skill.c 340 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. struct s_skill_db skill_db[MAX_SKILL_DB];
  50. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  51. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  52. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  53. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  54. int firewall_unit_pos;
  55. int icewall_unit_pos;
  56. //Since only mob-casted splash skills can hit ice-walls
  57. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  58. /// Returns the id of the skill, or 0 if not found.
  59. int skill_name2id(const char* name)
  60. {
  61. if( name == NULL )
  62. return 0;
  63. return (int)strdb_get(skilldb_name2id, name);
  64. }
  65. /// Maps skill ids to skill db offsets.
  66. /// Returns the skill's array index, or 0 (Unknown Skill).
  67. int skill_get_index( int id )
  68. {
  69. // avoid ranges reserved for mapping guild/homun/mercenary skills
  70. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  71. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  72. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  73. return 0;
  74. // map skill id to skill db index
  75. if( id >= GD_SKILLBASE )
  76. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  77. else
  78. if( id >= MC_SKILLBASE )
  79. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  80. else
  81. if( id >= HM_SKILLBASE )
  82. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  83. else
  84. ; // identity
  85. // validate result
  86. if( id <= 0 || id >= MAX_SKILL_DB )
  87. return 0;
  88. return id;
  89. }
  90. const char* skill_get_name( int id )
  91. {
  92. return skill_db[skill_get_index(id)].name;
  93. }
  94. const char* skill_get_desc( int id )
  95. {
  96. return skill_db[skill_get_index(id)].desc;
  97. }
  98. // out of bounds error checking [celest]
  99. static void skill_chk(int* id, int lv)
  100. {
  101. *id = skill_get_index(*id); // checks/adjusts id
  102. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  103. }
  104. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  105. // Skill DB
  106. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  107. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  108. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  109. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  110. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  111. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  112. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  113. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  114. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  115. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  116. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  117. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  118. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  119. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  120. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  121. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  122. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  123. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  124. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  125. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  126. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  127. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  128. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  129. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  130. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  131. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  132. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  133. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  134. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  135. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  136. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  137. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  138. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  139. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  140. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  141. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  142. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  143. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  144. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  145. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  146. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  147. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  148. int skill_tree_get_max(int id, int b_class)
  149. {
  150. int i;
  151. b_class = pc_class2idx(b_class);
  152. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  153. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  154. return skill_tree[b_class][i].max;
  155. else
  156. return skill_get_max(id);
  157. }
  158. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  159. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  160. int status_change_timer_sub(struct block_list *bl, va_list ap);
  161. int skill_attack_area(struct block_list *bl,va_list ap);
  162. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  163. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  164. int skill_greed(struct block_list *bl, va_list ap);
  165. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  166. static int skill_trap_splash(struct block_list *bl, va_list ap);
  167. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  168. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  169. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  170. static int skill_unit_effect(struct block_list *bl,va_list ap);
  171. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  172. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  173. int skill_get_casttype (int id)
  174. {
  175. int inf = skill_get_inf(id);
  176. if (inf&(INF_GROUND_SKILL))
  177. return CAST_GROUND;
  178. if (inf&INF_SUPPORT_SKILL)
  179. return CAST_NODAMAGE;
  180. if (inf&INF_SELF_SKILL) {
  181. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  182. return CAST_DAMAGE; //Combo skill.
  183. return CAST_NODAMAGE;
  184. }
  185. if (skill_get_nk(id)&NK_NO_DAMAGE)
  186. return CAST_NODAMAGE;
  187. return CAST_DAMAGE;
  188. };
  189. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  190. int skill_get_range2 (struct block_list *bl, int id, int lv)
  191. {
  192. int range;
  193. if( bl->type == BL_MOB && !(battle_config.mob_ai&0x400) )
  194. return 9; //Mobs have a range of 9 regardless of skill used.
  195. range = skill_get_range(id, lv);
  196. if( range < 0 )
  197. {
  198. if( battle_config.use_weapon_skill_range&bl->type )
  199. return status_get_range(bl);
  200. range *=-1;
  201. }
  202. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  203. switch( id )
  204. {
  205. case AC_SHOWER: case MA_SHOWER:
  206. case AC_DOUBLE: case MA_DOUBLE:
  207. case HT_BLITZBEAT:
  208. case AC_CHARGEARROW:
  209. case MA_CHARGEARROW:
  210. case SN_FALCONASSAULT:
  211. case SN_SHARPSHOOTING:
  212. case MA_SHARPSHOOTING:
  213. case HT_POWER:
  214. if( bl->type == BL_PC )
  215. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  216. else
  217. range += 10; //Assume level 10?
  218. break;
  219. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  220. case GS_RAPIDSHOWER:
  221. case GS_PIERCINGSHOT:
  222. case GS_FULLBUSTER:
  223. case GS_SPREADATTACK:
  224. case GS_GROUNDDRIFT:
  225. if (bl->type == BL_PC)
  226. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  227. else
  228. range += 10; //Assume level 10?
  229. break;
  230. case NJ_KIRIKAGE:
  231. if (bl->type == BL_PC)
  232. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  233. break;
  234. }
  235. if( !range && bl->type != BL_PC )
  236. return 9; // Enable non players to use self skills on others. [Skotlex]
  237. return range;
  238. }
  239. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  240. {
  241. int skill, heal;
  242. struct status_change* sc;
  243. if (skill_lv >= battle_config.max_heal_lv)
  244. return battle_config.max_heal;
  245. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  246. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  247. heal += heal * skill * 2 / 100;
  248. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  249. heal += heal * skill * 2 / 100;
  250. if(target && target->type == BL_MER)
  251. heal >>= 1;
  252. sc = status_get_sc(target);
  253. if( sc && sc->count )
  254. {
  255. if( sc->data[SC_CRITICALWOUND] )
  256. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  257. if( sc->data[SC_INCHEALRATE] )
  258. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  259. }
  260. return heal;
  261. }
  262. // Making plagiarize check its own function [Aru]
  263. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  264. {
  265. struct status_change* sc;
  266. sc = status_get_sc(bl);
  267. // Never copy NPC/Wedding Skills
  268. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  269. return 0;
  270. // High-class skills
  271. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  272. {
  273. if(battle_config.copyskill_restrict == 2)
  274. return 0;
  275. else if(battle_config.copyskill_restrict)
  276. return (sd->status.class_ == JOB_STALKER);
  277. }
  278. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  279. if ((skillid == AL_INCAGI || skillid == AL_BLESSING))
  280. return 0;
  281. return 1;
  282. }
  283. // [MouseJstr] - skill ok to cast? and when?
  284. int skillnotok (int skillid, struct map_session_data *sd)
  285. {
  286. int i,m;
  287. nullpo_retr (1, sd);
  288. m = sd->bl.m;
  289. i = skill_get_index(skillid);
  290. if (i == 0)
  291. return 1; // invalid skill id
  292. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  293. return 0; // GMs can do any damn thing they want
  294. if (sd->blockskill[i] > 0)
  295. return 1;
  296. // Check skill restrictions [Celest]
  297. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  298. return 1;
  299. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  300. return 1;
  301. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  302. return 1;
  303. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  304. return 1;
  305. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  306. return 1;
  307. switch (skillid) {
  308. case AL_WARP:
  309. if(map[m].flag.nowarp) {
  310. clif_skill_teleportmessage(sd,0);
  311. return 1;
  312. }
  313. return 0;
  314. break;
  315. case AL_TELEPORT:
  316. if(map[m].flag.noteleport) {
  317. clif_skill_teleportmessage(sd,0);
  318. return 1;
  319. }
  320. return 0;
  321. case WE_CALLPARTNER:
  322. case WE_CALLPARENT:
  323. case WE_CALLBABY:
  324. if (map[m].flag.nomemo) {
  325. clif_skill_teleportmessage(sd,1);
  326. return 1;
  327. }
  328. break;
  329. case MC_VENDING:
  330. case MC_IDENTIFY:
  331. return 0; // always allowed
  332. case WZ_ICEWALL:
  333. // noicewall flag [Valaris]
  334. if (map[m].flag.noicewall) {
  335. clif_skill_fail(sd,skillid,0,0);
  336. return 1;
  337. }
  338. break;
  339. case GD_EMERGENCYCALL:
  340. if (
  341. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  342. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  343. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  344. ) {
  345. clif_skill_fail(sd,skillid,0,0);
  346. return 1;
  347. }
  348. break;
  349. }
  350. return (map[m].flag.noskill);
  351. }
  352. int skillnotok_hom(int skillid, struct homun_data *hd)
  353. {
  354. int i = skill_get_index(skillid);
  355. nullpo_retr(1,hd);
  356. if (i == 0)
  357. return 1; // invalid skill id
  358. if (hd->blockskill[i] > 0)
  359. return 1;
  360. //Use master's criteria.
  361. return skillnotok(skillid, hd->master);
  362. }
  363. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  364. {
  365. int i = skill_get_index(skillid);
  366. nullpo_retr(1,md);
  367. if( i == 0 )
  368. return 1; // Invalid Skill ID
  369. if( md->blockskill[i] > 0 )
  370. return 1;
  371. return skillnotok(skillid, md->master);
  372. }
  373. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  374. {
  375. int pos = skill_get_unit_layout_type(skillid,skilllv);
  376. int dir;
  377. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  378. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  379. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  380. }
  381. if (pos != -1) // simple single-definition layout
  382. return &skill_unit_layout[pos];
  383. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  384. if (skillid == MG_FIREWALL)
  385. return &skill_unit_layout [firewall_unit_pos + dir];
  386. else if (skillid == WZ_ICEWALL)
  387. return &skill_unit_layout [icewall_unit_pos + dir];
  388. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  389. return &skill_unit_layout[0]; // default 1x1 layout
  390. }
  391. /*==========================================
  392. *
  393. *------------------------------------------*/
  394. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  395. {
  396. struct map_session_data *sd, *dstsd;
  397. struct mob_data *md, *dstmd;
  398. struct status_data *sstatus, *tstatus;
  399. struct status_change *sc, *tsc;
  400. enum sc_type status;
  401. int skill;
  402. int rate;
  403. nullpo_retr(0, src);
  404. nullpo_retr(0, bl);
  405. if(skillid < 0) return 0;
  406. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  407. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  408. return 0;
  409. sd = BL_CAST(BL_PC, src);
  410. md = BL_CAST(BL_MOB, src);
  411. dstsd = BL_CAST(BL_PC, bl);
  412. dstmd = BL_CAST(BL_MOB, bl);
  413. sc = status_get_sc(src);
  414. tsc = status_get_sc(bl);
  415. sstatus = status_get_status_data(src);
  416. tstatus = status_get_status_data(bl);
  417. if (!tsc) //skill additional effect is about adding effects to the target...
  418. //So if the target can't be inflicted with statuses, this is pointless.
  419. return 0;
  420. if( sd )
  421. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  422. if( sd->special_state.bonus_coma && !skillid)
  423. {
  424. rate = sd->weapon_coma_ele[tstatus->def_ele];
  425. rate += sd->weapon_coma_race[tstatus->race];
  426. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  427. if (rate)
  428. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  429. }
  430. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  431. { // Trigger status effects
  432. enum sc_type type;
  433. int i;
  434. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  435. {
  436. rate = sd->addeff[i].rate;
  437. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  438. rate += sd->addeff[i].arrow_rate;
  439. if( !rate ) continue;
  440. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
  441. { // Trigger has attack type consideration.
  442. if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
  443. continue;
  444. }
  445. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  446. { // Trigger has range consideration.
  447. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  448. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  449. continue; //Range Failed.
  450. }
  451. type = sd->addeff[i].id;
  452. skill = skill_get_time2(status_sc2skill(type),7);
  453. if (sd->addeff[i].flag&ATF_TARGET)
  454. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  455. if (sd->addeff[i].flag&ATF_SELF)
  456. status_change_start(src,type,rate,7,0,0,0,skill,0);
  457. }
  458. }
  459. if( skillid )
  460. { // Trigger status effects on skills
  461. enum sc_type type;
  462. int i;
  463. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  464. {
  465. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  466. continue;
  467. type = sd->addeff3[i].id;
  468. skill = skill_get_time2(status_sc2skill(type),7);
  469. if( sd->addeff3[i].target&ATF_TARGET )
  470. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  471. if( sd->addeff3[i].target&ATF_SELF )
  472. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  473. }
  474. }
  475. }
  476. if( dmg_lv < ATK_DEF ) // no damage, return;
  477. return 0;
  478. switch(skillid)
  479. {
  480. case 0: // Normal attacks (no skill used)
  481. {
  482. if(sd) {
  483. // Automatic trigger of Blitz Beat
  484. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  485. rand()%1000 <= sstatus->luk*10/3+1 ) {
  486. rate=(sd->status.job_level+9)/10;
  487. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  488. }
  489. // Gank
  490. if(dstmd && sd->status.weapon != W_BOW &&
  491. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  492. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  493. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  494. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  495. else
  496. clif_skill_fail(sd,RG_SNATCHER,0,0);
  497. }
  498. // Chance to trigger Taekwon kicks [Dralnu]
  499. if(sc && !sc->data[SC_COMBO]) {
  500. if(sc->data[SC_READYSTORM] &&
  501. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  502. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  503. ; //Stance triggered
  504. else if(sc->data[SC_READYDOWN] &&
  505. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  506. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  507. ; //Stance triggered
  508. else if(sc->data[SC_READYTURN] &&
  509. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  510. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  511. ; //Stance triggered
  512. else if(sc->data[SC_READYCOUNTER])
  513. { //additional chance from SG_FRIEND [Komurka]
  514. rate = 20;
  515. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  516. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  517. status_change_end(src,SC_SKILLRATE_UP,-1);
  518. }
  519. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  520. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  521. }
  522. }
  523. }
  524. if (sc) {
  525. struct status_change_entry *sce;
  526. // Enchant Poison gives a chance to poison attacked enemies
  527. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  528. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  529. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  530. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  531. if((sce=sc->data[SC_EDP]))
  532. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  533. skill_get_time2(ASC_EDP,sce->val1));
  534. }
  535. }
  536. break;
  537. case SM_BASH:
  538. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  539. //TODO: How much % per base level it actually is?
  540. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  541. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  542. }
  543. break;
  544. case MER_CRASH:
  545. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  546. break;
  547. case AS_VENOMKNIFE:
  548. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  549. skilllv = pc_checkskill(sd, TF_POISON);
  550. case TF_POISON:
  551. case AS_SPLASHER:
  552. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  553. && sd && skillid==TF_POISON
  554. )
  555. clif_skill_fail(sd,skillid,0,0);
  556. break;
  557. case AS_SONICBLOW:
  558. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  559. break;
  560. case WZ_FIREPILLAR:
  561. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  562. break;
  563. case MG_FROSTDIVER:
  564. case WZ_FROSTNOVA:
  565. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  566. break;
  567. case WZ_STORMGUST:
  568. //Tharis pointed out that this is normal freeze chance with a base of 300%
  569. if(tsc->sg_counter >= 3 &&
  570. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  571. tsc->sg_counter = 0;
  572. break;
  573. case WZ_METEOR:
  574. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  575. break;
  576. case WZ_VERMILION:
  577. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  578. break;
  579. case HT_FREEZINGTRAP:
  580. case MA_FREEZINGTRAP:
  581. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  582. break;
  583. case HT_FLASHER:
  584. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  585. break;
  586. case HT_LANDMINE:
  587. case MA_LANDMINE:
  588. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  589. break;
  590. case HT_SHOCKWAVE:
  591. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  592. break;
  593. case HT_SANDMAN:
  594. case MA_SANDMAN:
  595. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  596. break;
  597. case TF_SPRINKLESAND:
  598. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  599. break;
  600. case TF_THROWSTONE:
  601. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  602. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  603. break;
  604. case NPC_DARKCROSS:
  605. case CR_HOLYCROSS:
  606. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  607. break;
  608. case CR_GRANDCROSS:
  609. case NPC_GRANDDARKNESS:
  610. //Chance to cause blind status vs demon and undead element, but not against players
  611. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  612. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  613. break;
  614. case AM_ACIDTERROR:
  615. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  616. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  617. clif_emotion(bl,23);
  618. break;
  619. case AM_DEMONSTRATION:
  620. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  621. break;
  622. case CR_SHIELDCHARGE:
  623. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  624. break;
  625. case PA_PRESSURE:
  626. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  627. break;
  628. case RG_RAID:
  629. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  630. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  631. break;
  632. case BA_FROSTJOKER:
  633. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  634. break;
  635. case DC_SCREAM:
  636. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  637. break;
  638. case BD_LULLABY:
  639. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  640. break;
  641. case DC_UGLYDANCE:
  642. rate = 5+5*skilllv;
  643. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  644. rate += 5+skill;
  645. status_zap(bl, 0, rate);
  646. break;
  647. case SL_STUN:
  648. if (tstatus->size==1) //Only stuns mid-sized mobs.
  649. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  650. break;
  651. case NPC_PETRIFYATTACK:
  652. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  653. skilllv,0,0,skill_get_time(skillid,skilllv),
  654. skill_get_time2(skillid,skilllv));
  655. break;
  656. case NPC_CURSEATTACK:
  657. case NPC_SLEEPATTACK:
  658. case NPC_BLINDATTACK:
  659. case NPC_POISON:
  660. case NPC_SILENCEATTACK:
  661. case NPC_STUNATTACK:
  662. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  663. break;
  664. case NPC_ACIDBREATH:
  665. case NPC_ICEBREATH:
  666. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  667. break;
  668. case NPC_BLEEDING:
  669. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  670. break;
  671. case NPC_MENTALBREAKER:
  672. { //Based on observations by Tharis, Mental Breaker should do SP damage
  673. //equal to Matk*skLevel.
