. for (i = 0; i < c; i++) {
  15533. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  15534. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15535. }
  15536. return c;
  15537. case AB_ADORAMUS:
  15538. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  15539. i = 2 * (*skill_lv);
  15540. status_charge(&tsd->bl, 0, i);
  15541. }
  15542. break;
  15543. default:
  15544. if( is_chorus )
  15545. break;//Chorus skills are not to be parsed as ensembles
  15546. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15547. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  15548. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15549. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15550. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15551. tsd->skill_id_dance = skill_id;
  15552. tsd->skill_lv_dance = *skill_lv;
  15553. #ifdef RENEWAL
  15554. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15555. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15556. #endif
  15557. }
  15558. }
  15559. return c;
  15560. }
  15561. }
  15562. //Else: new search for partners.
  15563. c = 0;
  15564. memset (p_sd, 0, sizeof(p_sd));
  15565. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15566. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15567. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15568. *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.
  15569. return c;
  15570. }
  15571. /**
  15572. * Sub function to count how many spawned mob is around.
  15573. * Some skills check with matched AI.
  15574. * @param rid Source ID
  15575. * @param mob_class Monster ID
  15576. * @param skill_id Used skill
  15577. * @param *c Counter for found monster
  15578. */
  15579. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15580. {
  15581. int *c,src_id,mob_class,skill;
  15582. uint16 ai;
  15583. struct mob_data *md;
  15584. md=(struct mob_data*)bl;
  15585. src_id=va_arg(ap,int);
  15586. mob_class=va_arg(ap,int);
  15587. skill=va_arg(ap,int);
  15588. c=va_arg(ap,int *);
  15589. switch (skill) {
  15590. case AM_SPHEREMINE:
  15591. ai = AI_SPHERE;
  15592. break;
  15593. case AM_CANNIBALIZE:
  15594. ai = AI_FLORA;
  15595. break;
  15596. case KO_ZANZOU:
  15597. ai = AI_ZANZOU;
  15598. break;
  15599. case MH_SUMMON_LEGION:
  15600. ai = AI_LEGION;
  15601. break;
  15602. case NC_SILVERSNIPER:
  15603. case NC_MAGICDECOY:
  15604. ai = AI_FAW;
  15605. break;
  15606. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15607. case MT_SUMMON_ABR_DUAL_CANNON:
  15608. case MT_SUMMON_ABR_MOTHER_NET:
  15609. case MT_SUMMON_ABR_INFINITY:
  15610. ai = AI_ABR;
  15611. break;
  15612. case BO_WOODENWARRIOR:
  15613. case BO_WOODEN_FAIRY:
  15614. case BO_CREEPER:
  15615. case BO_HELLTREE:
  15616. ai = AI_BIONIC;
  15617. break;
  15618. default:
  15619. ai = AI_FLORA;
  15620. break;
  15621. }
  15622. if( md->master_id != src_id || md->special_state.ai != ai)
  15623. return 0; //Non alchemist summoned mobs have nothing to do here.
  15624. if(md->mob_id==mob_class)
  15625. (*c)++;
  15626. return 1;
  15627. }
  15628. /**
  15629. * Determines if a given skill should be made to consume ammo
  15630. * when used by the player. [Skotlex]
  15631. * @param sd Player
  15632. * @param skill_id Skill ID
  15633. * @return True if skill is need ammo; False otherwise.
  15634. */
  15635. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15636. {
  15637. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15638. return (
  15639. battle_config.arrow_decrement == 2 &&
  15640. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15641. skill_id != HT_PHANTASMIC &&
  15642. skill->skill_type == BF_WEAPON &&
  15643. !skill->nk[NK_NODAMAGE] &&
  15644. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15645. );
  15646. }
  15647. /**
  15648. * Check SC required to cast a skill
  15649. * @param sc
  15650. * @param skill_id
  15651. * @return True if condition is met, False otherwise
  15652. **/
  15653. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  15654. if (require.status.empty())
  15655. return true;
  15656. status_change *sc = &sd.sc;
  15657. if (sc == nullptr) {
  15658. clif_skill_fail( sd, skill_id );
  15659. return false;
  15660. }
  15661. // May have multiple requirements
  15662. for (const auto &reqStatus : require.status) {
  15663. if (reqStatus == SC_NONE)
  15664. continue;
  15665. useskill_fail_cause cause;
  15666. switch (reqStatus) {
  15667. // Official fail message
  15668. case SC_PUSH_CART:
  15669. cause = USESKILL_FAIL_CART;
  15670. break;
  15671. case SC_POISONINGWEAPON:
  15672. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15673. break;
  15674. case SC_WEAPONBLOCK_ON:
  15675. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15676. break;
  15677. default:
  15678. cause = USESKILL_FAIL_LEVEL;
  15679. break;
  15680. }
  15681. if (!sc->getSCE(reqStatus)) {
  15682. clif_skill_fail( sd, skill_id, cause );
  15683. return false;
  15684. }
  15685. }
  15686. return true;
  15687. }
  15688. /**
  15689. * Check SC of BL
  15690. * @param sc
  15691. * @param skill_id
  15692. * @return 1 if condition is met, 0 otherwise
  15693. **/
  15694. int skill_check_bl_sc(struct block_list *target, va_list ap) {
  15695. nullpo_ret(target);
  15696. int sc_id = va_arg(ap,int);
  15697. status_change *sc = status_get_sc(target);
  15698. if (sc && sc->getSCE(sc_id))
  15699. return 1;
  15700. return 0;
  15701. }
  15702. /**
  15703. * Check skill condition when cast begin
  15704. * For ammo, only check if the skill need ammo
  15705. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15706. * @param sd Player who uses skill
  15707. * @param skill_id ID of used skill
  15708. * @param skill_lv Level of used skill
  15709. * @return true: All condition passed, false: Failed
  15710. */
  15711. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  15712. struct s_skill_condition require;
  15713. int i;
  15714. if (sd.chatID)
  15715. return false;
  15716. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  15717. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15718. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15719. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  15720. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  15721. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  15722. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  15723. return true;
  15724. }
  15725. switch( sd.menuskill_id ) {
  15726. case AM_PHARMACY:
  15727. switch( skill_id ) {
  15728. case AM_PHARMACY:
  15729. case AC_MAKINGARROW:
  15730. case BS_REPAIRWEAPON:
  15731. case AM_TWILIGHT1:
  15732. case AM_TWILIGHT2:
  15733. case AM_TWILIGHT3:
  15734. return false;
  15735. }
  15736. break;
  15737. case GN_MIX_COOKING:
  15738. case GN_MAKEBOMB:
  15739. case GN_S_PHARMACY:
  15740. case GN_CHANGEMATERIAL:
  15741. case MT_M_MACHINE:
  15742. case BO_BIONIC_PHARMACY:
  15743. if( sd.menuskill_id != skill_id )
  15744. return false;
  15745. break;
  15746. }
  15747. struct status_data* status = &sd.battle_status;
  15748. status_change* sc = &sd.sc;
  15749. if( !sc->count )
  15750. sc = nullptr;
  15751. if( sd.skillitem == skill_id )
  15752. {
  15753. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15754. sd.state.abra_flag = 0;
  15755. else
  15756. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15757. if( (i = sd.itemindex) == -1 ||
  15758. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  15759. sd.inventory_data[i] == nullptr ||
  15760. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15761. sd.inventory.u.items_inventory[i].amount < 1
  15762. )
  15763. { //Something went wrong, item exploit?
  15764. sd.itemid = 0;
  15765. sd.itemindex = -1;
  15766. return false;
  15767. }
  15768. //Consume
  15769. sd.itemid = 0;
  15770. sd.itemindex = -1;
  15771. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd.inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15772. ; //Do not consume item.
  15773. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  15774. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15775. }
  15776. if(!sd.skillitem_keep_requirement)
  15777. return true;
  15778. }
  15779. if( pc_is90overweight(&sd) ) {
  15780. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  15781. return false;
  15782. }
  15783. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15784. return false;
  15785. //Checks if disabling skill - in which case no SP requirements are necessary
  15786. if( sc && skill_disable_check(*sc,skill_id))
  15787. return true;
  15788. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15789. // Check the skills that can be used while mounted on a warg
  15790. if( pc_isridingwug(&sd) ) {
  15791. if(!inf2[INF2_ALLOWONWARG])
  15792. return false; // in official there is no message.
  15793. }
  15794. if( pc_ismadogear(&sd) ) {
  15795. // Skills that are unusable when Mado is equipped. [Jobbie]
  15796. if(!inf2[INF2_ALLOWONMADO]){
  15797. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  15798. return false;
  15799. }
  15800. }
  15801. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15802. // return false;
  15803. require = skill_get_requirement(&sd,skill_id,skill_lv);
  15804. //Can only update state when weapon/arrow info is checked.
  15805. sd.state.arrow_atk = require.ammo?1:0;
  15806. // perform skill-group checks
  15807. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15808. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15809. clif_skill_fail( sd, skill_id );
  15810. return false;
  15811. }
  15812. }
  15813. else if(inf2[INF2_ISENSEMBLE]) {
  15814. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15815. clif_skill_fail( sd, skill_id );
  15816. return false;
  15817. }
  15818. }
  15819. // perform skill-specific checks (and actions)
  15820. switch( skill_id ) {
  15821. case RG_GRAFFITI:
  15822. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15823. clif_skill_fail( sd, skill_id );
  15824. return false;
  15825. }
  15826. break;
  15827. case SO_SPELLFIST:
  15828. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  15829. clif_skill_fail( sd, skill_id );
  15830. return false;
  15831. }
  15832. [[fallthrough]];
  15833. case SA_CASTCANCEL:
  15834. if(sd.ud.skilltimer == INVALID_TIMER) {
  15835. clif_skill_fail( sd, skill_id );
  15836. return false;
  15837. }
  15838. break;
  15839. case AS_CLOAKING:
  15840. {
  15841. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15842. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15843. int dir;
  15844. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dirx[dir], sd.bl.y+diry[dir], CELL_CHKNOPASS) != 0 );
  15845. if( dir == DIR_MAX ) {
  15846. clif_skill_fail( sd, skill_id );
  15847. return false;
  15848. }
  15849. }
  15850. break;
  15851. }
  15852. case AL_WARP:
  15853. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  15854. char output[128];
  15855. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  15856. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  15857. return false;
  15858. }
  15859. break;
  15860. case AL_HOLYWATER:
  15861. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15862. clif_skill_fail( sd, skill_id );
  15863. return false;
  15864. }
  15865. break;
  15866. case MO_CALLSPIRITS:
  15867. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15868. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15869. if(sd.spiritball >= skill_lv) {
  15870. clif_skill_fail( sd, skill_id );
  15871. return false;
  15872. }
  15873. break;
  15874. case MO_FINGEROFFENSIVE:
  15875. case GS_FLING:
  15876. case SR_RIDEINLIGHTNING:
  15877. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  15878. sd.spiritball_old = require.spiritball = sd.spiritball;
  15879. else
  15880. sd.spiritball_old = require.spiritball;
  15881. break;
  15882. case MO_CHAINCOMBO:
  15883. if(!sc)
  15884. return false;
  15885. if(sc->getSCE(SC_BLADESTOP))
  15886. break;
  15887. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15888. break;
  15889. return false;
  15890. case MO_COMBOFINISH:
  15891. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15892. return false;
  15893. break;
  15894. case CH_TIGERFIST:
  15895. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15896. return false;
  15897. break;
  15898. case CH_CHAINCRUSH:
  15899. if(!(sc && sc->getSCE(SC_COMBO)))
  15900. return false;
  15901. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15902. return false;
  15903. break;
  15904. case SJ_SOLARBURST:
  15905. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15906. return 0;
  15907. break;
  15908. case MO_EXTREMITYFIST:
  15909. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15910. // return false;
  15911. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15912. break;
  15913. if( sc && sc->getSCE(SC_COMBO) ) {
  15914. switch(sc->getSCE(SC_COMBO)->val1) {
  15915. case MO_COMBOFINISH:
  15916. case CH_TIGERFIST:
  15917. case CH_CHAINCRUSH:
  15918. break;
  15919. default:
  15920. return false;
  15921. }
  15922. }
  15923. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15924. clif_skill_fail( sd, skill_id );
  15925. return false;
  15926. }
  15927. sd.spiritball_old = sd.spiritball;
  15928. break;
  15929. case TK_MISSION:
  15930. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15931. clif_skill_fail( sd, skill_id );
  15932. return false;
  15933. }
  15934. break;
  15935. case ASC_EDP:
  15936. #ifdef RENEWAL
  15937. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15938. #else
  15939. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15940. #endif
  15941. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  15942. return false;
  15943. }
  15944. break;
  15945. case TK_READYCOUNTER:
  15946. case TK_READYDOWN:
  15947. case TK_READYSTORM:
  15948. case TK_READYTURN:
  15949. case TK_JUMPKICK:
  15950. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15951. clif_skill_fail( sd, skill_id );
  15952. return false;
  15953. }
  15954. break;
  15955. case TK_TURNKICK:
  15956. case TK_STORMKICK:
  15957. case TK_DOWNKICK:
  15958. case TK_COUNTER:
  15959. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15960. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15961. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15962. return false; //Combo needs to be ready
  15963. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15964. //Do not repeat a kick.
  15965. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15966. break;
  15967. status_change_end(&sd.bl, SC_COMBO);
  15968. return false;
  15969. }
  15970. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  15971. unit_cancel_combo(&sd.bl);
  15972. return false;
  15973. }
  15974. break; //Combo ready.
  15975. #ifndef RENEWAL
  15976. case BD_ADAPTATION:
  15977. {
  15978. int time;
  15979. if(!(sc && sc->getSCE(SC_DANCING))) {
  15980. clif_skill_fail( sd, skill_id );
  15981. return false;
  15982. }
  15983. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15984. if (skill_get_time(
  15985. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15986. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15987. - time < skill_get_time2(skill_id,skill_lv))
  15988. {
  15989. clif_skill_fail( sd, skill_id );
  15990. return false;
  15991. }
  15992. }
  15993. break;
  15994. #endif
  15995. case PR_BENEDICTIO:
  15996. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  15997. clif_skill_fail( sd, skill_id );
  15998. return false;
  15999. }
  16000. break;
  16001. case SL_SMA:
  16002. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  16003. return false;
  16004. break;
  16005. case HT_POWER:
  16006. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  16007. return false;
  16008. break;
  16009. #ifndef RENEWAL
  16010. case CG_HERMODE:
  16011. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  16012. clif_skill_fail( sd, skill_id );
  16013. return false;
  16014. }
  16015. break;
  16016. #endif
  16017. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16018. {
  16019. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  16020. int size = range*2+1;
  16021. for (s=0;s<size*size;s++) {
  16022. int x = sd.bl.x+(s%size-range);
  16023. int y = sd.bl.y+(s/size-range);
  16024. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16025. clif_skill_fail( sd, skill_id );
  16026. return false;
  16027. }
  16028. }
  16029. }
  16030. break;
  16031. #ifndef RENEWAL
  16032. case PR_REDEMPTIO:
  16033. {
  16034. t_exp exp = pc_nextbaseexp(&sd);
  16035. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16036. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16037. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16038. return false;
  16039. }
  16040. break;
  16041. }
  16042. case HP_BASILICA:
  16043. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16044. // When castbegin, needs 7x7 clear area
  16045. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16046. int size = range*2+1;
  16047. for( s=0;s<size*size;s++ ) {
  16048. int x = sd.bl.x+(s%size-range);
  16049. int y = sd.bl.y+(s/size-range);
  16050. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16051. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16052. return false;
  16053. }
  16054. }
  16055. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16056. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16057. return false;
  16058. }
  16059. }
  16060. break;
  16061. #endif
  16062. case AM_TWILIGHT2:
  16063. case AM_TWILIGHT3:
  16064. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16065. clif_skill_fail( sd, skill_id );
  16066. return false;
  16067. }
  16068. break;
  16069. case SG_SUN_WARM:
  16070. case SG_MOON_WARM:
  16071. case SG_STAR_WARM:
  16072. if (sc && sc->getSCE(SC_MIRACLE))
  16073. break;
  16074. i = skill_id-SG_SUN_WARM;
  16075. if (sd.bl.m == sd.feel_map[i].m)
  16076. break;
  16077. clif_skill_fail( sd, skill_id );
  16078. return false;
  16079. break;
  16080. case SG_SUN_COMFORT:
  16081. case SG_MOON_COMFORT:
  16082. case SG_STAR_COMFORT:
  16083. if (sc && sc->getSCE(SC_MIRACLE))
  16084. break;
  16085. i = skill_id-SG_SUN_COMFORT;
  16086. if (sd.bl.m == sd.feel_map[i].m &&
  16087. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16088. break;
  16089. clif_skill_fail( sd, skill_id );
  16090. return false;
  16091. case SG_FUSION:
  16092. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16093. break;
  16094. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16095. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16096. if( require.sp > 0 ) {
  16097. if (status->sp < (unsigned int)require.sp)
  16098. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16099. else
  16100. status_zap(&sd.bl, 0, require.sp);
  16101. }
  16102. return false;
  16103. case GD_BATTLEORDER:
  16104. case GD_REGENERATION:
  16105. case GD_RESTORE:
  16106. case GD_CHARGESHOUT_FLAG:
  16107. case GD_CHARGESHOUT_BEATING:
  16108. case GD_EMERGENCY_MOVE:
  16109. if (!map_flag_gvg2(sd.bl.m)) {
  16110. clif_skill_fail( sd, skill_id );
  16111. return false;
  16112. }
  16113. [[fallthrough]];
  16114. case GD_EMERGENCYCALL:
  16115. case GD_ITEMEMERGENCYCALL:
  16116. // other checks were already done in skill_isNotOk()
  16117. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16118. return false;
  16119. break;
  16120. case GS_GLITTERING:
  16121. case RL_RICHS_COIN:
  16122. if(sd.spiritball >= 10) {
  16123. clif_skill_fail( sd, skill_id );
  16124. return false;
  16125. }
  16126. break;
  16127. case NJ_ISSEN:
  16128. #ifdef RENEWAL
  16129. if (status->hp < (status->hp/100)) {
  16130. #else
  16131. if (status->hp < 2) {
  16132. #endif
  16133. clif_skill_fail( sd, skill_id );
  16134. return false;
  16135. }
  16136. [[fallthrough]];
  16137. case NJ_BUNSINJYUTSU:
  16138. if (!(sc && sc->getSCE(SC_NEN))) {
  16139. clif_skill_fail( sd, skill_id );
  16140. return false;
  16141. }
  16142. break;
  16143. case NJ_ZENYNAGE:
  16144. case KO_MUCHANAGE:
  16145. if(sd.status.zeny < require.zeny) {
  16146. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16147. return false;
  16148. }
  16149. break;
  16150. case PF_HPCONVERSION:
  16151. if (status->sp == status->max_sp)
  16152. return false; //Unusable when at full SP.
  16153. break;
  16154. case SP_KAUTE: // Fail if below 30% MaxHP.
  16155. if (status->hp < 30 * status->max_hp / 100) {
  16156. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16157. return false;
  16158. }
  16159. break;
  16160. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16161. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16162. clif_skill_fail( sd, skill_id );
  16163. return false;
  16164. }
  16165. break;
  16166. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16167. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  16168. clif_skill_fail( sd, skill_id );
  16169. return false;
  16170. }
  16171. break;
  16172. case AB_ANCILLA: {
  16173. int count = 0;
  16174. for( i = 0; i < MAX_INVENTORY; i++ )
  16175. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16176. count += sd.inventory.u.items_inventory[i].amount;
  16177. if( count >= 3 ) {
  16178. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  16179. return false;
  16180. }
  16181. }
  16182. break;
  16183. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16184. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16185. && sd.special_state.no_gemstone == 0
  16186. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16187. clif_skill_fail( sd, skill_id );
  16188. return false;
  16189. }
  16190. break;
  16191. case WL_SUMMONFB:
  16192. case WL_SUMMONBL:
  16193. case WL_SUMMONWB:
  16194. case WL_SUMMONSTONE:
  16195. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  16196. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  16197. if (i == SC_SPHERE_5 + 1) { // No more free slots
  16198. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16199. return false;
  16200. }
  16201. }
  16202. break;
  16203. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  16204. case WL_RELEASE: {
  16205. int active_spheres = 0, req_spheres = 0;
  16206. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  16207. if (sc && sc->getSCE(i))
  16208. active_spheres++;
  16209. }
  16210. // Cast requirement
  16211. if (skill_id == WL_TETRAVORTEX)
  16212. req_spheres = 4;
  16213. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  16214. req_spheres = 1;
  16215. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  16216. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  16217. return false;
  16218. }
  16219. }
  16220. break;
  16221. case GC_HALLUCINATIONWALK:
  16222. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  16223. clif_skill_fail( sd, skill_id );
  16224. return false;
  16225. }
  16226. break;
  16227. case NPC_HALLUCINATIONWALK:
  16228. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  16229. return false;
  16230. }
  16231. break;
  16232. case RA_WUGMASTERY:
  16233. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  16234. clif_skill_fail( sd, skill_id );
  16235. return false;
  16236. }
  16237. break;
  16238. case RA_WUGSTRIKE:
  16239. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  16240. clif_skill_fail( sd, skill_id );
  16241. return false;
  16242. }
  16243. break;
  16244. case RA_WUGRIDER:
  16245. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  16246. clif_skill_fail( sd, skill_id );
  16247. return false;
  16248. }
  16249. break;
  16250. case RA_WUGDASH:
  16251. if(!pc_isridingwug(&sd)) {
  16252. clif_skill_fail( sd, skill_id );
  16253. return false;
  16254. }
  16255. else {
  16256. int16 sx = sd.bl.x;
  16257. int16 sy = sd.bl.y;
  16258. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  16259. switch (dir) {
  16260. case DIR_NORTH: sy++; break;
  16261. case DIR_NORTHWEST: sx--; sy++; break;
  16262. case DIR_WEST: sx--; break;
  16263. case DIR_SOUTHWEST: sx--; sy--; break;
  16264. case DIR_SOUTH: sy--; break;
  16265. case DIR_SOUTHEAST: sx++; sy--; break;
  16266. case DIR_EAST: sx++; break;
  16267. case DIR_NORTHEAST: sx++; sy++; break;
  16268. }
  16269. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  16270. return false;
  16271. }
  16272. }
  16273. break;
  16274. case LG_RAYOFGENESIS:
  16275. case LG_BANDING:
  16276. if( sc && sc->getSCE(SC_INSPIRATION) )
  16277. return true; // Don't check for partner.
  16278. break;
  16279. case LG_PRESTIGE:
  16280. if( sc && sc->getSCE(SC_INSPIRATION) )
  16281. return true; // Don't check for partner.