  674. rate = sstatus->matk_min;
  675. if (rate < sstatus->matk_max)
  676. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  677. rate*=skilllv;
  678. status_zap(bl, 0, rate);
  679. break;
  680. }
  681. // Equipment breaking monster skills [Celest]
  682. case NPC_WEAPONBRAKER:
  683. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  684. break;
  685. case NPC_ARMORBRAKE:
  686. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  687. break;
  688. case NPC_HELMBRAKE:
  689. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  690. break;
  691. case NPC_SHIELDBRAKE:
  692. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  693. break;
  694. case CH_TIGERFIST:
  695. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  696. break;
  697. case LK_SPIRALPIERCE:
  698. case ML_SPIRALPIERCE:
  699. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  700. break;
  701. case ST_REJECTSWORD:
  702. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  703. break;
  704. case PF_FOGWALL:
  705. if (src != bl && !tsc->data[SC_DELUGE])
  706. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  707. break;
  708. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  709. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  710. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  711. break;
  712. case LK_JOINTBEAT:
  713. status = status_skill2sc(skillid);
  714. if (tsc->jb_flag) {
  715. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  716. tsc->jb_flag = 0;
  717. }
  718. break;
  719. case ASC_METEORASSAULT:
  720. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  721. switch(rand()%3) {
  722. case 0:
  723. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  724. break;
  725. case 1:
  726. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  727. break;
  728. default:
  729. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  730. }
  731. break;
  732. case HW_NAPALMVULCAN:
  733. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  734. break;
  735. case WS_CARTTERMINATION: // Cart termination
  736. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  737. break;
  738. case CR_ACIDDEMONSTRATION:
  739. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  740. break;
  741. case TK_DOWNKICK:
  742. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  743. break;
  744. case TK_JUMPKICK:
  745. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  746. {// debuff the following statuses
  747. status_change_end(bl, SC_SPIRIT, -1);
  748. status_change_end(bl, SC_ADRENALINE2, -1);
  749. status_change_end(bl, SC_KAITE, -1);
  750. status_change_end(bl, SC_KAAHI, -1);
  751. status_change_end(bl, SC_ONEHAND, -1);
  752. status_change_end(bl, SC_ASPDPOTION2, -1);
  753. }
  754. break;
  755. case TK_TURNKICK:
  756. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  757. if(attack_type&BF_MISC) //70% base stun chance...
  758. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  759. break;
  760. case GS_BULLSEYE: //0.1% coma rate.
  761. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  762. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  763. break;
  764. case GS_PIERCINGSHOT:
  765. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  766. break;
  767. case NJ_HYOUSYOURAKU:
  768. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  769. break;
  770. case GS_FLING:
  771. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  772. break;
  773. case GS_DISARM:
  774. rate = 3*skilllv;
  775. if (sstatus->dex > tstatus->dex)
  776. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  777. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  779. break;
  780. case NPC_EVILLAND:
  781. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  782. break;
  783. case NPC_HELLJUDGEMENT:
  784. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  785. break;
  786. case NPC_CRITICALWOUND:
  787. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  788. break;
  789. }
  790. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  791. { //Pass heritage to Master for status causing effects. [Skotlex]
  792. sd = map_id2sd(md->master_id);
  793. src = sd?&sd->bl:src;
  794. }
  795. // Autospell when attacking
  796. if( sd && !status_isdead(bl) && src != bl && sd->autospell[0].id )
  797. {
  798. struct block_list *tbl;
  799. struct unit_data *ud;
  800. int i, skilllv;
  801. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  802. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  803. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  804. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  805. continue; // one or more trigger conditions were not fulfilled
  806. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  807. if (skillnotok(skill, sd))
  808. continue;
  809. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  810. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  811. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  812. if (rand()%1000 > rate)
  813. continue;
  814. if (sd->autospell[i].id < 0)
  815. tbl = src;
  816. else
  817. tbl = bl;
  818. switch (skill_get_casttype(skill)) {
  819. case CAST_GROUND:
  820. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  821. break;
  822. case CAST_NODAMAGE:
  823. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  824. break;
  825. case CAST_DAMAGE:
  826. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  827. break;
  828. }
  829. //Set canact delay. [Skotlex]
  830. ud = unit_bl2ud(src);
  831. if (ud) {
  832. rate = skill_delayfix(src, skill, skilllv);
  833. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  834. ud->canact_tick = tick+rate;
  835. if ( battle_config.display_status_timers && sd )
  836. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  837. }
  838. }
  839. break; //Only one auto skill comes off at a time.
  840. }
  841. }
  842. //Auto-script when attacking
  843. if( sd && src != bl && sd->autoscript[0].script )
  844. {
  845. int i;
  846. for( i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++ )
  847. {
  848. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  849. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  850. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  851. continue; // one or more trigger conditions were not fulfilled
  852. if( rand()%1000 > sd->autoscript[i].rate )
  853. continue;
  854. run_script(sd->autoscript[i].script,0,sd->autoscript[i].target?bl->id:src->id,0);
  855. break; //Have only one script execute at a time.
  856. }
  857. }
  858. //Polymorph
  859. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  860. dstmd && !(tstatus->mode&MD_BOSS) &&
  861. (rand()%10000 < sd->classchange))
  862. {
  863. struct mob_db *mob;
  864. int class_;
  865. skill = 0;
  866. do {
  867. do {
  868. class_ = rand() % MAX_MOB_DB;
  869. } while (!mobdb_checkid(class_));
  870. rate = rand() % 1000000;
  871. mob = mob_db(class_);
  872. } while (
  873. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  874. (skill++) < 2000);
  875. if (skill < 2000)
  876. mob_class_change(dstmd,class_);
  877. }
  878. return 0;
  879. }
  880. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  881. {
  882. int skill, skilllv, i;
  883. struct block_list *tbl;
  884. if( sd == NULL || skillid <= 0 )
  885. return 0;
  886. sd->state.skillonskill = 1;
  887. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  888. {
  889. if( sd->autospell3[i].flag != skillid )
  890. continue;
  891. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  892. if( skillnotok(skill, sd) )
  893. continue;
  894. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  895. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  896. if( sd->autospell3[i].id >= 0 && bl == NULL )
  897. continue; // No target
  898. if( rand()%1000 > sd->autospell3[i].rate )
  899. continue;
  900. if( sd->autospell3[i].id < 0 )
  901. tbl = &sd->bl;
  902. else
  903. tbl = bl;
  904. switch( skill_get_casttype(skill) )
  905. {
  906. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  907. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  908. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  909. }
  910. break;
  911. }
  912. if( sd->autoscript3[0].script )
  913. {
  914. for( i = 0; i < ARRAYLENGTH(sd->autoscript3) && sd->autoscript3[i].script; i++ )
  915. {
  916. if( sd->autoscript3[i].flag != skillid )
  917. continue;
  918. if( sd->autoscript3[i].target && bl == NULL )
  919. continue;
  920. if( rand()%1000 > sd->autoscript3[i].rate )
  921. continue;
  922. run_script(sd->autoscript3[i].script,0,sd->bl.id,0);
  923. break;
  924. }
  925. }
  926. sd->state.skillonskill = 0;
  927. return 1;
  928. }
  929. /* Splitted off from skill_additional_effect, which is never called when the
  930. * attack skill kills the enemy. Place in this function counter status effects
  931. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  932. * from cards) that will take effect on the source, not the target. [Skotlex]
  933. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  934. * type of skills, so not every instance of skill_additional_effect needs a call
  935. * to this one.
  936. */
  937. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  938. {
  939. int rate;
  940. struct map_session_data *sd=NULL;
  941. struct map_session_data *dstsd=NULL;
  942. struct status_change *tsc;
  943. nullpo_retr(0, src);
  944. nullpo_retr(0, bl);
  945. if(skillid < 0) return 0;
  946. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  947. tsc = status_get_sc(bl);
  948. if (tsc && !tsc->count)
  949. tsc = NULL;
  950. sd = BL_CAST(BL_PC, src);
  951. dstsd = BL_CAST(BL_PC, bl);
  952. switch(skillid){
  953. case 0: //Normal Attack
  954. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  955. tsc->data[SC_KAAHI]->val4 = add_timer(
  956. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  957. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  958. break;
  959. case MO_EXTREMITYFIST:
  960. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  961. break;
  962. case GS_FULLBUSTER:
  963. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  964. break;
  965. case HFLI_SBR44: //[orn]
  966. case HVAN_EXPLOSION:
  967. if(src->type == BL_HOM){
  968. TBL_HOM *hd = (TBL_HOM*)src;
  969. hd->homunculus.intimacy = 200;
  970. if (hd->master)
  971. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  972. }
  973. break;
  974. }
  975. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  976. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  977. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  978. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  979. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  980. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  981. ){ //Soul Drain should only work on targetted spells [Skotlex]
  982. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  983. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  984. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  985. }
  986. if(dstsd && attack_type&BF_WEAPON)
  987. { //Counter effects.
  988. enum sc_type type;
  989. int i, time;
  990. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  991. {
  992. rate = dstsd->addeff2[i].rate;
  993. if (attack_type&BF_LONG)
  994. rate+=dstsd->addeff2[i].arrow_rate;
  995. if (!rate) continue;
  996. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  997. { //Trigger has range consideration.
  998. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  999. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1000. continue; //Range Failed.
  1001. }
  1002. type = dstsd->addeff2[i].id;
  1003. time = skill_get_time2(status_sc2skill(type),7);
  1004. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1005. status_change_start(src,type,rate,7,0,0,0,time,0);
  1006. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1007. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1008. }
  1009. }
  1010. // Trigger counter-spells to retaliate against damage causing skills.
  1011. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  1012. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1013. {
  1014. struct block_list *tbl;
  1015. struct unit_data *ud;
  1016. int i, skillid, skilllv, rate;
  1017. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1018. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1019. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1020. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1021. continue; // one or more trigger conditions were not fulfilled
  1022. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1023. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1024. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1025. rate = dstsd->autospell2[i].rate;
  1026. if (attack_type&BF_LONG)
  1027. rate>>=1;
  1028. if (skillnotok(skillid, dstsd))
  1029. continue;
  1030. if (rand()%1000 > rate)
  1031. continue;
  1032. if (dstsd->autospell2[i].id < 0)
  1033. tbl = bl;
  1034. else
  1035. tbl = src;
  1036. switch (skill_get_casttype(skillid)) {
  1037. case CAST_GROUND:
  1038. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1039. break;
  1040. case CAST_NODAMAGE:
  1041. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1042. break;
  1043. case CAST_DAMAGE:
  1044. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1045. break;
  1046. }
  1047. //Set canact delay. [Skotlex]
  1048. ud = unit_bl2ud(bl);
  1049. if (ud) {
  1050. rate = skill_delayfix(bl, skillid, skilllv);
  1051. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1052. ud->canact_tick = tick+rate;
  1053. if ( battle_config.display_status_timers && dstsd )
  1054. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1055. }
  1056. }
  1057. break; //trigger only one auto-spell per hit.
  1058. }
  1059. }
  1060. //Auto-script when attacked
  1061. if( dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1062. {
  1063. int i;
  1064. for( i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++ )
  1065. {
  1066. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  1067. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  1068. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  1069. continue; // one or more trigger conditions were not fulfilled
  1070. if( rand()%1000 > dstsd->autoscript2[i].rate )
  1071. continue;
  1072. run_script(dstsd->autoscript2[i].script,0,dstsd->autoscript2[i].target?src->id:bl->id,0);
  1073. break; //Have only one script execute at a time.
  1074. }
  1075. }
  1076. return 0;
  1077. }
  1078. /*=========================================================================
  1079. Breaks equipment. On-non players causes the corresponding strip effect.
  1080. - rate goes from 0 to 10000 (100.00%)
  1081. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1082. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1083. --------------------------------------------------------------------------*/
  1084. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1085. {
  1086. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1087. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1088. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1089. struct status_change *sc = status_get_sc(bl);
  1090. int i,j;
  1091. TBL_PC *sd;
  1092. sd = BL_CAST(BL_PC, bl);
  1093. if (sc && !sc->count)
  1094. sc = NULL;
  1095. if (sd) {
  1096. if (sd->unbreakable_equip)
  1097. where &= ~sd->unbreakable_equip;
  1098. if (sd->unbreakable)
  1099. rate -= rate*sd->unbreakable/100;
  1100. if (where&EQP_WEAPON) {
  1101. switch (sd->status.weapon) {
  1102. case W_FIST: //Bare fists should not break :P
  1103. case W_1HAXE:
  1104. case W_2HAXE:
  1105. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1106. case W_2HMACE:
  1107. case W_STAFF:
  1108. case W_2HSTAFF:
  1109. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1110. case W_HUUMA:
  1111. where &= ~EQP_WEAPON;
  1112. }
  1113. }
  1114. }
  1115. if (flag&BCT_ENEMY) {
  1116. if (battle_config.equip_skill_break_rate != 100)
  1117. rate = rate*battle_config.equip_skill_break_rate/100;
  1118. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1119. if (battle_config.equip_self_break_rate != 100)
  1120. rate = rate*battle_config.equip_self_break_rate/100;
  1121. }
  1122. for (i = 0; i < 4; i++) {
  1123. if (where&where_list[i]) {
  1124. if (sc && sc->count && sc->data[scdef[i]])
  1125. where&=~where_list[i];
  1126. else if (rand()%10000 >= rate)
  1127. where&=~where_list[i];
  1128. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1129. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1130. }
  1131. }
  1132. if (!where) //Nothing to break.
  1133. return 0;
  1134. if (sd) {
  1135. for (i = 0; i < EQI_MAX; i++) {
  1136. j = sd->equip_index[i];
  1137. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1138. continue;
  1139. flag = 0;
  1140. switch(i) {
  1141. case EQI_HEAD_TOP: //Upper Head
  1142. flag = (where&EQP_HELM);
  1143. break;
  1144. case EQI_ARMOR: //Body
  1145. flag = (where&EQP_ARMOR);
  1146. break;
  1147. case EQI_HAND_R: //Left/Right hands
  1148. case EQI_HAND_L:
  1149. flag = (
  1150. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1151. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1152. break;
  1153. default:
  1154. continue;
  1155. }
  1156. if (flag) {
  1157. sd->status.inventory[j].attribute = 1;
  1158. pc_unequipitem(sd, j, 3);
  1159. }
  1160. }
  1161. clif_equiplist(sd);
  1162. }
  1163. return where; //Return list of pieces broken.
  1164. }
  1165. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1166. {
  1167. struct status_change *sc;
  1168. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1169. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1170. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1171. int i;
  1172. if (rand()%100 >= rate)
  1173. return 0;
  1174. sc = status_get_sc(bl);
  1175. if (!sc)
  1176. return 0;
  1177. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1178. if (where&pos[i] && sc->data[sc_def[i]])
  1179. where&=~pos[i];
  1180. }
  1181. if (!where) return 0;
  1182. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1183. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1184. where&=~pos[i];
  1185. }
  1186. return where?1:0;
  1187. }
  1188. /*=========================================================================
  1189. Used to knock back players, monsters, traps, etc
  1190. - 'count' is the number of squares to knock back
  1191. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1192. - if 'flag&0x1', position update packets must not be sent.
  1193. -------------------------------------------------------------------------*/
  1194. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1195. {
  1196. int dx = 0, dy = 0, nx, ny;
  1197. int ret;
  1198. struct skill_unit* su = NULL;
  1199. nullpo_retr(0, src);
  1200. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1201. return 0; //No knocking back in WoE
  1202. if (count == 0)
  1203. return 0; //Actual knockback distance is 0.
  1204. switch (target->type)
  1205. {
  1206. case BL_MOB:
  1207. {
  1208. struct mob_data* md = BL_CAST(BL_MOB, target);
  1209. if( md->class_ == MOBID_EMPERIUM )
  1210. return 0;
  1211. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1212. return 0;
  1213. }
  1214. break;
  1215. case BL_PC:
  1216. {
  1217. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1218. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
  1219. return 0; // Basilica caster can't be knocked-back
  1220. if( src != target && sd->special_state.no_knockback )
  1221. return 0;
  1222. }
  1223. break;
  1224. case BL_SKILL:
  1225. su = (struct skill_unit *)target;
  1226. if( su->group->unit_id == UNT_ANKLESNARE )
  1227. return 0; // ankle snare cannot be knocked back
  1228. break;
  1229. }
  1230. if (direction == -1) // <optimized>: do the computation here instead of outside
  1231. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1232. if (direction >= 0 && direction < 8)
  1233. { // take the reversed 'direction' and reverse it
  1234. dx = -dirx[direction];
  1235. dy = -diry[direction];
  1236. }
  1237. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1238. nx = ret>>16;
  1239. ny = ret&0xffff;
  1240. if (!su)
  1241. unit_stop_walking(target,0);
  1242. dx = nx - target->x;
  1243. dy = ny - target->y;
  1244. if (!dx && !dy) //Could not knockback.
  1245. return 0;
  1246. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1247. if(su)
  1248. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1249. else
  1250. map_moveblock(target, nx, ny, gettick());
  1251. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1252. if(!(flag&0x1))
  1253. clif_blown(target);
  1254. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1255. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1256. return count; //Return amount of knocked back cells.
  1257. }
  1258. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1259. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1260. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1261. {
  1262. struct status_change *sc = status_get_sc(bl);
  1263. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1264. // item-based reflection
  1265. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1266. return 1;
  1267. // status-based reflection
  1268. if( !sc || sc->count == 0 )
  1269. return 0;
  1270. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1271. return 1;
  1272. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1273. {// Kaite only works against non-players if they are low-level.
  1274. clif_specialeffect(bl, 438, AREA);
  1275. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1276. status_change_end(bl, SC_KAITE, -1);
  1277. return 1;
  1278. }
  1279. return 0;
  1280. }
  1281. /*
  1282. * =========================================================================
  1283. * Does a skill attack with the given properties.