  16282. if( sc && sc->getSCE(SC_BANDING) ) {
  16283. clif_skill_fail( sd, skill_id );
  16284. return false;
  16285. }
  16286. break;
  16287. case LG_RAGEBURST:
  16288. if( sd.spiritball == 0 ) {
  16289. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  16290. return false;
  16291. }
  16292. sd.spiritball_old = require.spiritball = sd.spiritball;
  16293. break;
  16294. case SR_FALLENEMPIRE:
  16295. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16296. return false;
  16297. break;
  16298. case SR_CRESCENTELBOW:
  16299. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16300. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  16301. return false;
  16302. }
  16303. break;
  16304. case SR_CURSEDCIRCLE:
  16305. if (map_flag_gvg2(sd.bl.m)) {
  16306. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16307. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16308. char output[128];
  16309. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  16310. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  16311. return false;
  16312. }
  16313. }
  16314. if( sd.spiritball > 0 )
  16315. sd.spiritball_old = require.spiritball = sd.spiritball;
  16316. else {
  16317. clif_skill_fail( sd, skill_id );
  16318. return false;
  16319. }
  16320. break;
  16321. case SR_GATEOFHELL:
  16322. if( sd.spiritball > 0 )
  16323. sd.spiritball_old = require.spiritball;
  16324. break;
  16325. case SC_MANHOLE:
  16326. case SC_DIMENSIONDOOR:
  16327. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16328. clif_skill_fail( sd, skill_id );
  16329. return false;
  16330. }
  16331. break;
  16332. case SC_FEINTBOMB:
  16333. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKMAELSTROM) ) {
  16334. clif_skill_fail( sd, skill_id );
  16335. return false;
  16336. }
  16337. break;
  16338. case WM_GREAT_ECHO: {
  16339. int count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16340. if (count > 0)
  16341. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16342. }
  16343. break;
  16344. case SO_FIREWALK:
  16345. case SO_ELECTRICWALK:
  16346. case NPC_FIREWALK:
  16347. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16348. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16349. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16350. clif_skill_fail( sd, skill_id );
  16351. return false;
  16352. }
  16353. break;
  16354. case SO_EL_CONTROL:
  16355. if( !sd.status.ele_id || !sd.ed ) {
  16356. clif_skill_fail( sd, skill_id );
  16357. return false;
  16358. }
  16359. break;
  16360. case KO_JYUMONJIKIRI:
  16361. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  16362. return true;
  16363. else {
  16364. clif_skill_fail( sd, skill_id );
  16365. return false;
  16366. }
  16367. break;
  16368. case KO_KAHU_ENTEN:
  16369. case KO_HYOUHU_HUBUKI:
  16370. case KO_KAZEHU_SEIRAN:
  16371. case KO_DOHU_KOUKAI:
  16372. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  16373. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16374. return false;
  16375. }
  16376. break;
  16377. case KO_KAIHOU:
  16378. case KO_ZENKAI:
  16379. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  16380. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  16381. return false;
  16382. }
  16383. break;
  16384. case SJ_FULLMOONKICK:
  16385. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16386. clif_skill_fail( sd, skill_id );
  16387. return false;
  16388. }
  16389. break;
  16390. case SJ_STAREMPEROR:
  16391. case SJ_NOVAEXPLOSING:
  16392. case SJ_GRAVITYCONTROL:
  16393. case SJ_BOOKOFDIMENSION:
  16394. case SJ_BOOKOFCREATINGSTAR:
  16395. case SP_SOULDIVISION:
  16396. case SP_SOULEXPLOSION:
  16397. if (!map_flag_vs(sd.bl.m)) {
  16398. clif_skill_fail( sd, skill_id );
  16399. return false;
  16400. }
  16401. break;
  16402. case SP_SWHOO:
  16403. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16404. return false;
  16405. break;
  16406. case DK_SERVANT_W_PHANTOM:
  16407. case DK_SERVANT_W_DEMOL:
  16408. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  16409. sd.servantball_old = require.spiritball = sd.servantball;
  16410. else
  16411. sd.servantball_old = require.spiritball;
  16412. break;
  16413. case IQ_SECOND_FAITH:
  16414. case IQ_THIRD_PUNISH:
  16415. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16416. return false;
  16417. break;
  16418. case IQ_SECOND_JUDGEMENT:
  16419. case IQ_THIRD_CONSECRATION:
  16420. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16421. return false;
  16422. break;
  16423. case IQ_SECOND_FLAME:
  16424. case IQ_THIRD_FLAME_BOMB:
  16425. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16426. return false;
  16427. break;
  16428. }
  16429. /* check state required */
  16430. switch (require.state) {
  16431. case ST_HIDDEN:
  16432. if(!pc_ishiding(&sd)) {
  16433. clif_skill_fail( sd, skill_id );
  16434. return false;
  16435. }
  16436. break;
  16437. case ST_RIDING:
  16438. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  16439. clif_skill_fail( sd, skill_id );
  16440. return false;
  16441. }
  16442. break;
  16443. case ST_FALCON:
  16444. if(!pc_isfalcon(&sd)) {
  16445. clif_skill_fail( sd, skill_id );
  16446. return false;
  16447. }
  16448. break;
  16449. case ST_CART:
  16450. if(!pc_iscarton(&sd)) {
  16451. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  16452. return false;
  16453. }
  16454. break;
  16455. case ST_SHIELD:
  16456. if(sd.status.shield <= 0) {
  16457. clif_skill_fail( sd, skill_id );
  16458. return false;
  16459. }
  16460. break;
  16461. case ST_RECOVER_WEIGHT_RATE:
  16462. #ifdef RENEWAL
  16463. if(pc_is70overweight(&sd)) {
  16464. #else
  16465. if(pc_is50overweight(&sd)) {
  16466. #endif
  16467. clif_skill_fail( sd, skill_id );
  16468. return false;
  16469. }
  16470. break;
  16471. case ST_MOVE_ENABLE:
  16472. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16473. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16474. if (!unit_can_move(&sd.bl)) {
  16475. clif_skill_fail( sd, skill_id );
  16476. return false;
  16477. }
  16478. break;
  16479. case ST_WATER:
  16480. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16481. break;
  16482. if (map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKWATER) && !map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR))
  16483. break;
  16484. clif_skill_fail( sd, skill_id );
  16485. return false;
  16486. case ST_RIDINGDRAGON:
  16487. if( !pc_isridingdragon(&sd) ) {
  16488. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  16489. return false;
  16490. }
  16491. break;
  16492. case ST_WUG:
  16493. if( !pc_iswug(&sd) ) {
  16494. clif_skill_fail( sd, skill_id );
  16495. return false;
  16496. }
  16497. break;
  16498. case ST_RIDINGWUG:
  16499. if( !pc_isridingwug(&sd) ) {
  16500. clif_skill_fail( sd, skill_id );
  16501. return false;
  16502. }
  16503. break;
  16504. case ST_MADO:
  16505. if( !pc_ismadogear(&sd) ) {
  16506. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  16507. return false;
  16508. }
  16509. break;
  16510. case ST_ELEMENTALSPIRIT:
  16511. case ST_ELEMENTALSPIRIT2:
  16512. if(!sd.ed) {
  16513. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  16514. return false;
  16515. }
  16516. break;
  16517. case ST_PECO:
  16518. if(!pc_isriding(&sd)) {
  16519. clif_skill_fail( sd, skill_id );
  16520. return false;
  16521. }
  16522. break;
  16523. case ST_SUNSTANCE:
  16524. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16525. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16526. return false;
  16527. }
  16528. break;
  16529. case ST_MOONSTANCE:
  16530. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16531. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16532. return false;
  16533. }
  16534. break;
  16535. case ST_STARSTANCE:
  16536. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16537. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16538. return false;
  16539. }
  16540. break;
  16541. case ST_UNIVERSESTANCE:
  16542. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16543. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16544. return false;
  16545. }
  16546. break;
  16547. }
  16548. /* check the status required */
  16549. if (!require.status.empty()) {
  16550. switch (skill_id) {
  16551. // Being checked later in skill_check_condition_castend()
  16552. case WZ_SIGHTRASHER:
  16553. break;
  16554. default:
  16555. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16556. return false;
  16557. break;
  16558. }
  16559. }
  16560. // Check for equipped item(s)
  16561. if (!require.eqItem.empty()) {
  16562. size_t count = require.eqItem.size();
  16563. for (const auto &it : require.eqItem) {
  16564. t_itemid reqeqit = it;
  16565. if (!reqeqit)
  16566. break; // Skill has no required item(s); get out of here
  16567. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16568. case NC_PILEBUNKER:
  16569. case RL_P_ALTER:
  16570. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16571. count--;
  16572. if (!count) {
  16573. if( skill_id == RL_P_ALTER ){
  16574. clif_msg( &sd, MSI_FAIL_NEED_EQUIPPED_PROPERTY_SAINT_BULLET );
  16575. }else{
  16576. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16577. }
  16578. return false;
  16579. } else
  16580. continue;
  16581. }
  16582. break;
  16583. case NC_ACCELERATION:
  16584. case NC_SELFDESTRUCTION:
  16585. case NC_SHAPESHIFT:
  16586. case NC_EMERGENCYCOOL:
  16587. case NC_MAGNETICFIELD:
  16588. case NC_NEUTRALBARRIER:
  16589. case NC_STEALTHFIELD:
  16590. if (pc_search_inventory(&sd, reqeqit) == -1) {
  16591. count--;
  16592. if (!count) {
  16593. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  16594. return false;
  16595. } else
  16596. continue;
  16597. }
  16598. break;
  16599. default:
  16600. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16601. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  16602. return false;
  16603. }
  16604. break;
  16605. }
  16606. }
  16607. }
  16608. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16609. //mhp is the max-hp-requirement, that is,
  16610. //you must have this % or less of HP to cast it.
  16611. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16612. return false;
  16613. }
  16614. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16615. switch(skill_id) {
  16616. case RA_AIMEDBOLT:
  16617. break;
  16618. default:
  16619. switch((unsigned int)log2(require.weapon)) {
  16620. case W_REVOLVER:
  16621. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_HANDGUN);
  16622. break;
  16623. case W_RIFLE:
  16624. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_RIFLE);
  16625. break;
  16626. case W_GATLING:
  16627. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GATLING);
  16628. break;
  16629. case W_SHOTGUN:
  16630. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_SHOTGUN);
  16631. break;
  16632. case W_GRENADE:
  16633. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GRANADE);
  16634. break;
  16635. default:
  16636. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16637. break;
  16638. }
  16639. return false;
  16640. }
  16641. }
  16642. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16643. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16644. return false;
  16645. }
  16646. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16647. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  16648. return false;
  16649. }
  16650. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  16651. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16652. return false;
  16653. }
  16654. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16655. switch (skill_id) { // Skills that require soul spheres.
  16656. case SP_SOULGOLEM:
  16657. case SP_SOULSHADOW:
  16658. case SP_SOULFALCON:
  16659. case SP_SOULFAIRY:
  16660. case SP_SOULCURSE:
  16661. case SP_SPA:
  16662. case SP_SHA:
  16663. case SP_SWHOO:
  16664. case SP_SOULUNITY:
  16665. case SP_SOULDIVISION:
  16666. case SP_SOULREAPER:
  16667. case SP_SOULEXPLOSION:
  16668. case SP_KAUTE:
  16669. if (sd.soulball < require.spiritball) {
  16670. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16671. return false;
  16672. }
  16673. break;
  16674. // Skills that requires servants.
  16675. case DK_SERVANT_W_SIGN:
  16676. case DK_SERVANT_W_PHANTOM:
  16677. case DK_SERVANT_W_DEMOL:
  16678. if (sd.servantball < require.spiritball) {
  16679. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16680. return false;
  16681. }
  16682. break;
  16683. default: // Skills that require spirit/coin spheres.
  16684. if (sd.spiritball < require.spiritball) {
  16685. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16686. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  16687. else
  16688. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  16689. return false;
  16690. }
  16691. break;
  16692. }
  16693. }
  16694. return true;
  16695. }
  16696. /**
  16697. * Check skill condition when cast end.
  16698. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16699. * @param sd Player who uses skill
  16700. * @param skill_id ID of used skill
  16701. * @param skill_lv Level of used skill
  16702. * @return true: All condition passed, false: Failed
  16703. */
  16704. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16705. struct s_skill_condition require;
  16706. struct status_data *status;
  16707. int i;
  16708. short index[MAX_SKILL_ITEM_REQUIRE];
  16709. if( sd.chatID )
  16710. return false;
  16711. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  16712. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16713. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16714. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16715. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16716. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16717. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16718. return true;
  16719. }
  16720. switch( sd.menuskill_id ) { // Cast start or cast end??
  16721. case AM_PHARMACY:
  16722. switch( skill_id ) {
  16723. case AM_PHARMACY:
  16724. case AC_MAKINGARROW:
  16725. case BS_REPAIRWEAPON:
  16726. case AM_TWILIGHT1:
  16727. case AM_TWILIGHT2:
  16728. case AM_TWILIGHT3:
  16729. return false;
  16730. }
  16731. break;
  16732. case GN_MIX_COOKING:
  16733. case GN_MAKEBOMB:
  16734. case GN_S_PHARMACY:
  16735. case GN_CHANGEMATERIAL:
  16736. case MT_M_MACHINE:
  16737. case BO_BIONIC_PHARMACY:
  16738. if( sd.menuskill_id != skill_id )
  16739. return false;
  16740. break;
  16741. }
  16742. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16743. return true;
  16744. if( pc_is90overweight(&sd) ) {
  16745. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16746. return false;
  16747. }
  16748. // perform skill-specific checks (and actions)
  16749. switch( skill_id ) {
  16750. case PR_BENEDICTIO:
  16751. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  16752. break;
  16753. case AM_CANNIBALIZE:
  16754. case AM_SPHEREMINE: {
  16755. int c=0;
  16756. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16757. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16758. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16759. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16760. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16761. if(c >= maxcount ||
  16762. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16763. { //Fails when: exceed max limit. There are other plant types already out.
  16764. clif_skill_fail( sd, skill_id );
  16765. return false;
  16766. }
  16767. }
  16768. break;
  16769. }
  16770. case NC_SILVERSNIPER:
  16771. case NC_MAGICDECOY: {
  16772. int c = 0;
  16773. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16774. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16775. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16776. if( skill_id == NC_MAGICDECOY ) {
  16777. int j;
  16778. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16779. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  16780. } else
  16781. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16782. if( c >= maxcount ) {
  16783. clif_skill_fail( sd, skill_id );
  16784. return false;
  16785. }
  16786. }
  16787. }
  16788. break;
  16789. case KO_ZANZOU: {
  16790. int c = 0;
  16791. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  16792. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16793. clif_skill_fail( sd , skill_id );
  16794. return false;
  16795. }
  16796. }
  16797. break;
  16798. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16799. case MT_SUMMON_ABR_DUAL_CANNON:
  16800. case MT_SUMMON_ABR_MOTHER_NET:
  16801. case MT_SUMMON_ABR_INFINITY: {
  16802. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16803. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16804. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16805. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16806. if (c >= maxcount) {
  16807. clif_skill_fail( sd, skill_id );
  16808. return false;
  16809. }
  16810. }
  16811. break;
  16812. }
  16813. case BO_WOODENWARRIOR:
  16814. case BO_WOODEN_FAIRY:
  16815. case BO_CREEPER:
  16816. case BO_HELLTREE: {
  16817. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16818. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16819. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16820. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16821. if (c >= maxcount) {
  16822. clif_skill_fail( sd, skill_id );
  16823. return false;
  16824. }
  16825. }
  16826. break;
  16827. }
  16828. #ifdef RENEWAL
  16829. case ASC_EDP:
  16830. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  16831. if (item_edp < 0) {
  16832. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16833. return false;
  16834. } else
  16835. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16836. break;
  16837. #endif
  16838. }
  16839. status = &sd.battle_status;
  16840. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16841. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16843. return false;
  16844. }
  16845. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16846. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16847. return false;
  16848. }
  16849. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16850. uint8 extra_ammo = 0;
  16851. #ifdef RENEWAL
  16852. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16853. case WM_SEVERE_RAINSTORM:
  16854. case RL_FIREDANCE:
  16855. case RL_R_TRIP:
  16856. case RL_FIRE_RAIN:
  16857. extra_ammo = 1;
  16858. break;
  16859. default:
  16860. break;
  16861. }
  16862. #endif
  16863. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  16864. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO );
  16865. return false;
  16866. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16867. char e_msg[100];
  16868. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16869. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  16870. return false;
  16871. }
  16872. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16873. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  16874. return false;
  16875. }
  16876. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  16877. skill_get_desc(skill_id),
  16878. require.ammo_qty,
  16879. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  16880. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  16881. return false;
  16882. }
  16883. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16884. //which is the closest we have to wrong ammo type. [Skotlex]
  16885. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO ); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16886. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16887. return false;
  16888. }
  16889. }
  16890. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16891. if( !require.itemid[i] )
  16892. continue;
  16893. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  16894. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16895. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16896. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  16897. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16898. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  16899. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16900. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  16901. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16902. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint brush is required.
  16903. else if( require.itemid[i] == ITEMID_ANCILLA )
  16904. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  16905. else
  16906. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16907. return false;
  16908. }
  16909. }
  16910. /* check the status required */
  16911. if (!require.status.empty()) {
  16912. switch (skill_id) {
  16913. case WZ_SIGHTRASHER:
  16914. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16915. return false;
  16916. break;
  16917. default:
  16918. break;
  16919. }
  16920. }
  16921. return true;
  16922. }
  16923. /** Consume skill requirement
  16924. * @param sd Player who uses the skill
  16925. * @param skill_id ID of used skill
  16926. * @param skill_lv Level of used skill
  16927. * @param type Consume type
  16928. * type&1: consume the others (before skill was used);
  16929. * type&2: consume items (after skill was used)
  16930. */
  16931. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16932. {
  16933. struct s_skill_condition require;
  16934. nullpo_retv(sd);
  16935. require = skill_get_requirement(sd,skill_id,skill_lv);
  16936. if( type&1 ) {
  16937. switch( skill_id ) {
  16938. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16939. case MC_IDENTIFY:
  16940. require.sp = 0;
  16941. break;
  16942. case MO_KITRANSLATION:
  16943. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16944. require.spiritball = 0;
  16945. [[fallthrough]];
  16946. default:
  16947. if(sd->state.autocast)
  16948. require.sp = 0;
  16949. break;
  16950. }
  16951. if(require.hp || require.sp || require.ap)
  16952. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  16953. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16954. switch (skill_id) { // Skills that require soul spheres.
  16955. case SP_SOULGOLEM:
  16956. case SP_SOULSHADOW:
  16957. case SP_SOULFALCON:
  16958. case SP_SOULFAIRY:
  16959. case SP_SOULCURSE:
  16960. case SP_SPA:
  16961. case SP_SHA:
  16962. case SP_SWHOO:
  16963. case SP_SOULUNITY:
  16964. case SP_SOULDIVISION:
  16965. case SP_SOULREAPER:
  16966. case SP_SOULEXPLOSION:
  16967. case SP_KAUTE:
  16968. pc_delsoulball(sd, require.spiritball, false);
  16969. break;
  16970. // Skills that require servants.
  16971. // Note: We don't update the servants display here
  16972. // since using these skills auto trigger an animation
  16973. // with them in unique ways that makes them vanish.
  16974. case DK_SERVANT_W_SIGN:
  16975. case DK_SERVANT_W_PHANTOM:
  16976. case DK_SERVANT_W_DEMOL:
  16977. pc_delservantball( *sd, require.spiritball );
  16978. break;
  16979. default: // Skills that require spirit/coin spheres.
  16980. pc_delspiritball(sd, require.spiritball, 0);
  16981. break;
  16982. }
  16983. }
  16984. else if(require.spiritball == -1) {
  16985. sd->spiritball_old = sd->spiritball;
  16986. pc_delspiritball(sd,sd->spiritball,0);
  16987. }
  16988. if(require.zeny > 0)
  16989. {
  16990. if( skill_id == NJ_ZENYNAGE )
  16991. require.zeny = 0; //Zeny is reduced on skill_attack.
  16992. if( sd->status.zeny < require.zeny )
  16993. require.zeny = sd->status.zeny;
  16994. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16995. }
  16996. }
  16997. if( type&2 ) {
  16998. status_change *sc = &sd->sc;
  16999. int n,i;
  17000. if( !sc->count )
  17001. sc = nullptr;
  17002. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  17003. {
  17004. if( !require.itemid[i] )
  17005. continue;
  17006. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  17007. continue; //Gemstones are checked, but not substracted from inventory.
  17008. switch( skill_id ){
  17009. case SA_SEISMICWEAPON:
  17010. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  17011. continue;
  17012. break;
  17013. case SA_FLAMELAUNCHER:
  17014. case SA_VOLCANO:
  17015. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17016. continue;
  17017. break;
  17018. case SA_FROSTWEAPON:
  17019. case SA_DELUGE:
  17020. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17021. continue;
  17022. break;
  17023. case SA_LIGHTNINGLOADER:
  17024. case SA_VIOLENTGALE:
  17025. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17026. continue;
  17027. break;
  17028. }
  17029. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17030. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17031. }
  17032. }
  17033. }
  17034. /**
  17035. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17036. * @param sd Player's that will be checked
  17037. * @param skill_id Skill that's being used
  17038. * @param skill_lv Skill level of used skill
  17039. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17040. */
  17041. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17042. {
  17043. struct s_skill_condition req;
  17044. struct status_data *status;
  17045. status_change *sc;
  17046. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17047. memset(&req,0,sizeof(req));
  17048. if( !sd )
  17049. return req;
  17050. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17051. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17052. sc = &sd->sc;
  17053. if( !sc->count )
  17054. sc = nullptr;
  17055. //Checks if disabling skill - in which case no SP requirements are necessary
  17056. if( sc && skill_disable_check(*sc,skill_id) )
  17057. return req;
  17058. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17059. status = &sd->battle_status;
  17060. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17061. req.hp = skill->require.hp[skill_lv - 1];
  17062. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17063. if(hp_rate > 0)
  17064. req.hp += (status->hp * hp_rate)/100;
  17065. else
  17066. req.hp += (status->max_hp * (-hp_rate))/100;
  17067. req.sp = skill->require.sp[skill_lv-1];
  17068. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17069. req.sp /= 2;
  17070. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17071. req.sp -= req.sp * 30 / 100;
  17072. sp_rate = skill->require.sp_rate[skill_lv-1];
  17073. if(sp_rate > 0)
  17074. req.sp += (status->sp * sp_rate)/100;
  17075. else
  17076. req.sp += (status->max_sp * (-sp_rate))/100;
  17077. if( sd->dsprate != 100 )
  17078. req.sp = req.sp * sd->dsprate / 100;
  17079. for (auto &it : sd->skillusesprate) {
  17080. if (it.id == skill_id) {
  17081. sp_skill_rate_bonus -= it.val;
  17082. break;
  17083. }
  17084. }
  17085. for (auto &it : sd->skillusesp) {
  17086. if (it.id == skill_id) {
  17087. req.sp -= it.val;
  17088. break;
  17089. }
  17090. }
  17091. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17092. req.sp += req.sp * 30 / 100;
  17093. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17094. if( sc ) {
  17095. if( sc->getSCE(SC__LAZINESS) )
  17096. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17097. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17098. req.sp += req.sp / 4;
  17099. if( sc->getSCE(SC_OFFERTORIUM))
  17100. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17101. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17102. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17103. #ifdef RENEWAL
  17104. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17105. req.sp -= req.sp * 20 / 100;
  17106. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17107. req.sp -= req.sp * 30 / 100;
  17108. #endif
  17109. if (sc->getSCE(SC_GLOOMYDAY))
  17110. req.sp += req.sp * (skill_lv * 10) / 100;
  17111. if (sc->getSCE(SC_CRESCIVEBOLT))
  17112. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17113. }
  17114. req.ap = skill->require.ap[skill_lv - 1];
  17115. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17116. if (ap_rate > 0)
  17117. req.ap += (status->ap * ap_rate) / 100;
  17118. else
  17119. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17120. req.zeny = skill->require.zeny[skill_lv-1];
  17121. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17122. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17123. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  17124. else
  17125. req.zeny += 1000;
  17126. }
  17127. req.spiritball = skill->require.spiritball[skill_lv-1];
  17128. req.state = skill->require.state;
  17129. req.mhp = skill->require.mhp[skill_lv-1];
  17130. req.weapon = skill->require.weapon;
  17131. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  17132. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  17133. req.ammo_qty += 4;
  17134. if (req.ammo_qty)
  17135. req.ammo = skill->require.ammo;
  17136. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  17137. { //Assume this skill is using the weapon, therefore it requires arrows.
  17138. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  17139. req.ammo_qty = 1;
  17140. }
  17141. req.status = skill->require.status;
  17142. req.eqItem = skill->require.eqItem;
  17143. // Level dependence flag is determined based on the ItemCost Level label
  17144. bool level_dependent = skill->require.itemid_level_dependent;
  17145. switch( skill_id ) {
  17146. /* Skill level-dependent checks */
  17147. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  17148. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  17149. req.itemid[1] = skill->require.itemid[skill->max];
  17150. req.amount[1] = skill->require.amount[skill->max];
  17151. [[fallthrough]];
  17152. /* Normal skill requirements and gemstone checks */
  17153. default:
  17154. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  17155. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  17156. if (!level_dependent) {
  17157. switch( skill_id ) {
  17158. case AM_POTIONPITCHER:
  17159. case CR_SLIMPITCHER:
  17160. case CR_CULTIVATION:
  17161. if (i != skill_lv%11 - 1)
  17162. continue;
  17163. break;
  17164. #ifdef RENEWAL
  17165. case AM_CALLHOMUN:
  17166. // Player has no homunculus, only requires first item
  17167. if (i > 0 && sd->hd == nullptr) {
  17168. i = MAX_SKILL_ITEM_REQUIRE;
  17169. continue;
  17170. }
  17171. // Recalling from Rest state has a different consume item (stored as second item)
  17172. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  17173. req.itemid[0] = skill->require.itemid[1];
  17174. req.amount[0] = skill->require.amount[1];
  17175. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  17176. skill_area_temp[0] = 0;
  17177. i = MAX_SKILL_ITEM_REQUIRE;
  17178. continue;
  17179. }
  17180. break;
  17181. #else
  17182. case AM_CALLHOMUN:
  17183. if (sd->status.hom_id) //Don't delete items when hom is already out.
  17184. continue;
  17185. break;
  17186. #endif
  17187. case AB_ADORAMUS:
  17188. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  17189. continue;
  17190. break;
  17191. }
  17192. req.itemid[i] = skill->require.itemid[i];
  17193. req.amount[i] = skill->require.amount[i];
  17194. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  17195. int16 itIndex;
  17196. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  17197. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  17198. req.itemid[i] = ITEMID_TRAP;
  17199. else
  17200. req.itemid[i] = ITEMID_TRAP_ALLOY;
  17201. req.amount[i] = 1;
  17202. }
  17203. break;
  17204. }
  17205. }
  17206. else {
  17207. // Process level_dependent requirement
  17208. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  17209. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  17210. req.amount[0] = skill->require.amount[skill_lv - 1];
  17211. }
  17212. }
  17213. // Check requirement for gemstone.