  1284. * src is the master behind the attack (player/mob/pet)
  1285. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1286. * bl is the target to be attacked.
  1287. * flag can hold a bunch of information:
  1288. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1289. * (usually holds number of targets, or just 1 for simple splash attacks)
  1290. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1291. * packet shouldn't display a skill animation)
  1292. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1293. * client (causes player characters to not scream skill name)
  1294. *-------------------------------------------------------------------------*/
  1295. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1296. {
  1297. struct Damage dmg;
  1298. struct status_data *sstatus, *tstatus;
  1299. struct status_change *sc;
  1300. struct map_session_data *sd, *tsd;
  1301. int type,damage,rdamage=0;
  1302. if(skillid > 0 && skilllv <= 0) return 0;
  1303. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1304. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1305. nullpo_retr(0, bl); //Target to be attacked.
  1306. if (src != dsrc) {
  1307. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1308. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1309. return 0;
  1310. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1311. //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]
  1312. if (!status_check_skilluse(src, bl, skillid, 2))
  1313. return 0;
  1314. }
  1315. sd = BL_CAST(BL_PC, src);
  1316. tsd = BL_CAST(BL_PC, bl);
  1317. sstatus = status_get_status_data(src);
  1318. tstatus = status_get_status_data(bl);
  1319. sc= status_get_sc(bl);
  1320. if (sc && !sc->count) sc = NULL; //Don't need it.
  1321. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1322. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1323. return 0;
  1324. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1325. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1326. return 0;
  1327. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1328. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1329. //Skotlex: Adjusted to the new system
  1330. if(src->type==BL_PET)
  1331. { // [Valaris]
  1332. struct pet_data *pd = (TBL_PET*)src;
  1333. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1334. {
  1335. int element = skill_get_ele(skillid, skilllv);
  1336. if (skillid == -1)
  1337. element = sstatus->rhw.ele;
  1338. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1339. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1340. else
  1341. dmg.damage= skilllv;
  1342. dmg.damage2=0;
  1343. dmg.div_= pd->a_skill->div_;
  1344. }
  1345. }
  1346. if (attack_type&BF_MAGIC) {
  1347. if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
  1348. { //Magic reflection, switch caster/target
  1349. struct block_list *tbl = bl;
  1350. bl = src;
  1351. src = tbl;
  1352. sd = BL_CAST(BL_PC, src);
  1353. tsd = BL_CAST(BL_PC, bl);
  1354. sc = status_get_sc(bl);
  1355. if (sc && !sc->count)
  1356. sc = NULL; //Don't need it.
  1357. //Spirit of Wizard blocks bounced back spells.
  1358. if (sc && sc->data[SC_SPIRIT] &&
  1359. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1360. {
  1361. //It should only consume once per skill casted. Val3 is the skill
  1362. //id and val4 is the ID of the damage src, this should account for
  1363. //ground spells (and single target spells will be completed on
  1364. //castend_id) [Skotlex]
  1365. if (tsd && !(
  1366. sc->data[SC_SPIRIT]->val3 == skillid &&
  1367. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1368. ) { //Check if you have stone to consume.
  1369. type = pc_search_inventory (tsd, 7321);
  1370. if (type >= 0)
  1371. pc_delitem(tsd, type, 1, 0);
  1372. } else
  1373. type = 0;
  1374. if (type >= 0) {
  1375. dmg.damage = dmg.damage2 = 0;
  1376. dmg.dmg_lv = ATK_MISS;
  1377. sc->data[SC_SPIRIT]->val3 = skillid;
  1378. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1379. }
  1380. }
  1381. }
  1382. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1383. int sp = skill_get_sp(skillid,skilllv);
  1384. dmg.damage = dmg.damage2 = 0;
  1385. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1386. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1387. if(skillid == WZ_WATERBALL && skilllv > 1)
  1388. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1389. status_heal(bl, 0, sp, 2);
  1390. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1391. }
  1392. }
  1393. damage = dmg.damage + dmg.damage2;
  1394. if( (skillid == AL_INCAGI || skillid == AL_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1395. damage = 1;
  1396. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1397. && skillid != WS_CARTTERMINATION )
  1398. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1399. //Skill hit type
  1400. type=(skillid==0)?5:skill_get_hit(skillid);
  1401. if(damage < dmg.div_
  1402. //Only skills that knockback even when they miss. [Skotlex]
  1403. && skillid != CH_PALMSTRIKE)
  1404. dmg.blewcount = 0;
  1405. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1406. if(battle_config.gx_disptype) dsrc = src;
  1407. if(src == bl) type = 4;
  1408. else flag|=SD_ANIMATION;
  1409. }
  1410. if(skillid == NJ_TATAMIGAESHI) {
  1411. dsrc = src; //For correct knockback.
  1412. flag|=SD_ANIMATION;
  1413. }
  1414. if(sd) {
  1415. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1416. if (sd->sc.data[SC_COMBO])
  1417. { //End combo state after skill is invoked. [Skotlex]
  1418. switch (skillid) {
  1419. case TK_TURNKICK:
  1420. case TK_STORMKICK:
  1421. case TK_DOWNKICK:
  1422. case TK_COUNTER:
  1423. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1424. { //Extend combo time.
  1425. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1426. sd->skilllv_old = skilllv;
  1427. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1428. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1429. sd->sc.data[SC_COMBO]->timer = add_timer(
  1430. tick+sd->sc.data[SC_COMBO]->val4,
  1431. status_change_timer, src->id, SC_COMBO);
  1432. break;
  1433. }
  1434. unit_cancel_combo(src); // Cancel combo wait
  1435. break;
  1436. default:
  1437. status_change_end(src,SC_COMBO,-1);
  1438. }
  1439. }
  1440. switch(skillid)
  1441. {
  1442. case MO_TRIPLEATTACK:
  1443. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1444. flag=1;
  1445. break;
  1446. case MO_CHAINCOMBO:
  1447. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1448. flag=1;
  1449. break;
  1450. case MO_COMBOFINISH:
  1451. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1452. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1453. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1454. flag=1;
  1455. case CH_TIGERFIST:
  1456. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1457. flag=1;
  1458. case CH_CHAINCRUSH:
  1459. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1460. flag=1;
  1461. break;
  1462. case AC_DOUBLE:
  1463. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1464. {
  1465. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1466. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1467. clif_combo_delay(src,2000);
  1468. }
  1469. break;
  1470. case TK_COUNTER:
  1471. { //bonus from SG_FRIEND [Komurka]
  1472. int level;
  1473. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1474. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1475. }
  1476. break;
  1477. case SL_STIN:
  1478. case SL_STUN:
  1479. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1480. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1481. break;
  1482. case GS_FULLBUSTER:
  1483. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1484. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1485. break;
  1486. } //Switch End
  1487. if (flag) { //Possible to chain
  1488. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1489. if (flag < 0) flag = 0;
  1490. flag += 300 * battle_config.combo_delay_rate/100;
  1491. sc_start(src,SC_COMBO,100,skillid,flag);
  1492. clif_combo_delay(src, flag);
  1493. }
  1494. }
  1495. //Display damage.
  1496. switch( skillid )
  1497. {
  1498. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1499. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1500. break;
  1501. //Skills that need be passed as a normal attack for the client to display correctly.
  1502. case HVAN_EXPLOSION:
  1503. case NPC_SELFDESTRUCTION:
  1504. if(src->type==BL_PC)
  1505. dmg.blewcount = 10;
  1506. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1507. // fall through
  1508. case KN_AUTOCOUNTER:
  1509. case NPC_CRITICALSLASH:
  1510. case TF_DOUBLE:
  1511. case GS_CHAINACTION:
  1512. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1513. break;
  1514. case AS_SPLASHER:
  1515. if( flag&SD_ANIMATION ) // the surrounding targets
  1516. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1517. else // the central target doesn't display an animation
  1518. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1519. break;
  1520. default:
  1521. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1522. type = 5;
  1523. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1524. break;
  1525. }
  1526. map_freeblock_lock();
  1527. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1528. && pc_checkskill(tsd,RG_PLAGIARISM)
  1529. && (!sc || !sc->data[SC_PRESERVE])
  1530. && damage < tsd->status.hp)
  1531. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1532. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1533. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1534. {
  1535. int lv = skilllv;
  1536. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1537. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1538. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1539. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1540. }
  1541. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1542. lv = type;
  1543. tsd->cloneskill_id = skillid;
  1544. tsd->status.skill[skillid].id = skillid;
  1545. tsd->status.skill[skillid].lv = lv;
  1546. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1547. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1548. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1549. clif_skillinfoblock(tsd);
  1550. }
  1551. }
  1552. if( skillid != WZ_SIGHTRASHER &&
  1553. skillid != WZ_SIGHTBLASTER &&
  1554. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1555. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1556. bl->type == BL_SKILL && damage > 0 )
  1557. {
  1558. struct skill_unit* su = (struct skill_unit*)bl;
  1559. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1560. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1561. }
  1562. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1563. { //Skills with can't walk delay also stop normal attacking for that
  1564. //duration when the attack connects. [Skotlex]
  1565. struct unit_data *ud = unit_bl2ud(src);
  1566. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1567. ud->attackabletime = tick + type;
  1568. }
  1569. if( !dmg.amotion )
  1570. { //Instant damage
  1571. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1572. if( !status_isdead(bl) )
  1573. skill_additional_effect(src,bl,skillid,skilllv,attack_type,dmg.dmg_lv,tick);
  1574. if( damage > 0 ) //Counter status effects [Skotlex]
  1575. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1576. }
  1577. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1578. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1579. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1580. {
  1581. int direction = -1; // default
  1582. switch(skillid)
  1583. {
  1584. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1585. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1586. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1587. }
  1588. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1589. }
  1590. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1591. if (dmg.amotion)
  1592. battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1593. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1594. int rate = 50 + skilllv * 5;
  1595. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1596. if(rand()%100 < rate)
  1597. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1598. }
  1599. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1600. if (battle_config.left_cardfix_to_right)
  1601. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1602. else
  1603. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1604. }
  1605. if( rdamage > 0 )
  1606. {
  1607. if( dmg.amotion )
  1608. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1609. else
  1610. status_fix_damage(bl,src,rdamage,0);
  1611. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1612. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1613. if( tsd && src != bl )
  1614. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1615. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1616. }
  1617. if (!(flag&2) &&
  1618. (
  1619. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1620. ) &&
  1621. (sc = status_get_sc(src)) &&
  1622. sc->data[SC_DOUBLECAST] &&
  1623. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1624. {
  1625. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1626. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1627. }
  1628. map_freeblock_unlock();
  1629. return damage;
  1630. }
  1631. /*==========================================
  1632. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1633. * flagについて?F16?i?を確認
  1634. * MSB <- 00fTffff ->LSB
  1635. * T =タ?ゲット選?用(BCT_*)
  1636. * ffff=自由に使用可能
  1637. * 0 =予約?B0に固定
  1638. *------------------------------------------*/
  1639. static int skill_area_temp[8];
  1640. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1641. int skill_area_sub (struct block_list *bl, va_list ap)
  1642. {
  1643. struct block_list *src;
  1644. int skill_id,skill_lv,flag;
  1645. unsigned int tick;
  1646. SkillFunc func;
  1647. nullpo_retr(0, bl);
  1648. src=va_arg(ap,struct block_list *);
  1649. skill_id=va_arg(ap,int);
  1650. skill_lv=va_arg(ap,int);
  1651. tick=va_arg(ap,unsigned int);
  1652. flag=va_arg(ap,int);
  1653. func=va_arg(ap,SkillFunc);
  1654. if(battle_check_target(src,bl,flag) > 0)
  1655. {
  1656. // several splash skills need this initial dummy packet to display correctly
  1657. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1658. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1659. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1660. skill_area_temp[2]++;
  1661. return func(src,bl,skill_id,skill_lv,tick,flag);
  1662. }
  1663. return 0;
  1664. }
  1665. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1666. {
  1667. struct skill_unit *unit;
  1668. int skillid,g_skillid;
  1669. unit = (struct skill_unit *)bl;
  1670. if(bl->prev == NULL || bl->type != BL_SKILL)
  1671. return 0;
  1672. if(!unit->alive)
  1673. return 0;
  1674. skillid = va_arg(ap,int);
  1675. g_skillid = unit->group->skill_id;
  1676. switch (skillid)
  1677. {
  1678. case MG_SAFETYWALL:
  1679. case AL_PNEUMA:
  1680. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1681. return 0;
  1682. break;
  1683. case AL_WARP:
  1684. case HT_SKIDTRAP:
  1685. case MA_SKIDTRAP:
  1686. case HT_LANDMINE:
  1687. case MA_LANDMINE:
  1688. case HT_ANKLESNARE:
  1689. case HT_SHOCKWAVE:
  1690. case HT_SANDMAN:
  1691. case MA_SANDMAN:
  1692. case HT_FLASHER:
  1693. case HT_FREEZINGTRAP:
  1694. case MA_FREEZINGTRAP:
  1695. case HT_BLASTMINE:
  1696. case HT_CLAYMORETRAP:
  1697. case HT_TALKIEBOX:
  1698. case HP_BASILICA:
  1699. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1700. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1701. return 0;
  1702. break;
  1703. default: //Avoid stacking with same kind of trap. [Skotlex]
  1704. if (g_skillid != skillid)
  1705. return 0;
  1706. break;
  1707. }
  1708. return 1;
  1709. }
  1710. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1711. {
  1712. //Non players do not check for the skill's splash-trigger area.
  1713. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1714. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1715. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1716. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1717. return 0;
  1718. }
  1719. range += layout_type;
  1720. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1721. }
  1722. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1723. {
  1724. int skillid;
  1725. if(bl->prev == NULL)
  1726. return 0;
  1727. skillid = va_arg(ap,int);
  1728. if( status_isdead(bl) && skillid != AL_WARP )
  1729. return 0;
  1730. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1731. return 0;
  1732. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1733. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1734. return 1;
  1735. }
  1736. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1737. {
  1738. int range, type;
  1739. switch (skillid) { // to be expanded later
  1740. case WZ_ICEWALL:
  1741. range = 2;
  1742. break;
  1743. default:
  1744. {
  1745. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1746. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1747. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1748. return 0;
  1749. }
  1750. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1751. }
  1752. break;
  1753. }
  1754. // if the caster is a monster/NPC, only check for players
  1755. // otherwise just check characters
  1756. if (bl->type == BL_PC)
  1757. type = BL_CHAR;
  1758. else
  1759. type = BL_PC;
  1760. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1761. x - range, y - range, x + range, y + range,
  1762. type, skillid);
  1763. }
  1764. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1765. {
  1766. struct map_session_data *sd;
  1767. int gid, id, strvit, agidex;
  1768. sd = (struct map_session_data *)bl;
  1769. id = va_arg(ap,int);
  1770. gid = va_arg(ap,int);
  1771. if (sd->status.guild_id != gid)
  1772. return 0;
  1773. if(id == sd->bl.id && battle_config.guild_aura&16)
  1774. return 0;
  1775. strvit = va_arg(ap,int);
  1776. agidex = va_arg(ap,int);
  1777. if (sd->sc.data[SC_GUILDAURA]) {
  1778. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1779. if (sce->val3 != strvit || sce->val4 != agidex) {
  1780. sce->val3 = strvit;
  1781. sce->val4 = agidex;
  1782. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1783. }
  1784. return 0;
  1785. }
  1786. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1787. return 1;
  1788. }
  1789. /*==========================================
  1790. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1791. * Flag:
  1792. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1793. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1794. *------------------------------------------*/
  1795. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1796. {
  1797. struct status_data *status;
  1798. struct map_session_data *sd = NULL;
  1799. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1800. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1801. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1802. return 0;
  1803. nullpo_retr(0,bl);
  1804. switch( bl->type )
  1805. {
  1806. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1807. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1808. }
  1809. status = status_get_status_data(bl);
  1810. if( (j = skill_get_index(skill)) == 0 )
  1811. return 0;
  1812. // Requeriments
  1813. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1814. {
  1815. itemid[i] = skill_db[j].itemid[i];
  1816. amount[i] = skill_db[j].amount[i];
  1817. }
  1818. hp = skill_db[j].hp[lv-1];
  1819. sp = skill_db[j].sp[lv-1];
  1820. hp_rate = skill_db[j].hp_rate[lv-1];
  1821. sp_rate = skill_db[j].sp_rate[lv-1];
  1822. state = skill_db[j].state;
  1823. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1824. hp += (status->max_hp * mhp) / 100;
  1825. if( hp_rate > 0 )
  1826. hp += (status->hp * hp_rate) / 100;
  1827. else
  1828. hp += (status->max_hp * (-hp_rate)) / 100;
  1829. if( sp_rate > 0 )
  1830. sp += (status->sp * sp_rate) / 100;
  1831. else
  1832. sp += (status->max_sp * (-sp_rate)) / 100;
  1833. if( bl->type == BL_HOM )
  1834. { // Intimacy Requeriments
  1835. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1836. switch( skill )
  1837. {
  1838. case HFLI_SBR44:
  1839. if( hd->homunculus.intimacy <= 200 )
  1840. return 0;
  1841. break;
  1842. case HVAN_EXPLOSION:
  1843. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1844. return 0;
  1845. break;
  1846. }
  1847. }
  1848. if( !(type&2) )
  1849. {
  1850. if( hp > 0 && status->hp <= (unsigned int)hp )
  1851. {
  1852. clif_skill_fail(sd, skill, 2, 0);
  1853. return 0;
  1854. }
  1855. if( sp > 0 && status->sp <= (unsigned int)sp )
  1856. {
  1857. clif_skill_fail(sd, skill, 1, 0);
  1858. return 0;
  1859. }
  1860. }
  1861. if( !type )
  1862. switch( state )
  1863. {
  1864. case ST_MOVE_ENABLE:
  1865. if( !unit_can_move(bl) )
  1866. {
  1867. clif_skill_fail(sd, skill, 0, 0);
  1868. return 0;
  1869. }
  1870. break;
  1871. }
  1872. if( !(type&1) )
  1873. return 1;
  1874. // Check item existences
  1875. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1876. {
  1877. index[i] = -1;
  1878. if( itemid[i] < 1 ) continue; // No item
  1879. index[i] = pc_search_inventory(sd, itemid[i]);
  1880. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1881. {
  1882. clif_skill_fail(sd, skill, 0, 0);
  1883. return 0;
  1884. }
  1885. }
  1886. // Consume items
  1887. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1888. {
  1889. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
  1890. }
  1891. if( type&2 )
  1892. return 1;
  1893. if( sp || hp )
  1894. status_zap(bl, hp, sp);
  1895. return 1;
  1896. }
  1897. /*==========================================
  1898. *
  1899. *------------------------------------------*/
  1900. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1901. {
  1902. return 1;
  1903. }
  1904. /*==========================================
  1905. *
  1906. *------------------------------------------*/
  1907. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  1908. {
  1909. struct block_list *src = map_id2bl(id),*target;
  1910. struct unit_data *ud = unit_bl2ud(src);
  1911. struct skill_timerskill *skl = NULL;
  1912. int range;
  1913. nullpo_retr(0, src);
  1914. nullpo_retr(0, ud);
  1915. skl = ud->skilltimerskill[data];
  1916. nullpo_retr(0, skl);
  1917. ud->skilltimerskill[data] = NULL;
  1918. do {
  1919. if(src->prev == NULL)
  1920. break;
  1921. if(skl->target_id) {
  1922. target = map_id2bl(skl->target_id);
  1923. if(!target && skl->skill_id == RG_INTIMIDATE)
  1924. target = src; //Required since it has to warp.
  1925. if(target == NULL)
  1926. break;
  1927. if(target->prev == NULL)
  1928. break;
  1929. if(src->m != target->m)
  1930. break;
  1931. if(status_isdead(src))
  1932. break;
  1933. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1934. break;
  1935. switch(skl->skill_id) {
  1936. case RG_INTIMIDATE:
  1937. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1938. short x,y;
  1939. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1940. if (target != src && !status_isdead(target))
  1941. unit_warp(target, -1, x, y, 3);
  1942. }
  1943. break;
  1944. case BA_FROSTJOKER:
  1945. case DC_SCREAM:
  1946. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1947. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1948. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1949. break;
  1950. case WZ_WATERBALL:
  1951. if (!status_isdead(target))
  1952. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1953. if (skl->type>1 && !status_isdead(target)) {
  1954. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1955. } else {
  1956. struct status_change *sc = status_get_sc(src);
  1957. if(sc) {
  1958. if(sc->data[SC_MAGICPOWER])
  1959. status_change_end(src,SC_MAGICPOWER,-1);
  1960. if(sc->data[SC_SPIRIT] &&
  1961. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1962. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1963. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1964. }
  1965. }
  1966. break;
  1967. default:
  1968. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1969. break;
  1970. }
  1971. }
  1972. else {
  1973. if(src->m != skl->map)
  1974. break;
  1975. switch( skl->skill_id )
  1976. {
  1977. case WZ_METEOR:
  1978. if( skl->type >= 0 )
  1979. {
  1980. int x = skl->type>>16, y = skl->type&0xFFFF;
  1981. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  1982. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  1983. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  1984. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1985. }
  1986. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  1987. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1988. break;
  1989. }
  1990. }
  1991. } while (0);
  1992. //Free skl now that it is no longer needed.
  1993. ers_free(skill_timer_ers, skl);
  1994. return 0;
  1995. }
  1996. /*==========================================
  1997. *
  1998. *------------------------------------------*/
  1999. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2000. {
  2001. int i;
  2002. struct unit_data *ud;
  2003. nullpo_retr(1, src);
  2004. ud = unit_bl2ud(src);
  2005. nullpo_retr(1, ud);
  2006. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2007. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2008. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2009. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2010. ud->skilltimerskill[i]->src_id = src->id;
  2011. ud->skilltimerskill[i]->target_id = target;
  2012. ud->skilltimerskill[i]->skill_id = skill_id;
  2013. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2014. ud->skilltimerskill[i]->map = src->m;
  2015. ud->skilltimerskill[i]->x = x;
  2016. ud->skilltimerskill[i]->y = y;
  2017. ud->skilltimerskill[i]->type = type;
  2018. ud->skilltimerskill[i]->flag = flag;
  2019. return 0;
  2020. }
  2021. /*==========================================
  2022. *
  2023. *------------------------------------------*/
  2024. int skill_cleartimerskill (struct block_list *src)
  2025. {
  2026. int i;
  2027. struct unit_data *ud;
  2028. nullpo_retr(0, src);
  2029. ud = unit_bl2ud(src);
  2030. nullpo_retr(0, ud);
  2031. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2032. if(ud->skilltimerskill[i]) {
  2033. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2034. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2035. ud->skilltimerskill[i]=NULL;
  2036. }
  2037. }
  2038. return 1;
  2039. }
  2040. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2041. {
  2042. TBL_SKILL *su = (TBL_SKILL*)bl;
  2043. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2044. { //Reveal trap.
  2045. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2046. //clif_changetraplook(bl, su->group->unit_id);
  2047. clif_skill_setunit(su);
  2048. return 1;
  2049. }
  2050. return 0;
  2051. }
  2052. /*==========================================
  2053. *
  2054. *
  2055. *------------------------------------------*/
  2056. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2057. {
  2058. struct map_session_data *sd = NULL, *tsd = NULL;
  2059. struct status_data *tstatus;
  2060. struct status_change *sc;
  2061. if (skillid > 0 && skilllv <= 0) return 0;
  2062. nullpo_retr(1, src);
  2063. nullpo_retr(1, bl);
  2064. if (src->m != bl->m)
  2065. return 1;
  2066. if (bl->prev == NULL)
  2067. return 1;
  2068. sd = BL_CAST(BL_PC, src);
  2069. tsd = BL_CAST(BL_PC, bl);
  2070. if (status_isdead(bl))
  2071. return 1;
  2072. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2073. { //GTB makes all targetted magic display miss with a single bolt.
  2074. sc_type sct = status_skill2sc(skillid);
  2075. if(sct != SC_NONE)
  2076. status_change_end(bl, sct, -1);
  2077. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2078. return 1;
  2079. }
  2080. sc = status_get_sc(src);
  2081. if (sc && !sc->count)
  2082. sc = NULL; //Unneeded
  2083. tstatus = status_get_status_data(bl);
  2084. map_freeblock_lock();
  2085. switch(skillid)
  2086. {
  2087. case MER_CRASH:
  2088. case SM_BASH:
  2089. case MS_BASH:
  2090. case MC_MAMMONITE:
  2091. case TF_DOUBLE:
  2092. case AC_DOUBLE:
  2093. case MA_DOUBLE:
  2094. case AS_SONICBLOW:
  2095. case KN_PIERCE:
  2096. case ML_PIERCE:
  2097. case KN_SPEARBOOMERANG:
  2098. case TF_POISON:
  2099. case TF_SPRINKLESAND:
  2100. case AC_CHARGEARROW:
  2101. case MA_CHARGEARROW:
  2102. case RG_INTIMIDATE:
  2103. case AM_ACIDTERROR:
  2104. case BA_MUSICALSTRIKE:
  2105. case DC_THROWARROW:
  2106. case BA_DISSONANCE:
  2107. case CR_HOLYCROSS:
  2108. case NPC_DARKCROSS:
  2109. case CR_SHIELDCHARGE:
  2110. case CR_SHIELDBOOMERANG:
  2111. case NPC_PIERCINGATT:
  2112. case NPC_MENTALBREAKER:
  2113. case NPC_RANGEATTACK:
  2114. case NPC_CRITICALSLASH:
  2115. case NPC_COMBOATTACK:
  2116. case NPC_GUIDEDATTACK:
  2117. case NPC_POISON:
  2118. case NPC_RANDOMATTACK:
  2119. case NPC_WATERATTACK:
  2120. case NPC_GROUNDATTACK:
  2121. case NPC_FIREATTACK:
  2122. case NPC_WINDATTACK:
  2123. case NPC_POISONATTACK:
  2124. case NPC_HOLYATTACK:
  2125. case NPC_DARKNESSATTACK:
  2126. case NPC_TELEKINESISATTACK:
  2127. case NPC_UNDEADATTACK:
  2128. case NPC_ARMORBRAKE:
  2129. case NPC_WEAPONBRAKER:
  2130. case NPC_HELMBRAKE:
  2131. case NPC_SHIELDBRAKE:
  2132. case NPC_BLINDATTACK:
  2133. case NPC_SILENCEATTACK:
  2134. case NPC_STUNATTACK:
  2135. case NPC_PETRIFYATTACK:
  2136. case NPC_CURSEATTACK:
  2137. case NPC_SLEEPATTACK:
  2138. case LK_AURABLADE:
  2139. case LK_SPIRALPIERCE:
  2140. case ML_SPIRALPIERCE:
  2141. case LK_HEADCRUSH:
  2142. case CG_ARROWVULCAN:
  2143. case HW_MAGICCRASHER:
  2144. case ITM_TOMAHAWK:
  2145. case MO_TRIPLEATTACK:
  2146. case CH_CHAINCRUSH:
  2147. case CH_TIGERFIST:
  2148. case PA_SHIELDCHAIN: // Shield Chain
  2149. case PA_SACRIFICE:
  2150. case WS_CARTTERMINATION: // Cart Termination
  2151. case AS_VENOMKNIFE:
  2152. case HT_PHANTASMIC:
  2153. case HT_POWER:
  2154. case TK_DOWNKICK:
  2155. case TK_COUNTER:
  2156. case GS_CHAINACTION:
  2157. case GS_TRIPLEACTION:
  2158. case GS_MAGICALBULLET:
  2159. case GS_TRACKING:
  2160. case GS_PIERCINGSHOT:
  2161. case GS_RAPIDSHOWER:
  2162. case GS_DUST:
  2163. case GS_DISARM: // Added disarm. [Reddozen]
  2164. case GS_FULLBUSTER:
  2165. case NJ_SYURIKEN:
  2166. case NJ_KUNAI:
  2167. case ASC_BREAKER:
  2168. case HFLI_MOON: //[orn]
  2169. case HFLI_SBR44: //[orn]
  2170. case NPC_BLEEDING:
  2171. case NPC_CRITICALWOUND:
  2172. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2173. break;
  2174. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2175. switch( rand()%6 ){
  2176. case 0: flag |= BREAK_ANKLE; break;
  2177. case 1: flag |= BREAK_WRIST; break;
  2178. case 2: flag |= BREAK_KNEE; break;
  2179. case 3: flag |= BREAK_SHOULDER; break;
  2180. case 4: flag |= BREAK_WAIST; break;
  2181. case 5: flag |= BREAK_NECK; break;
  2182. }
  2183. //TODO: is there really no cleaner way to do this?
  2184. sc = status_get_sc(bl);
  2185. if (sc) sc->jb_flag = flag;
  2186. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2187. break;
  2188. case MO_COMBOFINISH:
  2189. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2190. { //Becomes a splash attack when Soul Linked.
  2191. map_foreachinrange(skill_area_sub, bl,
  2192. skill_get_splash(skillid, skilllv),splash_target(src),
  2193. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2194. skill_castend_damage_id);
  2195. } else
  2196. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2197. break;
  2198. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2199. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2200. skill_area_temp[1] = 0;
  2201. map_foreachinrange(skill_attack_area, src,
  2202. skill_get_splash(skillid, skilllv), splash_target(src),
  2203. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2204. break;
  2205. case KN_CHARGEATK:
  2206. {
  2207. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2208. unsigned int dist = distance_bl(src, bl);
  2209. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2210. // teleport to target (if not on WoE grounds)
  2211. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2212. clif_slide(src, bl->x, bl->y);
  2213. // cause damage and knockback if the path to target was a straight one
  2214. if( path )
  2215. {
  2216. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2217. skill_blown(src, bl, dist, dir, 0);
  2218. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2219. // make the caster look in the direction of the target
  2220. unit_setdir(src, (dir+4)%8);
  2221. }
  2222. }
  2223. break;
  2224. case TK_JUMPKICK:
  2225. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2226. {
  2227. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2228. clif_slide(src,bl->x,bl->y);
  2229. }
  2230. break;
  2231. case SN_SHARPSHOOTING:
  2232. case MA_SHARPSHOOTING:
  2233. case NJ_KAMAITACHI:
  2234. //It won't shoot through walls since on castend there has to be a direct
  2235. //line of sight between caster and target.
  2236. skill_area_temp[1] = bl->id;
  2237. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2238. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2239. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2240. break;
  2241. case NPC_ACIDBREATH:
  2242. case NPC_DARKNESSBREATH:
  2243. case NPC_FIREBREATH:
  2244. case NPC_ICEBREATH:
  2245. case NPC_THUNDERBREATH:
  2246. skill_area_temp[1] = bl->id;
  2247. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2248. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2249. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2250. break;
  2251. case MO_INVESTIGATE:
  2252. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2253. if (sc && sc->data[SC_BLADESTOP])
  2254. status_change_end(src,SC_BLADESTOP,-1);
  2255. break;
  2256. case RG_BACKSTAP:
  2257. {
  2258. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2259. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2260. if (sc && sc->data[SC_HIDING])
  2261. status_change_end(src, SC_HIDING, -1);
  2262. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2263. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2264. unit_setdir(bl,dir);
  2265. }
  2266. else if (sd)
  2267. clif_skill_fail(sd,skillid,0,0);
  2268. }
  2269. break;
  2270. case MO_FINGEROFFENSIVE:
  2271. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2272. if (battle_config.finger_offensive_type && sd) {
  2273. int i;
  2274. for (i = 1; i < sd->spiritball_old; i++)
  2275. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2276. }
  2277. if (sc && sc->data[SC_BLADESTOP])
  2278. status_change_end(src,SC_BLADESTOP,-1);
  2279. break;
  2280. case MO_CHAINCOMBO:
  2281. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2282. if (sc && sc->data[SC_BLADESTOP])
  2283. status_change_end(src,SC_BLADESTOP,-1);
  2284. break;
  2285. case NJ_ISSEN:
  2286. status_change_end(src,SC_NEN,-1);
  2287. status_change_end(src,SC_HIDING,-1);
  2288. // fall through
  2289. case MO_EXTREMITYFIST:
  2290. if( skillid == MO_EXTREMITYFIST )
  2291. {
  2292. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2293. status_change_end(src,SC_BLADESTOP,-1);
  2294. }
  2295. //Client expects you to move to target regardless of distance
  2296. {
  2297. struct unit_data *ud = unit_bl2ud(src);
  2298. short dx,dy;
  2299. int i,speed;
  2300. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2301. dx = bl->x - src->x;
  2302. dy = bl->y - src->y;
  2303. if (dx < 0) dx-=i;
  2304. else if (dx > 0) dx+=i;
  2305. if (dy < 0) dy-=i;
  2306. else if (dy > 0) dy+=i;
  2307. if (!dx && !dy) dy++;
  2308. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2309. {
  2310. dx = bl->x;
  2311. dy = bl->y;
  2312. } else {
  2313. dx = src->x + dx;
  2314. dy = src->y + dy;
  2315. }
  2316. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2317. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2318. //Increase can't walk delay to not alter your walk path
  2319. ud->canmove_tick = tick;
  2320. speed = status_get_speed(src);
  2321. for (i = 0; i < ud->walkpath.path_len; i ++)
  2322. {
  2323. if(ud->walkpath.path[i]&1)
  2324. ud->canmove_tick+=7*speed/5;
  2325. else
  2326. ud->canmove_tick+=speed;
  2327. }
  2328. }
  2329. }
  2330. break;
  2331. //Splash attack skills.
  2332. case AS_GRIMTOOTH:
  2333. case MC_CARTREVOLUTION:
  2334. case NPC_SPLASHATTACK:
  2335. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2336. case AS_SPLASHER:
  2337. case SM_MAGNUM:
  2338. case MS_MAGNUM:
  2339. case HT_BLITZBEAT:
  2340. case AC_SHOWER:
  2341. case MA_SHOWER:
  2342. case MG_NAPALMBEAT:
  2343. case MG_FIREBALL:
  2344. case RG_RAID:
  2345. case HW_NAPALMVULCAN:
  2346. case NJ_HUUMA:
  2347. case NJ_BAKUENRYU:
  2348. case ASC_METEORASSAULT:
  2349. case GS_DESPERADO:
  2350. case GS_SPREADATTACK:
  2351. case NPC_EARTHQUAKE:
  2352. case NPC_PULSESTRIKE:
  2353. case NPC_HELLJUDGEMENT:
  2354. if( flag&1 )
  2355. { //Recursive invocation
  2356. // skill_area_temp[0] holds number of targets in area
  2357. // skill_area_temp[1] holds the id of the original target
  2358. // skill_area_temp[2] counts how many targets have already been processed
  2359. int sflag = skill_area_temp[0] & 0xFFF;
  2360. if( flag&SD_LEVEL )
  2361. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2362. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2363. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2364. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2365. }
  2366. else
  2367. {
  2368. if ( skillid == NJ_BAKUENRYU )
  2369. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2370. skill_area_temp[0] = 0;
  2371. skill_area_temp[1] = bl->id;
  2372. skill_area_temp[2] = 0;
  2373. // if skill damage should be split among targets, count them
  2374. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2375. //special case: Venom Splasher uses a different range for searching than for splashing
  2376. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2377. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2378. // recursive invocation of skill_castend_damage_id() with flag|1
  2379. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2380. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2381. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2382. { // Initiate 10% of your damage becomes fire element.