  17214. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  17215. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  17216. req.itemid[i] = req.amount[i] = 0;
  17217. else {
  17218. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  17219. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  17220. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  17221. req.itemid[i] = req.amount[i] = 0;
  17222. else if( --req.amount[i] < 1 )
  17223. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  17224. }
  17225. }
  17226. }
  17227. // Check requirement for Magic Gear Fuel
  17228. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  17229. req.itemid[i] = req.amount[i] = 0;
  17230. }
  17231. break;
  17232. }
  17233. // Check for cost reductions due to skills & SCs
  17234. switch(skill_id) {
  17235. case MC_MAMMONITE:
  17236. #ifdef RENEWAL
  17237. case WS_CARTTERMINATION:
  17238. #endif
  17239. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  17240. #ifdef RENEWAL
  17241. req.zeny -= req.zeny*20/100;
  17242. #else
  17243. req.zeny -= req.zeny*10/100;
  17244. #endif
  17245. break;
  17246. case AL_HOLYLIGHT:
  17247. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  17248. req.sp *= 5;
  17249. break;
  17250. case SL_SMA:
  17251. case SL_STUN:
  17252. case SL_STIN:
  17253. {
  17254. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  17255. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  17256. break;
  17257. if(sd->status.base_level>=90)
  17258. req.sp -= req.sp*7*kaina_lv/100;
  17259. else if(sd->status.base_level>=80)
  17260. req.sp -= req.sp*5*kaina_lv/100;
  17261. else if(sd->status.base_level>=70)
  17262. req.sp -= req.sp*3*kaina_lv/100;
  17263. }
  17264. break;
  17265. case MO_CHAINCOMBO:
  17266. case MO_COMBOFINISH:
  17267. case CH_TIGERFIST:
  17268. case CH_CHAINCRUSH:
  17269. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  17270. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  17271. break;
  17272. case MO_BODYRELOCATION:
  17273. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  17274. req.spiritball = 0;
  17275. break;
  17276. case MO_EXTREMITYFIST:
  17277. if( sc ) {
  17278. if( sc->getSCE(SC_BLADESTOP) )
  17279. req.spiritball--;
  17280. else if( sc->getSCE(SC_COMBO) ) {
  17281. #ifndef RENEWAL
  17282. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17283. case MO_COMBOFINISH:
  17284. req.spiritball = 4;
  17285. break;
  17286. case CH_TIGERFIST:
  17287. req.spiritball = 3;
  17288. break;
  17289. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17290. req.spiritball = sd->spiritball?sd->spiritball:1;
  17291. break;
  17292. }
  17293. #else
  17294. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17295. #endif
  17296. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17297. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17298. }
  17299. break;
  17300. case LG_RAGEBURST:
  17301. req.spiritball = sd->spiritball?sd->spiritball:1;
  17302. break;
  17303. case SR_FALLENEMPIRE:
  17304. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17305. req.spiritball = 0;
  17306. break;
  17307. case SR_TIGERCANNON:
  17308. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17309. req.spiritball = 0;
  17310. break;
  17311. case SR_RAMPAGEBLASTER:
  17312. case SR_RIDEINLIGHTNING:
  17313. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17314. req.spiritball = 0;
  17315. break;
  17316. case SR_GATEOFHELL:
  17317. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17318. req.sp -= req.sp * 10 / 100;
  17319. break;
  17320. case SR_FLASHCOMBO:
  17321. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17322. req.spiritball = 0;
  17323. break;
  17324. case SO_SUMMON_AGNI:
  17325. case SO_SUMMON_AQUA:
  17326. case SO_SUMMON_VENTUS:
  17327. case SO_SUMMON_TERA: {
  17328. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17329. if( spirit_sympathy )
  17330. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17331. }
  17332. break;
  17333. case NPC_PSYCHIC_WAVE:
  17334. case SO_PSYCHIC_WAVE:
  17335. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17336. req.sp += req.sp / 2; // 1.5x SP cost
  17337. break;
  17338. }
  17339. //Check if player is using the copied skill [Cydh]
  17340. uint16 idx = skill_get_index(skill_id);
  17341. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17342. uint16 req_opt = skill->copyable.req_opt;
  17343. if (req_opt & SKILL_REQ_HPCOST)
  17344. req.hp = 0;
  17345. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17346. req.mhp = 0;
  17347. if (req_opt & SKILL_REQ_SPCOST)
  17348. req.sp = 0;
  17349. if (req_opt & SKILL_REQ_HPRATECOST)
  17350. req.hp_rate = 0;
  17351. if (req_opt & SKILL_REQ_SPRATECOST)
  17352. req.sp_rate = 0;
  17353. if (req_opt & SKILL_REQ_ZENYCOST)
  17354. req.zeny = 0;
  17355. if (req_opt & SKILL_REQ_WEAPON)
  17356. req.weapon = 0;
  17357. if (req_opt & SKILL_REQ_AMMO) {
  17358. req.ammo = 0;
  17359. req.ammo_qty = 0;
  17360. }
  17361. if (req_opt & SKILL_REQ_STATE)
  17362. req.state = ST_NONE;
  17363. if (req_opt & SKILL_REQ_STATUS) {
  17364. req.status.clear();
  17365. req.status.shrink_to_fit();
  17366. }
  17367. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17368. req.spiritball = 0;
  17369. if (req_opt & SKILL_REQ_ITEMCOST) {
  17370. memset(req.itemid, 0, sizeof(req.itemid));
  17371. memset(req.amount, 0, sizeof(req.amount));
  17372. }
  17373. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17374. req.eqItem.clear();
  17375. req.eqItem.shrink_to_fit();
  17376. }
  17377. if (req_opt & SKILL_REQ_APCOST)
  17378. req.ap = 0;
  17379. if (req_opt & SKILL_REQ_APRATECOST)
  17380. req.ap_rate = 0;
  17381. }
  17382. return req;
  17383. }
  17384. /*==========================================
  17385. * Does cast-time reductions based on dex, item bonuses and config setting
  17386. *------------------------------------------*/
  17387. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17388. nullpo_ret(bl);
  17389. double time = skill_get_cast(skill_id, skill_lv);
  17390. #ifndef RENEWAL_CAST
  17391. {
  17392. map_session_data *sd = BL_CAST(BL_PC, bl);
  17393. status_change *sc = status_get_sc(bl);
  17394. int reduce_cast_rate = 0;
  17395. uint8 flag = skill_get_castnodex(skill_id);
  17396. // Calculate base cast time (reduced by dex)
  17397. if (!(flag&1)) {
  17398. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17399. if (scale > 0) // not instant cast
  17400. time = time * (float)scale / battle_config.castrate_dex_scale;
  17401. else
  17402. return 0; // instant cast
  17403. }
  17404. // Calculate cast time reduced by item/card bonuses
  17405. if (sd) {
  17406. if (!(flag&4)) {
  17407. if (sd->castrate != 100)
  17408. reduce_cast_rate += 100 - sd->castrate;
  17409. if (sd->bonus.add_varcast != 0)
  17410. time += sd->bonus.add_varcast; // bonus bVariableCast
  17411. }
  17412. // Skill-specific reductions work regardless of flag
  17413. for (const auto &it : sd->skillcastrate) {
  17414. if (it.id == skill_id) {
  17415. time += time * it.val / 100;
  17416. break;
  17417. }
  17418. }
  17419. for (const auto &it : sd->skillvarcast) {
  17420. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17421. time += it.val;
  17422. break;
  17423. }
  17424. }
  17425. }
  17426. // These cast time reductions are processed even if the skill fails
  17427. if (sc && sc->count) {
  17428. // Magic Strings stacks additively with item bonuses
  17429. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17430. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17431. // Foresight halves the cast time, it does not stack additively
  17432. if (sc->getSCE(SC_MEMORIZE)) {
  17433. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17434. if(!(flag&2))
  17435. time -= time * 50 / 100;
  17436. // Foresight counter gets reduced even if the skill is not affected by it
  17437. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17438. status_change_end(bl, SC_MEMORIZE);
  17439. }
  17440. }
  17441. }
  17442. time = time * (1 - (float)reduce_cast_rate / 100);
  17443. }
  17444. #endif
  17445. // config cast time multiplier
  17446. if (battle_config.cast_rate != 100)
  17447. time = time * battle_config.cast_rate / 100;
  17448. // return final cast time
  17449. time = max((int)time, 0);
  17450. //ShowInfo("Castime castfix = %f\n",time);
  17451. return (int)time;
  17452. }
  17453. #ifndef RENEWAL_CAST
  17454. /**
  17455. * Get the skill cast time for Pre-Re cast
  17456. * @param bl: The caster
  17457. * @param time: Cast time before Status Change addition or reduction
  17458. * @return time: Modified castime after status change addition or reduction
  17459. */
  17460. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17461. {
  17462. if (time < 0)
  17463. return 0;
  17464. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17465. return (int)time;
  17466. status_change *sc = status_get_sc(bl);
  17467. if (sc && sc->count) {
  17468. if (!(flag&2)) {
  17469. if (sc->getSCE(SC_SLOWCAST))
  17470. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17471. if (sc->getSCE(SC_PARALYSIS))
  17472. time += sc->getSCE(SC_PARALYSIS)->val3;
  17473. if (sc->getSCE(SC_IZAYOI))
  17474. time -= time * 50 / 100;
  17475. if (sc->getSCE(SC_2011RWC_SCROLL))
  17476. time -= time * 5 / 100;
  17477. }
  17478. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17479. if(!(flag&2))
  17480. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17481. //Suffragium ends even if the skill is not affected by it
  17482. status_change_end(bl, SC_SUFFRAGIUM);
  17483. }
  17484. }
  17485. time = std::max(time, 0.0);
  17486. //ShowInfo("Castime castfix_sc = %f\n",time);
  17487. return (int)time;
  17488. }
  17489. #else
  17490. /**
  17491. * Get the skill cast time for RENEWAL_CAST.
  17492. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17493. * Additive value:
  17494. * Variable CastTime : time += value
  17495. * Fixed CastTime : fixed += value
  17496. * Multipicative value
  17497. * Variable CastTime : VARCAST_REDUCTION(value)
  17498. * Fixed CastTime : FIXEDCASTRATE2(value)
  17499. * @param bl: The caster
  17500. * @param time: Cast time without reduction
  17501. * @param skill_id: Skill ID of the casted skill
  17502. * @param skill_lv: Skill level of the casted skill
  17503. * @return time: Modified castime after status and bonus addition or reduction
  17504. */
  17505. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17506. {
  17507. nullpo_ret(bl);
  17508. if (time < 0)
  17509. return 0;
  17510. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17511. return (int)time;
  17512. status_change *sc = status_get_sc(bl);
  17513. map_session_data *sd = BL_CAST(BL_PC, bl);
  17514. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17515. uint8 flag = skill_get_castnodex(skill_id);
  17516. if (fixed < 0) {
  17517. if (battle_config.default_fixed_castrate > 0) {
  17518. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17519. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17520. } else
  17521. fixed = 0;
  17522. }
  17523. // Additive Variable Cast bonus adjustments by items
  17524. if (sd && !(flag&4)) {
  17525. if (sd->bonus.varcastrate != 0)
  17526. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17527. if (sd->bonus.fixcastrate != 0)
  17528. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17529. if (sd->bonus.add_varcast != 0)
  17530. time += sd->bonus.add_varcast; // bonus bVariableCast
  17531. if (sd->bonus.add_fixcast != 0)
  17532. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17533. for (const auto &it : sd->skillfixcast) {
  17534. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17535. fixed += it.val;
  17536. break;
  17537. }
  17538. }
  17539. for (const auto &it : sd->skillvarcast) {
  17540. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17541. time += it.val;
  17542. break;
  17543. }
  17544. }
  17545. for (const auto &it : sd->skillcastrate) {
  17546. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17547. reduce_cast_rate += it.val;
  17548. break;
  17549. }
  17550. }
  17551. for (const auto &it : sd->skillfixcastrate) {
  17552. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17553. fixcast_r = max(fixcast_r, it.val);
  17554. break;
  17555. }
  17556. }
  17557. }
  17558. // Adjusted by active statuses
  17559. if (sc && sc->count && !(flag&2)) {
  17560. // Multiplicative Variable CastTime values
  17561. if (sc->getSCE(SC_SLOWCAST))
  17562. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17563. if (sc->getSCE(SC__LAZINESS))
  17564. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17565. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17566. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17567. #ifndef RENEWAL
  17568. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17569. #endif
  17570. }
  17571. if (sc->getSCE(SC_MEMORIZE)) {
  17572. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17573. reduce_cast_rate += 50;
  17574. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17575. status_change_end(bl, SC_MEMORIZE);
  17576. }
  17577. }
  17578. if (sc->getSCE(SC_POEMBRAGI))
  17579. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17580. if (sc->getSCE(SC_IZAYOI))
  17581. VARCAST_REDUCTION(50);
  17582. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17583. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17584. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17585. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17586. if (sc->getSCE(SC_SOULFAIRY))
  17587. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17588. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17589. VARCAST_REDUCTION(80);
  17590. // Multiplicative Fixed CastTime values
  17591. if (sc->getSCE(SC_SECRAMENT))
  17592. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17593. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17594. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17595. if (sc->getSCE(SC_DANCEWITHWUG))
  17596. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17597. if (sc->getSCE(SC_HEAT_BARREL))
  17598. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17599. if (sc->getSCE(SC_FREEZING))
  17600. fixcast_r -= 50;
  17601. if (sc->getSCE(SC_SWINGDANCE))
  17602. fixcast_r = max(fixcast_r, skill_lv * 6);
  17603. // Additive Fixed CastTime values
  17604. if (sc->getSCE(SC_MANDRAGORA))
  17605. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17606. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17607. fixed -= 1000;
  17608. if (sc->getSCE(SC_IZAYOI))
  17609. fixed = 0;
  17610. if (sc->getSCE(SC_GLOOMYDAY))
  17611. fixed += skill_lv * 500;
  17612. if (sc->getSCE(SC_2011RWC_SCROLL))
  17613. VARCAST_REDUCTION(5);
  17614. }
  17615. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17616. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17617. if (varcast_r < 0)
  17618. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17619. // Apply Variable CastTime calculation by INT & DEX
  17620. if (!(flag&1))
  17621. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17622. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17623. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17624. return (int)time;
  17625. }
  17626. #endif
  17627. /*==========================================
  17628. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17629. *------------------------------------------*/
  17630. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17631. {
  17632. nullpo_ret(bl);
  17633. if (skill_id == SA_ABRACADABRA)
  17634. return 0; //Will use picked skill's delay.
  17635. if (bl->type&battle_config.no_skill_delay)
  17636. return battle_config.min_skill_delay_limit;
  17637. int delaynodex = skill_get_delaynodex(skill_id);
  17638. double time = skill_get_delay(skill_id, skill_lv);
  17639. if (time < 0)
  17640. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17641. status_change* sc = status_get_sc(bl);
  17642. // Delay reductions
  17643. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17644. case MO_TRIPLEATTACK:
  17645. case MO_CHAINCOMBO:
  17646. case MO_COMBOFINISH:
  17647. case CH_TIGERFIST:
  17648. case CH_CHAINCRUSH:
  17649. case SR_DRAGONCOMBO:
  17650. case SR_FALLENEMPIRE:
  17651. case SJ_PROMINENCEKICK:
  17652. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17653. if (time == 0)
  17654. time = 1000;
  17655. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17656. break;
  17657. #ifndef RENEWAL
  17658. case HP_BASILICA:
  17659. if (sc && !sc->getSCE(SC_BASILICA))
  17660. time = 0; // There is no Delay on Basilica creation, only on cancel
  17661. break;
  17662. #endif
  17663. default:
  17664. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17665. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17666. if (scale > 0)
  17667. time = time * scale / battle_config.castrate_dex_scale;
  17668. else //To be capped later to minimum.
  17669. time = 0;
  17670. }
  17671. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17672. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17673. if (scale > 0)
  17674. time = time * scale / battle_config.castrate_dex_scale;
  17675. else //To be capped later to minimum.
  17676. time = 0;
  17677. }
  17678. }
  17679. if (sc && sc->count) {
  17680. if (sc->getSCE(SC_SPIRIT)) {
  17681. switch (skill_id) {
  17682. case CR_SHIELDBOOMERANG:
  17683. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17684. time /= 2;
  17685. break;
  17686. case AS_SONICBLOW:
  17687. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17688. time /= 2;
  17689. break;
  17690. }
  17691. }
  17692. }
  17693. int delay = 0;
  17694. if (!(delaynodex&2)) {
  17695. if (sc && sc->count) {
  17696. if (sc->getSCE(SC_POEMBRAGI))
  17697. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17698. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17699. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17700. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17701. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17702. }
  17703. }
  17704. if (!(delaynodex&4) && bl->type == BL_PC) {
  17705. map_session_data* sd = (map_session_data*)bl;
  17706. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17707. delay += sd->bonus.delayrate;
  17708. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17709. if (it.id == skill_id) {
  17710. time += it.val;
  17711. break;
  17712. }
  17713. }
  17714. }
  17715. if (delay != 0)
  17716. time = time * (1 - (float)min(delay, 100) / 100);
  17717. if (battle_config.delay_rate != 100)
  17718. time = time * battle_config.delay_rate / 100;
  17719. //ShowInfo("Delay delayfix = %f\n",time);
  17720. return max((int)time,0);
  17721. }
  17722. /*==========================================
  17723. * Weapon Repair [Celest/DracoRPG]
  17724. *------------------------------------------*/
  17725. void skill_repairweapon( map_session_data& sd, int idx ){
  17726. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17727. ITEMID_IRON_ORE,
  17728. ITEMID_IRON,
  17729. ITEMID_STEEL,
  17730. ITEMID_ORIDECON_STONE,
  17731. #ifdef RENEWAL
  17732. 0
  17733. #endif
  17734. };
  17735. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17736. ITEMID_STEEL,
  17737. #ifdef RENEWAL
  17738. 0
  17739. #endif
  17740. };
  17741. t_itemid material = 0;
  17742. struct item *item;
  17743. map_session_data *target_sd;
  17744. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  17745. return;
  17746. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17747. return;
  17748. if( idx < 0 || idx >= MAX_INVENTORY )
  17749. return; //Invalid index??
  17750. item = &target_sd->inventory.u.items_inventory[idx];
  17751. if( !item->nameid || !item->attribute )
  17752. return; //Again invalid item....
  17753. if (itemdb_ishatched_egg(item))
  17754. return;
  17755. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  17756. clif_item_repaireffect( sd, idx, true );
  17757. return;
  17758. }
  17759. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17760. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17761. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17762. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17763. }
  17764. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  17765. clif_skill_fail( sd, sd.menuskill_id );
  17766. return;
  17767. }
  17768. clif_skill_nodamage(&sd.bl,&target_sd->bl,sd.menuskill_id,1,1);
  17769. item->attribute = 0;/* clear broken state */
  17770. clif_equiplist(target_sd);
  17771. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  17772. clif_item_repaireffect( sd, idx, false );
  17773. if( sd.status.char_id != target_sd->status.char_id )
  17774. clif_item_repaireffect( *target_sd, idx, false );
  17775. }
  17776. /*==========================================
  17777. * Item Appraisal
  17778. *------------------------------------------*/
  17779. void skill_identify(map_session_data *sd, int idx)
  17780. {
  17781. bool failure = true;
  17782. nullpo_retv(sd);
  17783. sd->state.workinprogress = WIP_DISABLE_NONE;
  17784. if(idx >= 0 && idx < MAX_INVENTORY) {
  17785. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17786. failure = false;
  17787. sd->inventory.u.items_inventory[idx].identify = 1;
  17788. }
  17789. }
  17790. clif_item_identified( *sd, idx, failure );
  17791. }
  17792. /*==========================================
  17793. * Weapon Refine [Celest]
  17794. *------------------------------------------*/
  17795. void skill_weaponrefine( map_session_data& sd, int idx ){
  17796. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17797. ITEMID_PHRACON,
  17798. ITEMID_EMVERETARCON,
  17799. ITEMID_ORIDECON,
  17800. ITEMID_ORIDECON,
  17801. #ifdef RENEWAL
  17802. 0
  17803. #endif
  17804. };
  17805. if (idx >= 0 && idx < MAX_INVENTORY)
  17806. {
  17807. struct item_data *ditem = sd.inventory_data[idx];
  17808. struct item* item = &sd.inventory.u.items_inventory[idx];
  17809. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17810. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17811. clif_skill_fail( sd, sd.menuskill_id );
  17812. return;
  17813. }
  17814. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  17815. clif_upgrademessage(&sd, 2, item->nameid);
  17816. return;
  17817. }
  17818. int i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  17819. if( i < 0 ) {
  17820. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  17821. return;
  17822. }
  17823. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17824. if( info == nullptr ){
  17825. clif_skill_fail( sd, sd.menuskill_id );
  17826. return;
  17827. }
  17828. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17829. if( cost == nullptr ){
  17830. clif_skill_fail( sd, sd.menuskill_id );
  17831. return;
  17832. }
  17833. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17834. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17835. clif_skill_fail( sd, sd.menuskill_id );
  17836. return;
  17837. }
  17838. int per = ( cost->chance / 100 );
  17839. if( sd.class_&JOBL_THIRD )
  17840. per += 10;
  17841. else
  17842. per += (((signed int)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17843. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17844. if (per > rnd() % 100) {
  17845. int ep=0;
  17846. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  17847. item->refine++;
  17848. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  17849. if(item->equip) {
  17850. ep = item->equip;
  17851. pc_unequipitem(&sd,idx,3);
  17852. }
  17853. clif_delitem(sd,idx,1,3);
  17854. clif_upgrademessage(&sd, 0, item->nameid);
  17855. clif_inventorylist(&sd);
  17856. clif_refine( sd, idx, ITEMREFINING_SUCCESS );
  17857. if( ditem->type == IT_WEAPON ){
  17858. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17859. }
  17860. if (ep)
  17861. pc_equipitem(&sd,idx,ep);
  17862. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
  17863. if(item->refine == 10 &&
  17864. item->card[0] == CARD0_FORGE &&
  17865. (int)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  17866. { // Fame point system [DracoRPG]
  17867. switch(ditem->weapon_level){
  17868. case 1:
  17869. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17870. break;
  17871. case 2:
  17872. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17873. break;
  17874. case 3:
  17875. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17876. break;
  17877. }
  17878. }
  17879. } else {
  17880. item->refine = 0;
  17881. if(item->equip)
  17882. pc_unequipitem(&sd,idx,3);
  17883. clif_upgrademessage(&sd, 1, item->nameid);
  17884. clif_refine( sd, idx, ITEMREFINING_FAILURE );
  17885. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  17886. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  17887. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_FAILURE );
  17888. clif_emotion(&sd.bl, ET_HUK);
  17889. }
  17890. }
  17891. }
  17892. }
  17893. /*==========================================
  17894. *
  17895. *------------------------------------------*/
  17896. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17897. {
  17898. nullpo_ret(sd);
  17899. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17900. return 0;
  17901. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17902. uint16 maxlv = 1;
  17903. if (skill_lv == 0 || lv == 0)
  17904. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17905. #ifdef RENEWAL
  17906. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17907. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17908. else
  17909. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17910. #else
  17911. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17912. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17913. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17914. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17915. else if(skill_lv==2) maxlv=1;
  17916. else if(skill_lv==3) maxlv=2;
  17917. else if(skill_lv>=4) maxlv=3;
  17918. }
  17919. else if(skill_id==MG_SOULSTRIKE){
  17920. if(skill_lv==5) maxlv=1;
  17921. else if(skill_lv==6) maxlv=2;
  17922. else if(skill_lv>=7) maxlv=3;
  17923. }
  17924. else if(skill_id==MG_FIREBALL){
  17925. if(skill_lv==8) maxlv=1;
  17926. else if(skill_lv>=9) maxlv=2;
  17927. }
  17928. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17929. else return 0;
  17930. #endif
  17931. maxlv = min(lv, maxlv);
  17932. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17933. skill_get_time(SA_AUTOSPELL,skill_lv));
  17934. return 0;
  17935. }
  17936. /**
  17937. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17938. * @param bl: Player object
  17939. * @param ap: va_arg list
  17940. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17941. */
  17942. static int skill_sit_count(struct block_list *bl, va_list ap)
  17943. {
  17944. map_session_data *sd = (map_session_data*)bl;
  17945. int flag = va_arg(ap, int);
  17946. if (!pc_issit(sd))
  17947. return 0;
  17948. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17949. return 1;
  17950. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17951. return 1;
  17952. return 0;
  17953. }
  17954. /**
  17955. * Triggered when a player sits down to activate bonus states.
  17956. * @param bl: Player object
  17957. * @param ap: va_arg list
  17958. * @return 0
  17959. */
  17960. static int skill_sit_in(struct block_list *bl, va_list ap)
  17961. {
  17962. map_session_data *sd = (map_session_data*)bl;
  17963. int flag = va_arg(ap, int);
  17964. if (!pc_issit(sd))
  17965. return 0;
  17966. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17967. sd->state.gangsterparadise = 1;
  17968. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17969. sd->state.rest = 1;
  17970. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17971. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17972. }
  17973. return 0;
  17974. }
  17975. /**
  17976. * Triggered when a player stands up to deactivate bonus states.
  17977. * @param bl: Player object
  17978. * @param ap: va_arg list
  17979. * @return 0
  17980. */
  17981. static int skill_sit_out(struct block_list *bl, va_list ap)
  17982. {
  17983. map_session_data *sd = (map_session_data*)bl;
  17984. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17985. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17986. return 0;
  17987. if (flag&1 && sd->state.gangsterparadise)
  17988. sd->state.gangsterparadise = 0;
  17989. if (flag&2 && sd->state.rest) {
  17990. sd->state.rest = 0;
  17991. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17992. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17993. }
  17994. return 0;
  17995. }
  17996. /**
  17997. * Toggle Sit icon and player bonuses when sitting/standing.
  17998. * @param sd: Player data
  17999. * @param sitting: True when sitting or false when standing
  18000. * @return 0
  18001. */
  18002. int skill_sit(map_session_data *sd, bool sitting)
  18003. {
  18004. int flag = 0, range = 0, lv;
  18005. nullpo_ret(sd);
  18006. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  18007. flag |= 1;
  18008. range = skill_get_splash(RG_GANGSTER, lv);
  18009. }
  18010. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  18011. flag |= 2;
  18012. range = skill_get_splash(TK_HPTIME, lv);
  18013. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  18014. flag |= 2;
  18015. range = skill_get_splash(TK_SPTIME, lv);
  18016. }
  18017. if (sitting)
  18018. clif_status_load(&sd->bl, EFST_SIT, 1);
  18019. else
  18020. clif_status_load(&sd->bl, EFST_SIT, 0);
  18021. if (!flag) // No need to count area if no skills are learned.
  18022. return 0;
  18023. if (sitting) {
  18024. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18025. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18026. } else
  18027. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18028. return 0;
  18029. }
  18030. /*==========================================
  18031. * Do Forstjoke/Scream effect
  18032. *------------------------------------------*/
  18033. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18034. {
  18035. struct block_list *src;
  18036. uint16 skill_id,skill_lv;
  18037. t_tick tick;
  18038. nullpo_ret(bl);
  18039. nullpo_ret(src = va_arg(ap,struct block_list*));
  18040. skill_id = va_arg(ap,int);
  18041. skill_lv = va_arg(ap,int);
  18042. if(!skill_lv)
  18043. return 0;
  18044. tick = va_arg(ap,t_tick);
  18045. if (src == bl || status_isdead(bl))
  18046. return 0;
  18047. if (bl->type == BL_PC) {
  18048. map_session_data *sd = (map_session_data *)bl;
  18049. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18050. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18051. }
  18052. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18053. if(battle_check_target(src,bl,BCT_ENEMY|BCT_PARTY) > 0)
  18054. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18055. return 0;
  18056. }
  18057. /**
  18058. * Set map cell flag as skill unit effect
  18059. * @param src Skill unit
  18060. * @param skill_id
  18061. * @param skill_lv
  18062. * @param cell Cell type cell_t
  18063. * @param flag 0/1
  18064. */
  18065. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18066. {
  18067. int range = skill_get_unit_range(skill_id,skill_lv);
  18068. int x, y;
  18069. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18070. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18071. map_setcell(src->bl.m, x, y, cell, flag);
  18072. }
  18073. /**
  18074. * Do skill attack area (such splash effect) around the 'first' target.
  18075. * First target will skip skill condition, always receive damage. But,
  18076. * around it, still need target/condition validation by
  18077. * battle_check_target and status_check_skilluse
  18078. * @param bl
  18079. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18080. */
  18081. int skill_attack_area(struct block_list *bl, va_list ap)
  18082. {
  18083. struct block_list *src,*dsrc;
  18084. int atk_type,skill_id,skill_lv,flag,type;
  18085. t_tick tick;
  18086. if(status_isdead(bl))
  18087. return 0;
  18088. atk_type = va_arg(ap,int);
  18089. src = va_arg(ap,struct block_list*);
  18090. dsrc = va_arg(ap,struct block_list*);
  18091. skill_id = va_arg(ap,int);
  18092. skill_lv = va_arg(ap,int);
  18093. tick = va_arg(ap,t_tick);
  18094. flag = va_arg(ap,int);
  18095. type = va_arg(ap,int);
  18096. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18097. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18098. }
  18099. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18100. !status_check_skilluse(nullptr, bl, skill_id, 2))
  18101. return 0;
  18102. switch (skill_id) {
  18103. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18104. if (src->x == bl->x && src->y == bl->y)
  18105. return 0; //Does not hit current cell
  18106. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18107. return 0;
  18108. [[fallthrough]];
  18109. case NPC_ACIDBREATH:
  18110. case NPC_DARKNESSBREATH:
  18111. case NPC_FIREBREATH:
  18112. case NPC_ICEBREATH:
  18113. case NPC_ICEBREATH2:
  18114. case NPC_THUNDERBREATH:
  18115. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18116. default:
  18117. //Area-splash, disable skill animation.
  18118. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  18119. }
  18120. }
  18121. /**
  18122. * Clear skill unit group
  18123. * @param bl: Unit to check
  18124. * @param flag: Skill group to clear
  18125. */
  18126. int skill_clear_group(block_list *bl, uint8 flag)
  18127. {
  18128. nullpo_ret(bl);
  18129. unit_data *ud = unit_bl2ud(bl);
  18130. if (ud == nullptr)
  18131. return 0;
  18132. size_t count = 0;
  18133. bool deleted = false;
  18134. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18135. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  18136. switch ((*it)->skill_id) {
  18137. case SA_DELUGE:
  18138. case SA_VOLCANO:
  18139. case SA_VIOLENTGALE:
  18140. case SA_LANDPROTECTOR:
  18141. case NJ_SUITON:
  18142. case NJ_KAENSIN:
  18143. case SC_CHAOSPANIC:
  18144. case MH_POISON_MIST:
  18145. case MH_LAVA_SLIDE:
  18146. if (flag & 1) {
  18147. skill_delunitgroup(*it);
  18148. count++;
  18149. deleted = true;
  18150. }
  18151. break;
  18152. case SO_CLOUD_KILL:
  18153. case NPC_CLOUD_KILL:
  18154. if (flag & 4) {
  18155. skill_delunitgroup(*it);
  18156. count++;
  18157. deleted = true;
  18158. }
  18159. break;
  18160. case SO_WARMER:
  18161. if (flag & 8) {
  18162. skill_delunitgroup(*it);
  18163. count++;
  18164. deleted = true;
  18165. }
  18166. break;
  18167. default:
  18168. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  18169. skill_delunitgroup(*it);
  18170. count++;
  18171. deleted = true;
  18172. }
  18173. break;
  18174. }
  18175. }
  18176. return static_cast<int>(count);
  18177. }
  18178. /**
  18179. * Returns the first element field found [Skotlex]
  18180. * @param bl
  18181. * @return s_skill_unit_group
  18182. */
  18183. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  18184. {
  18185. nullpo_ret(bl);
  18186. unit_data *ud = unit_bl2ud(bl);
  18187. if (ud == nullptr)
  18188. return nullptr;
  18189. for (const auto su : ud->skillunits) {
  18190. switch (su->skill_id) {
  18191. case SA_DELUGE:
  18192. case SA_VOLCANO:
  18193. case SA_VIOLENTGALE:
  18194. case SA_LANDPROTECTOR:
  18195. case NJ_SUITON:
  18196. case SO_CLOUD_KILL:
  18197. case NPC_CLOUD_KILL:
  18198. case SO_WARMER:
  18199. case SC_CHAOSPANIC:
  18200. case MH_POISON_MIST:
  18201. case MH_LAVA_SLIDE:
  18202. return su;
  18203. }
  18204. }
  18205. return nullptr;
  18206. }
  18207. /// Graffiti cleaner [Valaris]
  18208. int skill_graffitiremover(struct block_list *bl, va_list ap)
  18209. {
  18210. struct skill_unit *unit = nullptr;
  18211. int remove = va_arg(ap, int);
  18212. nullpo_retr(0, bl);
  18213. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  18214. return 0;
  18215. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  18216. if (remove == 1)
  18217. skill_delunit(unit);
  18218. return 1;
  18219. }
  18220. return 0;
  18221. }
  18222. /// Greed effect
  18223. int skill_greed(struct block_list *bl, va_list ap)
  18224. {
  18225. struct block_list *src;
  18226. map_session_data *sd = nullptr;
  18227. struct flooritem_data *fitem = nullptr;
  18228. nullpo_ret(bl);
  18229. nullpo_ret(src = va_arg(ap, struct block_list *));
  18230. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  18231. pc_takeitem(sd, fitem);
  18232. return 0;
  18233. }
  18234. /// Ranger's Detonator [Jobbie/3CeAM]
  18235. int skill_detonator(struct block_list *bl, va_list ap)
  18236. {
  18237. nullpo_ret(bl);
  18238. if (bl->type != BL_SKILL)
  18239. return 0;
  18240. block_list *src = va_arg(ap, block_list *);
  18241. skill_unit *unit = (skill_unit *)bl;
  18242. if (unit == nullptr)
  18243. return 0;
  18244. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18245. if (group == nullptr || group->src_id != src->id)
  18246. return 0;
  18247. int unit_id = group->unit_id;
  18248. switch( unit_id )
  18249. { //List of Hunter and Ranger Traps that can be detonate.
  18250. case UNT_BLASTMINE:
  18251. case UNT_SANDMAN:
  18252. case UNT_CLAYMORETRAP:
  18253. case UNT_TALKIEBOX:
  18254. case UNT_CLUSTERBOMB:
  18255. case UNT_FIRINGTRAP:
  18256. case UNT_ICEBOUNDTRAP:
  18257. switch(unit_id) {
  18258. case UNT_TALKIEBOX:
  18259. clif_talkiebox(bl,group->valstr);
  18260. group->val2 = -1;
  18261. break;
  18262. case UNT_CLAYMORETRAP:
  18263. case UNT_FIRINGTRAP:
  18264. case UNT_ICEBOUNDTRAP:
  18265. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  18266. break;
  18267. default:
  18268. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  18269. break;
  18270. }
  18271. if (unit->group == nullptr)
  18272. return 0;
  18273. clif_changetraplook(bl, UNT_USED_TRAPS);
  18274. group->unit_id = UNT_USED_TRAPS;
  18275. group->limit = DIFF_TICK(gettick(),group->tick) +
  18276. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18277. break;
  18278. }
  18279. return 0;
  18280. }
  18281. /**
  18282. * Calculate Royal Guard's Banding bonus
  18283. * @param sd: Player data
  18284. * @return Number of Royal Guard
  18285. */
  18286. int skill_banding_count(map_session_data *sd)
  18287. {
  18288. nullpo_ret(sd);
  18289. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18290. }
  18291. /**
  18292. * Rebellion's Bind Trap explosion
  18293. * @author [Cydh]
  18294. */
  18295. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  18296. struct skill_unit *su = nullptr;
  18297. struct block_list *src = nullptr;
  18298. nullpo_ret(bl);
  18299. src = va_arg(ap,struct block_list *);
  18300. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18301. return 0;
  18302. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18303. return 0;
  18304. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18305. clif_changetraplook(bl, UNT_USED_TRAPS);
  18306. su->group->unit_id = UNT_USED_TRAPS;
  18307. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18308. return 1;
  18309. }
  18310. /*==========================================
  18311. * Check new skill unit cell when overlapping in other skill unit cell.
  18312. * Catched skill in cell value pushed to *unit pointer.
  18313. * Set (*alive) to 0 will ends 'new unit' check
  18314. *------------------------------------------*/
  18315. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  18316. {
  18317. uint16 skill_id;
  18318. int *alive;
  18319. struct skill_unit *unit;
  18320. skill_id = va_arg(ap,int);
  18321. alive = va_arg(ap,int *);
  18322. unit = (struct skill_unit *)bl;
  18323. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  18324. return 0;
  18325. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18326. return 0;
  18327. switch (skill_id) {
  18328. case SA_LANDPROTECTOR: {
  18329. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18330. (*alive) = 0;
  18331. skill_delunit(unit);
  18332. return 1;
  18333. }
  18334. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18335. //It deletes everything except traps and barriers
  18336. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18337. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18338. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18339. skill_delunitgroup(unit->group);
  18340. } else
  18341. skill_delunit(unit);
  18342. return 1;
  18343. }
  18344. }
  18345. break;
  18346. case GN_CRAZYWEED_ATK:
  18347. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18348. break;
  18349. [[fallthrough]];
  18350. case HW_GANBANTEIN:
  18351. case LG_EARTHDRIVE:
  18352. // Officially songs/dances are removed
  18353. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18354. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18355. skill_delunitgroup(unit->group);
  18356. } else
  18357. skill_delunit(unit);
  18358. return 1;
  18359. case SA_VOLCANO:
  18360. case SA_DELUGE:
  18361. case SA_VIOLENTGALE:
  18362. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18363. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18364. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18365. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18366. {
  18367. (*alive) = 0;
  18368. return 1;
  18369. }
  18370. /*
  18371. switch (unit->group->skill_id)
  18372. { //These cannot override each other.
  18373. case SA_VOLCANO:
  18374. case SA_DELUGE:
  18375. case SA_VIOLENTGALE:
  18376. (*alive) = 0;
  18377. return 1;
  18378. }
  18379. */
  18380. break;
  18381. case PF_FOGWALL:
  18382. switch(unit->group->skill_id) {
  18383. case SA_VOLCANO: //Can't be placed on top of these
  18384. case SA_VIOLENTGALE:
  18385. (*alive) = 0;
  18386. return 1;
  18387. case SA_DELUGE:
  18388. case NJ_SUITON:
  18389. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18390. (*alive) = 2;
  18391. break;
  18392. }
  18393. break;
  18394. case WZ_WATERBALL:
  18395. switch (unit->group->skill_id) {
  18396. case SA_DELUGE:
  18397. case NJ_SUITON:
  18398. //Consumes deluge/suiton
  18399. skill_delunit(unit);
  18400. return 1;
  18401. }
  18402. break;
  18403. case WZ_ICEWALL:
  18404. #ifndef RENEWAL
  18405. case HP_BASILICA:
  18406. case HW_GRAVITATION:
  18407. #endif
  18408. //These can't be placed on top of themselves (duration can't be refreshed)
  18409. if (unit->group->skill_id == skill_id)
  18410. {
  18411. (*alive) = 0;
  18412. return 1;
  18413. }
  18414. break;
  18415. case RL_FIRE_RAIN: {
  18416. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18417. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18418. if (uf[UF_RANGEDSINGLEUNIT]) {
  18419. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18420. skill_delunitgroup(unit->group);
  18421. } else
  18422. skill_delunit(unit);
  18423. return 1;
  18424. }
  18425. }
  18426. break;
  18427. }
  18428. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18429. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18430. (*alive) = 0;
  18431. return 1;
  18432. }
  18433. return 0;
  18434. }
  18435. /*==========================================
  18436. * Splash effect for skill unit 'trap type'.
  18437. * Chance triggered when damaged, timeout, or char step on it.
  18438. *------------------------------------------*/
  18439. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18440. {
  18441. struct block_list *src = va_arg(ap,struct block_list *);
  18442. struct skill_unit *unit = nullptr;
  18443. t_tick tick = va_arg(ap,t_tick);
  18444. struct block_list *ss; //Skill src bl
  18445. nullpo_ret(src);
  18446. unit = (struct skill_unit *)src;
  18447. if (!unit || !unit->alive || bl->prev == nullptr)
  18448. return 0;
  18449. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18450. if (sg == nullptr)
  18451. return 0;
  18452. nullpo_ret(ss = map_id2bl(sg->src_id));
  18453. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18454. return 0;
  18455. switch (sg->unit_id) {
  18456. case UNT_B_TRAP:
  18457. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18458. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18459. break;
  18460. case UNT_SHOCKWAVE:
  18461. case UNT_SANDMAN:
  18462. case UNT_FLASHER:
  18463. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18464. break;
  18465. case UNT_GROUNDDRIFT_WIND:
  18466. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18467. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18468. break;
  18469. case UNT_GROUNDDRIFT_DARK:
  18470. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18471. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18472. break;
  18473. case UNT_GROUNDDRIFT_POISON:
  18474. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18475. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18476. break;
  18477. case UNT_GROUNDDRIFT_WATER:
  18478. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18479. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18480. break;
  18481. case UNT_GROUNDDRIFT_FIRE:
  18482. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18483. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18484. break;
  18485. case UNT_ELECTRICSHOCKER:
  18486. if (bl->id != ss->id) {
  18487. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18488. break;
  18489. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18490. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18491. clif_fixpos( *bl );
  18492. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18493. }
  18494. }
  18495. break;
  18496. case UNT_MAGENTATRAP:
  18497. case UNT_COBALTTRAP:
  18498. case UNT_MAIZETRAP:
  18499. case UNT_VERDURETRAP:
  18500. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18501. struct status_data *status = status_get_status_data(bl);
  18502. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18503. status->ele_lv = (unsigned char)sg->skill_lv;
  18504. }
  18505. break;
  18506. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18507. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18508. break;
  18509. case UNT_FIRINGTRAP:
  18510. case UNT_ICEBOUNDTRAP:
  18511. if( src->id == bl->id ) break;
  18512. if( bl->type == BL_SKILL ) {
  18513. struct skill_unit *su = (struct skill_unit *)bl;
  18514. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18515. break;
  18516. }
  18517. [[fallthrough]];
  18518. case UNT_CLUSTERBOMB:
  18519. if( ss != bl )
  18520. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18521. break;
  18522. case UNT_CLAYMORETRAP:
  18523. if( src->id == bl->id ) break;
  18524. if( bl->type == BL_SKILL ) {
  18525. struct skill_unit *su = (struct skill_unit *)bl;
  18526. if (!su)
  18527. return 0;
  18528. switch(su->group->unit_id) {
  18529. case UNT_CLAYMORETRAP:
  18530. case UNT_LANDMINE:
  18531. case UNT_BLASTMINE:
  18532. case UNT_SHOCKWAVE:
  18533. case UNT_SANDMAN:
  18534. case UNT_FLASHER:
  18535. case UNT_FREEZINGTRAP:
  18536. case UNT_FIRINGTRAP:
  18537. case UNT_ICEBOUNDTRAP:
  18538. clif_changetraplook(bl, UNT_USED_TRAPS);
  18539. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18540. su->group->unit_id = UNT_USED_TRAPS;
  18541. break;
  18542. }
  18543. }
  18544. [[fallthrough]];
  18545. default: {
  18546. int split_count = 0;
  18547. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18548. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18549. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18550. }
  18551. break;
  18552. }
  18553. return 1;
  18554. }
  18555. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18556. {
  18557. uint16 skill_id, skill_lv;
  18558. struct skill_unit *unit;
  18559. nullpo_ret(bl);
  18560. skill_id = va_arg(ap,int);
  18561. skill_lv = va_arg(ap,int);
  18562. unit = (struct skill_unit *)bl;
  18563. if( unit == nullptr || unit->group == nullptr )
  18564. return 0;
  18565. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18566. return 0;
  18567. if( unit->group->skill_id == SC_MAELSTROM ) {
  18568. struct block_list *src;
  18569. if( (src = map_id2bl(unit->group->src_id)) ){
  18570. int sp = unit->group->skill_lv * skill_lv;
  18571. if( src->type == BL_PC )
  18572. sp += ((TBL_PC*)src)->status.job_level / 5;
  18573. status_heal(src, 0, sp/2, 1);
  18574. }
  18575. }
  18576. return 0;
  18577. }
  18578. /**
  18579. * Check cloaking condition
  18580. * @param bl
  18581. * @param sce
  18582. * @return True if near wall; False otherwise
  18583. */
  18584. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18585. {
  18586. bool wall = true;
  18587. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18588. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18589. { //Check for walls.
  18590. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18591. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18592. int i;
  18593. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18594. if( i == 8 )
  18595. wall = false;
  18596. }
  18597. if( sce ) {
  18598. if( !wall ) {
  18599. if( sce->val1 < 3 ) //End cloaking.
  18600. status_change_end(bl, SC_CLOAKING);
  18601. else if( sce->val4&1 ) { //Remove wall bonus
  18602. sce->val4&=~1;
  18603. status_calc_bl(bl, { SCB_SPEED });
  18604. }
  18605. } else {
  18606. if( !(sce->val4&1) ) { //Add wall speed bonus
  18607. sce->val4|=1;
  18608. status_calc_bl(bl, { SCB_SPEED });
  18609. }
  18610. }
  18611. }
  18612. return wall;
  18613. }
  18614. /** Check Shadow Form on the target
  18615. * @param bl: Target
  18616. * @param damage: Damage amount
  18617. * @param hit
  18618. * @return true - in Shadow Form state; false - otherwise
  18619. */
  18620. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18621. {
  18622. status_change *sc;
  18623. nullpo_retr(false,bl);
  18624. if (!damage)
  18625. return false;
  18626. sc = status_get_sc(bl);
  18627. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18628. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18629. if( !src || src->m != bl->m ) {
  18630. status_change_end(bl, SC__SHADOWFORM);
  18631. return false;
  18632. }
  18633. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18634. if( src->type == BL_PC )
  18635. ((TBL_PC*)src)->shadowform_id = 0;
  18636. status_change_end(bl, SC__SHADOWFORM);
  18637. return false;
  18638. }
  18639. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18640. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18641. status_change_end(bl, SC__SHADOWFORM);
  18642. if( src->type == BL_PC )
  18643. ((TBL_PC*)src)->shadowform_id = 0;
  18644. }
  18645. return true;
  18646. }
  18647. return false;
  18648. }
  18649. /**
  18650. * Check camouflage condition
  18651. * @param bl
  18652. * @param sce
  18653. * @return True if near wall; False otherwise
  18654. * @TODO: Seems wrong
  18655. */
  18656. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18657. {
  18658. bool wall = true;
  18659. if( bl->type == BL_PC ) { //Check for walls.
  18660. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18661. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18662. int i;
  18663. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18664. if( i == 8 )
  18665. wall = false;
  18666. }
  18667. if( sce ) {
  18668. if( !wall && sce->val1 < 3 ) //End camouflage.
  18669. status_change_end(bl, SC_CAMOUFLAGE);
  18670. status_calc_bl(bl, { SCB_SPEED });
  18671. }
  18672. return wall;
  18673. }
  18674. /**
  18675. * Process skill unit visibilty for single BL in area
  18676. * @param bl
  18677. * @param ap
  18678. * @author [Cydh]
  18679. **/
  18680. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18681. struct skill_unit *su = nullptr;
  18682. struct block_list *src = nullptr;
  18683. unsigned int party1 = 0;
  18684. bool visible = true;
  18685. nullpo_ret(bl);
  18686. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18687. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18688. party1 = va_arg(ap, unsigned int);
  18689. if (src != bl) {
  18690. unsigned int party2 = status_get_party_id(bl);
  18691. if (!party1 || !party2 || party1 != party2)
  18692. visible = false;
  18693. }
  18694. clif_getareachar_skillunit(bl, su, SELF, visible);
  18695. return 1;
  18696. }
  18697. /**
  18698. * Check for skill unit visibilty in area on
  18699. * - skill first placement
  18700. * - skill moved (knocked back, moved dance)
  18701. * @param su Skill unit
  18702. * @param target Affected target for this visibility @see enum send_target
  18703. * @author [Cydh]
  18704. **/
  18705. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18706. nullpo_retv(su);
  18707. if (!su->hidden) // It's not hidden, just do this!
  18708. clif_getareachar_skillunit(&su->bl, su, target, true);
  18709. else {
  18710. struct block_list *src = battle_get_master(&su->bl);
  18711. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18712. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18713. }
  18714. }
  18715. /**
  18716. * Check for skill unit visibilty on single BL on insight/spawn action
  18717. * @param su Skill unit
  18718. * @param bl Block list
  18719. * @author [Cydh]
  18720. **/
  18721. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18722. bool visible = true;
  18723. struct block_list *src = nullptr;
  18724. nullpo_retv(bl);
  18725. nullpo_retv(su);
  18726. nullpo_retv((src = battle_get_master(&su->bl)));
  18727. if (su->hidden && src != bl) {
  18728. unsigned int party1 = status_get_party_id(src);
  18729. unsigned int party2 = status_get_party_id(bl);
  18730. if (!party1 || !party2 || party1 != party2)
  18731. visible = false;
  18732. }
  18733. clif_getareachar_skillunit(bl, su, SELF, visible);
  18734. }
  18735. /**
  18736. * Initialize new skill unit for skill unit group.
  18737. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18738. * @param group Skill unit group
  18739. * @param idx
  18740. * @param x
  18741. * @param y
  18742. * @param val1
  18743. * @param val2
  18744. */
  18745. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18746. {
  18747. if (group == nullptr || group->unit == nullptr)
  18748. return nullptr;
  18749. skill_unit *unit = &group->unit[idx];
  18750. if (unit == nullptr)
  18751. return nullptr;
  18752. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18753. return unit;
  18754. if(!unit->alive)
  18755. group->alive_count++;
  18756. unit->bl.id = map_get_new_object_id();
  18757. unit->bl.type = BL_SKILL;
  18758. unit->bl.m = group->map;
  18759. unit->bl.x = x;
  18760. unit->bl.y = y;
  18761. unit->group = group;
  18762. unit->alive = 1;
  18763. unit->val1 = val1;
  18764. unit->val2 = val2;
  18765. unit->hidden = hidden;
  18766. // Stores new skill unit
  18767. idb_put(skillunit_db, unit->bl.id, unit);
  18768. map_addiddb(&unit->bl);
  18769. if(map_addblock(&unit->bl))
  18770. return nullptr;
  18771. // Perform oninit actions
  18772. switch (group->skill_id) {
  18773. case WZ_ICEWALL:
  18774. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18775. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18776. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18777. break;
  18778. case SA_LANDPROTECTOR:
  18779. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18780. break;
  18781. #ifndef RENEWAL
  18782. case HP_BASILICA:
  18783. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18784. break;
  18785. #endif
  18786. case SC_MAELSTROM:
  18787. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18788. break;
  18789. default:
  18790. if (group->state.song_dance&0x1) //Check for dissonance.
  18791. skill_dance_overlap(unit, 1);
  18792. break;
  18793. }
  18794. skill_getareachar_skillunit_visibilty(unit, AREA);
  18795. return unit;
  18796. }
  18797. /**
  18798. * Remove unit
  18799. * @param unit
  18800. */
  18801. int skill_delunit(struct skill_unit* unit)
  18802. {
  18803. nullpo_ret(unit);
  18804. if( !unit->alive )
  18805. return 0;
  18806. unit->alive = 0;
  18807. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18808. if (group == nullptr)
  18809. return 0;
  18810. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18811. skill_dance_overlap(unit, 0);
  18812. // invoke onout event
  18813. if( !unit->range )
  18814. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18815. // perform ondelete actions
  18816. switch (group->skill_id) {
  18817. case HT_ANKLESNARE:
  18818. case SC_ESCAPE:
  18819. {
  18820. struct block_list* target = map_id2bl(group->val2);
  18821. if( target )
  18822. status_change_end(target, SC_ANKLE);
  18823. }
  18824. break;
  18825. case WZ_ICEWALL:
  18826. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18827. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18828. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18829. break;
  18830. case SA_LANDPROTECTOR:
  18831. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18832. break;
  18833. #ifndef RENEWAL
  18834. case HP_BASILICA:
  18835. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18836. break;
  18837. #endif
  18838. case RA_ELECTRICSHOCKER: {
  18839. struct block_list* target = map_id2bl(group->val2);
  18840. if( target )
  18841. status_change_end(target, SC_ELECTRICSHOCKER);
  18842. }
  18843. break;
  18844. case SC_MAELSTROM:
  18845. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18846. break;
  18847. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18848. if( group->val2 ) { // Someone Traped
  18849. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18850. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18851. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18852. }
  18853. break;
  18854. }
  18855. clif_skill_delunit( *unit );
  18856. unit->group=nullptr;
  18857. map_delblock(&unit->bl); // don't free yet
  18858. map_deliddb(&unit->bl);
  18859. idb_remove(skillunit_db, unit->bl.id);
  18860. if(--group->alive_count==0)
  18861. skill_delunitgroup(group);
  18862. return 0;
  18863. }
  18864. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18865. /// Returns the target s_skill_unit_group or nullptr if not found.
  18866. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18867. return util::umap_find(skillunit_group_db, group_id);
  18868. }
  18869. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18870. /**
  18871. * Returns a new group_id that isn't being used in skillunit_group_db.
  18872. * Fatal error if nothing is available.
  18873. */
  18874. static int skill_get_new_group_id(void)
  18875. {
  18876. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  18877. return skill_unit_group_newid++;// available
  18878. {// find next id
  18879. int base_id = skill_unit_group_newid;
  18880. while( base_id != ++skill_unit_group_newid )
  18881. {
  18882. if( skill_unit_group_newid < MAX_SKILL )
  18883. skill_unit_group_newid = MAX_SKILL;
  18884. if( skill_id2group(skill_unit_group_newid) == nullptr )
  18885. return skill_unit_group_newid++;// available
  18886. }
  18887. // full loop, nothing available
  18888. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18889. exit(1);
  18890. }
  18891. }
  18892. /**
  18893. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18894. * @param src Object that cast the skill
  18895. * @param count How many 'cells' used that needed. Related with skill layout
  18896. * @param skill_id ID of used skill
  18897. * @param skill_lv Skill level of used skill
  18898. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18899. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18900. * @param interval Time interval
  18901. * @return s_skill_unit_group
  18902. */
  18903. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18904. {
  18905. nullpo_retr(nullptr, src);
  18906. unit_data *ud = unit_bl2ud(src);
  18907. nullpo_retr(nullptr, ud);
  18908. if (skill_id == 0 || skill_lv == 0)
  18909. return 0;
  18910. auto group = std::make_shared<s_skill_unit_group>();
  18911. group->src_id = src->id;
  18912. group->party_id = status_get_party_id(src);
  18913. group->guild_id = status_get_guild_id(src);
  18914. group->bg_id = bg_team_get_id(src);
  18915. group->group_id = skill_get_new_group_id();
  18916. group->link_group_id = 0;
  18917. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18918. group->unit_count = count;
  18919. group->alive_count = 0;
  18920. group->val1 = 0;
  18921. group->val2 = 0;
  18922. group->val3 = 0;
  18923. group->skill_id = skill_id;
  18924. group->skill_lv = skill_lv;
  18925. group->unit_id = unit_id;
  18926. group->map = src->m;
  18927. group->limit = limit;
  18928. group->interval = interval;
  18929. group->tick = gettick();
  18930. group->valstr = nullptr;
  18931. ud->skillunits.push_back(group);
  18932. // Stores this new group
  18933. skillunit_group_db.insert({ group->group_id, group });
  18934. return group;
  18935. }
  18936. /**
  18937. * Remove skill unit group
  18938. * @param group
  18939. * @param file
  18940. * @param line
  18941. * @param *func
  18942. */
  18943. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18944. {
  18945. struct block_list* src;
  18946. struct unit_data *ud;
  18947. short i;
  18948. int link_group_id;
  18949. if( group == nullptr ) {
  18950. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18951. return 0;
  18952. }
  18953. src = map_id2bl(group->src_id);
  18954. ud = unit_bl2ud(src);
  18955. if (!src || !ud) {
  18956. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18957. return 0;
  18958. }
  18959. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18960. switch( group->skill_id ) {
  18961. case BA_DISSONANCE:
  18962. case BA_POEMBRAGI:
  18963. case BA_WHISTLE:
  18964. case BA_ASSASSINCROSS:
  18965. case BA_APPLEIDUN:
  18966. case DC_UGLYDANCE:
  18967. case DC_HUMMING:
  18968. case DC_DONTFORGETME:
  18969. case DC_FORTUNEKISS:
  18970. case DC_SERVICEFORYOU:
  18971. case NC_NEUTRALBARRIER:
  18972. case NC_STEALTHFIELD:
  18973. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18974. break;
  18975. }
  18976. }
  18977. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18978. status_change* sc = status_get_sc(src);
  18979. if (sc && sc->getSCE(SC_DANCING)) {
  18980. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18981. status_change_end(src, SC_DANCING);
  18982. }
  18983. }
  18984. // End SC from the master when the skill group is deleted
  18985. i = SC_NONE;
  18986. switch (group->unit_id) {
  18987. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18988. #ifndef RENEWAL
  18989. case UNT_BASILICA: i = SC_BASILICA; break;
  18990. #endif
  18991. }
  18992. if (i != SC_NONE) {
  18993. status_change *sc = status_get_sc(src);
  18994. if (sc && sc->getSCE(i)) {
  18995. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18996. status_change_end(src, (sc_type)i);
  18997. }
  18998. }
  18999. switch( group->skill_id ) {
  19000. case PF_SPIDERWEB:
  19001. {
  19002. struct block_list* target = map_id2bl(group->val2);
  19003. status_change *sc;
  19004. bool removed = true;
  19005. //Clear group id from status change
  19006. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  19007. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  19008. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  19009. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  19010. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  19011. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  19012. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  19013. else //Group was already removed in status_change_end, don't call it again!