  2383. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2384. if( sd )
  2385. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2386. if( bl->type == BL_MER )
  2387. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2388. }
  2389. }
  2390. break;
  2391. case KN_BRANDISHSPEAR:
  2392. case ML_BRANDISH:
  2393. //Coded apart for it needs the flag passed to the damage calculation.
  2394. if (skill_area_temp[1] != bl->id)
  2395. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2396. else
  2397. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2398. break;
  2399. case KN_BOWLINGBASH:
  2400. case MS_BOWLINGBASH:
  2401. if(flag&1){
  2402. if(bl->id==skill_area_temp[1])
  2403. break;
  2404. //two hits for 500%
  2405. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2406. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2407. } else {
  2408. int i,c;
  2409. c = skill_get_blewcount(skillid,skilllv);
  2410. // keep moving target in the direction that src is looking, square by square
  2411. for(i=0;i<c;i++){
  2412. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2413. break; //Can't knockback
  2414. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2415. if( skill_area_temp[0] > 1 ) break; // collision
  2416. }
  2417. clif_blown(bl); //Update target pos.
  2418. if (i!=c) { //Splash
  2419. skill_area_temp[1] = bl->id;
  2420. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2421. }
  2422. //Weirdo dual-hit property, two attacks for 500%
  2423. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2424. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2425. }
  2426. break;
  2427. case KN_SPEARSTAB:
  2428. if(flag&1) {
  2429. if (bl->id==skill_area_temp[1])
  2430. break;
  2431. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2432. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2433. } else {
  2434. int x=bl->x,y=bl->y,i,dir;
  2435. dir = map_calc_dir(bl,src->x,src->y);
  2436. skill_area_temp[1] = bl->id;
  2437. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2438. // all the enemies between the caster and the target are hit, as well as the target
  2439. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2440. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2441. for (i=0;i<4;i++) {
  2442. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2443. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2444. x += dirx[dir];
  2445. y += diry[dir];
  2446. }
  2447. }
  2448. break;
  2449. case TK_TURNKICK:
  2450. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2451. {
  2452. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2453. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2454. map_foreachinrange(skill_area_sub,bl,
  2455. skill_get_splash(skillid, skilllv),BL_CHAR,
  2456. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2457. skill_castend_nodamage_id);
  2458. }
  2459. break;
  2460. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2461. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2462. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2463. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2464. break;
  2465. case PR_TURNUNDEAD:
  2466. case ALL_RESURRECTION:
  2467. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2468. break;
  2469. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2470. break;
  2471. case MG_SOULSTRIKE:
  2472. case NPC_DARKSTRIKE:
  2473. case MG_COLDBOLT:
  2474. case MG_FIREBOLT:
  2475. case MG_LIGHTNINGBOLT:
  2476. case WZ_EARTHSPIKE:
  2477. case AL_HEAL:
  2478. case AL_HOLYLIGHT:
  2479. case WZ_JUPITEL:
  2480. case NPC_DARKTHUNDER:
  2481. case PR_ASPERSIO:
  2482. case MG_FROSTDIVER:
  2483. case WZ_SIGHTBLASTER:
  2484. case WZ_SIGHTRASHER:
  2485. case NJ_KOUENKA:
  2486. case NJ_HYOUSENSOU:
  2487. case NJ_HUUJIN:
  2488. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2489. break;
  2490. case NPC_MAGICALATTACK:
  2491. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2492. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2493. break;
  2494. case HVAN_CAPRICE: //[blackhole89]
  2495. {
  2496. int ran=rand()%4;
  2497. int sid = 0;
  2498. switch(ran)
  2499. {
  2500. case 0: sid=MG_COLDBOLT; break;
  2501. case 1: sid=MG_FIREBOLT; break;
  2502. case 2: sid=MG_LIGHTNINGBOLT; break;
  2503. case 3: sid=WZ_EARTHSPIKE; break;
  2504. }
  2505. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2506. }
  2507. break;
  2508. case WZ_WATERBALL:
  2509. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2510. {
  2511. int range = skilllv / 2;
  2512. int maxlv = skill_get_max(skillid); // learnable level
  2513. int count = 0;
  2514. int x, y;
  2515. struct skill_unit* unit;
  2516. if( skilllv > maxlv )
  2517. {
  2518. if( src->type == BL_MOB && skilllv == 10 )
  2519. range = 4;
  2520. else
  2521. range = maxlv / 2;
  2522. }
  2523. for( y = src->y - range; y <= src->y + range; ++y )
  2524. for( x = src->x - range; x <= src->x + range; ++x )
  2525. {
  2526. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  2527. {
  2528. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  2529. count++; // natural water cell
  2530. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2531. {
  2532. count++; // skill-induced water cell
  2533. skill_delunit(unit); // consume cell
  2534. }
  2535. }
  2536. }
  2537. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2538. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2539. }
  2540. break;
  2541. case PR_BENEDICTIO:
  2542. //Should attack undead and demons. [Skotlex]
  2543. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2544. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2545. break;
  2546. case SL_SMA:
  2547. if (sc && sc->data[SC_SMA])
  2548. status_change_end(src,SC_SMA,-1);
  2549. case SL_STIN:
  2550. case SL_STUN:
  2551. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2552. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2553. clif_skill_fail(sd,skillid,0,0);
  2554. break;
  2555. }
  2556. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2557. break;
  2558. case NPC_DARKBREATH:
  2559. clif_emotion(src,7);
  2560. case SN_FALCONASSAULT:
  2561. case PA_PRESSURE:
  2562. case CR_ACIDDEMONSTRATION:
  2563. case TF_THROWSTONE:
  2564. case NPC_SMOKING:
  2565. case GS_FLING:
  2566. case NJ_ZENYNAGE:
  2567. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2568. break;
  2569. case HVAN_EXPLOSION:
  2570. case NPC_SELFDESTRUCTION:
  2571. if (src != bl)
  2572. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2573. break;
  2574. // Celest
  2575. case PF_SOULBURN:
  2576. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2577. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2578. if (skilllv == 5)
  2579. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2580. status_percent_damage(src, bl, 0, 100, false);
  2581. } else {
  2582. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2583. if (skilllv == 5)
  2584. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2585. status_percent_damage(src, src, 0, 100, false);
  2586. }
  2587. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2588. break;
  2589. case NPC_BLOODDRAIN:
  2590. case NPC_ENERGYDRAIN:
  2591. {
  2592. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2593. src, src, bl, skillid, skilllv, tick, flag);
  2594. if (heal > 0){
  2595. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2596. status_heal(src, heal, 0, 0);
  2597. }
  2598. }
  2599. break;
  2600. case GS_BULLSEYE:
  2601. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2602. break;
  2603. case NJ_KASUMIKIRI:
  2604. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2605. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2606. break;
  2607. case NJ_KIRIKAGE:
  2608. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2609. { //You don't move on GVG grounds.
  2610. short x, y;
  2611. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2612. if (unit_movepos(src, x, y, 0, 0))
  2613. clif_slide(src,src->x,src->y);
  2614. }
  2615. if (sc && sc->data[SC_HIDING])
  2616. status_change_end(src, SC_HIDING, -1);
  2617. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2618. break;
  2619. case 0:
  2620. if(sd) {
  2621. if (flag & 3){
  2622. if (bl->id != skill_area_temp[1])
  2623. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2624. } else {
  2625. skill_area_temp[1] = bl->id;
  2626. map_foreachinrange(skill_area_sub, bl,
  2627. sd->splash_range, BL_CHAR,
  2628. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2629. skill_castend_damage_id);
  2630. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2631. }
  2632. }
  2633. break;
  2634. default:
  2635. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2636. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2637. 0, abs(skill_get_num(skillid, skilllv)),
  2638. skillid, skilllv, skill_get_hit(skillid));
  2639. map_freeblock_unlock();
  2640. return 1;
  2641. }
  2642. map_freeblock_unlock();
  2643. if( sd && !(flag&1) )
  2644. {
  2645. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2646. battle_consume_ammo(sd, skillid, skilllv);
  2647. if( !sd->state.skillonskill )
  2648. skill_onskillusage(sd, bl, skillid, tick);
  2649. }
  2650. return 0;
  2651. }
  2652. /*==========================================
  2653. *
  2654. *------------------------------------------*/
  2655. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2656. {
  2657. struct map_session_data *sd, *dstsd;
  2658. struct mob_data *md, *dstmd;
  2659. struct homun_data *hd;
  2660. struct mercenary_data *mer;
  2661. struct status_data *sstatus, *tstatus;
  2662. struct status_change *tsc;
  2663. struct status_change_entry *tsce;
  2664. int i;
  2665. enum sc_type type;
  2666. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2667. nullpo_retr(1, src);
  2668. nullpo_retr(1, bl);
  2669. if (src->m != bl->m)
  2670. return 1;
  2671. sd = BL_CAST(BL_PC, src);
  2672. hd = BL_CAST(BL_HOM, src);
  2673. md = BL_CAST(BL_MOB, src);
  2674. mer = BL_CAST(BL_MER, src);
  2675. dstsd = BL_CAST(BL_PC, bl);
  2676. dstmd = BL_CAST(BL_MOB, bl);
  2677. if(bl->prev == NULL)
  2678. return 1;
  2679. if(status_isdead(src))
  2680. return 1;
  2681. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2682. return 1;
  2683. tstatus = status_get_status_data(bl);
  2684. sstatus = status_get_status_data(src);
  2685. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2686. switch (skillid) {
  2687. case HLIF_HEAL: //[orn]
  2688. if (bl->type != BL_HOM) {
  2689. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2690. break ;
  2691. }
  2692. case AL_HEAL:
  2693. case ALL_RESURRECTION:
  2694. case PR_ASPERSIO:
  2695. //Apparently only player casted skills can be offensive like this.
  2696. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2697. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2698. //Offensive heal does not works on non-enemies. [Skotlex]
  2699. clif_skill_fail(sd,skillid,0,0);
  2700. return 0;
  2701. }
  2702. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2703. }
  2704. break;
  2705. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2706. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2707. default:
  2708. //Skill is actually ground placed.
  2709. if (src == bl && skill_get_unit_id(skillid,0))
  2710. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2711. }
  2712. type = status_skill2sc(skillid);
  2713. tsc = status_get_sc(bl);
  2714. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2715. if (src!=bl && type > -1 &&
  2716. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2717. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2718. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2719. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2720. map_freeblock_lock();
  2721. switch(skillid)
  2722. {
  2723. case HLIF_HEAL: //[orn]
  2724. case AL_HEAL:
  2725. {
  2726. int heal = skill_calc_heal(src, bl, skilllv);
  2727. int heal_get_jobexp;
  2728. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2729. heal=0;
  2730. if( sd )
  2731. {
  2732. if( (i = pc_skillheal_bonus(sd, skillid)) )
  2733. heal += heal * i / 100;
  2734. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2735. heal = heal*2;
  2736. }
  2737. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  2738. heal += heal * i / 100;
  2739. if( tsc && tsc->count )
  2740. {
  2741. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2742. { //Bounce back heal
  2743. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2744. status_change_end(bl, SC_KAITE, -1);
  2745. if (src == bl)
  2746. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2747. else {
  2748. bl = src;
  2749. dstsd = sd;
  2750. }
  2751. } else
  2752. if (tsc->data[SC_BERSERK])
  2753. heal = 0; //Needed so that it actually displays 0 when healing.
  2754. }
  2755. heal_get_jobexp = status_heal(bl,heal,0,0);
  2756. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2757. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2758. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2759. if (heal_get_jobexp <= 0)
  2760. heal_get_jobexp = 1;
  2761. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2762. }
  2763. }
  2764. break;
  2765. case PR_REDEMPTIO:
  2766. if (sd && !(flag&1)) {
  2767. if (sd->status.party_id == 0) {
  2768. clif_skill_fail(sd,skillid,0,0);
  2769. break;
  2770. }
  2771. skill_area_temp[0] = 0;
  2772. party_foreachsamemap(skill_area_sub,
  2773. sd,skill_get_splash(skillid, skilllv),
  2774. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2775. skill_castend_nodamage_id);
  2776. if (skill_area_temp[0] == 0) {
  2777. clif_skill_fail(sd,skillid,0,0);
  2778. break;
  2779. }
  2780. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2781. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2782. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2783. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2784. clif_updatestatus(sd,SP_BASEEXP);
  2785. clif_updatestatus(sd,SP_JOBEXP);
  2786. }
  2787. status_set_hp(src, 1, 0);
  2788. status_set_sp(src, 0, 0);
  2789. break;
  2790. } else if (status_isdead(bl) && flag&1) { //Revive
  2791. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2792. skilllv = 3; //Resurrection level 3 is used
  2793. } else //Invalid target, skip resurrection.
  2794. break;
  2795. case ALL_RESURRECTION:
  2796. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2797. { //No reviving in WoE grounds!
  2798. clif_skill_fail(sd,skillid,0,0);
  2799. break;
  2800. }
  2801. if (!status_isdead(bl))
  2802. break;
  2803. {
  2804. int per = 0, sper = 0;
  2805. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2806. break;
  2807. switch(skilllv){
  2808. case 1: per=10; break;
  2809. case 2: per=30; break;
  2810. case 3: per=50; break;
  2811. case 4: per=80; break;
  2812. }
  2813. if(dstsd && dstsd->special_state.restart_full_recover)
  2814. per = sper = 100;
  2815. if (status_revive(bl, per, sper))
  2816. {
  2817. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2818. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2819. {
  2820. int exp = 0,jexp = 0;
  2821. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2822. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2823. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2824. if (exp < 1) exp = 1;
  2825. }
  2826. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2827. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2828. if (jexp < 1) jexp = 1;
  2829. }
  2830. if(exp > 0 || jexp > 0)
  2831. pc_gainexp (sd, bl, exp, jexp);
  2832. }
  2833. }
  2834. }
  2835. break;
  2836. case AL_DECAGI:
  2837. case MER_DECAGI:
  2838. clif_skill_nodamage (src, bl, skillid, skilllv,
  2839. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2840. break;
  2841. case AL_CRUCIS:
  2842. if (flag&1)
  2843. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2844. else {
  2845. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2846. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2847. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2848. }
  2849. break;
  2850. case PR_LEXDIVINA:
  2851. case MER_LEXDIVINA:
  2852. if( tsce )
  2853. status_change_end(bl,type, -1);
  2854. else
  2855. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2856. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2857. break;
  2858. case SA_ABRACADABRA:
  2859. {
  2860. int abra_skillid = 0, abra_skilllv;
  2861. do {
  2862. i = rand() % MAX_SKILL_ABRA_DB;
  2863. abra_skillid = skill_abra_db[i].skillid;
  2864. } while (abra_skillid == 0 ||
  2865. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2866. rand()%10000 >= skill_abra_db[i].per
  2867. );
  2868. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2869. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2870. if( sd )
  2871. {// player-casted
  2872. sd->state.abra_flag = 1;
  2873. sd->skillitem = abra_skillid;
  2874. sd->skillitemlv = abra_skilllv;
  2875. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2876. }
  2877. else
  2878. {// mob-casted
  2879. struct unit_data *ud = unit_bl2ud(src);
  2880. int inf = skill_get_inf(abra_skillid);
  2881. int target_id = 0;
  2882. if (!ud) break;
  2883. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2884. if (src->type == BL_PET)
  2885. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2886. if (!bl) bl = src;
  2887. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2888. } else { //Assume offensive skills
  2889. if (ud->target)
  2890. target_id = ud->target;
  2891. else switch (src->type) {
  2892. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2893. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2894. }
  2895. if (!target_id)
  2896. break;
  2897. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2898. bl = map_id2bl(target_id);
  2899. if (!bl) bl = src;
  2900. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2901. } else
  2902. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2903. }
  2904. }
  2905. }
  2906. break;
  2907. case SA_COMA:
  2908. clif_skill_nodamage(src,bl,skillid,skilllv,
  2909. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2910. break;
  2911. case SA_FULLRECOVERY:
  2912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2913. if (status_isimmune(bl))
  2914. break;
  2915. status_percent_heal(bl, 100, 100);
  2916. break;
  2917. case NPC_ALLHEAL:
  2918. {
  2919. int heal;
  2920. if( status_isimmune(bl) )
  2921. break;
  2922. heal = status_percent_heal(bl, 100, 0);
  2923. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  2924. if( skillid == NPC_ALLHEAL && dstmd )
  2925. { // Reset Damage Logs
  2926. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  2927. dstmd->tdmg = 0;
  2928. }
  2929. }
  2930. break;
  2931. case SA_SUMMONMONSTER:
  2932. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2933. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  2934. break;
  2935. case SA_LEVELUP:
  2936. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2937. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2938. break;
  2939. case SA_INSTANTDEATH:
  2940. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2941. status_set_hp(bl,1,0);
  2942. break;
  2943. case SA_QUESTION:
  2944. case SA_GRAVITY:
  2945. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2946. break;
  2947. case SA_CLASSCHANGE:
  2948. case SA_MONOCELL:
  2949. if (dstmd)
  2950. {
  2951. int class_;
  2952. if ( sd && dstmd->status.mode&MD_BOSS )
  2953. {
  2954. clif_skill_fail(sd,skillid,0,0);
  2955. break;
  2956. }
  2957. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  2958. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2959. mob_class_change(dstmd,class_);
  2960. if( tsc && dstmd->status.mode&MD_BOSS )
  2961. {
  2962. 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 };
  2963. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  2964. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  2965. for (i = 0; i < ARRAYLENGTH(scs); i++)
  2966. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  2967. }
  2968. }
  2969. break;
  2970. case SA_DEATH:
  2971. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  2972. {
  2973. clif_skill_fail(sd,skillid,0,0);
  2974. break;
  2975. }
  2976. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2977. status_kill(bl);
  2978. break;
  2979. case SA_REVERSEORCISH:
  2980. clif_skill_nodamage(src,bl,skillid,skilllv,
  2981. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2982. break;
  2983. case SA_FORTUNE:
  2984. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2985. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2986. break;
  2987. case SA_TAMINGMONSTER:
  2988. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2989. if (sd && dstmd) {
  2990. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2991. if( i < MAX_PET_DB )
  2992. pet_catch_process1(sd, dstmd->class_);
  2993. }
  2994. break;
  2995. case CR_PROVIDENCE:
  2996. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2997. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2998. clif_skill_fail(sd,skillid,0,0);
  2999. map_freeblock_unlock();
  3000. return 1;
  3001. }
  3002. }
  3003. clif_skill_nodamage(src,bl,skillid,skilllv,
  3004. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3005. break;
  3006. case CG_MARIONETTE:
  3007. {
  3008. struct status_change* sc = status_get_sc(src);
  3009. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3010. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3011. clif_skill_fail(sd,skillid,0,0);
  3012. map_freeblock_unlock();
  3013. return 1;
  3014. }
  3015. if( sc && tsc )
  3016. {
  3017. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3018. {
  3019. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3020. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3021. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3022. }
  3023. else
  3024. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3025. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3026. {
  3027. status_change_end(src, SC_MARIONETTE, -1);
  3028. status_change_end(bl, SC_MARIONETTE2, -1);
  3029. }
  3030. else
  3031. {
  3032. if( sd )
  3033. clif_skill_fail(sd,skillid,0,0);
  3034. map_freeblock_unlock();
  3035. return 1;
  3036. }
  3037. }
  3038. }
  3039. break;
  3040. case RG_CLOSECONFINE:
  3041. clif_skill_nodamage(src,bl,skillid,skilllv,
  3042. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3043. break;
  3044. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3045. case SA_FROSTWEAPON:
  3046. case SA_LIGHTNINGLOADER:
  3047. case SA_SEISMICWEAPON:
  3048. if (dstsd) {
  3049. if(dstsd->status.weapon == W_FIST ||
  3050. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3051. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3052. dstsd->sc.data[SC_FIREWEAPON] ||
  3053. dstsd->sc.data[SC_WATERWEAPON] ||
  3054. dstsd->sc.data[SC_WINDWEAPON] ||
  3055. dstsd->sc.data[SC_EARTHWEAPON] ||
  3056. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3057. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3058. dstsd->sc.data[SC_ENCPOISON]
  3059. ))
  3060. ) {
  3061. if (sd) clif_skill_fail(sd,skillid,0,0);
  3062. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3063. break;
  3064. }
  3065. }
  3066. if (sd) {
  3067. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3068. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3069. clif_skill_fail(sd,skillid,0,0);
  3070. break;
  3071. }
  3072. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3073. }
  3074. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3075. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3076. if (sd)
  3077. clif_skill_fail(sd,skillid,0,0);
  3078. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3079. clif_displaymessage(sd->fd,"You broke target's weapon");
  3080. }
  3081. break;
  3082. case PR_ASPERSIO:
  3083. if (sd && dstmd) {
  3084. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3085. break;
  3086. }
  3087. clif_skill_nodamage(src,bl,skillid,skilllv,
  3088. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3089. break;
  3090. case ITEM_ENCHANTARMS:
  3091. clif_skill_nodamage(src,bl,skillid,skilllv,
  3092. sc_start2(bl,type,100,skilllv,
  3093. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3094. break;
  3095. case TK_SEVENWIND:
  3096. switch(skill_get_ele(skillid,skilllv)) {
  3097. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3098. case ELE_WIND : type = SC_WINDWEAPON; break;
  3099. case ELE_WATER : type = SC_WATERWEAPON; break;
  3100. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3101. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3102. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3103. case ELE_HOLY : type = SC_ASPERSIO; break;
  3104. }
  3105. clif_skill_nodamage(src,bl,skillid,skilllv,
  3106. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3107. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3108. break;
  3109. case PR_KYRIE:
  3110. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3111. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3112. break;
  3113. //Passive Magnum, should had been casted on yourself.