  19014. removed = false;
  19015. //The last group was cleared, end status change
  19016. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19017. status_change_end(target, SC_SPIDERWEB);
  19018. }
  19019. }
  19020. break;
  19021. case SG_SUN_WARM:
  19022. case SG_MOON_WARM:
  19023. case SG_STAR_WARM: {
  19024. status_change *sc = status_get_sc(src);
  19025. if (sc && sc->getSCE(SC_WARM)) {
  19026. sc->getSCE(SC_WARM)->val4 = 0;
  19027. status_change_end(src, SC_WARM);
  19028. }
  19029. }
  19030. break;
  19031. case LG_BANDING: {
  19032. status_change *sc = status_get_sc(src);
  19033. if (sc && sc->getSCE(SC_BANDING)) {
  19034. sc->getSCE(SC_BANDING)->val4 = 0;
  19035. status_change_end(src, SC_BANDING);
  19036. }
  19037. }
  19038. break;
  19039. case NC_NEUTRALBARRIER:
  19040. {
  19041. status_change *sc = nullptr;
  19042. if( (sc = status_get_sc(src)) != nullptr ) {
  19043. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19044. {
  19045. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19046. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19047. }
  19048. status_change_end(src,SC_NEUTRALBARRIER);
  19049. }
  19050. }
  19051. break;
  19052. case NC_STEALTHFIELD:
  19053. {
  19054. status_change *sc = nullptr;
  19055. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19056. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19057. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19058. }
  19059. }
  19060. break;
  19061. }
  19062. if (src->type==BL_PC && group->state.ammo_consume)
  19063. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19064. group->alive_count=0;
  19065. // remove all unit cells
  19066. if(group->unit != nullptr)
  19067. for( int j = 0; j < group->unit_count; j++ )
  19068. skill_delunit(&group->unit[j]);
  19069. // clear Talkie-box string
  19070. if( group->valstr != nullptr ) {
  19071. aFree(group->valstr);
  19072. group->valstr = nullptr;
  19073. }
  19074. link_group_id = group->link_group_id;
  19075. if (skillunit_group_db.erase(group->group_id) != 1)
  19076. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19077. util::vector_erase_if_exists(ud->skillunits, group);
  19078. if(link_group_id) {
  19079. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19080. if(group_cur)
  19081. skill_delunitgroup(group_cur);
  19082. }
  19083. return 1;
  19084. }
  19085. /**
  19086. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19087. * @param src
  19088. */
  19089. void skill_clear_unitgroup(struct block_list *src)
  19090. {
  19091. nullpo_retv(src);
  19092. unit_data *ud = unit_bl2ud(src);
  19093. nullpo_retv(ud);
  19094. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19095. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19096. skill_delunitgroup(*it);
  19097. }
  19098. }
  19099. /**
  19100. * Search tickset for skill unit in skill unit group
  19101. * @param bl Block List for skill_unit
  19102. * @param group Skill unit group
  19103. * @param tick
  19104. * @return skill_unit_group_tickset if found
  19105. */
  19106. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  19107. {
  19108. int i, j = -1, s, id;
  19109. struct unit_data *ud;
  19110. struct skill_unit_group_tickset *set;
  19111. nullpo_ret(bl);
  19112. if (group->interval == -1)
  19113. return nullptr;
  19114. ud = unit_bl2ud(bl);
  19115. if (!ud)
  19116. return nullptr;
  19117. set = ud->skillunittick;
  19118. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  19119. id = s = group->skill_id;
  19120. else
  19121. id = s = group->group_id;
  19122. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  19123. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  19124. if (set[k].id == id)
  19125. return &set[k];
  19126. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  19127. j=k;
  19128. }
  19129. if (j == -1) {
  19130. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  19131. j = id % MAX_SKILLUNITGROUPTICKSET;
  19132. }
  19133. set[j].id = id;
  19134. set[j].tick = tick;
  19135. return &set[j];
  19136. }
  19137. /*==========================================
  19138. * Check for validity skill unit that triggered by skill_unit_timer_sub
  19139. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  19140. *------------------------------------------*/
  19141. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  19142. {
  19143. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  19144. t_tick tick = va_arg(ap,t_tick);
  19145. nullpo_ret(unit);
  19146. if( !unit->alive || bl->prev == nullptr )
  19147. return 0;
  19148. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19149. if (group == nullptr)
  19150. return 0;
  19151. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  19152. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  19153. return 0; //AoE skills are ineffective. [Skotlex]
  19154. #ifdef RENEWAL
  19155. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  19156. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  19157. return 0;
  19158. #endif
  19159. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  19160. return 0;
  19161. skill_unit_onplace_timer(unit,bl,tick);
  19162. return 1;
  19163. }
  19164. /**
  19165. * @see DBApply
  19166. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  19167. */
  19168. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  19169. {
  19170. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  19171. t_tick tick = va_arg(ap,t_tick);
  19172. bool dissonance;
  19173. struct block_list* bl = &unit->bl;
  19174. nullpo_ret(unit);
  19175. if( !unit->alive )
  19176. return 0;
  19177. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19178. if (group == nullptr)
  19179. return 0;
  19180. // Check for expiration
  19181. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  19182. {// skill unit expired (inlined from skill_unit_onlimit())
  19183. switch( group->unit_id ) {
  19184. case UNT_ICEWALL:
  19185. unit->val1 -= 50; // icewall loses 50 hp every second
  19186. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  19187. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  19188. if( unit->val1 <= 0 )
  19189. skill_delunit(unit);
  19190. break;
  19191. case UNT_BLASTMINE:
  19192. #ifdef RENEWAL
  19193. case UNT_CLAYMORETRAP:
  19194. #endif
  19195. case UNT_GROUNDDRIFT_WIND:
  19196. case UNT_GROUNDDRIFT_DARK:
  19197. case UNT_GROUNDDRIFT_POISON:
  19198. case UNT_GROUNDDRIFT_WATER:
  19199. case UNT_GROUNDDRIFT_FIRE:
  19200. group->unit_id = UNT_USED_TRAPS;
  19201. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  19202. group->limit=DIFF_TICK(tick+1500,group->tick);
  19203. unit->limit=DIFF_TICK(tick+1500,group->tick);
  19204. break;
  19205. case UNT_ANKLESNARE:
  19206. case UNT_ELECTRICSHOCKER:
  19207. if (group->val2 > 0) { //Used Trap doesn't return back to item
  19208. skill_delunit(unit);
  19209. break;
  19210. }
  19211. [[fallthrough]];
  19212. case UNT_SKIDTRAP:
  19213. case UNT_LANDMINE:
  19214. case UNT_SHOCKWAVE:
  19215. case UNT_SANDMAN:
  19216. case UNT_FLASHER:
  19217. case UNT_FREEZINGTRAP:
  19218. #ifndef RENEWAL
  19219. case UNT_CLAYMORETRAP:
  19220. #endif
  19221. case UNT_TALKIEBOX:
  19222. case UNT_CLUSTERBOMB:
  19223. case UNT_MAGENTATRAP:
  19224. case UNT_COBALTTRAP:
  19225. case UNT_MAIZETRAP:
  19226. case UNT_VERDURETRAP:
  19227. case UNT_FIRINGTRAP:
  19228. case UNT_ICEBOUNDTRAP:
  19229. {
  19230. struct block_list* src;
  19231. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  19232. { // revert unit back into a trap
  19233. struct item item_tmp;
  19234. memset(&item_tmp,0,sizeof(item_tmp));
  19235. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  19236. item_tmp.identify = 1;
  19237. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  19238. }
  19239. skill_delunit(unit);
  19240. }
  19241. break;
  19242. case UNT_WARP_ACTIVE:
  19243. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  19244. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  19245. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  19246. // restart timers
  19247. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  19248. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  19249. // apply effect to all units standing on it
  19250. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  19251. break;
  19252. case UNT_CALLFAMILY:
  19253. {
  19254. map_session_data *sd = nullptr;
  19255. if(group->val1) {
  19256. sd = map_charid2sd(group->val1);
  19257. group->val1 = 0;
  19258. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19259. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19260. }
  19261. if(group->val2) {
  19262. sd = map_charid2sd(group->val2);
  19263. group->val2 = 0;
  19264. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19265. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19266. }
  19267. skill_delunit(unit);
  19268. }
  19269. break;
  19270. case UNT_REVERBERATION:
  19271. case UNT_NETHERWORLD:
  19272. if( unit->val1 <= 0 ) { // If it was deactivated.
  19273. skill_delunit(unit);
  19274. break;
  19275. }
  19276. clif_changetraplook(bl,UNT_USED_TRAPS);
  19277. if (group->unit_id == UNT_REVERBERATION)
  19278. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19279. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19280. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19281. group->unit_id = UNT_USED_TRAPS;
  19282. break;
  19283. case UNT_FEINTBOMB: {
  19284. struct block_list *src = map_id2bl(group->src_id);
  19285. if (src)
  19286. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  19287. skill_delunit(unit);
  19288. }
  19289. break;
  19290. case UNT_BANDING:
  19291. {
  19292. struct block_list *src = map_id2bl(group->src_id);
  19293. status_change *sc;
  19294. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  19295. skill_delunit(unit);
  19296. break;
  19297. }
  19298. // This unit isn't removed while SC_BANDING is active.
  19299. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19300. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19301. }
  19302. break;
  19303. case UNT_B_TRAP:
  19304. {
  19305. struct block_list* src;
  19306. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19307. struct item item_tmp;
  19308. memset(&item_tmp, 0, sizeof(item_tmp));
  19309. item_tmp.nameid = group->item_id;
  19310. item_tmp.identify = 1;
  19311. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19312. }
  19313. skill_delunit(unit);
  19314. }
  19315. break;
  19316. default:
  19317. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19318. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19319. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  19320. // Deal damage before expiration
  19321. break;
  19322. }
  19323. skill_delunit(unit);
  19324. break;
  19325. }
  19326. } else {// skill unit is still active
  19327. switch( group->unit_id ) {
  19328. case UNT_BLASTMINE:
  19329. case UNT_SKIDTRAP:
  19330. case UNT_LANDMINE:
  19331. case UNT_SHOCKWAVE:
  19332. case UNT_SANDMAN:
  19333. case UNT_FLASHER:
  19334. case UNT_CLAYMORETRAP:
  19335. case UNT_FREEZINGTRAP:
  19336. case UNT_TALKIEBOX:
  19337. case UNT_ANKLESNARE:
  19338. case UNT_B_TRAP:
  19339. if( unit->val1 <= 0 ) {
  19340. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19341. skill_delunit(unit);
  19342. else {
  19343. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19344. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19345. group->unit_id = UNT_USED_TRAPS;
  19346. }
  19347. }
  19348. break;
  19349. case UNT_REVERBERATION:
  19350. case UNT_NETHERWORLD:
  19351. if (unit->val1 <= 0) {
  19352. clif_changetraplook(bl,UNT_USED_TRAPS);
  19353. if (group->unit_id == UNT_REVERBERATION)
  19354. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19355. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19356. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19357. group->unit_id = UNT_USED_TRAPS;
  19358. }
  19359. break;
  19360. case UNT_WALLOFTHORN:
  19361. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19362. skill_delunitgroup(group);
  19363. break;
  19364. }
  19365. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19366. skill_delunit(unit);
  19367. break;
  19368. case UNT_SANCTUARY:
  19369. if (group->val1 <= 0) {
  19370. skill_delunitgroup(group);
  19371. }
  19372. break;
  19373. default:
  19374. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19375. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19376. group->skill_id == HN_METEOR_STORM_BUSTER) {
  19377. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19378. // Unit will expire the next interval, start dropping Meteor
  19379. block_list *src = map_id2bl(group->src_id);
  19380. if (src != nullptr) {
  19381. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19382. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19383. else
  19384. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19385. group->val2 = 1;
  19386. }
  19387. }
  19388. // No damage until expiration
  19389. return 0;
  19390. }
  19391. break;
  19392. }
  19393. }
  19394. //Don't continue if unit or even group is expired and has been deleted.
  19395. if( !group || !unit->alive )
  19396. return 0;
  19397. dissonance = skill_dance_switch(unit, 0);
  19398. if( unit->range >= 0 && group->interval != -1 )
  19399. {
  19400. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19401. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19402. group->unit_id = UNT_USED_TRAPS;
  19403. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19404. unit->range = -1; //Disable processed cell.
  19405. if (--group->val1 <= 0) { // number of live cells
  19406. //All tiles were processed, disable skill.
  19407. group->target_flag=BCT_NOONE;
  19408. group->bl_flag= BL_NUL;
  19409. }
  19410. }
  19411. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19412. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19413. group->skill_id == HN_METEOR_STORM_BUSTER ||
  19414. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19415. skill_delunit(unit);
  19416. return 0;
  19417. }
  19418. }
  19419. if( dissonance )
  19420. skill_dance_switch(unit, 1);
  19421. return 0;
  19422. }
  19423. /*==========================================
  19424. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19425. *------------------------------------------*/
  19426. TIMER_FUNC(skill_unit_timer){
  19427. map_freeblock_lock();
  19428. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19429. map_freeblock_unlock();
  19430. return 0;
  19431. }
  19432. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19433. /*==========================================
  19434. * flag :
  19435. * 1 : store that skill_unit in array
  19436. * 2 : clear that skill_unit
  19437. * 4 : call_on_left
  19438. *------------------------------------------*/
  19439. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19440. {
  19441. struct skill_unit* unit = (struct skill_unit *)bl;
  19442. struct block_list* target = va_arg(ap,struct block_list*);
  19443. t_tick tick = va_arg(ap,t_tick);
  19444. int flag = va_arg(ap,int);
  19445. bool dissonance;
  19446. uint16 skill_id;
  19447. nullpo_ret(unit);
  19448. nullpo_ret(target);
  19449. if( !unit->alive || target->prev == nullptr )
  19450. return 0;
  19451. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19452. if (group == nullptr)
  19453. return 0;
  19454. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19455. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19456. dissonance = skill_dance_switch(unit, 0);
  19457. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19458. skill_id = group->skill_id;
  19459. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19460. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19461. if( dissonance ) {
  19462. skill_dance_switch(unit, 1);
  19463. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19464. }
  19465. return 0;
  19466. }
  19467. //Target-type check.
  19468. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19469. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19470. if( flag&1 ) {
  19471. if( flag&2 ) { //Clear this skill id.
  19472. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19473. }
  19474. } else {
  19475. if( flag&2 ) { //Store this skill id.
  19476. skill_unit_cell.push_back(skill_id);
  19477. }
  19478. }
  19479. if( flag&4 )
  19480. skill_unit_onleft(skill_id,target,tick);
  19481. }
  19482. if( dissonance )
  19483. skill_dance_switch(unit, 1);
  19484. return 0;
  19485. } else {
  19486. if( flag&1 ) {
  19487. int result = skill_unit_onplace(unit,target,tick);
  19488. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19489. util::vector_erase_if_exists(skill_unit_cell, result);
  19490. }
  19491. } else {
  19492. int result = skill_unit_onout(unit,target,tick);
  19493. if( flag&2 && result > 0 ) { //Store this unit id.
  19494. skill_unit_cell.push_back(skill_id);
  19495. }
  19496. }
  19497. //TODO: Normally, this is dangerous since the unit and group could be freed
  19498. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19499. //cells do not get deleted within them. [Skotlex]
  19500. if( dissonance )
  19501. skill_dance_switch(unit, 1);
  19502. if( flag&4 )
  19503. skill_unit_onleft(skill_id,target,tick);
  19504. return 1;
  19505. }
  19506. }
  19507. /*==========================================
  19508. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19509. * Flag values:
  19510. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19511. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19512. * units to figure out when they have left a group.
  19513. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19514. *------------------------------------------*/
  19515. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19516. {
  19517. nullpo_ret(bl);
  19518. if( bl->prev == nullptr )
  19519. return 0;
  19520. if( flag&2 && !(flag&1) ) //Onout, clear data
  19521. skill_unit_cell.clear();
  19522. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19523. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19524. for (const auto &it : skill_unit_cell) {
  19525. skill_unit_onleft(it, bl, tick);
  19526. }
  19527. }
  19528. return 0;
  19529. }
  19530. /*==========================================
  19531. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19532. * @param bl Skill unit
  19533. * @param m Map
  19534. * @param dx
  19535. * @param dy
  19536. *------------------------------------------*/
  19537. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19538. t_tick tick = gettick();
  19539. struct skill_unit *su;
  19540. if (bl->type != BL_SKILL)
  19541. return;
  19542. if (!(su = (struct skill_unit *)bl))
  19543. return;
  19544. if (!su->alive)
  19545. return;
  19546. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19547. return; //Ensembles may not be moved around.
  19548. if (!bl->prev) {
  19549. bl->x = dx;
  19550. bl->y = dy;
  19551. return;
  19552. }
  19553. map_moveblock(bl, dx, dy, tick);
  19554. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19555. skill_getareachar_skillunit_visibilty(su, AREA);
  19556. return;
  19557. }
  19558. /**
  19559. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19560. * @param group Skill Group
  19561. * @param m Map
  19562. * @param dx
  19563. * @param dy
  19564. */
  19565. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19566. {
  19567. int i, j;
  19568. t_tick tick = gettick();
  19569. int *m_flag;
  19570. struct skill_unit *unit1;
  19571. struct skill_unit *unit2;
  19572. if (group == nullptr)
  19573. return;
  19574. if (group->unit_count <= 0)
  19575. return;
  19576. if (group->unit == nullptr)
  19577. return;
  19578. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19579. return; //Ensembles may not be moved around.
  19580. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19581. // m_flag
  19582. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19583. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19584. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19585. // 3: Both 1+2.
  19586. for(i = 0; i < group->unit_count; i++) {
  19587. unit1 =& group->unit[i];
  19588. if (!unit1->alive || unit1->bl.m != m)
  19589. continue;
  19590. for(j = 0; j < group->unit_count; j++) {
  19591. unit2 = &group->unit[j];
  19592. if (!unit2->alive)
  19593. continue;
  19594. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19595. m_flag[i] |= 0x1;
  19596. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19597. m_flag[i] |= 0x2;
  19598. }
  19599. }
  19600. j = 0;
  19601. for (i = 0; i < group->unit_count; i++) {
  19602. unit1 = &group->unit[i];
  19603. if (!unit1->alive)
  19604. continue;
  19605. if (!(m_flag[i]&0x2)) {
  19606. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19607. skill_dance_overlap(unit1, 0);
  19608. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19609. }
  19610. //Move Cell using "smart" criteria (avoid useless moving around)
  19611. switch(m_flag[i]) {
  19612. case 0:
  19613. //Cell moves independently, safely move it.
  19614. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19615. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19616. break;
  19617. case 1:
  19618. //Cell moves unto another cell, look for a replacement cell that won't collide
  19619. //and has no cell moving into it (flag == 2)
  19620. for(; j < group->unit_count; j++) {
  19621. int dx2, dy2;
  19622. if(m_flag[j] != 2 || !group->unit[j].alive)
  19623. continue;
  19624. //Move to where this cell would had moved.
  19625. unit2 = &group->unit[j];
  19626. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19627. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19628. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19629. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19630. j++; //Skip this cell as we have used it.
  19631. break;
  19632. }
  19633. break;
  19634. case 2:
  19635. case 3:
  19636. break; //Don't move the cell as a cell will end on this tile anyway.
  19637. }
  19638. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19639. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19640. skill_dance_overlap(unit1, 1);
  19641. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19642. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19643. }
  19644. }
  19645. aFree(m_flag);
  19646. }
  19647. /**
  19648. * Checking product requirement in player's inventory.
  19649. * Checking if player has the item or not, the amount, and the weight limit.
  19650. * @param sd Player
  19651. * @param nameid Product requested
  19652. * @param trigger Trigger criteria to match will 'ItemLv'
  19653. * @param qty Amount of item will be created
  19654. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19655. */
  19656. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19657. {
  19658. nullpo_ret(sd);
  19659. if (!item_db.exists(nameid))
  19660. return 0;
  19661. short i, j;
  19662. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19663. if (skill_produce_db[i].nameid == nameid) {
  19664. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19665. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19666. continue; // must iterate again to check other skills that produce it. [malufett]
  19667. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19668. continue; // special case
  19669. break;
  19670. }
  19671. }
  19672. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19673. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19674. return 0;
  19675. }
  19676. if (i >= MAX_SKILL_PRODUCE_DB)
  19677. return 0;
  19678. // Cannot carry the produced stuff
  19679. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19680. return 0;
  19681. // Matching the requested produce list
  19682. if (trigger >= 0) {
  19683. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19684. if (skill_produce_db[i].itemlv != trigger)
  19685. return 0;
  19686. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19687. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19688. return 0;
  19689. } else { // Weapon (itemlv must be higher or equal)
  19690. if (skill_produce_db[i].itemlv > trigger)
  19691. return 0;
  19692. }
  19693. }
  19694. // Check on player's inventory
  19695. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19696. t_itemid nameid_produce;
  19697. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19698. continue;
  19699. if (skill_produce_db[i].mat_amount[j] == 0) {
  19700. if (pc_search_inventory(sd,nameid_produce) < 0)
  19701. return 0;
  19702. } else {
  19703. unsigned short idx, amt;
  19704. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19705. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19706. amt += sd->inventory.u.items_inventory[idx].amount;
  19707. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19708. return 0;
  19709. }
  19710. }
  19711. return i + 1;
  19712. }
  19713. /**
  19714. * Attempt to produce an item
  19715. * @param sd Player
  19716. * @param skill_id Skill used
  19717. * @param nameid Requested product
  19718. * @param slot1
  19719. * @param slot2
  19720. * @param slot3
  19721. * @param qty Amount of requested item
  19722. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19723. * @return True is success, False if failed
  19724. */
  19725. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19726. {
  19727. int slot[3];
  19728. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19729. int num = -1; // exclude the recipe
  19730. struct status_data *status;
  19731. nullpo_ret(sd);
  19732. status = status_get_status_data(&sd->bl);
  19733. if( sd->skill_id_old == skill_id )
  19734. skill_lv = sd->skill_lv_old;
  19735. if (produce_idx == -1) {
  19736. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19737. return false;
  19738. idx--;
  19739. }
  19740. else
  19741. idx = produce_idx;
  19742. if (qty < 1)
  19743. qty = 1;
  19744. if (!skill_id) //A skill can be specified for some override cases.