  3114. case SM_MAGNUM:
  3115. case MS_MAGNUM:
  3116. skill_area_temp[1] = 0;
  3117. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3118. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3119. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3120. //Initiate 10% of your damage becomes fire element.
  3121. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3122. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3123. break;
  3124. case AL_INCAGI:
  3125. case AL_BLESSING:
  3126. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3127. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3128. break;
  3129. }
  3130. case PR_SLOWPOISON:
  3131. case PR_IMPOSITIO:
  3132. case PR_LEXAETERNA:
  3133. case PR_SUFFRAGIUM:
  3134. case PR_BENEDICTIO:
  3135. case LK_BERSERK:
  3136. case MS_BERSERK:
  3137. case KN_AUTOCOUNTER:
  3138. case KN_TWOHANDQUICKEN:
  3139. case KN_ONEHAND:
  3140. case MER_QUICKEN:
  3141. case CR_SPEARQUICKEN:
  3142. case CR_REFLECTSHIELD:
  3143. case MS_REFLECTSHIELD:
  3144. case AS_POISONREACT:
  3145. case MC_LOUD:
  3146. case MG_ENERGYCOAT:
  3147. case MO_EXPLOSIONSPIRITS:
  3148. case MO_STEELBODY:
  3149. case MO_BLADESTOP:
  3150. case LK_AURABLADE:
  3151. case LK_PARRYING:
  3152. case MS_PARRYING:
  3153. case LK_CONCENTRATION:
  3154. case WS_CARTBOOST:
  3155. case SN_SIGHT:
  3156. case WS_MELTDOWN:
  3157. case WS_OVERTHRUSTMAX:
  3158. case ST_REJECTSWORD:
  3159. case HW_MAGICPOWER:
  3160. case PF_MEMORIZE:
  3161. case PA_SACRIFICE:
  3162. case ASC_EDP:
  3163. case NPC_STOP:
  3164. case PF_DOUBLECASTING:
  3165. case SG_SUN_COMFORT:
  3166. case SG_MOON_COMFORT:
  3167. case SG_STAR_COMFORT:
  3168. case NPC_HALLUCINATION:
  3169. case GS_MADNESSCANCEL:
  3170. case GS_ADJUSTMENT:
  3171. case GS_INCREASING:
  3172. case NJ_KASUMIKIRI:
  3173. case NJ_UTSUSEMI:
  3174. case NJ_NEN:
  3175. case NPC_DEFENDER:
  3176. case NPC_MAGICMIRROR:
  3177. clif_skill_nodamage(src,bl,skillid,skilllv,
  3178. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3179. break;
  3180. case HP_ASSUMPTIO:
  3181. if( sd && dstmd )
  3182. clif_skill_fail(sd,skillid,0,0);
  3183. else
  3184. clif_skill_nodamage(src,bl,skillid,skilllv,
  3185. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3186. break;
  3187. case MG_SIGHT:
  3188. case MER_SIGHT:
  3189. case AL_RUWACH:
  3190. case WZ_SIGHTBLASTER:
  3191. case NPC_WIDESIGHT:
  3192. case NPC_STONESKIN:
  3193. case NPC_ANTIMAGIC:
  3194. clif_skill_nodamage(src,bl,skillid,skilllv,
  3195. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3196. break;
  3197. case HLIF_AVOID:
  3198. case HAMI_DEFENCE:
  3199. i = skill_get_time(skillid,skilllv);
  3200. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3201. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3202. break;
  3203. case NJ_BUNSINJYUTSU:
  3204. clif_skill_nodamage(src,bl,skillid,skilllv,
  3205. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3206. if (tsc && tsc->data[SC_NEN])
  3207. status_change_end(bl,SC_NEN,-1);
  3208. break;
  3209. /* Was modified to only affect targetted char. [Skotlex]
  3210. case HP_ASSUMPTIO:
  3211. if (flag&1)
  3212. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3213. else
  3214. {
  3215. map_foreachinrange(skill_area_sub, bl,
  3216. skill_get_splash(skillid, skilllv), BL_PC,
  3217. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3218. skill_castend_nodamage_id);
  3219. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3220. }
  3221. break;
  3222. */
  3223. case SM_ENDURE:
  3224. clif_skill_nodamage(src,bl,skillid,skilllv,
  3225. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3226. if (sd)
  3227. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3228. break;
  3229. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3230. if (sd && dstsd && dstsd->sc.count) {
  3231. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3232. dstsd->sc.data[SC_WATERWEAPON] ||
  3233. dstsd->sc.data[SC_WINDWEAPON] ||
  3234. dstsd->sc.data[SC_EARTHWEAPON] ||
  3235. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3236. dstsd->sc.data[SC_GHOSTWEAPON]
  3237. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3238. ) {
  3239. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3240. clif_skill_fail(sd,skillid,0,0);
  3241. break;
  3242. }
  3243. }
  3244. clif_skill_nodamage(src,bl,skillid,skilllv,
  3245. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3246. break;
  3247. case LK_TENSIONRELAX:
  3248. clif_skill_nodamage(src,bl,skillid,skilllv,
  3249. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3250. skill_get_time(skillid,skilllv)));
  3251. break;
  3252. case MC_CHANGECART:
  3253. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3254. break;
  3255. case TK_MISSION:
  3256. if (sd) {
  3257. int id;
  3258. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3259. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3260. clif_skill_fail(sd,skillid,0,0);
  3261. break;
  3262. }
  3263. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3264. if (!id) {
  3265. clif_skill_fail(sd,skillid,0,0);
  3266. break;
  3267. }
  3268. sd->mission_mobid = id;
  3269. sd->mission_count = 0;
  3270. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3271. clif_mission_info(sd, id, 0);
  3272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3273. }
  3274. break;
  3275. case AC_CONCENTRATION:
  3276. {
  3277. clif_skill_nodamage(src,bl,skillid,skilllv,
  3278. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3279. map_foreachinrange( status_change_timer_sub, src,
  3280. skill_get_splash(skillid, skilllv), BL_CHAR,
  3281. src,NULL,type,tick);
  3282. }
  3283. break;
  3284. case SM_PROVOKE:
  3285. case MER_PROVOKE:
  3286. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3287. {
  3288. map_freeblock_unlock();
  3289. return 1;
  3290. }
  3291. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3292. clif_skill_nodamage(src,bl,skillid,skilllv,
  3293. (i = sc_start(bl,type, 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl), skilllv, skill_get_time(skillid,skilllv))));
  3294. if( !i )
  3295. {
  3296. if( sd )
  3297. clif_skill_fail(sd,skillid,0,0);
  3298. map_freeblock_unlock();
  3299. return 0;
  3300. }
  3301. unit_skillcastcancel(bl, 2);
  3302. if( tsc && tsc->count )
  3303. {
  3304. if( tsc->data[SC_FREEZE] )
  3305. status_change_end(bl,SC_FREEZE,-1);
  3306. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3307. status_change_end(bl,SC_STONE,-1);
  3308. if( tsc->data[SC_SLEEP] )
  3309. status_change_end(bl,SC_SLEEP,-1);
  3310. }
  3311. if( dstmd )
  3312. {
  3313. dstmd->state.provoke_flag = src->id;
  3314. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3315. }
  3316. break;
  3317. case ML_DEVOTION:
  3318. case CR_DEVOTION:
  3319. {
  3320. int count, lv;
  3321. if( !dstsd )
  3322. { // Only players can be devoted
  3323. if( sd )
  3324. clif_skill_fail(sd, skillid, 0, 0);
  3325. break;
  3326. }
  3327. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3328. lv = -lv;
  3329. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3330. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3331. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3332. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
  3333. {
  3334. if( sd )
  3335. clif_skill_fail(sd,skillid,0,0);
  3336. map_freeblock_unlock();
  3337. return 1;
  3338. }
  3339. i = 0;
  3340. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3341. if( sd )
  3342. { // Player Devoting Player
  3343. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3344. if( i == count )
  3345. {
  3346. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3347. if( i == count )
  3348. { // No free slots, skill Fail
  3349. clif_skill_fail(sd, skillid, 0, 0);
  3350. map_freeblock_unlock();
  3351. return 1;
  3352. }
  3353. }
  3354. sd->devotion[i] = bl->id;
  3355. }
  3356. else
  3357. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3358. clif_skill_nodamage(src, bl, skillid, skilllv,
  3359. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3360. clif_devotion(src, NULL);
  3361. }
  3362. break;
  3363. case MO_CALLSPIRITS:
  3364. if(sd) {
  3365. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3366. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3367. }
  3368. break;
  3369. case CH_SOULCOLLECT:
  3370. if(sd) {
  3371. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3372. for (i = 0; i < 5; i++)
  3373. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3374. }
  3375. break;
  3376. case MO_KITRANSLATION:
  3377. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3378. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3379. }
  3380. break;
  3381. case TK_TURNKICK:
  3382. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3383. if (skill_area_temp[1] != bl->id) {
  3384. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3385. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  3386. }
  3387. break;
  3388. case MO_ABSORBSPIRITS:
  3389. i = 0;
  3390. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3391. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3392. i = dstsd->spiritball * 7;
  3393. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3394. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3395. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3396. i = 2 * dstmd->level;
  3397. mob_target(dstmd,src,0);
  3398. }
  3399. if (i) status_heal(src, 0, i, 3);
  3400. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3401. break;
  3402. case AC_MAKINGARROW:
  3403. if(sd) {
  3404. clif_arrow_create_list(sd);
  3405. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3406. }
  3407. break;
  3408. case AM_PHARMACY:
  3409. if(sd) {
  3410. clif_skill_produce_mix_list(sd,22);
  3411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3412. }
  3413. break;
  3414. case SA_CREATECON:
  3415. if(sd) {
  3416. clif_skill_produce_mix_list(sd,23);
  3417. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3418. }
  3419. break;
  3420. case BS_HAMMERFALL:
  3421. clif_skill_nodamage(src,bl,skillid,skilllv,
  3422. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3423. break;
  3424. case RG_RAID:
  3425. skill_area_temp[1] = 0;
  3426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3427. map_foreachinrange(skill_area_sub, bl,
  3428. skill_get_splash(skillid, skilllv), splash_target(src),
  3429. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3430. skill_castend_damage_id);
  3431. status_change_end(src, SC_HIDING, -1);
  3432. break;
  3433. case ASC_METEORASSAULT:
  3434. case GS_SPREADATTACK:
  3435. case NPC_EARTHQUAKE:
  3436. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3437. case NPC_HELLJUDGEMENT:
  3438. case NPC_PULSESTRIKE:
  3439. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3440. break;
  3441. case KN_BRANDISHSPEAR:
  3442. case ML_BRANDISH:
  3443. {
  3444. int c,n=4;
  3445. int dir = map_calc_dir(src,bl->x,bl->y);
  3446. struct square tc;
  3447. int x=bl->x,y=bl->y;
  3448. skill_brandishspear_first(&tc,dir,x,y);
  3449. skill_brandishspear_dir(&tc,dir,4);
  3450. skill_area_temp[1] = bl->id;
  3451. if(skilllv > 9){
  3452. for(c=1;c<4;c++){
  3453. map_foreachincell(skill_area_sub,
  3454. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3455. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3456. skill_castend_damage_id);
  3457. }
  3458. }
  3459. if(skilllv > 6){
  3460. skill_brandishspear_dir(&tc,dir,-1);
  3461. n--;
  3462. }else{
  3463. skill_brandishspear_dir(&tc,dir,-2);
  3464. n-=2;
  3465. }
  3466. if(skilllv > 3){
  3467. for(c=0;c<5;c++){
  3468. map_foreachincell(skill_area_sub,
  3469. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3470. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3471. skill_castend_damage_id);
  3472. if(skilllv > 6 && n==3 && c==4){
  3473. skill_brandishspear_dir(&tc,dir,-1);
  3474. n--;c=-1;
  3475. }
  3476. }
  3477. }
  3478. for(c=0;c<10;c++){
  3479. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3480. map_foreachincell(skill_area_sub,
  3481. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3482. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3483. skill_castend_damage_id);
  3484. }
  3485. }
  3486. break;
  3487. case WZ_SIGHTRASHER:
  3488. //Passive side of the attack.