  19745. skill_id = skill_produce_db[idx].req_skill;
  19746. if( skill_id == GC_RESEARCHNEWPOISON )
  19747. skill_id = GC_CREATENEWPOISON;
  19748. slot[0] = slot1;
  19749. slot[1] = slot2;
  19750. slot[2] = slot3;
  19751. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19752. short j;
  19753. if (slot[i] <= 0)
  19754. continue;
  19755. j = pc_search_inventory(sd,slot[i]);
  19756. if (j < 0)
  19757. continue;
  19758. if (slot[i] == ITEMID_STAR_CRUMB) {
  19759. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19760. sc++;
  19761. }
  19762. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19763. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19764. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19765. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19766. }
  19767. }
  19768. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19769. short x, j;
  19770. t_itemid id = skill_produce_db[idx].mat_id[i];
  19771. if (!item_db.exists(id))
  19772. continue;
  19773. num++;
  19774. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19775. do {
  19776. int y = 0;
  19777. j = pc_search_inventory(sd,id);
  19778. if (j >= 0) {
  19779. y = sd->inventory.u.items_inventory[j].amount;
  19780. if (y > x)
  19781. y = x;
  19782. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19783. } else {
  19784. ShowError("skill_produce_mix: material item error\n");
  19785. return false;
  19786. }
  19787. x -= y;
  19788. } while( j >= 0 && x > 0 );
  19789. }
  19790. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19791. wlv = itemdb_wlv(nameid);
  19792. else
  19793. wlv = 0;
  19794. if (!equip) {
  19795. switch (skill_id) {
  19796. case BS_IRON:
  19797. case BS_STEEL:
  19798. case BS_ENCHANTEDSTONE:
  19799. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19800. i = pc_checkskill(sd,skill_id);
  19801. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19802. switch (nameid) {
  19803. case ITEMID_IRON:
  19804. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19805. break;
  19806. case ITEMID_STEEL:
  19807. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19808. break;
  19809. case ITEMID_STAR_CRUMB:
  19810. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19811. break;
  19812. default: // Enchanted Stones
  19813. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19814. break;
  19815. }
  19816. break;
  19817. case ASC_CDP:
  19818. make_per = (2000 + 40*status->dex + 20*status->luk);
  19819. break;
  19820. case AL_HOLYWATER:
  19821. case AB_ANCILLA:
  19822. make_per = 100000; //100% success
  19823. break;
  19824. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19825. case AM_TWILIGHT1:
  19826. case AM_TWILIGHT2:
  19827. case AM_TWILIGHT3:
  19828. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19829. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19830. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19831. if (hom_is_active(sd->hd)) {//Player got a homun
  19832. int skill;
  19833. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19834. make_per += skill*100; //+1% bonus per level
  19835. }
  19836. switch(nameid){
  19837. case ITEMID_RED_POTION:
  19838. case ITEMID_YELLOW_POTION:
  19839. case ITEMID_WHITE_POTION:
  19840. make_per += (1+rnd()%100)*10 + 2000;
  19841. break;
  19842. case ITEMID_ALCOHOL:
  19843. make_per += (1+rnd()%100)*10 + 1000;
  19844. break;
  19845. case ITEMID_FIRE_BOTTLE:
  19846. case ITEMID_ACID_BOTTLE:
  19847. case ITEMID_MAN_EATER_BOTTLE:
  19848. case ITEMID_MINI_BOTTLE:
  19849. make_per += (1+rnd()%100)*10;
  19850. break;
  19851. case ITEMID_YELLOW_SLIM_POTION:
  19852. make_per -= (1+rnd()%50)*10;
  19853. break;
  19854. case ITEMID_WHITE_SLIM_POTION:
  19855. case ITEMID_COATING_BOTTLE:
  19856. make_per -= (1+rnd()%100)*10;
  19857. break;
  19858. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19859. case ITEMID_BLUE_POTION:
  19860. case ITEMID_RED_SLIM_POTION:
  19861. case ITEMID_ANODYNE:
  19862. case ITEMID_ALOEBERA:
  19863. default:
  19864. break;
  19865. }
  19866. if (battle_config.pp_rate != 100)
  19867. make_per = make_per * battle_config.pp_rate / 100;
  19868. break;
  19869. case SA_CREATECON: // Elemental Converter Creation
  19870. make_per = 100000; // should be 100% success rate
  19871. break;
  19872. case RK_RUNEMASTERY: {
  19873. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19874. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19875. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19876. int D = 0;
  19877. switch (nameid) { //rune rank it_diff 9 craftable rune
  19878. case ITEMID_BERKANA:
  19879. D = -2000;
  19880. break; //Rank S
  19881. case ITEMID_NAUTHIZ:
  19882. case ITEMID_URUZ:
  19883. D = -1500;
  19884. break; //Rank A
  19885. case ITEMID_ISA:
  19886. case ITEMID_WYRD:
  19887. D = -1000;
  19888. break; //Rank B
  19889. case ITEMID_RAIDO:
  19890. case ITEMID_THURISAZ:
  19891. case ITEMID_HAGALAZ:
  19892. case ITEMID_OTHILA:
  19893. D = -500;
  19894. break; //Rank C
  19895. default:
  19896. D = -1500;
  19897. break; //not specified =-15%
  19898. }
  19899. make_per = A + B + C + D;
  19900. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19901. if (runemastery_skill_lv > 9)
  19902. qty = 2 + rnd() % 5; // 2~6
  19903. else if (runemastery_skill_lv > 4)
  19904. qty = 2 + rnd() % 3; // 2~4
  19905. else
  19906. qty = 2;
  19907. }
  19908. break;
  19909. case GC_CREATENEWPOISON:
  19910. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19911. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19912. break;
  19913. case GN_CHANGEMATERIAL:
  19914. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19915. if (skill_changematerial_db[i].nameid == nameid) {
  19916. make_per = skill_changematerial_db[i].rate * 10;
  19917. break;
  19918. }
  19919. }
  19920. break;
  19921. case GN_S_PHARMACY:
  19922. {
  19923. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19924. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19925. switch (nameid) { // Item difficulty factor
  19926. case ITEMID_HP_INCREASE_POTION_SMALL:
  19927. case ITEMID_SP_INCREASE_POTION_SMALL:
  19928. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19929. difficulty += 10;
  19930. break;
  19931. case ITEMID_BOMB_MUSHROOM_SPORE:
  19932. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19933. difficulty += 15;
  19934. break;
  19935. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19936. case ITEMID_SP_INCREASE_POTION_LARGE:
  19937. case ITEMID_VITATA500:
  19938. difficulty += 20;
  19939. break;
  19940. case ITEMID_SEED_OF_HORNY_PLANT:
  19941. case ITEMID_BLOODSUCK_PLANT_SEED:
  19942. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19943. difficulty += 30;
  19944. break;
  19945. case ITEMID_HP_INCREASE_POTION_LARGE:
  19946. case ITEMID_CURE_FREE:
  19947. difficulty += 40;
  19948. break;
  19949. }
  19950. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19951. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19952. make_per -= difficulty;
  19953. qty = production_count[skill_lv - 1];
  19954. // Determine quantity from difficulty
  19955. if (make_per < 1)
  19956. qty -= 6;
  19957. else if (make_per < 100)
  19958. qty -= 5;
  19959. else if (make_per < 300)
  19960. qty -= 4;
  19961. else if (make_per < 400)
  19962. qty -= 3;
  19963. make_per = 100000; // Adjust success back to 100% for crafting
  19964. }
  19965. break;
  19966. case GN_MAKEBOMB:
  19967. case GN_MIX_COOKING:
  19968. {
  19969. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19970. switch (nameid) { // Item difficulty factor
  19971. // GN_MAKEBOMB
  19972. case ITEMID_APPLE_BOMB:
  19973. difficulty += 5;
  19974. break;
  19975. case ITEMID_COCONUT_BOMB:
  19976. case ITEMID_MELON_BOMB:
  19977. difficulty += 10;
  19978. break;
  19979. case ITEMID_PINEAPPLE_BOMB:
  19980. difficulty += 15;
  19981. break;
  19982. case ITEMID_BANANA_BOMB:
  19983. difficulty += 20;
  19984. break;
  19985. // GN_MIX_COOKING
  19986. case ITEMID_SAVAGE_FULL_ROAST:
  19987. case ITEMID_COCKTAIL_WARG_BLOOD:
  19988. case ITEMID_MINOR_STEW:
  19989. case ITEMID_SIROMA_ICED_TEA:
  19990. case ITEMID_DROSERA_HERB_SALAD:
  19991. case ITEMID_PETITE_TAIL_NOODLES:
  19992. difficulty += 15;
  19993. break;
  19994. }
  19995. 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)
  19996. if (skill_lv > 1) {
  19997. make_per -= difficulty;
  19998. // Determine quantity from difficulty
  19999. if (make_per >= 30)
  20000. qty = 10 + rnd() % 2;
  20001. else if (make_per >= 10)
  20002. qty = 10;
  20003. else if (make_per >= -10)
  20004. qty = 8;
  20005. else if (make_per >= -30)
  20006. qty = 5;
  20007. else
  20008. qty = 0;
  20009. } else {
  20010. if (make_per < difficulty)
  20011. qty = 0;
  20012. }
  20013. make_per = 100000; // Adjust success back to 100% for crafting
  20014. }
  20015. break;
  20016. case MT_M_MACHINE:
  20017. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20018. if (skill_id == MT_M_MACHINE)
  20019. qty = 7 + skill_lv;
  20020. else // BO_BIONIC_PHARMACY
  20021. qty = 10 + skill_lv;
  20022. make_per = 100000;
  20023. break;
  20024. default:
  20025. if (sd->menuskill_id == AM_PHARMACY &&
  20026. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20027. { //Assume Cooking Dish
  20028. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20029. make_per = 10000; //100% Success
  20030. else
  20031. make_per = 1200 * (sd->menuskill_val - 10)
  20032. + 20 * (sd->status.base_level + 1)
  20033. + 20 * (status->dex + 1)
  20034. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20035. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20036. - 10 * (100 - status->luk + 1)
  20037. - 500 * (num - 1)
  20038. - 100 * (rnd()%4 + 1);
  20039. break;
  20040. }
  20041. make_per = 5000;
  20042. break;
  20043. }
  20044. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20045. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20046. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20047. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20048. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20049. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20050. if( wlv >= 3 ){
  20051. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20052. }
  20053. // Element Stone: -20%
  20054. if( ele ){
  20055. make_per -= 2000;
  20056. }
  20057. // Star Crumb: -15% each
  20058. make_per -= sc * 1500;
  20059. // Weapon level malus: -0/-10/-20/-30
  20060. if( wlv > 1 ){
  20061. make_per -= ( wlv * 1000 );
  20062. }
  20063. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20064. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20065. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20066. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20067. if (battle_config.wp_rate != 100)
  20068. make_per = make_per * battle_config.wp_rate / 100;
  20069. }
  20070. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20071. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20072. if (make_per < 1) make_per = 1;
  20073. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20074. struct item tmp_item;
  20075. memset(&tmp_item,0,sizeof(tmp_item));
  20076. tmp_item.nameid = nameid;
  20077. tmp_item.amount = 1;
  20078. tmp_item.identify = 1;
  20079. if (equip) {
  20080. tmp_item.card[0] = CARD0_FORGE;
  20081. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20082. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20083. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20084. } else {
  20085. //Flag is only used on the end, so it can be used here. [Skotlex]
  20086. switch (skill_id) {
  20087. case BS_DAGGER:
  20088. case BS_SWORD:
  20089. case BS_TWOHANDSWORD:
  20090. case BS_AXE:
  20091. case BS_MACE:
  20092. case BS_KNUCKLE:
  20093. case BS_SPEAR:
  20094. flag = battle_config.produce_item_name_input&0x1;
  20095. break;
  20096. case AM_PHARMACY:
  20097. case AM_TWILIGHT1:
  20098. case AM_TWILIGHT2:
  20099. case AM_TWILIGHT3:
  20100. flag = battle_config.produce_item_name_input&0x2;
  20101. break;
  20102. case AL_HOLYWATER:
  20103. case AB_ANCILLA:
  20104. flag = battle_config.produce_item_name_input&0x8;
  20105. break;
  20106. case ASC_CDP:
  20107. flag = battle_config.produce_item_name_input&0x10;
  20108. break;
  20109. default:
  20110. flag = battle_config.produce_item_name_input&0x80;
  20111. break;
  20112. }
  20113. if (flag) {
  20114. tmp_item.card[0] = CARD0_CREATE;
  20115. tmp_item.card[1] = 0;
  20116. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20117. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20118. }
  20119. }
  20120. // if(log_config.produce > 0)
  20121. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  20122. //TODO update PICKLOG
  20123. if (equip) {
  20124. clif_produceeffect(sd,0,nameid);
  20125. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20126. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  20127. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  20128. } else {
  20129. int fame = 0;
  20130. tmp_item.amount = 0;
  20131. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  20132. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  20133. tmp_item.amount = qty;
  20134. break;
  20135. }
  20136. if (qty == 1 || rnd()%10000 < make_per) { //Success
  20137. tmp_item.amount++;
  20138. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  20139. continue;
  20140. if (skill_id != AM_PHARMACY &&
  20141. skill_id != AM_TWILIGHT1 &&
  20142. skill_id != AM_TWILIGHT2 &&
  20143. skill_id != AM_TWILIGHT3)
  20144. continue;
  20145. //Add fame as needed.
  20146. switch(++sd->potion_success_counter) {
  20147. case 3:
  20148. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  20149. break;
  20150. case 5:
  20151. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  20152. break;
  20153. case 7:
  20154. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  20155. break;
  20156. case 10:
  20157. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  20158. sd->potion_success_counter = 0;
  20159. break;
  20160. }
  20161. } else //Failure
  20162. sd->potion_success_counter = 0;
  20163. }
  20164. if (fame)
  20165. pc_addfame(*sd, fame);
  20166. //Visual effects and the like.
  20167. switch (skill_id) {
  20168. case AM_PHARMACY:
  20169. case AM_TWILIGHT1:
  20170. case AM_TWILIGHT2:
  20171. case AM_TWILIGHT3:
  20172. case ASC_CDP:
  20173. case GC_CREATENEWPOISON:
  20174. clif_produceeffect(sd,2,nameid);
  20175. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20176. break;
  20177. case BS_IRON:
  20178. case BS_STEEL:
  20179. case BS_ENCHANTEDSTONE:
  20180. clif_produceeffect(sd,0,nameid);
  20181. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20182. break;
  20183. default: //Those that don't require a skill?
  20184. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  20185. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  20186. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  20187. }
  20188. break;
  20189. }
  20190. }
  20191. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  20192. int j, k = 0, l;
  20193. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  20194. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20195. if (skill_changematerial_db[i].nameid == nameid){
  20196. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  20197. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  20198. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  20199. tmp_item.amount = (isStackable ? total_qty : 1);
  20200. for (l = 0; l < total_qty; l += tmp_item.amount) {
  20201. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20202. clif_additem(sd,0,0,flag);
  20203. if( battle_config.skill_drop_items_full ){
  20204. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20205. }
  20206. }
  20207. }
  20208. k++;
  20209. }
  20210. }
  20211. break;
  20212. }
  20213. }
  20214. if (k) {
  20215. clif_produceeffect(sd,6,nameid);
  20216. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20217. clif_msg_skill(sd,skill_id, MSI_SKILL_SUCCESS);
  20218. return true;
  20219. }
  20220. } else if (tmp_item.amount) { //Success
  20221. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20222. clif_additem(sd,0,0,flag);
  20223. if( battle_config.skill_drop_items_full ){
  20224. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20225. }
  20226. }
  20227. switch (skill_id) {
  20228. case RK_RUNEMASTERY:
  20229. clif_produceeffect(sd, 4, nameid);
  20230. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20231. break;
  20232. case GN_MIX_COOKING:
  20233. case GN_MAKEBOMB:
  20234. case GN_S_PHARMACY:
  20235. clif_produceeffect(sd, 6, nameid);
  20236. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20237. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20238. break;
  20239. case MT_M_MACHINE:
  20240. clif_produceeffect(sd, 0, nameid);
  20241. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20242. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20243. break;
  20244. case BO_BIONIC_PHARMACY:
  20245. clif_produceeffect(sd, 2, nameid);
  20246. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20247. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20248. break;
  20249. }
  20250. return true;
  20251. }
  20252. }
  20253. //Failure
  20254. // if(log_config.produce)
  20255. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  20256. //TODO update PICKLOG
  20257. if (equip) {
  20258. clif_produceeffect(sd,1,nameid);
  20259. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20260. } else {
  20261. switch (skill_id) {
  20262. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  20263. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  20264. [[fallthrough]];
  20265. case AM_PHARMACY:
  20266. case AM_TWILIGHT1:
  20267. case AM_TWILIGHT2:
  20268. case AM_TWILIGHT3:
  20269. case GC_CREATENEWPOISON:
  20270. clif_produceeffect(sd,3,nameid);
  20271. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20272. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  20273. break;
  20274. case BS_IRON:
  20275. case BS_STEEL:
  20276. case BS_ENCHANTEDSTONE:
  20277. clif_produceeffect(sd,1,nameid);
  20278. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20279. break;
  20280. case RK_RUNEMASTERY:
  20281. clif_produceeffect(sd,5,nameid);
  20282. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20283. break;
  20284. case GN_MIX_COOKING:
  20285. if (qty == 0) {
  20286. item tmp_item;
  20287. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20288. int rate = rnd() % 1000 + 1;
  20289. memset(&tmp_item, 0, sizeof(tmp_item));
  20290. if (rate < 500)
  20291. i = 0;
  20292. else if (rate < 750)
  20293. i = 1;
  20294. else if (rate < 850)
  20295. i = 2;
  20296. else if (rate < 950)
  20297. i = 3;
  20298. else
  20299. i = 4;
  20300. tmp_item.nameid = compensation[i];
  20301. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20302. tmp_item.identify = 1;
  20303. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20304. clif_additem(sd,0,0,flag);
  20305. if( battle_config.skill_drop_items_full ){
  20306. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20307. }
  20308. }
  20309. clif_produceeffect(sd,7,nameid);
  20310. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20311. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20312. }
  20313. break;
  20314. case GN_MAKEBOMB:
  20315. case GN_S_PHARMACY:
  20316. case GN_CHANGEMATERIAL:
  20317. clif_produceeffect(sd,7,nameid);
  20318. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20319. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20320. break;
  20321. case MT_M_MACHINE:
  20322. clif_produceeffect(sd, 1, nameid);
  20323. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20324. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20325. break;
  20326. case BO_BIONIC_PHARMACY:
  20327. clif_produceeffect(sd, 3, nameid);
  20328. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20329. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20330. break;
  20331. default:
  20332. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20333. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20334. // todo: What in the world is this calculation
  20335. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20336. }
  20337. break;
  20338. }
  20339. }
  20340. return false;
  20341. }
  20342. /**
  20343. * Attempt to create arrow by specified material
  20344. * @param sd Player
  20345. * @param nameid Item ID of material
  20346. * @return True if created, False is failed
  20347. */
  20348. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20349. {
  20350. nullpo_ret(sd);
  20351. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20352. return false;
  20353. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20354. for (const auto &it : skill_arrow_db) {
  20355. if (nameid == it.second->nameid) {
  20356. arrow = it.second;
  20357. break;
  20358. }
  20359. }
  20360. short j;
  20361. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20362. return false;
  20363. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20364. for (const auto &it : arrow->created) {
  20365. char flag = 0;
  20366. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20367. continue;
  20368. struct item tmp_item = { 0 };
  20369. tmp_item.identify = 1;
  20370. tmp_item.nameid = it.first;
  20371. tmp_item.amount = it.second;
  20372. if (battle_config.produce_item_name_input&0x4) {
  20373. tmp_item.card[0] = CARD0_CREATE;
  20374. tmp_item.card[1] = 0;
  20375. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20376. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20377. }
  20378. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20379. clif_additem(sd,0,0,flag);
  20380. if( battle_config.skill_drop_items_full )
  20381. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20382. }
  20383. }
  20384. return true;
  20385. }
  20386. /**
  20387. * Enchant weapon with poison
  20388. * @param sd Player
  20389. * @nameid Item ID of poison type
  20390. */
  20391. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  20392. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20393. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20394. return;
  20395. }
  20396. sc_type type;
  20397. int chance;
  20398. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20399. char output[CHAT_SIZE_MAX];
  20400. const char *msg;
  20401. switch( nameid ) {
  20402. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20403. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20404. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20405. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20406. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20407. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20408. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20409. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20410. default:
  20411. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20412. return;
  20413. }
  20414. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20415. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  20416. 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
  20417. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  20418. status_change_start(&sd.bl, &sd.bl, type, 10000, sd.menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  20419. sprintf(output, msg_txt(&sd,721), msg);
  20420. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  20421. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20422. clif_msg(&sd,msg);
  20423. #endif*/
  20424. }
  20425. /**
  20426. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20427. * @param bl: Object
  20428. * @param skill_id: Skill invoking to determine if Magic type
  20429. */
  20430. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20431. {
  20432. status_change *sc = status_get_sc(bl);
  20433. // non-offensive and non-magic skills do not affect the status
  20434. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20435. return;
  20436. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20437. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20438. status_change_end(bl, SC_MAGICPOWER);
  20439. } else {
  20440. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20441. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20442. if(bl->type == BL_PC){// update current display.
  20443. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  20444. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  20445. }
  20446. }
  20447. }
  20448. }
  20449. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  20450. int x, y, i, class_, skill;
  20451. struct mob_data *md;
  20452. skill = sd.menuskill_val;
  20453. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(&sd,nameid)) < 0 || !skill || pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20454. clif_skill_fail( sd, NC_MAGICDECOY );
  20455. return;
  20456. }
  20457. // Spawn Position
  20458. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  20459. x = sd.sc.comet_x;
  20460. y = sd.sc.comet_y;
  20461. sd.sc.comet_x = 0;
  20462. sd.sc.comet_y = 0;
  20463. sd.menuskill_val = 0;
  20464. // Item picked decides the mob class
  20465. switch(nameid) {
  20466. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20467. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20468. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20469. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20470. default:
  20471. clif_skill_fail( sd, NC_MAGICDECOY );
  20472. return;
  20473. }
  20474. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  20475. if( md ) {
  20476. struct unit_data *ud = unit_bl2ud(&md->bl);
  20477. md->master_id = sd.bl.id;
  20478. md->special_state.ai = AI_FAW;
  20479. if(ud) {
  20480. ud->skill_id = NC_MAGICDECOY;
  20481. ud->skill_lv = skill;
  20482. }
  20483. if( md->deletetimer != INVALID_TIMER )
  20484. delete_timer(md->deletetimer, mob_timer_delete);
  20485. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20486. mob_spawn(md);
  20487. }
  20488. }
  20489. /**
  20490. * Process Warlock Spellbooks
  20491. * @param sd: Player data
  20492. * @param nameid: Spellbook item used
  20493. */
  20494. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20495. if (reading_spellbook_db.empty())
  20496. return;
  20497. status_change *sc = status_get_sc(&sd.bl);
  20498. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20499. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20500. break;
  20501. if (i == SC_MAXSPELLBOOK) {
  20502. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  20503. return;
  20504. }
  20505. }
  20506. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20507. if (spell == nullptr)
  20508. return;
  20509. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20510. if (skill_lv == 0) { // Caster hasn't learned the skill
  20511. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20512. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  20513. return;
  20514. }
  20515. uint16 points = spell->points;
  20516. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20517. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20518. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  20519. return;
  20520. }
  20521. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20522. if (!sc->getSCE(i)) {
  20523. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20524. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20525. break;
  20526. }
  20527. }
  20528. } else {
  20529. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20530. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20531. }
  20532. // Reading Spell Book SP cost same as the sealed spell.
  20533. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20534. }
  20535. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  20536. int lv, prob, aslvl = 0;
  20537. uint16 id, sk_idx = 0;
  20538. if (sd.sc.getSCE(SC_STOP)) {
  20539. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  20540. status_change_end(&sd.bl,SC_STOP);
  20541. }
  20542. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20543. return;
  20544. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd.status.skill[sk_idx].id) == 0 || sd.status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20545. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  20546. return;
  20547. }
  20548. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20549. lv = min(lv,sd.status.skill[sk_idx].lv);
  20550. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20551. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20552. }
  20553. int skill_elementalanalysis( map_session_data& sd, int n, uint16 skill_lv, unsigned short* item_list ){
  20554. nullpo_ret(item_list);
  20555. if( n <= 0 )
  20556. return 1;
  20557. for( int i = 0; i < n; i++ ) {
  20558. t_itemid nameid, product;
  20559. int add_amount, del_amount, idx;
  20560. struct item tmp_item;
  20561. idx = item_list[i*2+0]-2;
  20562. if( idx < 0 || idx >= MAX_INVENTORY ){
  20563. return 1;
  20564. }
  20565. del_amount = item_list[i*2+1];
  20566. if( skill_lv == 2 )
  20567. del_amount -= (del_amount % 10);
  20568. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20569. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  20570. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20571. return 1;
  20572. }
  20573. switch( nameid ) {
  20574. // Level 1
  20575. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20576. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20577. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20578. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20579. // Level 2
  20580. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20581. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20582. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20583. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20584. default:
  20585. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20586. return 1;
  20587. }
  20588. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20589. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20590. return 1;
  20591. }
  20592. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20593. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20594. return 1;
  20595. }
  20596. memset(&tmp_item,0,sizeof(tmp_item));
  20597. tmp_item.nameid = product;
  20598. tmp_item.amount = add_amount;
  20599. tmp_item.identify = 1;
  20600. if( tmp_item.amount ) {
  20601. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20602. if( flag != 0 ) {
  20603. clif_additem(&sd,0,0,flag);
  20604. if( battle_config.skill_drop_items_full )
  20605. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,4,0);
  20606. }
  20607. }
  20608. }
  20609. return 0;
  20610. }
  20611. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20612. int i, j, k, c, p = 0, amount;
  20613. t_itemid nameid;
  20614. nullpo_ret(sd);
  20615. nullpo_ret(item_list);
  20616. // Search for objects that can be created.
  20617. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20618. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20619. p = 0;
  20620. do {
  20621. c = 0;
  20622. // Verification of overlap between the objects required and the list submitted.
  20623. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20624. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20625. for( k = 0; k < n; k++ ) {
  20626. int idx = item_list[k*2+0]-2;
  20627. if( idx < 0 || idx >= MAX_INVENTORY ){
  20628. return 0;
  20629. }
  20630. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20631. amount = item_list[k*2+1];
  20632. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20633. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_FAIL_MATERIAL_IDENTITY);
  20634. return 0;
  20635. }
  20636. 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]
  20637. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20638. c++; // match
  20639. }
  20640. }
  20641. else
  20642. break; // No more items required
  20643. }
  20644. p++;
  20645. } while(n == j && c == n);
  20646. p--;
  20647. if ( p > 0 ) {
  20648. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20649. return 1;
  20650. }
  20651. }
  20652. }
  20653. if( p == 0)
  20654. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_RECIPE_NOTEXIST);
  20655. return 0;
  20656. }
  20657. /**
  20658. * For Royal Guard's LG_TRAMPLE
  20659. */
  20660. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20661. {
  20662. skill_unit *su = (struct skill_unit *)bl;
  20663. nullpo_ret(su);
  20664. std::shared_ptr<s_skill_unit_group> sg;
  20665. t_tick tick = va_arg(ap, t_tick);
  20666. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20667. switch( sg->unit_id ) {
  20668. case UNT_CLAYMORETRAP:
  20669. case UNT_FIRINGTRAP:
  20670. case UNT_ICEBOUNDTRAP:
  20671. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20672. break;
  20673. case UNT_LANDMINE:
  20674. case UNT_BLASTMINE:
  20675. case UNT_SHOCKWAVE:
  20676. case UNT_SANDMAN:
  20677. case UNT_FLASHER:
  20678. case UNT_FREEZINGTRAP:
  20679. case UNT_CLUSTERBOMB:
  20680. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20681. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20682. else
  20683. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20684. break;
  20685. }
  20686. // Traps aren't recovered.
  20687. skill_delunit(su);
  20688. }
  20689. return 0;
  20690. }
  20691. /*==========================================
  20692. *
  20693. *------------------------------------------*/
  20694. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20695. int i;
  20696. nullpo_retr(-1, sd);
  20697. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20698. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20699. }
  20700. TIMER_FUNC(skill_blockpc_end){
  20701. map_session_data *sd = map_id2sd(id);
  20702. int i = (int)data;
  20703. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20704. return 0;
  20705. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20706. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20707. return 0;
  20708. }
  20709. aFree(sd->scd[i]);
  20710. sd->scd[i] = nullptr;
  20711. return 1;
  20712. }
  20713. /**
  20714. * Flags a singular skill as being blocked from persistent usage.