  3489. status_change_end(src,SC_SIGHT,-1);
  3490. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3491. map_foreachinrange(skill_area_sub,src,
  3492. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3493. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3494. skill_castend_damage_id);
  3495. break;
  3496. case NJ_HYOUSYOURAKU:
  3497. case NJ_RAIGEKISAI:
  3498. case WZ_FROSTNOVA:
  3499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3500. skill_area_temp[1] = 0;
  3501. map_foreachinrange(skill_attack_area, src,
  3502. skill_get_splash(skillid, skilllv), splash_target(src),
  3503. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3504. break;
  3505. case HVAN_EXPLOSION: //[orn]
  3506. case NPC_SELFDESTRUCTION:
  3507. //Self Destruction hits everyone in range (allies+enemies)
  3508. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3509. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3510. BCT_ENEMY:BCT_ALL;
  3511. clif_skill_nodamage(src, src, skillid, -1, 1);
  3512. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3513. map_foreachinrange(skill_area_sub, bl,
  3514. skill_get_splash(skillid, skilllv), splash_target(src),
  3515. src, skillid, skilllv, tick, flag|i,
  3516. skill_castend_damage_id);
  3517. map_addblock(src);
  3518. status_damage(src, src, sstatus->max_hp,0,0,1);
  3519. break;
  3520. case AL_ANGELUS:
  3521. case PR_MAGNIFICAT:
  3522. case PR_GLORIA:
  3523. case SN_WINDWALK:
  3524. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3525. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3526. else if( sd )
  3527. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3528. break;
  3529. case MER_MAGNIFICAT:
  3530. if( mer != NULL )
  3531. {
  3532. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3533. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3534. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3535. else if( mer->master && !(flag&1) )
  3536. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3537. }
  3538. break;
  3539. case BS_ADRENALINE:
  3540. case BS_ADRENALINE2:
  3541. case BS_WEAPONPERFECT:
  3542. case BS_OVERTHRUST:
  3543. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3544. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3545. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3546. } else if (sd) {
  3547. party_foreachsamemap(skill_area_sub,
  3548. sd,skill_get_splash(skillid, skilllv),
  3549. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3550. skill_castend_nodamage_id);
  3551. }
  3552. break;
  3553. case BS_MAXIMIZE:
  3554. case NV_TRICKDEAD:
  3555. case CR_DEFENDER:
  3556. case ML_DEFENDER:
  3557. case CR_AUTOGUARD:
  3558. case ML_AUTOGUARD:
  3559. case TK_READYSTORM:
  3560. case TK_READYDOWN:
  3561. case TK_READYTURN:
  3562. case TK_READYCOUNTER:
  3563. case TK_DODGE:
  3564. case CR_SHRINK:
  3565. case ST_PRESERVE:
  3566. case SG_FUSION:
  3567. case GS_GATLINGFEVER:
  3568. if( tsce )
  3569. i = status_change_end(bl, type, -1);
  3570. else
  3571. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3572. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3573. break;
  3574. case SL_KAITE:
  3575. case SL_KAAHI:
  3576. case SL_KAIZEL:
  3577. case SL_KAUPE:
  3578. if (sd) {
  3579. if (!dstsd || !(
  3580. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3581. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3582. dstsd->status.char_id == sd->status.char_id ||
  3583. dstsd->status.char_id == sd->status.partner_id ||
  3584. dstsd->status.char_id == sd->status.child
  3585. )) {
  3586. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3587. clif_skill_fail(sd,skillid,0,0);
  3588. break;
  3589. }
  3590. }
  3591. clif_skill_nodamage(src,bl,skillid,skilllv,
  3592. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3593. break;
  3594. case SM_AUTOBERSERK:
  3595. case MER_AUTOBERSERK:
  3596. if( tsce )
  3597. i = status_change_end(bl, type, -1);
  3598. else
  3599. i = sc_start(bl,type,100,skilllv,60000);
  3600. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3601. break;
  3602. case TF_HIDING:
  3603. case ST_CHASEWALK:
  3604. if (tsce)
  3605. i = status_change_end(bl, type, -1);
  3606. else
  3607. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3608. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3609. break;
  3610. case TK_RUN:
  3611. if (tsce)
  3612. clif_skill_nodamage(src,bl,skillid,skilllv,
  3613. status_change_end(bl, type, -1));
  3614. else {
  3615. clif_skill_nodamage(src,bl,skillid,skilllv,
  3616. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3617. // If the client receives a skill-use packet inmediately before
  3618. // a walkok packet, it will discard the walk packet! [Skotlex]
  3619. // So aegis has to resend the walk ok.
  3620. if (sd) clif_walkok(sd);
  3621. }
  3622. break;
  3623. case AS_CLOAKING:
  3624. if( !tsce )
  3625. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3626. else
  3627. i = status_change_end(bl, type, -1);
  3628. if( i )
  3629. clif_skill_nodamage(src,bl,skillid,-1,i);
  3630. else
  3631. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3632. break;
  3633. case BD_ADAPTATION:
  3634. if(tsc && tsc->data[SC_DANCING]){
  3635. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3636. skill_stop_dancing(bl);
  3637. }
  3638. break;
  3639. case BA_FROSTJOKER:
  3640. case DC_SCREAM:
  3641. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3642. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3643. if (md) {
  3644. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3645. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3646. char temp[70];
  3647. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3648. clif_message(&md->bl,temp);
  3649. }
  3650. break;
  3651. case BA_PANGVOICE:
  3652. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3653. break;
  3654. case DC_WINKCHARM:
  3655. if( dstsd )
  3656. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3657. else
  3658. if( dstmd )
  3659. {
  3660. if( status_get_lv(src) > status_get_lv(bl)
  3661. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3662. && !(tstatus->mode&MD_BOSS) )
  3663. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3664. else
  3665. {
  3666. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3667. if(sd) clif_skill_fail(sd,skillid,0,0);
  3668. }
  3669. }
  3670. break;
  3671. case TF_STEAL:
  3672. if(sd) {
  3673. if(pc_steal_item(sd,bl,skilllv))
  3674. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3675. else
  3676. clif_skill_fail(sd,skillid,0x0a,0);
  3677. }
  3678. break;
  3679. case RG_STEALCOIN:
  3680. if(sd) {
  3681. if(pc_steal_coin(sd,bl))
  3682. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3683. else
  3684. clif_skill_fail(sd,skillid,0,0);
  3685. }
  3686. break;
  3687. case MG_STONECURSE:
  3688. {
  3689. if (tstatus->mode&MD_BOSS) {
  3690. if (sd) clif_skill_fail(sd,skillid,0,0);
  3691. break;
  3692. }
  3693. if(status_isimmune(bl) || !tsc)
  3694. break;
  3695. if (dstmd)
  3696. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3697. if (tsc->data[SC_STONE]) {
  3698. status_change_end(bl,SC_STONE,-1);
  3699. if (sd) clif_skill_fail(sd,skillid,0,0);
  3700. break;
  3701. }
  3702. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3703. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3704. skill_get_time2(skillid,skilllv)))
  3705. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3706. else if(sd) {
  3707. clif_skill_fail(sd,skillid,0,0);
  3708. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3709. if (skilllv > 5) break;
  3710. }
  3711. if (sd) {
  3712. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3713. break; //Do not delete the gemstone.
  3714. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3715. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3716. }
  3717. }
  3718. break;
  3719. case NV_FIRSTAID:
  3720. clif_skill_nodamage(src,bl,skillid,5,1);
  3721. status_heal(bl,5,0,0);
  3722. break;
  3723. case AL_CURE:
  3724. if(status_isimmune(bl)) {
  3725. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3726. break;
  3727. }
  3728. status_change_end(bl, SC_SILENCE , -1 );
  3729. status_change_end(bl, SC_BLIND , -1 );
  3730. status_change_end(bl, SC_CONFUSION, -1 );
  3731. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3732. break;
  3733. case TF_DETOXIFY:
  3734. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3735. status_change_end(bl, SC_POISON , -1 );
  3736. status_change_end(bl, SC_DPOISON , -1 );
  3737. break;
  3738. case PR_STRECOVERY:
  3739. if(status_isimmune(bl)) {
  3740. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3741. break;
  3742. }
  3743. if (tsc && tsc->opt1) {
  3744. status_change_end(bl, SC_FREEZE, -1 );
  3745. status_change_end(bl, SC_STONE, -1 );
  3746. status_change_end(bl, SC_SLEEP, -1 );
  3747. status_change_end(bl, SC_STUN, -1 );
  3748. }
  3749. //Is this equation really right? It looks so... special.
  3750. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3751. {
  3752. status_change_start(bl, SC_BLIND,
  3753. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3754. 1,0,0,0,
  3755. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3756. }
  3757. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3758. if(dstmd)
  3759. mob_unlocktarget(dstmd,tick);
  3760. break;
  3761. // Mercenary Supportive Skills
  3762. case MER_BENEDICTION:
  3763. status_change_end(bl, SC_CURSE, -1);
  3764. status_change_end(bl, SC_BLIND, -1);
  3765. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3766. break;
  3767. case MER_COMPRESS:
  3768. status_change_end(bl, SC_BLEEDING, -1);
  3769. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3770. break;
  3771. case MER_MENTALCURE:
  3772. status_change_end(bl, SC_CONFUSION, -1);
  3773. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3774. break;
  3775. case MER_RECUPERATE:
  3776. status_change_end(bl, SC_POISON, -1);
  3777. status_change_end(bl, SC_SILENCE, -1);
  3778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3779. break;
  3780. case MER_REGAIN:
  3781. status_change_end(bl, SC_SLEEP, -1);
  3782. status_change_end(bl, SC_STUN, -1);
  3783. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3784. break;
  3785. case MER_TENDER:
  3786. status_change_end(bl, SC_FREEZE, -1);
  3787. status_change_end(bl, SC_STONE, -1);
  3788. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3789. break;
  3790. case MER_SCAPEGOAT:
  3791. if( mer && mer->master )
  3792. {
  3793. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3794. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3795. }
  3796. break;
  3797. case MER_ESTIMATION:
  3798. if( !mer )
  3799. break;
  3800. sd = mer->master;
  3801. case WZ_ESTIMATION:
  3802. if( sd == NULL )
  3803. break;
  3804. if( dstsd )
  3805. { // Fail on Players
  3806. clif_skill_fail(sd,skillid,0,0);
  3807. break;
  3808. }
  3809. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3810. break; // Cannot be Used on Emperium
  3811. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3812. clif_skill_estimation(sd, bl);
  3813. if( skillid == MER_ESTIMATION )
  3814. sd = NULL;
  3815. break;
  3816. case BS_REPAIRWEAPON:
  3817. if(sd && dstsd)
  3818. clif_item_repair_list(sd,dstsd);
  3819. break;
  3820. case MC_IDENTIFY:
  3821. if(sd)
  3822. clif_item_identify_list(sd);
  3823. break;
  3824. // Weapon Refining [Celest]
  3825. case WS_WEAPONREFINE:
  3826. if(sd)
  3827. clif_item_refine_list(sd);
  3828. break;
  3829. case MC_VENDING:
  3830. if(sd)
  3831. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3832. if ( !pc_can_give_items(pc_isGM(sd)) )
  3833. clif_skill_fail(sd,skillid,0,0);
  3834. else
  3835. clif_openvendingreq(sd,2+skilllv);
  3836. }
  3837. break;
  3838. case AL_TELEPORT:
  3839. if(sd)
  3840. {
  3841. if (map[bl->m].flag.noteleport) {
  3842. clif_skill_teleportmessage(sd,0);
  3843. break;
  3844. }
  3845. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3846. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3847. break;
  3848. }
  3849. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3850. if(skilllv == 1) {
  3851. // possibility to skip menu [LuzZza]
  3852. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3853. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3854. else
  3855. pc_randomwarp(sd,3);
  3856. } else {
  3857. if (sd->skillitem != AL_TELEPORT)
  3858. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3859. else //Autocasted Teleport level 2??
  3860. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3861. }
  3862. } else
  3863. unit_warp(bl,-1,-1,-1,3);
  3864. break;
  3865. case NPC_EXPULSION:
  3866. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3867. unit_warp(bl,-1,-1,-1,3);
  3868. break;
  3869. case AL_HOLYWATER:
  3870. if(sd) {
  3871. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3872. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3873. else
  3874. clif_skill_fail(sd,skillid,0,0);
  3875. }
  3876. break;
  3877. case TF_PICKSTONE:
  3878. if(sd) {
  3879. int eflag;
  3880. struct item item_tmp;
  3881. struct block_list tbl;
  3882. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3883. memset(&item_tmp,0,sizeof(item_tmp));
  3884. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3885. item_tmp.nameid = ITEMID_STONE;
  3886. item_tmp.identify = 1;
  3887. tbl.id = 0;
  3888. clif_takeitem(&sd->bl,&tbl);
  3889. eflag = pc_additem(sd,&item_tmp,1);
  3890. if(eflag) {
  3891. clif_additem(sd,0,0,eflag);
  3892. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3893. }
  3894. }
  3895. break;
  3896. case ASC_CDP:
  3897. if(sd) {
  3898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3899. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3900. }
  3901. break;
  3902. case RG_STRIPWEAPON:
  3903. case RG_STRIPSHIELD:
  3904. case RG_STRIPARMOR:
  3905. case RG_STRIPHELM:
  3906. case ST_FULLSTRIP:
  3907. {
  3908. unsigned short location = 0;
  3909. int d = 0;
  3910. //Rate in percent
  3911. if ( skillid == ST_FULLSTRIP ) {
  3912. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  3913. } else {
  3914. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  3915. }
  3916. if (i < 5) i = 5; //Minimum rate 5%
  3917. //Duration in ms
  3918. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  3919. if (d < 0) d = 0; //Minimum duration 0ms
  3920. switch (skillid) {
  3921. case RG_STRIPWEAPON:
  3922. location = EQP_WEAPON;
  3923. break;
  3924. case RG_STRIPSHIELD:
  3925. location = EQP_SHIELD;
  3926. break;
  3927. case RG_STRIPARMOR:
  3928. location = EQP_ARMOR;
  3929. break;
  3930. case RG_STRIPHELM:
  3931. location = EQP_HELM;
  3932. break;
  3933. case ST_FULLSTRIP:
  3934. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3935. break;
  3936. }
  3937. //Attempts to strip at rate i and duration d
  3938. if (!clif_skill_nodamage(src,bl,skillid,skilllv,skill_strip_equip(bl, location, i, skilllv, d)) && sd)
  3939. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3940. }
  3941. break;
  3942. case AM_BERSERKPITCHER:
  3943. case AM_POTIONPITCHER:
  3944. {
  3945. int i,x,hp = 0,sp = 0,bonus=100;
  3946. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3947. {
  3948. map_freeblock_unlock();
  3949. return 1;
  3950. }
  3951. if( sd )
  3952. {
  3953. x = skilllv%11 - 1;
  3954. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3955. if( i < 0 || skill_db[skillid].itemid[x] <= 0 )
  3956. {
  3957. clif_skill_fail(sd,skillid,0,0);
  3958. map_freeblock_unlock();
  3959. return 1;
  3960. }
  3961. if( sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x] )
  3962. {
  3963. clif_skill_fail(sd,skillid,0,0);
  3964. map_freeblock_unlock();
  3965. return 1;
  3966. }
  3967. if( skillid == AM_BERSERKPITCHER )
  3968. {
  3969. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  3970. {
  3971. clif_skill_fail(sd,skillid,0,0);
  3972. map_freeblock_unlock();
  3973. return 1;
  3974. }
  3975. }
  3976. potion_flag = 1;
  3977. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3978. potion_target = bl->id;
  3979. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3980. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3981. potion_flag = potion_target = 0;
  3982. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  3983. bonus += sd->status.base_level;
  3984. if( potion_per_hp > 0 || potion_per_sp > 0 )
  3985. {
  3986. hp = tstatus->max_hp * potion_per_hp / 100;
  3987. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3988. if( dstsd )
  3989. {
  3990. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3991. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3992. }
  3993. }
  3994. else
  3995. {
  3996. if( potion_hp > 0 )
  3997. {
  3998. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3999. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4000. if( dstsd )
  4001. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4002. }
  4003. if( potion_sp > 0 )
  4004. {
  4005. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4006. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4007. if( dstsd )
  4008. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4009. }
  4010. }
  4011. if (sd->itemgrouphealrate[IG_POTION]>0)
  4012. {
  4013. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4014. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4015. }
  4016. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4017. {
  4018. hp += hp * i / 100;
  4019. sp += sp * i / 100;
  4020. }
  4021. }
  4022. else
  4023. {
  4024. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4025. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4026. if( dstsd )
  4027. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4028. }
  4029. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4030. {
  4031. hp += hp * i / 100;
  4032. sp += sp * i / 100;
  4033. }
  4034. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4035. {
  4036. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4037. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4038. }
  4039. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4040. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4041. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4042. if( sp > 0 )
  4043. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4044. status_heal(bl,hp,sp,0);
  4045. }
  4046. break;
  4047. case AM_CP_WEAPON:
  4048. case AM_CP_SHIELD:
  4049. case AM_CP_ARMOR:
  4050. case AM_CP_HELM:
  4051. {
  4052. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4053. if(tsc && tsc->data[scid])
  4054. status_change_end(bl, scid, -1 );
  4055. clif_skill_nodamage(src,bl,skillid,skilllv,
  4056. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4057. }
  4058. break;
  4059. case AM_TWILIGHT1:
  4060. if (sd) {
  4061. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4062. //Prepare 200 White Potions.
  4063. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4064. clif_skill_fail(sd,skillid,0,0);
  4065. }
  4066. break;
  4067. case AM_TWILIGHT2:
  4068. if (sd) {
  4069. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4070. //Prepare 200 Slim White Potions.
  4071. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4072. clif_skill_fail(sd,skillid,0,0);
  4073. }
  4074. break;
  4075. case AM_TWILIGHT3:
  4076. if (sd) {
  4077. //check if you can produce all three, if not, then fail:
  4078. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4079. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4080. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4081. ) {
  4082. clif_skill_fail(sd,skillid,0,0);
  4083. break;
  4084. }
  4085. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4086. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4087. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4088. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4089. }
  4090. break;
  4091. case SA_DISPELL:
  4092. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4093. {
  4094. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4095. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4096. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4097. || rand()%100 >= 50+10*skilllv)
  4098. {
  4099. if (sd)
  4100. clif_skill_fail(sd,skillid,0,0);
  4101. break;
  4102. }
  4103. if(status_isimmune(bl) || !tsc || !tsc->count)
  4104. break;
  4105. for(i=0;i<SC_MAX;i++)
  4106. {
  4107. if (!tsc->data[i])
  4108. continue;
  4109. switch (i) {
  4110. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4111. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4112. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4113. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4114. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4115. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4116. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4117. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4118. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4119. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4120. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4121. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4122. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4123. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4124. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4125. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4126. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  4127. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4128. continue;
  4129. case SC_ASSUMPTIO:
  4130. if( bl->type == BL_MOB )
  4131. continue;
  4132. break;
  4133. }
  4134. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  4135. status_change_end(bl,(sc_type)i,-1);
  4136. }
  4137. break;
  4138. }
  4139. //Affect all targets on splash area.