  20715. * @param sd the player the skill delay affects
  20716. * @param skill_id the skill which should be delayed
  20717. * @param tick the length of time the delay should last
  20718. * @param load whether this assignment is being loaded upon player login
  20719. * @return 0 if successful, -1 otherwise
  20720. */
  20721. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20722. int i;
  20723. nullpo_retr(-1, sd);
  20724. if (!skill_id || tick < 1)
  20725. return -1;
  20726. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20727. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20728. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20729. aFree(sd->scd[i]);
  20730. sd->scd[i] = nullptr;
  20731. }
  20732. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20733. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20734. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20735. sd->scd[i]->skill_id = skill_id;
  20736. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20737. if (battle_config.display_status_timers)
  20738. clif_skill_cooldown( *sd, skill_id, tick );
  20739. return 1;
  20740. } else {
  20741. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20742. return 0;
  20743. }
  20744. }
  20745. int skill_blockpc_clear(map_session_data *sd) {
  20746. int i;
  20747. nullpo_ret(sd);
  20748. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20749. if (!sd->scd[i])
  20750. continue;
  20751. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20752. aFree(sd->scd[i]);
  20753. sd->scd[i] = nullptr;
  20754. }
  20755. return 1;
  20756. }
  20757. TIMER_FUNC(skill_blockhomun_end){
  20758. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20759. if (hd) {
  20760. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20761. if (skill != hd->blockskill.end())
  20762. hd->blockskill.erase(skill);
  20763. }
  20764. return 1;
  20765. }
  20766. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20767. {
  20768. nullpo_retr(-1, hd);
  20769. if (!skill_db.exists(skill_id))
  20770. return -1;
  20771. auto skill = util::vector_get(hd->blockskill, skill_id);
  20772. if (tick < 1 && skill != hd->blockskill.end()) {
  20773. hd->blockskill.erase(skill);
  20774. return -1;
  20775. }
  20776. hd->blockskill.push_back(skill_id);
  20777. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20778. }
  20779. TIMER_FUNC(skill_blockmerc_end){
  20780. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20781. if (md) {
  20782. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20783. if (skill != md->blockskill.end())
  20784. md->blockskill.erase(skill);
  20785. }
  20786. return 1;
  20787. }
  20788. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20789. {
  20790. nullpo_retr(-1, md);
  20791. if (!skill_db.exists(skill_id))
  20792. return -1;
  20793. auto skill = util::vector_get(md->blockskill, skill_id);
  20794. if (tick < 1 && skill != md->blockskill.end()) {
  20795. md->blockskill.erase(skill);
  20796. return -1;
  20797. }
  20798. md->blockskill.push_back(skill_id);
  20799. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20800. }
  20801. /**
  20802. * Adds a new skill unit entry for this player to recast after map load
  20803. * @param sd: Player
  20804. * @param skill_id: Skill ID to save
  20805. * @param skill_lv: Skill level to save
  20806. */
  20807. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20808. {
  20809. struct skill_usave *sus = nullptr;
  20810. if (idb_exists(skillusave_db,sd->status.char_id))
  20811. idb_remove(skillusave_db,sd->status.char_id);
  20812. CREATE(sus, struct skill_usave, 1);
  20813. idb_put(skillusave_db, sd->status.char_id, sus);
  20814. sus->skill_id = skill_id;
  20815. sus->skill_lv = skill_lv;
  20816. }
  20817. /**
  20818. * Loads saved skill unit entries for this player after map load
  20819. * @param sd: Player
  20820. */
  20821. void skill_usave_trigger(map_session_data *sd)
  20822. {
  20823. skill_usave *sus;
  20824. std::shared_ptr<s_skill_unit_group> group;
  20825. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20826. return;
  20827. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20828. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20829. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20830. idb_remove(skillusave_db, sd->status.char_id);
  20831. }
  20832. /*
  20833. *
  20834. */
  20835. int skill_split_str (char *str, char **val, int num)
  20836. {
  20837. int i;
  20838. for( i = 0; i < num && str; i++ ) {
  20839. val[i] = str;
  20840. str = strchr(str,',');
  20841. if( str )
  20842. *str++ = 0;
  20843. }
  20844. return i;
  20845. }
  20846. /*
  20847. *
  20848. */
  20849. void skill_init_unit_layout (void) {
  20850. int i,j,pos = 0;
  20851. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20852. // standard square layouts go first
  20853. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20854. int size = i*2+1;
  20855. skill_unit_layout[i].count = size*size;
  20856. for (j=0; j<size*size; j++) {
  20857. skill_unit_layout[i].dx[j] = (j%size-i);
  20858. skill_unit_layout[i].dy[j] = (j/size-i);
  20859. }
  20860. }
  20861. // afterwards add special ones
  20862. pos = i;
  20863. for (const auto &it : skill_db) {
  20864. std::shared_ptr<s_skill_db> skill = it.second;
  20865. uint16 skill_id = skill->nameid;
  20866. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20867. continue;
  20868. if( skill_id == EL_FIRE_MANTLE ) {
  20869. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20870. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20871. skill_unit_layout[pos].count = 8;
  20872. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20873. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20874. } else {
  20875. switch (skill_id) {
  20876. case MG_FIREWALL:
  20877. case WZ_ICEWALL:
  20878. case WL_EARTHSTRAIN:
  20879. case RL_FIRE_RAIN:
  20880. // these will be handled later
  20881. break;
  20882. case PR_SANCTUARY:
  20883. case NPC_EVILLAND: {
  20884. static const int dx[] = {
  20885. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20886. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20887. static const int dy[]={
  20888. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20889. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20890. skill_unit_layout[pos].count = 21;
  20891. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20892. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20893. }
  20894. break;
  20895. case PR_MAGNUS: {
  20896. static const int dx[] = {
  20897. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20898. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20899. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20900. static const int dy[] = {
  20901. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20902. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20903. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20904. skill_unit_layout[pos].count = 33;
  20905. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20906. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20907. }
  20908. break;
  20909. case AS_VENOMDUST: {
  20910. static const int dx[] = {-1, 0, 0, 0, 1};
  20911. static const int dy[] = { 0,-1, 0, 1, 0};
  20912. skill_unit_layout[pos].count = 5;
  20913. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20914. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20915. }
  20916. break;
  20917. case CR_GRANDCROSS:
  20918. case NPC_GRANDDARKNESS: {
  20919. static const int dx[] = {
  20920. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20921. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20922. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20923. static const int dy[] = {
  20924. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20925. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20926. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20927. skill_unit_layout[pos].count = 29;
  20928. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20929. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20930. }
  20931. break;
  20932. case PF_FOGWALL: {
  20933. static const int dx[] = {
  20934. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20935. static const int dy[] = {
  20936. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20937. skill_unit_layout[pos].count = 15;
  20938. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20939. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20940. }
  20941. break;
  20942. case PA_GOSPEL: {
  20943. static const int dx[] = {
  20944. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20945. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20946. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20947. -1, 0, 1};
  20948. static const int dy[] = {
  20949. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20950. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20951. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20952. 3, 3, 3};
  20953. skill_unit_layout[pos].count = 33;
  20954. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20955. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20956. }
  20957. break;
  20958. case NJ_KAENSIN: {
  20959. 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};
  20960. 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};
  20961. skill_unit_layout[pos].count = 24;
  20962. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20963. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20964. }
  20965. break;
  20966. case NJ_TATAMIGAESHI: {
  20967. //Level 1 (count 4, cross of 3x3)
  20968. static const int dx1[] = {-1, 1, 0, 0};
  20969. static const int dy1[] = { 0, 0,-1, 1};
  20970. //Level 2-3 (count 8, cross of 5x5)
  20971. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20972. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20973. //Level 4-5 (count 12, cross of 7x7
  20974. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20975. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20976. //lv1
  20977. j = 0;
  20978. skill_unit_layout[pos].count = 4;
  20979. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20980. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20981. skill->unit_layout_type[j] = pos;
  20982. //lv2/3
  20983. j++;
  20984. pos++;
  20985. skill_unit_layout[pos].count = 8;
  20986. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20987. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20988. skill->unit_layout_type[j] = pos;
  20989. skill->unit_layout_type[++j] = pos;
  20990. //lv4/5
  20991. j++;
  20992. pos++;
  20993. skill_unit_layout[pos].count = 12;
  20994. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20995. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20996. skill->unit_layout_type[j] = pos;
  20997. skill->unit_layout_type[++j] = pos;
  20998. //Fill in the rest using lv 5.
  20999. for (;j<MAX_SKILL_LEVEL;j++)
  21000. skill->unit_layout_type[j] = pos;
  21001. //Skip, this way the check below will fail and continue to the next skill.
  21002. pos++;
  21003. }
  21004. break;
  21005. case GN_WALLOFTHORN: {
  21006. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  21007. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  21008. skill_unit_layout[pos].count = 16;
  21009. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21010. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21011. }
  21012. break;
  21013. case NPC_FLAMECROSS: {
  21014. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21015. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21016. skill_unit_layout[pos].count = 8;
  21017. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21018. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21019. }
  21020. break;
  21021. default:
  21022. ShowError("unknown unit layout at skill %d\n",i);
  21023. break;
  21024. }
  21025. }
  21026. if (!skill_unit_layout[pos].count)
  21027. continue;
  21028. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21029. skill->unit_layout_type[j] = pos;
  21030. pos++;
  21031. }
  21032. // firewall and icewall have 8 layouts (direction-dependent)
  21033. firewall_unit_pos = pos;
  21034. for (i=0;i<8;i++) {
  21035. if (i&1) {
  21036. skill_unit_layout[pos].count = 5;
  21037. if (i&0x2) {
  21038. int dx[] = {-1,-1, 0, 0, 1};
  21039. int dy[] = { 1, 0, 0,-1,-1};
  21040. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21041. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21042. } else {
  21043. int dx[] = { 1, 1 ,0, 0,-1};
  21044. int dy[] = { 1, 0, 0,-1,-1};
  21045. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21046. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21047. }
  21048. } else {
  21049. skill_unit_layout[pos].count = 3;
  21050. if (i%4==0) {
  21051. int dx[] = {-1, 0, 1};
  21052. int dy[] = { 0, 0, 0};
  21053. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21054. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21055. } else {
  21056. int dx[] = { 0, 0, 0};
  21057. int dy[] = {-1, 0, 1};
  21058. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21059. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21060. }
  21061. }
  21062. pos++;
  21063. }
  21064. icewall_unit_pos = pos;
  21065. for (i=0;i<8;i++) {
  21066. skill_unit_layout[pos].count = 5;
  21067. if (i&1) {
  21068. if (i&0x2) {
  21069. int dx[] = {-2,-1, 0, 1, 2};
  21070. int dy[] = { 2, 1, 0,-1,-2};
  21071. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21072. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21073. } else {
  21074. int dx[] = { 2, 1 ,0,-1,-2};
  21075. int dy[] = { 2, 1, 0,-1,-2};
  21076. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21077. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21078. }
  21079. } else {
  21080. if (i%4==0) {
  21081. int dx[] = {-2,-1, 0, 1, 2};
  21082. int dy[] = { 0, 0, 0, 0, 0};
  21083. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21084. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21085. } else {
  21086. int dx[] = { 0, 0, 0, 0, 0};
  21087. int dy[] = {-2,-1, 0, 1, 2};
  21088. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21089. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21090. }
  21091. }
  21092. pos++;
  21093. }
  21094. earthstrain_unit_pos = pos;
  21095. for( i = 0; i < 8; i++ )
  21096. { // For each Direction
  21097. skill_unit_layout[pos].count = 15;
  21098. switch( i )
  21099. {
  21100. case 0: case 1: case 3: case 4: case 5: case 7:
  21101. {
  21102. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21103. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21104. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21105. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21106. }
  21107. break;
  21108. case 2:
  21109. case 6:
  21110. {
  21111. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21112. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21113. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21114. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21115. }
  21116. break;
  21117. }
  21118. pos++;
  21119. }
  21120. firerain_unit_pos = pos;
  21121. for( i = 0; i < 8; i++ ) {
  21122. skill_unit_layout[pos].count = 3;
  21123. switch( i ) {
  21124. case 0: case 1: case 3: case 4: case 5: case 7:
  21125. {
  21126. static const int dx[] = {-1, 0, 1};
  21127. static const int dy[] = { 0, 0, 0};
  21128. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21129. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21130. }
  21131. break;
  21132. case 2:
  21133. case 6:
  21134. {
  21135. static const int dx[] = { 0, 0, 0};
  21136. static const int dy[] = {-1, 0, 1};
  21137. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21138. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21139. }
  21140. break;
  21141. }
  21142. pos++;
  21143. }
  21144. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  21145. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21146. }
  21147. void skill_init_nounit_layout (void) {
  21148. int i, pos = 0;
  21149. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  21150. for( i = 0; i < 8; i++ ) {
  21151. if( i&1 ) {
  21152. skill_nounit_layout[pos].count = 33;
  21153. if( i&2 ) {
  21154. if( i&4 ) { // 7
  21155. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21156. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21157. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21158. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21159. } else { // 3
  21160. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21161. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21162. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21163. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21164. }
  21165. } else {
  21166. if( i&4 ) { // 5
  21167. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21168. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21169. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21170. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21171. } else { // 1
  21172. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21173. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21174. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21175. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21176. }
  21177. }
  21178. } else {
  21179. skill_nounit_layout[pos].count = 21;
  21180. if( i&2 ) {
  21181. if( i&4 ) { // 6
  21182. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  21183. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21184. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21185. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21186. } else { // 2
  21187. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  21188. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21189. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21190. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21191. }
  21192. } else {
  21193. if( i&4 ) { // 4
  21194. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21195. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  21196. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21197. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21198. } else { // 0
  21199. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21200. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  21201. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21202. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21203. }
  21204. }
  21205. }
  21206. pos++;
  21207. }
  21208. for( i = 0; i < 8; i++ ) {
  21209. if( i&1 ) {
  21210. skill_nounit_layout[pos].count = 74;
  21211. if( i&2 ) {
  21212. if( i&4 ) { // 7
  21213. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21214. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  21215. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  21216. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21217. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21218. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21219. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21220. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21221. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21222. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21223. } else { // 3
  21224. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21225. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21226. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21227. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21228. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21229. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21230. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21231. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21232. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21233. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21234. }
  21235. } else {
  21236. if( i&4 ) { // 5
  21237. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21238. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21239. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21240. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21241. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21242. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21243. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21244. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21245. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21246. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21247. } else { // 1
  21248. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21249. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21250. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21251. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21252. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21253. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  21254. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  21255. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21256. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21257. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21258. }
  21259. }
  21260. } else {
  21261. skill_nounit_layout[pos].count = 44;
  21262. if( i&2 ) {
  21263. if( i&4 ) { // 6
  21264. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  21265. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21266. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21267. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21268. } else { // 2
  21269. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  21270. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21271. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21272. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21273. }
  21274. } else {
  21275. if( i&4 ) { // 4
  21276. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21277. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21278. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21279. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21280. } else { // 0
  21281. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21282. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21283. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21284. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21285. }
  21286. }
  21287. }
  21288. pos++;
  21289. }
  21290. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21291. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21292. }
  21293. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21294. status_change *sc = status_get_sc(bl);
  21295. if( !sc || !bl || !skill_id )
  21296. return 0; // Can do it
  21297. switch (type) {
  21298. case SC_ANKLE:
  21299. if (skill_id == AL_TELEPORT)
  21300. return 1;
  21301. break;
  21302. case SC_STASIS:
  21303. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21304. return 1; // Can't do it.
  21305. break;
  21306. case SC_KAGEHUMI:
  21307. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21308. return 1;
  21309. break;
  21310. case SC_BITE:
  21311. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21312. return 1;
  21313. break;
  21314. }
  21315. return 0;
  21316. }
  21317. /**
  21318. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21319. * @param sc: Status changes active on target
  21320. * @param skill_id: Skill to toggle
  21321. * @return True on success or false otherwise
  21322. */
  21323. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21324. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21325. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21326. return false;
  21327. if (skill->inf2[INF2_TOGGLEABLE]) {
  21328. if (sc.getSCE(skill->sc))
  21329. return true;
  21330. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21331. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21332. return true;
  21333. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21334. return true;
  21335. }
  21336. return false;
  21337. }
  21338. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21339. int type = 0;
  21340. switch( skill_id ) {
  21341. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21342. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21343. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21344. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21345. }
  21346. type += skill_lv - 1;
  21347. return type;
  21348. }
  21349. /**
  21350. * Check before do `unit_movepos` call
  21351. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21352. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21353. **/
  21354. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21355. status_change *sc;
  21356. nullpo_retr(false, bl);
  21357. struct map_data *mapdata = map_getmapdata(bl->m);
  21358. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21359. return false;
  21360. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21361. return false;
  21362. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21363. return false;
  21364. sc = status_get_sc(bl);
  21365. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21366. return false;
  21367. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21368. }
  21369. /**
  21370. * Get skill duration after adjustments by skill_duration mapflag
  21371. * @param mapdata: Source map data
  21372. * @param skill_id: Skill ID
  21373. * @param skill_lv: Skill level
  21374. * @return Adjusted skill duration
  21375. */
  21376. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21377. int time = 0;
  21378. if (!(time = skill_get_time(skill_id, skill_lv)))
  21379. return 0;
  21380. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21381. return time / 100 * mapdata->skill_duration[skill_id];
  21382. return time;
  21383. }
  21384. const std::string SkillDatabase::getDefaultLocation() {
  21385. return std::string(db_path) + "/skill_db.yml";
  21386. }
  21387. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21388. int32 value;
  21389. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21390. if (!skNode.is_seq()) {
  21391. if (!this->asInt32(node, nodeName, value))
  21392. return false;
  21393. for (size_t i = 0; i < S; i++)
  21394. arr[i] = value;
  21395. } else {
  21396. uint16 max_level = 0;
  21397. for (const auto& it : skNode) {
  21398. uint16 skill_lv;
  21399. if (!this->asUInt16(it, "Level", skill_lv))
  21400. continue;
  21401. if (skill_lv > MAX_SKILL_LEVEL) {
  21402. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21403. return false;
  21404. }
  21405. if (!this->asInt32(it, subNodeName, value))
  21406. continue;
  21407. arr[skill_lv - 1] = value;
  21408. max_level = max(max_level, skill_lv);
  21409. }
  21410. size_t i = max_level, j;
  21411. // Check for linear change with increasing steps until we reach half of the data acquired.
  21412. for (size_t step = 1; step <= i / 2; step++) {
  21413. int diff = arr[i - 1] - arr[i - step - 1];
  21414. for (j = i - 1; j >= step; j--) {
  21415. if ((arr[j] - arr[j - step]) != diff)
  21416. break;
  21417. }
  21418. if (j >= step) // No match, try next step.
  21419. continue;
  21420. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21421. arr[i] = arr[i - step] + diff;
  21422. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21423. arr[i] = 1;
  21424. diff = 0;
  21425. step = 1;
  21426. }
  21427. }
  21428. return true;
  21429. }
  21430. // Unable to determine linear trend, fill remaining array values with last value
  21431. for (; i < S; i++)
  21432. arr[i] = arr[max_level - 1];
  21433. }
  21434. return true;
  21435. }
  21436. /**
  21437. * Reads and parses an entry from the skill_db.
  21438. * @param node: YAML node containing the entry.
  21439. * @return count of successfully parsed rows
  21440. */
  21441. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21442. uint16 skill_id;
  21443. if (!this->asUInt16(node, "Id", skill_id))
  21444. return 0;
  21445. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21446. bool exists = skill != nullptr;
  21447. if (!exists) {
  21448. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21449. return 0;
  21450. skill = std::make_shared<s_skill_db>();
  21451. skill->nameid = skill_id;
  21452. }
  21453. if (this->nodeExists(node, "Name")) {
  21454. std::string name;
  21455. if (!this->asString(node, "Name", name))
  21456. return 0;
  21457. name.resize(SKILL_NAME_LENGTH);
  21458. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21459. }
  21460. if (this->nodeExists(node, "Description")) {
  21461. std::string name;
  21462. if (!this->asString(node, "Description", name))
  21463. return 0;
  21464. name.resize(SKILL_DESC_LENGTH);
  21465. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21466. }
  21467. if (this->nodeExists(node, "MaxLevel")) {
  21468. uint16 skill_lv;
  21469. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21470. return 0;
  21471. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21472. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21473. return 0;
  21474. }
  21475. skill->max = skill_lv;
  21476. }
  21477. if (this->nodeExists(node, "Type")) {
  21478. std::string type;
  21479. if (!this->asString(node, "Type", type))
  21480. return 0;
  21481. std::string type_constant = "BF_" + type;
  21482. int64 constant;
  21483. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21484. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21485. return 0;
  21486. }
  21487. if (constant < BF_NONE || constant > BF_MISC) {
  21488. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21489. return 0;
  21490. }
  21491. skill->skill_type = static_cast<e_battle_flag>(constant);
  21492. } else {
  21493. if (!exists)
  21494. skill->skill_type = BF_NONE;
  21495. }
  21496. if (this->nodeExists(node, "TargetType")) {
  21497. std::string inf;
  21498. if (!this->asString(node, "TargetType", inf))
  21499. return 0;
  21500. std::string inf_constant = "INF_" + inf + "_SKILL";
  21501. int64 constant;
  21502. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21503. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21504. return 0;
  21505. }
  21506. skill->inf = static_cast<uint16>(constant);
  21507. }
  21508. if (this->nodeExists(node, "DamageFlags")) {
  21509. const auto& damageNode = node["DamageFlags"];
  21510. for (const auto& it : damageNode) {
  21511. std::string nk;
  21512. c4::from_chars(it.key(), &nk);
  21513. std::string nk_constant = "NK_" + nk;
  21514. int64 constant;
  21515. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21516. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21517. return 0;
  21518. }
  21519. bool active;
  21520. if (!this->asBool(damageNode, nk, active))
  21521. return 0;
  21522. if (active)
  21523. skill->nk.set(static_cast<uint8>(constant));
  21524. else
  21525. skill->nk.reset(static_cast<uint8>(constant));
  21526. }
  21527. }
  21528. if (this->nodeExists(node, "Flags")) {
  21529. const auto& infoNode = node["Flags"];
  21530. for (const auto& it : infoNode) {
  21531. std::string inf2;
  21532. c4::from_chars(it.key(), &inf2);
  21533. std::string inf2_constant = "INF2_" + inf2;
  21534. int64 constant;
  21535. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21536. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21537. continue;
  21538. }
  21539. bool active;
  21540. if (!this->asBool(infoNode, inf2, active))
  21541. return 0;
  21542. if (active)
  21543. skill->inf2.set(static_cast<uint8>(constant));
  21544. else
  21545. skill->inf2.reset(static_cast<uint8>(constant));
  21546. }
  21547. }
  21548. if (this->nodeExists(node, "Range")) {
  21549. if (!this->parseNode("Range", "Size", node, skill->range))
  21550. return 0;
  21551. } else {
  21552. if (!exists)
  21553. memset(skill->range, 0, sizeof(skill->range));
  21554. }
  21555. if (this->nodeExists(node, "Hit")) {
  21556. std::string hit;
  21557. if (!this->asString(node, "Hit", hit))
  21558. return 0;
  21559. std::string hit_constant = "DMG_" + hit;
  21560. int64 constant;
  21561. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21562. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21563. return 0;
  21564. }
  21565. skill->hit = static_cast<e_damage_type>(constant);
  21566. } else {
  21567. if (!exists)
  21568. skill->hit = DMG_NORMAL;
  21569. }
  21570. if (this->nodeExists(node, "HitCount")) {
  21571. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21572. return 0;
  21573. } else {
  21574. if (!exists)
  21575. memset(skill->num, 0, sizeof(skill->num));
  21576. }
  21577. if (this->nodeExists(node, "Element")) {
  21578. const auto elementNode = node["Element"];
  21579. std::string element;
  21580. if (!elementNode.is_seq()) {
  21581. if (!this->asString(node, "Element", element))
  21582. return 0;
  21583. std::string element_constant = "ELE_" + element;
  21584. int64 constant;
  21585. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21586. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21587. return 0;
  21588. }
  21589. if (constant == ELE_NONE) {
  21590. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21591. return 0;
  21592. }
  21593. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21594. } else {
  21595. for (const auto& it : elementNode) {
  21596. uint16 skill_lv;
  21597. if (!this->asUInt16(it, "Level", skill_lv))
  21598. continue;
  21599. if (skill_lv > MAX_SKILL_LEVEL) {
  21600. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21601. return false;
  21602. }
  21603. if (!this->asString(it, "Element", element))
  21604. continue;
  21605. std::string element_constant = "ELE_" + element;
  21606. int64 constant;
  21607. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21608. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21609. return 0;
  21610. }
  21611. if (constant == ELE_NONE) {
  21612. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21613. return 0;
  21614. }
  21615. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21616. }
  21617. }
  21618. } else {
  21619. if (!exists)
  21620. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21621. }
  21622. if (this->nodeExists(node, "SplashArea")) {
  21623. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21624. return 0;
  21625. } else {
  21626. if (!exists)
  21627. memset(skill->splash, 0, sizeof(skill->splash));
  21628. }
  21629. if (this->nodeExists(node, "ActiveInstance")) {
  21630. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21631. return 0;
  21632. } else {
  21633. if (!exists)
  21634. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21635. }
  21636. if (this->nodeExists(node, "Knockback")) {
  21637. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21638. return 0;
  21639. } else {
  21640. if (!exists)
  21641. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21642. }
  21643. if (this->nodeExists(node, "CopyFlags")) {
  21644. const auto& copyNode = node["CopyFlags"];
  21645. if (this->nodeExists(copyNode, "Skill")) {
  21646. const auto& copyskillNode = copyNode["Skill"];
  21647. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21648. bool active;
  21649. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21650. return 0;
  21651. if (active)
  21652. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21653. else
  21654. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21655. }
  21656. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21657. bool active;
  21658. if (!this->asBool(copyskillNode, "Reproduce", active))
  21659. return 0;
  21660. if (active)
  21661. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21662. else
  21663. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21664. }
  21665. } else {
  21666. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21667. return 0;
  21668. }
  21669. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21670. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21671. for (const auto& it : copyreqNode) {
  21672. std::string req;
  21673. c4::from_chars(it.key(), &req);
  21674. std::string req_constant = "SKILL_REQ_" + req;
  21675. int64 constant;
  21676. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21677. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21678. return 0;
  21679. }
  21680. skill->copyable.req_opt |= constant;
  21681. }
  21682. } else {
  21683. if (!exists)
  21684. skill->copyable.req_opt = 0;
  21685. }
  21686. }
  21687. if (this->nodeExists(node, "NoNearNPC")) {
  21688. const auto& npcNode = node["NoNearNPC"];
  21689. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21690. uint16 range;
  21691. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21692. return 0;
  21693. skill->unit_nonearnpc_range = range;
  21694. } else {
  21695. if (!exists)
  21696. skill->unit_nonearnpc_range = 0;
  21697. }
  21698. if (this->nodeExists(npcNode, "Type")) {
  21699. const auto& npctypeNode = npcNode["Type"];
  21700. for (const auto& it : npctypeNode) {
  21701. std::string type;
  21702. c4::from_chars(it.key(), &type);
  21703. std::string type_constant = "SKILL_NONEAR_" + type;
  21704. int64 constant;
  21705. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21706. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21707. return 0;
  21708. }
  21709. bool active;
  21710. if (!this->asBool(npctypeNode, type, active))
  21711. return 0;
  21712. if (active)
  21713. skill->unit_nonearnpc_type |= constant;
  21714. else
  21715. skill->unit_nonearnpc_type &= ~constant;
  21716. }
  21717. } else {
  21718. if (!exists)
  21719. skill->unit_nonearnpc_type = 0;
  21720. }
  21721. }
  21722. if (this->nodeExists(node, "CastCancel")) {
  21723. bool active;
  21724. if (!this->asBool(node, "CastCancel", active))
  21725. return 0;
  21726. skill->castcancel = active;
  21727. } else {
  21728. if (!exists)
  21729. skill->castcancel = false;
  21730. }
  21731. if (this->nodeExists(node, "CastDefenseReduction")) {
  21732. uint16 reduction;
  21733. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21734. return 0;
  21735. skill->cast_def_rate = reduction;
  21736. } else {
  21737. if (!exists)
  21738. skill->cast_def_rate = 0;
  21739. }
  21740. if (this->nodeExists(node, "CastTime")) {
  21741. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21742. return 0;
  21743. } else {
  21744. if (!exists)
  21745. memset(skill->cast, 0, sizeof(skill->cast));
  21746. }
  21747. if (this->nodeExists(node, "AfterCastActDelay")) {
  21748. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21749. return 0;
  21750. } else {
  21751. if (!exists)
  21752. memset(skill->delay, 0, sizeof(skill->delay));
  21753. }
  21754. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21755. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21756. return 0;
  21757. } else {
  21758. if (!exists)
  21759. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21760. }
  21761. if (this->nodeExists(node, "Duration1")) {
  21762. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21763. return 0;
  21764. } else {
  21765. if (!exists)
  21766. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21767. }
  21768. if (this->nodeExists(node, "Duration2")) {
  21769. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21770. return 0;
  21771. } else {
  21772. if (!exists)
  21773. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21774. }
  21775. if (this->nodeExists(node, "Cooldown")) {
  21776. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21777. return 0;
  21778. } else {
  21779. if (!exists)
  21780. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21781. }
  21782. #ifdef RENEWAL_CAST
  21783. if (this->nodeExists(node, "FixedCastTime")) {
  21784. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21785. return 0;
  21786. } else {
  21787. if (!exists)
  21788. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21789. }
  21790. #endif
  21791. if (this->nodeExists(node, "CastTimeFlags")) {
  21792. const auto& castNode = node["CastTimeFlags"];
  21793. for (const auto& it : castNode) {
  21794. std::string flag;
  21795. c4::from_chars(it.key(), &flag);
  21796. std::string flag_constant = "SKILL_CAST_" + flag;
  21797. int64 constant;
  21798. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21799. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21800. return 0;
  21801. }
  21802. bool active;
  21803. if (!this->asBool(castNode, flag, active))
  21804. return 0;
  21805. if (active)
  21806. skill->castnodex |= constant;
  21807. else
  21808. skill->castnodex &= ~constant;
  21809. }
  21810. }
  21811. if (this->nodeExists(node, "CastDelayFlags")) {
  21812. const auto& castNode = node["CastDelayFlags"];
  21813. for (const auto& it : castNode) {
  21814. std::string flag;
  21815. c4::from_chars(it.key(), &flag);
  21816. std::string flag_constant = "SKILL_CAST_" + flag;
  21817. int64 constant;
  21818. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21819. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21820. return 0;
  21821. }
  21822. bool active;
  21823. if (!this->asBool(castNode, flag, active))
  21824. return 0;
  21825. if (active)
  21826. skill->delaynodex |= constant;
  21827. else
  21828. skill->delaynodex &= ~constant;
  21829. }
  21830. }
  21831. if (this->nodeExists(node, "Requires")) {
  21832. const auto& requireNode = node["Requires"];
  21833. if (this->nodeExists(requireNode, "HpCost")) {
  21834. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21835. return 0;
  21836. } else {
  21837. if (!exists)
  21838. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21839. }
  21840. if (this->nodeExists(requireNode, "SpCost")) {
  21841. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21842. return 0;
  21843. } else {
  21844. if (!exists)
  21845. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21846. }
  21847. if (this->nodeExists(requireNode, "ApCost")) {
  21848. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21849. return 0;
  21850. } else {
  21851. if (!exists)
  21852. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21853. }
  21854. if (this->nodeExists(requireNode, "HpRateCost")) {
  21855. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21856. return 0;
  21857. } else {
  21858. if (!exists)
  21859. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21860. }
  21861. if (this->nodeExists(requireNode, "SpRateCost")) {
  21862. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21863. return 0;
  21864. } else {
  21865. if (!exists)
  21866. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21867. }
  21868. if (this->nodeExists(requireNode, "ApRateCost")) {
  21869. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21870. return 0;
  21871. } else {
  21872. if (!exists)
  21873. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21874. }
  21875. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21876. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21877. return 0;
  21878. } else {
  21879. if (!exists)
  21880. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21881. }
  21882. if (this->nodeExists(requireNode, "ZenyCost")) {
  21883. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21884. return 0;
  21885. } else {
  21886. if (!exists)
  21887. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21888. }
  21889. if (this->nodeExists(requireNode, "Weapon")) {
  21890. const auto& weaponNode = requireNode["Weapon"];
  21891. if (this->nodeExists(weaponNode, "All")) {
  21892. bool active;
  21893. if (!this->asBool(weaponNode, "All", active))
  21894. return 0;
  21895. if (active)
  21896. skill->require.weapon = 0;
  21897. } else {
  21898. for (const auto& it : weaponNode) {
  21899. std::string weapon;
  21900. c4::from_chars(it.key(), &weapon);
  21901. std::string weapon_constant = "W_" + weapon;
  21902. int64 constant;
  21903. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21904. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21905. return 0;
  21906. }
  21907. bool active;
  21908. if (!this->asBool(weaponNode, weapon, active))
  21909. return 0;
  21910. if (active)
  21911. skill->require.weapon |= 1 << constant;
  21912. else
  21913. skill->require.weapon &= ~(1 << constant);
  21914. }
  21915. }
  21916. } else {
  21917. if (!exists)
  21918. skill->require.weapon = 0;
  21919. }
  21920. if (this->nodeExists(requireNode, "Ammo")) {
  21921. const auto& ammoNode = requireNode["Ammo"];
  21922. if (this->nodeExists(ammoNode, "None")) {
  21923. bool active;
  21924. if (!this->asBool(ammoNode, "None", active))
  21925. return 0;
  21926. if (active)
  21927. skill->require.ammo = 0;
  21928. } else {
  21929. for (const auto& it : ammoNode) {
  21930. std::string ammo;
  21931. c4::from_chars(it.key(), &ammo);
  21932. std::string ammo_constant = "AMMO_" + ammo;
  21933. int64 constant;
  21934. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21935. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21936. return 0;
  21937. }
  21938. bool active;
  21939. if (!this->asBool(ammoNode, ammo, active))
  21940. return 0;
  21941. if (active)
  21942. skill->require.ammo |= 1 << constant;
  21943. else
  21944. skill->require.ammo &= ~(1 << constant);
  21945. }
  21946. }
  21947. } else {
  21948. if (!exists)
  21949. skill->require.ammo = 0;
  21950. }
  21951. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21952. if (skill->require.ammo == 0) {
  21953. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21954. return 0;
  21955. }
  21956. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21957. return 0;
  21958. } else {
  21959. if (!exists)
  21960. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21961. }
  21962. if (this->nodeExists(requireNode, "State")) {
  21963. std::string state;
  21964. if (!this->asString(requireNode, "State", state))
  21965. return 0;
  21966. std::string state_constant = "ST_" + state;
  21967. int64 constant;
  21968. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21969. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21970. return 0;
  21971. }
  21972. skill->require.state = static_cast<int32>(constant);
  21973. }
  21974. if (this->nodeExists(requireNode, "Status")) {
  21975. const auto& statusNode = requireNode["Status"];
  21976. for (const auto& it : statusNode) {
  21977. std::string status;
  21978. c4::from_chars(it.key(), &status);
  21979. std::string status_constant = "SC_" + status;
  21980. int64 constant;
  21981. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21982. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21983. return 0;
  21984. }
  21985. bool active;
  21986. if (!this->asBool(statusNode, status, active))
  21987. return 0;
  21988. auto status_exists = util::vector_get(skill->require.status, constant);
  21989. if (active && status_exists == skill->require.status.end())
  21990. skill->require.status.push_back(static_cast<sc_type>(constant));
  21991. else if (!active && status_exists != skill->require.status.end())
  21992. skill->require.status.erase(status_exists);
  21993. }
  21994. }
  21995. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21996. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21997. return 0;
  21998. } else {
  21999. if (!exists)
  22000. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  22001. }
  22002. if (this->nodeExists(requireNode, "ItemCost")) {
  22003. const auto itemNode = requireNode["ItemCost"];
  22004. int32 count = 0;
  22005. for (const auto& it : itemNode) {
  22006. std::string item_name;
  22007. if (!this->asString(it, "Item", item_name))
  22008. continue;
  22009. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22010. if (item == nullptr) {
  22011. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22012. return 0;
  22013. }
  22014. int32 amount;
  22015. if (!this->asInt32(it, "Amount", amount))
  22016. continue;
  22017. if (this->nodeExists(it, "Level")) {
  22018. uint16 cost_level;
  22019. if (!this->asUInt16(it, "Level", cost_level))
  22020. continue;
  22021. if (cost_level < 1 || cost_level > skill->max) {
  22022. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  22023. return 0;
  22024. }
  22025. count = cost_level - 1;
  22026. if (!skill->require.itemid_level_dependent)
  22027. skill->require.itemid_level_dependent = true;
  22028. }
  22029. skill->require.itemid[count] = item->nameid;
  22030. skill->require.amount[count] = amount;
  22031. count++;
  22032. }
  22033. }
  22034. if (this->nodeExists(requireNode, "Equipment")) {
  22035. const auto& equipNode = requireNode["Equipment"];
  22036. for (const auto& it : equipNode) {
  22037. std::string item_name;
  22038. c4::from_chars(it.key(), &item_name);
  22039. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22040. if (item == nullptr) {
  22041. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22042. return 0;
  22043. }
  22044. bool active;
  22045. if (!this->asBool(equipNode, item_name, active))
  22046. return 0;
  22047. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22048. if (active && equip_exists == skill->require.eqItem.end())
  22049. skill->require.eqItem.push_back(item->nameid);
  22050. else if (!active && equip_exists != skill->require.eqItem.end())
  22051. skill->require.eqItem.erase(equip_exists);
  22052. }
  22053. }
  22054. }
  22055. if (this->nodeExists(node, "GiveAp")) {
  22056. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22057. return 0;
  22058. } else {
  22059. if (!exists)
  22060. memset(skill->giveap, 0, sizeof(skill->giveap));
  22061. }
  22062. if (this->nodeExists(node, "Unit")) {
  22063. const auto& unitNode = node["Unit"];
  22064. if (this->nodeExists(unitNode, "Id")) {
  22065. std::string unit;
  22066. if (!this->asString(unitNode, "Id", unit))
  22067. return 0;
  22068. std::string unit_constant = "UNT_" + unit;
  22069. int64 constant;
  22070. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22071. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22072. return 0;
  22073. }
  22074. skill->unit_id = static_cast<uint16>(constant);
  22075. } else {
  22076. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22077. return 0;
  22078. }
  22079. if (this->nodeExists(unitNode, "AlternateId")) {
  22080. std::string unit;
  22081. if (!this->asString(unitNode, "AlternateId", unit))
  22082. return 0;
  22083. std::string unit_constant = "UNT_" + unit;
  22084. int64 constant;
  22085. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22086. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  22087. return 0;
  22088. }
  22089. skill->unit_id2 = static_cast<uint16>(constant);
  22090. } else {
  22091. if (!exists)
  22092. skill->unit_id2 = 0;
  22093. }
  22094. if (this->nodeExists(unitNode, "Layout")) {
  22095. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  22096. return 0;
  22097. } else {
  22098. if (!exists)
  22099. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  22100. }
  22101. if (this->nodeExists(unitNode, "Range")) {
  22102. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  22103. return 0;
  22104. } else {
  22105. if (!exists)
  22106. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  22107. }
  22108. if (this->nodeExists(unitNode, "Interval")) {
  22109. int16 interval;
  22110. if (!this->asInt16(unitNode, "Interval", interval))
  22111. return 0;
  22112. skill->unit_interval = interval;
  22113. } else {
  22114. if (!exists)
  22115. skill->unit_interval = 0;
  22116. }
  22117. if (this->nodeExists(unitNode, "Target")) {
  22118. std::string target;
  22119. if (!this->asString(unitNode, "Target", target))
  22120. return 0;
  22121. std::string target_constant = "BCT_" + target;
  22122. int64 constant;
  22123. if (!script_get_constant(target_constant.c_str(), &constant)) {
  22124. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  22125. return 0;
  22126. }
  22127. skill->unit_target = static_cast<int32>(constant);
  22128. } else {
  22129. if (!exists)
  22130. skill->unit_target = BCT_ALL;
  22131. }
  22132. if (this->nodeExists(unitNode, "Flag")) {
  22133. const auto& flagNode = unitNode["Flag"];
  22134. for (const auto& it : flagNode) {
  22135. std::string flag;
  22136. c4::from_chars(it.key(), &flag);
  22137. std::string flag_constant = "UF_" + flag;
  22138. int64 constant;
  22139. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22140. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  22141. return 0;
  22142. }
  22143. bool active;
  22144. if (!this->asBool(flagNode, flag, active))
  22145. return 0;
  22146. if (active)
  22147. skill->unit_flag.set(static_cast<uint8>(constant));
  22148. else
  22149. skill->unit_flag.reset(static_cast<uint8>(constant));
  22150. }
  22151. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  22152. skill->unit_target = BCT_NOENEMY;
  22153. // By default, target just characters.
  22154. skill->unit_target |= BL_CHAR;
  22155. if (skill->unit_flag[UF_NOPC])
  22156. skill->unit_target &= ~BL_PC;
  22157. if (skill->unit_flag[UF_NOMOB])
  22158. skill->unit_target &= ~BL_MOB;
  22159. if (skill->unit_flag[UF_SKILL])
  22160. skill->unit_target |= BL_SKILL;
  22161. } else {
  22162. if (!exists){
  22163. skill->unit_flag = UF_NONE;
  22164. // By default, target just characters.
  22165. skill->unit_target |= BL_CHAR;
  22166. }
  22167. }
  22168. }
  22169. if (this->nodeExists(node, "Status")) {
  22170. std::string status;
  22171. if (!this->asString(node, "Status", status))
  22172. return 0;
  22173. std::string status_constant = "SC_" + status;
  22174. int64 constant;
  22175. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22176. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  22177. return 0;
  22178. }
  22179. if (constant < SC_NONE || constant >= SC_MAX) {
  22180. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  22181. constant = SC_NONE;
  22182. }
  22183. skill->sc = static_cast<sc_type>(constant);
  22184. } else {
  22185. if (!exists)
  22186. skill->sc = SC_NONE;
  22187. }
  22188. if (!exists) {
  22189. this->put(skill_id, skill);
  22190. this->skilldb_id2idx[skill_id] = this->skill_num;
  22191. this->skill_num++;
  22192. }
  22193. return 1;
  22194. }
  22195. void SkillDatabase::clear() {
  22196. TypesafeCachedYamlDatabase::clear();
  22197. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  22198. this->skill_num = 1;
  22199. }
  22200. void SkillDatabase::loadingFinished(){
  22201. if( this->skill_num > MAX_SKILL ){
  22202. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  22203. }
  22204. TypesafeCachedYamlDatabase::loadingFinished();
  22205. }
  22206. /**
  22207. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  22208. * @param skill_id
  22209. * @param silent If Skill is undefined, show error message!
  22210. * @return Skill Index or 0 if not found/unset
  22211. **/
  22212. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  22213. uint16 idx = this->skilldb_id2idx[skill_id];
  22214. if( idx == 0 && skill_id != 0 && !silent ){
  22215. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  22216. }
  22217. return idx;
  22218. }
  22219. SkillDatabase skill_db;
  22220. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  22221. return std::string(db_path) + "/spellbook_db.yml";
  22222. }
  22223. /**
  22224. * Reads and parses an entry from the spellbook_db.
  22225. * @param node: YAML node containing the entry.
  22226. * @return count of successfully parsed rows
  22227. */
  22228. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22229. std::string skill_name;
  22230. if (!this->asString(node, "Skill", skill_name))
  22231. return 0;
  22232. uint16 skill_id = skill_name2id(skill_name.c_str());
  22233. if (skill_id == 0) {
  22234. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22235. return 0;
  22236. }
  22237. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  22238. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  22239. return 0;
  22240. }
  22241. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  22242. bool exists = spell != nullptr;
  22243. if (!exists) {
  22244. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  22245. return 0;
  22246. spell = std::make_shared<s_skill_spellbook_db>();
  22247. spell->skill_id = skill_id;
  22248. }
  22249. if (this->nodeExists(node, "Book")) {
  22250. std::string book_name;
  22251. if (!this->asString(node, "Book", book_name))
  22252. return 0;
  22253. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  22254. if (item == nullptr) {
  22255. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  22256. return 0;
  22257. }
  22258. spell->nameid = item->nameid;
  22259. }
  22260. if (this->nodeExists(node, "PreservePoints")) {
  22261. uint16 points;
  22262. if (!this->asUInt16(node, "PreservePoints", points))
  22263. return 0;
  22264. spell->points = points;
  22265. }
  22266. if (!exists)
  22267. this->put(skill_id, spell);
  22268. return 1;
  22269. }
  22270. /**
  22271. * Check if the specified item is available in the spellbook_db or not
  22272. * @param nameid: Book Item ID
  22273. * @return Spell data or nullptr otherwise
  22274. */
  22275. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22276. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22277. return nullptr;
  22278. for (const auto &spell : reading_spellbook_db) {
  22279. if (spell.second->nameid == nameid)
  22280. return spell.second;
  22281. }
  22282. return nullptr;
  22283. }
  22284. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22285. return std::string(db_path) + "/magicmushroom_db.yml";
  22286. }
  22287. /**
  22288. * Reads and parses an entry from the magicmushroom_db.
  22289. * @param node: YAML node containing the entry.
  22290. * @return count of successfully parsed rows
  22291. */
  22292. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22293. std::string skill_name;
  22294. if (!this->asString(node, "Skill", skill_name))
  22295. return 0;
  22296. uint16 skill_id = skill_name2id(skill_name.c_str());
  22297. if (!skill_id) {
  22298. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22299. return 0;
  22300. }
  22301. if (!skill_get_inf(skill_id)) {
  22302. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22303. return 0;
  22304. }
  22305. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22306. bool exists = mushroom != nullptr;
  22307. if (!exists) {
  22308. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22309. mushroom->skill_id = skill_id;
  22310. this->put(skill_id, mushroom);
  22311. }
  22312. return 1;
  22313. }
  22314. /** Reads skill no cast db
  22315. * Structure: SkillID,Flag
  22316. */
  22317. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  22318. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  22319. if (!skill)
  22320. return false;
  22321. skill->nocast |= atoi(split[1]);
  22322. return true;
  22323. }
  22324. /** Reads Produce db
  22325. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22326. */
  22327. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  22328. unsigned short x, y;
  22329. unsigned short id = atoi(split[0]);
  22330. t_itemid nameid = 0;
  22331. bool found = false;
  22332. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22333. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22334. return false;
  22335. }
  22336. // Clear previous data, for importing support
  22337. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22338. // Import just for clearing/disabling from original data
  22339. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22340. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22341. return true;
  22342. }
  22343. if (!item_db.exists(nameid)) {
  22344. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22345. return false;
  22346. }
  22347. skill_produce_db[id].nameid = nameid;
  22348. skill_produce_db[id].itemlv = atoi(split[2]);
  22349. skill_produce_db[id].req_skill = atoi(split[3]);
  22350. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22351. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22352. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22353. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22354. }
  22355. if (!found)
  22356. skill_produce_count++;
  22357. return true;
  22358. }
  22359. const std::string SkillArrowDatabase::getDefaultLocation() {
  22360. return std::string(db_path) + "/create_arrow_db.yml";
  22361. }
  22362. /**
  22363. * Reads and parses an entry from the create_arrow_db.
  22364. * @param node: YAML node containing the entry.
  22365. * @return count of successfully parsed rows
  22366. */
  22367. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22368. std::string source_name;
  22369. if (!this->asString(node, "Source", source_name))
  22370. return 0;
  22371. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22372. if (item == nullptr) {
  22373. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22374. return 0;
  22375. }
  22376. t_itemid nameid = item->nameid;
  22377. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22378. bool exists = arrow != nullptr;
  22379. if (!exists) {
  22380. arrow = std::make_shared<s_skill_arrow_db>();
  22381. arrow->nameid = nameid;
  22382. }
  22383. const auto& MakeNode = node["Make"];
  22384. for (const auto &it : MakeNode) {
  22385. std::string item_name;
  22386. if (!this->asString(it, "Item", item_name))
  22387. return 0;
  22388. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22389. if (item == nullptr) {
  22390. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22391. return 0;
  22392. }
  22393. uint16 amount;
  22394. if (!this->asUInt16(it, "Amount", amount))
  22395. return 0;
  22396. if (amount == 0) {
  22397. if (arrow->created.erase(item->nameid) == 0)
  22398. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  22399. continue;
  22400. }
  22401. if (amount > MAX_AMOUNT) {
  22402. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22403. continue;
  22404. }
  22405. arrow->created[item->nameid] = amount;
  22406. }
  22407. if (!exists)
  22408. this->put(nameid, arrow);
  22409. return 1;
  22410. }
  22411. const std::string AbraDatabase::getDefaultLocation() {
  22412. return std::string(db_path) + "/abra_db.yml";
  22413. }
  22414. /**
  22415. * Reads and parses an entry from the abra_db.
  22416. * @param node: YAML node containing the entry.
  22417. * @return count of successfully parsed rows
  22418. */
  22419. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22420. std::string skill_name;
  22421. if (!this->asString(node, "Skill", skill_name))
  22422. return 0;
  22423. uint16 skill_id = skill_name2id(skill_name.c_str());
  22424. if (!skill_id) {
  22425. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22426. return 0;
  22427. }
  22428. if (!skill_get_inf(skill_id)) {
  22429. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22430. return 0;
  22431. }
  22432. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22433. bool exists = abra != nullptr;
  22434. if (!exists) {
  22435. abra = std::make_shared<s_skill_abra_db>();
  22436. abra->skill_id = skill_id;
  22437. }
  22438. if (this->nodeExists(node, "Probability")) {
  22439. const auto& probNode = node["Probability"];
  22440. uint16 probability;
  22441. if (!probNode.is_seq()) {
  22442. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22443. return 0;
  22444. abra->per.fill(probability);
  22445. } else {
  22446. abra->per.fill(0);
  22447. for (const auto& it : probNode) {
  22448. uint16 skill_lv;
  22449. if (!this->asUInt16(it, "Level", skill_lv))
  22450. continue;
  22451. if (skill_lv > MAX_SKILL_LEVEL) {
  22452. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22453. return 0;
  22454. }
  22455. if (!this->asUInt16Rate(it, "Probability", probability))
  22456. continue;
  22457. abra->per[skill_lv - 1] = probability;
  22458. }
  22459. }
  22460. } else {
  22461. if (!exists)
  22462. abra->per.fill(500);
  22463. }
  22464. if (!exists)
  22465. this->put(skill_id, abra);
  22466. return 1;
  22467. }
  22468. /** Reads change material db
  22469. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22470. */
  22471. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  22472. uint16 id = atoi(split[0]);
  22473. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22474. short rate = atoi(split[2]);
  22475. bool found = false;
  22476. int x, y;
  22477. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22478. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22479. return false;
  22480. }
  22481. // Clear previous data, for importing support
  22482. if (skill_changematerial_db[id].nameid > 0) {
  22483. found = true;
  22484. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22485. }
  22486. // Import just for clearing/disabling from original data
  22487. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22488. if (nameid == 0) {
  22489. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22490. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22491. return true;
  22492. }
  22493. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22494. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22495. if (skill_produce_db[x].nameid == nameid)
  22496. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22497. break;
  22498. }
  22499. if (x >= MAX_SKILL_PRODUCE_DB) {
  22500. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22501. return false;
  22502. }
  22503. skill_changematerial_db[id].nameid = nameid;
  22504. skill_changematerial_db[id].rate = rate;
  22505. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22506. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22507. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22508. }
  22509. if (!found)
  22510. skill_changematerial_count++;
  22511. return true;
  22512. }
  22513. /**
  22514. * Reads skill damage adjustment
  22515. * @author [Lilith]
  22516. */
  22517. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  22518. int64 caster_tmp;
  22519. uint16 id;
  22520. int caster, value;
  22521. char *result;
  22522. trim(split[0]);
  22523. if (ISDIGIT(split[0][0])) {
  22524. value = strtol(split[0], &result, 10);
  22525. if (*result) {
  22526. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22527. return false;
  22528. }
  22529. id = value;
  22530. } else
  22531. id = skill_name2id(split[0]);
  22532. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22533. if (!skill)
  22534. return false;
  22535. skill->damage = {};
  22536. trim(split[1]);
  22537. if (ISDIGIT(split[1][0])) {
  22538. value = strtol(split[1], &result, 10);
  22539. if (*result) {
  22540. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22541. return false;
  22542. }
  22543. caster = value;
  22544. } else { // Try to parse caster as constant
  22545. if (!script_get_constant(split[1], &caster_tmp)) {
  22546. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22547. return false;
  22548. }
  22549. caster = static_cast<uint16>(caster_tmp);
  22550. }
  22551. skill->damage.caster |= caster;
  22552. value = strtol(split[2], &result, 10);
  22553. if (*result) {
  22554. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22555. return false;
  22556. }
  22557. skill->damage.map |= value;
  22558. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22559. value = strtol(split[offset], &result, 10);
  22560. if (*result && *result != ' ') {
  22561. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22562. value = 0;
  22563. }
  22564. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22565. }
  22566. return true;
  22567. }
  22568. /** Reads skill database files */
  22569. static void skill_readdb(void) {
  22570. int i;
  22571. const char* dbsubpath[] = {
  22572. "",
  22573. "/" DBIMPORT,
  22574. //add other path here
  22575. };
  22576. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22577. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22578. skill_produce_count = skill_changematerial_count = 0;
  22579. skill_db.load();
  22580. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22581. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22582. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22583. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22584. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22585. if (i == 0) {
  22586. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22587. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22588. } else {
  22589. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22590. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22591. }
  22592. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22593. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22594. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22595. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22596. aFree(dbsubpath1);
  22597. aFree(dbsubpath2);
  22598. }
  22599. abra_db.load();
  22600. magic_mushroom_db.load();
  22601. reading_spellbook_db.load();
  22602. skill_arrow_db.load();
  22603. skill_init_unit_layout();
  22604. skill_init_nounit_layout();
  22605. }
  22606. void skill_reload (void) {
  22607. skill_db.clear();
  22608. abra_db.clear();
  22609. magic_mushroom_db.clear();
  22610. reading_spellbook_db.clear();
  22611. skill_arrow_db.clear();
  22612. skill_readdb();
  22613. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22614. s_mapiterator *iter = mapit_getallusers();
  22615. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22616. pc_validate_skill(sd);
  22617. clif_skillinfoblock(sd);
  22618. }
  22619. mapit_free(iter);
  22620. }
  22621. /*==========================================
  22622. *
  22623. *------------------------------------------*/
  22624. void do_init_skill(void)
  22625. {
  22626. skill_readdb();
  22627. skillunit_db = idb_alloc(DB_OPT_BASE);
  22628. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22629. bowling_db = idb_alloc(DB_OPT_BASE);
  22630. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22631. ers_chunk_size(skill_timer_ers, 150);
  22632. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22633. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22634. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22635. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22636. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22637. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22638. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22639. }
  22640. void do_final_skill(void)
  22641. {
  22642. skill_db.clear();
  22643. abra_db.clear();
  22644. magic_mushroom_db.clear();
  22645. reading_spellbook_db.clear();
  22646. skill_arrow_db.clear();
  22647. db_destroy(skillunit_db);
  22648. db_destroy(skillusave_db);
  22649. db_destroy(bowling_db);
  22650. ers_destroy(skill_timer_ers);
  22651. }