  4140. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4141. src, skillid, skilllv, tick, flag|1,
  4142. skill_castend_damage_id);
  4143. break;
  4144. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4145. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4146. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4147. break;
  4148. case TK_HIGHJUMP:
  4149. {
  4150. int x,y, dir = unit_getdir(src);
  4151. //Fails on noteleport maps, except for vs maps [Skotlex]
  4152. if(map[src->m].flag.noteleport &&
  4153. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4154. ) {
  4155. x = src->x;
  4156. y = src->y;
  4157. } else {
  4158. x = src->x + dirx[dir]*skilllv*2;
  4159. y = src->y + diry[dir]*skilllv*2;
  4160. }
  4161. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4162. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4163. clif_slide(src,x,y);
  4164. unit_movepos(src, x, y, 1, 0);
  4165. }
  4166. }
  4167. break;
  4168. case SA_CASTCANCEL:
  4169. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4170. unit_skillcastcancel(src,1);
  4171. if(sd) {
  4172. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4173. sp = sp * (90 - (skilllv-1)*20) / 100;
  4174. if(sp < 0) sp = 0;
  4175. status_zap(src, 0, sp);
  4176. }
  4177. break;
  4178. case SA_SPELLBREAKER:
  4179. {
  4180. int sp;
  4181. if(tsc && tsc->data[SC_MAGICROD]) {
  4182. sp = skill_get_sp(skillid,skilllv);
  4183. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4184. if(sp < 1) sp = 1;
  4185. status_heal(bl,0,sp,2);
  4186. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4187. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4188. } else {
  4189. struct unit_data *ud = unit_bl2ud(bl);
  4190. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4191. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4192. bl_skillid = ud->skillid;
  4193. bl_skilllv = ud->skilllv;
  4194. if (tstatus->mode & MD_BOSS)
  4195. { //Only 10% success chance against bosses. [Skotlex]
  4196. if (rand()%100 < 90)
  4197. {
  4198. if (sd) clif_skill_fail(sd,skillid,0,0);
  4199. break;
  4200. }
  4201. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4202. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4203. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4204. unit_skillcastcancel(bl,0);
  4205. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4206. status_zap(bl, hp, sp);
  4207. if (hp && skilllv >= 5)
  4208. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4209. else
  4210. hp = 0;
  4211. if (sp) //Recover some of the SP used
  4212. sp = sp*(25*(skilllv-1))/100;
  4213. if(hp || sp)
  4214. status_heal(src, hp, sp, 2);
  4215. }
  4216. }
  4217. break;
  4218. case SA_MAGICROD:
  4219. //It activates silently, no use animation.
  4220. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4221. break;
  4222. case SA_AUTOSPELL:
  4223. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4224. if(sd)
  4225. clif_autospell(sd,skilllv);
  4226. else {
  4227. int maxlv=1,spellid=0;
  4228. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4229. if(skilllv >= 10) {
  4230. spellid = MG_FROSTDIVER;
  4231. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4232. // maxlv = 10;
  4233. // else
  4234. maxlv = skilllv - 9;
  4235. }
  4236. else if(skilllv >=8) {
  4237. spellid = MG_FIREBALL;
  4238. maxlv = skilllv - 7;
  4239. }
  4240. else if(skilllv >=5) {
  4241. spellid = MG_SOULSTRIKE;
  4242. maxlv = skilllv - 4;
  4243. }
  4244. else if(skilllv >=2) {
  4245. int i = rand()%3;
  4246. spellid = spellarray[i];
  4247. maxlv = skilllv - 1;
  4248. }
  4249. else if(skilllv > 0) {
  4250. spellid = MG_NAPALMBEAT;
  4251. maxlv = 3;
  4252. }
  4253. if(spellid > 0)
  4254. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4255. skill_get_time(SA_AUTOSPELL,skilllv));
  4256. }
  4257. break;
  4258. case BS_GREED:
  4259. if(sd){
  4260. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4261. map_foreachinrange(skill_greed,bl,
  4262. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4263. }
  4264. break;
  4265. case SA_ELEMENTWATER:
  4266. case SA_ELEMENTFIRE:
  4267. case SA_ELEMENTGROUND:
  4268. case SA_ELEMENTWIND:
  4269. if(sd && !dstmd) //Only works on monsters.
  4270. break;
  4271. if(tstatus->mode&MD_BOSS)
  4272. break;
  4273. case NPC_ATTRICHANGE:
  4274. case NPC_CHANGEWATER:
  4275. case NPC_CHANGEGROUND:
  4276. case NPC_CHANGEFIRE:
  4277. case NPC_CHANGEWIND:
  4278. case NPC_CHANGEPOISON:
  4279. case NPC_CHANGEHOLY:
  4280. case NPC_CHANGEDARKNESS:
  4281. case NPC_CHANGETELEKINESIS:
  4282. clif_skill_nodamage(src,bl,skillid,skilllv,
  4283. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4284. skill_get_time(skillid, skilllv)));
  4285. break;
  4286. case NPC_CHANGEUNDEAD:
  4287. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4288. //TO-DO This is ugly, fix it
  4289. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  4290. clif_skill_nodamage(src,bl,skillid,skilllv,
  4291. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4292. skill_get_time(skillid, skilllv)));
  4293. break;
  4294. case NPC_PROVOCATION:
  4295. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4296. if (md) mob_unlocktarget(md, tick);
  4297. break;
  4298. case NPC_KEEPING:
  4299. case NPC_BARRIER:
  4300. {
  4301. int skill_time = skill_get_time(skillid,skilllv);
  4302. struct unit_data *ud = unit_bl2ud(bl);
  4303. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4304. sc_start(bl,type,100,skilllv,skill_time))
  4305. && ud) { //Disable attacking/acting/moving for skill's duration.
  4306. ud->attackabletime =
  4307. ud->canact_tick =
  4308. ud->canmove_tick = tick + skill_time;
  4309. }
  4310. }
  4311. break;
  4312. case NPC_REBIRTH:
  4313. if( md && md->state.rebirth )
  4314. break; // only works once
  4315. sc_start(bl,type,100,skilllv,-1);
  4316. break;
  4317. case NPC_DARKBLESSING:
  4318. clif_skill_nodamage(src,bl,skillid,skilllv,
  4319. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4320. break;
  4321. case NPC_LICK:
  4322. status_zap(bl, 0, 100);
  4323. clif_skill_nodamage(src,bl,skillid,skilllv,
  4324. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4325. break;
  4326. case NPC_SUICIDE:
  4327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4328. status_kill(src); //When suiciding, neither exp nor drops is given.
  4329. break;
  4330. case NPC_SUMMONSLAVE:
  4331. case NPC_SUMMONMONSTER:
  4332. if(md && md->skillidx >= 0)
  4333. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4334. break;
  4335. case NPC_CALLSLAVE:
  4336. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4337. break;
  4338. case NPC_RANDOMMOVE:
  4339. if (md) {
  4340. md->next_walktime = tick - 1;
  4341. mob_randomwalk(md,tick);
  4342. }
  4343. break;
  4344. case NPC_SPEEDUP:
  4345. {
  4346. // or does it increase casting rate? just a guess xD
  4347. int i = SC_ASPDPOTION0 + skilllv - 1;
  4348. if (i > SC_ASPDPOTION3)
  4349. i = SC_ASPDPOTION3;
  4350. clif_skill_nodamage(src,bl,skillid,skilllv,
  4351. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4352. }
  4353. break;
  4354. case NPC_REVENGE:
  4355. // not really needed... but adding here anyway ^^
  4356. if (md && md->master_id > 0) {
  4357. struct block_list *mbl, *tbl;
  4358. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4359. (tbl = battle_gettargeted(mbl)) == NULL)
  4360. break;
  4361. md->state.provoke_flag = tbl->id;
  4362. mob_target(md, tbl, sstatus->rhw.range);
  4363. }
  4364. break;
  4365. case NPC_RUN:
  4366. {
  4367. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4368. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4369. unit_stop_attack(src);
  4370. //Run skillv tiles overriding the can-move check.
  4371. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4372. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4373. }
  4374. break;
  4375. case NPC_TRANSFORMATION:
  4376. case NPC_METAMORPHOSIS:
  4377. if(md && md->skillidx >= 0) {
  4378. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4379. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4380. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4381. if (class_) mob_class_change(md, class_);
  4382. }
  4383. break;
  4384. case NPC_EMOTION_ON:
  4385. case NPC_EMOTION:
  4386. //va[0] is the emotion to use.
  4387. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4388. //val[1] 'sets' the mode
  4389. //val[2] adds to the current mode
  4390. //val[3] removes from the current mode
  4391. //val[4] if set, asks to delete the previous mode change.
  4392. if(md && md->skillidx >= 0 && tsc)
  4393. {
  4394. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4395. if(md->db->skill[md->skillidx].val[4] && tsce)
  4396. status_change_end(bl, type, -1);
  4397. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4398. sc_start4(src, type, 100, skilllv,
  4399. md->db->skill[md->skillidx].val[1],
  4400. md->db->skill[md->skillidx].val[2],
  4401. md->db->skill[md->skillidx].val[3],
  4402. skill_get_time(skillid, skilllv));
  4403. }
  4404. break;
  4405. case NPC_POWERUP:
  4406. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4407. clif_skill_nodamage(src,bl,skillid,skilllv,
  4408. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4409. break;
  4410. case NPC_AGIUP:
  4411. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4412. clif_skill_nodamage(src,bl,skillid,skilllv,
  4413. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4414. break;
  4415. case NPC_INVISIBLE:
  4416. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4417. clif_skill_nodamage(src,bl,skillid,skilllv,
  4418. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4419. break;
  4420. case NPC_SIEGEMODE:
  4421. // not sure what it does
  4422. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4423. break;
  4424. case WE_MALE:
  4425. {
  4426. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4427. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4428. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4429. }
  4430. break;
  4431. case WE_FEMALE:
  4432. {
  4433. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4434. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4435. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4436. }
  4437. break;
  4438. // parent-baby skills
  4439. case WE_BABY:
  4440. if(sd){
  4441. struct map_session_data *f_sd = pc_get_father(sd);
  4442. struct map_session_data *m_sd = pc_get_mother(sd);
  4443. // if neither was found
  4444. if(!f_sd && !m_sd){
  4445. clif_skill_fail(sd,skillid,0,0);
  4446. map_freeblock_unlock();
  4447. return 0;
  4448. }
  4449. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4450. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4451. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4452. }
  4453. break;
  4454. case PF_HPCONVERSION:
  4455. {
  4456. int hp, sp;
  4457. hp = sstatus->max_hp/10;
  4458. sp = hp * 10 * skilllv / 100;
  4459. if (!status_charge(src,hp,0)) {
  4460. if (sd) clif_skill_fail(sd,skillid,0,0);
  4461. break;
  4462. }
  4463. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4464. status_heal(bl,0,sp,2);
  4465. }
  4466. break;
  4467. case MA_REMOVETRAP:
  4468. case HT_REMOVETRAP:
  4469. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4470. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4471. {
  4472. struct skill_unit* su;
  4473. struct skill_unit_group* sg;
  4474. su = BL_CAST(BL_SKILL, bl);
  4475. // Mercenaries can remove any trap
  4476. // Players can only remove their own traps or traps on Vs maps.
  4477. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4478. {
  4479. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4480. { // prevent picking up expired traps
  4481. if( battle_config.skill_removetrap_type )
  4482. { // get back all items used to deploy the trap
  4483. for( i = 0; i < 10; i++ )
  4484. {
  4485. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4486. {
  4487. int flag;
  4488. struct item item_tmp;
  4489. memset(&item_tmp,0,sizeof(item_tmp));
  4490. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4491. item_tmp.identify = 1;
  4492. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4493. {
  4494. clif_additem(sd,0,0,flag);
  4495. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4496. }
  4497. }
  4498. }
  4499. }
  4500. else
  4501. { // get back 1 trap
  4502. struct item item_tmp;
  4503. memset(&item_tmp,0,sizeof(item_tmp));
  4504. item_tmp.nameid = ITEMID_TRAP;
  4505. item_tmp.identify = 1;
  4506. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4507. {
  4508. clif_additem(sd,0,0,flag);
  4509. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4510. }
  4511. }
  4512. }
  4513. skill_delunit(su);
  4514. }
  4515. }
  4516. break;
  4517. case HT_SPRINGTRAP:
  4518. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4519. {
  4520. struct skill_unit *su=NULL;
  4521. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4522. switch(su->group->unit_id){
  4523. case UNT_ANKLESNARE: // ankle snare
  4524. if (su->group->val2 != 0)
  4525. // if it is already trapping something don't spring it,
  4526. // remove trap should be used instead
  4527. break;
  4528. // otherwise fallthrough to below
  4529. case UNT_BLASTMINE:
  4530. case UNT_SKIDTRAP:
  4531. case UNT_LANDMINE:
  4532. case UNT_SHOCKWAVE:
  4533. case UNT_SANDMAN:
  4534. case UNT_FLASHER:
  4535. case UNT_FREEZINGTRAP:
  4536. case UNT_CLAYMORETRAP:
  4537. case UNT_TALKIEBOX:
  4538. su->group->unit_id = UNT_USED_TRAPS;
  4539. clif_changetraplook(bl, UNT_USED_TRAPS);
  4540. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4541. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4542. }
  4543. }
  4544. }
  4545. break;
  4546. case BD_ENCORE:
  4547. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4548. if(sd)
  4549. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4550. break;
  4551. case AS_SPLASHER:
  4552. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4553. if (sd) clif_skill_fail(sd,skillid,0,0);
  4554. map_freeblock_unlock();
  4555. return 1;
  4556. }
  4557. clif_skill_nodamage(src,bl,skillid,skilllv,
  4558. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4559. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4560. break;
  4561. case PF_MINDBREAKER:
  4562. {
  4563. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4564. {
  4565. map_freeblock_unlock();
  4566. return 1;
  4567. }
  4568. if (tsce)
  4569. { //HelloKitty2 (?) explained that this silently fails when target is
  4570. //already inflicted. [Skotlex]
  4571. map_freeblock_unlock();
  4572. return 1;
  4573. }
  4574. //Has a 55% + skilllv*5% success chance.
  4575. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4576. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4577. {
  4578. if (sd) clif_skill_fail(sd,skillid,0,0);
  4579. map_freeblock_unlock();
  4580. return 0;
  4581. }
  4582. unit_skillcastcancel(bl,0);
  4583. if(tsc && tsc->count){
  4584. if(tsc->data[SC_FREEZE])
  4585. status_change_end(bl,SC_FREEZE,-1);
  4586. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4587. status_change_end(bl,SC_STONE,-1);
  4588. if(tsc->data[SC_SLEEP])
  4589. status_change_end(bl,SC_SLEEP,-1);
  4590. }
  4591. if(dstmd)
  4592. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4593. }
  4594. break;
  4595. case PF_SOULCHANGE:
  4596. {
  4597. unsigned int sp1 = 0, sp2 = 0;
  4598. if (dstmd) {
  4599. if (dstmd->state.soul_change_flag) {
  4600. if(sd) clif_skill_fail(sd,skillid,0,0);
  4601. break;
  4602. }
  4603. dstmd->state.soul_change_flag = 1;
  4604. sp2 = sstatus->max_sp * 3 /100;
  4605. status_heal(src, 0, sp2, 2);
  4606. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4607. break;
  4608. }
  4609. sp1 = sstatus->sp;
  4610. sp2 = tstatus->sp;
  4611. status_set_sp(src, sp2, 3);
  4612. status_set_sp(bl, sp1, 3);
  4613. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4614. }
  4615. break;
  4616. // Slim Pitcher
  4617. case CR_SLIMPITCHER:
  4618. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4619. break;
  4620. if (potion_hp || potion_sp) {
  4621. int hp = potion_hp, sp = potion_sp;
  4622. hp = hp * (100 + (tstatus->vit<<1))/100;
  4623. sp = sp * (100 + (tstatus->int_<<1))/100;
  4624. if (dstsd) {
  4625. if (hp)
  4626. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4627. if (sp)
  4628. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4629. }
  4630. if (tsc && tsc->data[SC_CRITICALWOUND])
  4631. {
  4632. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4633. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4634. }
  4635. if(hp > 0)
  4636. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4637. if(sp > 0)
  4638. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4639. status_heal(bl,hp,sp,0);
  4640. }
  4641. break;
  4642. // Full Chemical Protection
  4643. case CR_FULLPROTECTION:
  4644. {
  4645. int i, skilltime;
  4646. skilltime = skill_get_time(skillid,skilllv);
  4647. if (!tsc) {
  4648. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4649. break;
  4650. }
  4651. for (i=0; i<4; i++) {
  4652. if(tsc->data[SC_STRIPWEAPON + i])
  4653. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4654. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4655. }
  4656. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4657. }
  4658. break;
  4659. case RG_CLEANER: //AppleGirl
  4660. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4661. break;
  4662. case CG_LONGINGFREEDOM:
  4663. {
  4664. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4665. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4666. {
  4667. clif_skill_nodamage(src,bl,skillid,skilllv,
  4668. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4669. }
  4670. }
  4671. break;
  4672. case CG_TAROTCARD:
  4673. {
  4674. int eff, count = -1;
  4675. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4676. {
  4677. if( sd )
  4678. clif_skill_fail(sd,skillid,0,0);
  4679. map_freeblock_unlock();
  4680. return 0;
  4681. }
  4682. do {
  4683. eff = rand() % 14;
  4684. clif_specialeffect(bl, 523 + eff, AREA);
  4685. switch (eff)
  4686. {
  4687. case 0: // heals SP to 0
  4688. status_percent_damage(src, bl, 0, 100, false);
  4689. break;
  4690. case 1: // matk halved
  4691. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4692. break;
  4693. case 2: // all buffs removed
  4694. status_change_clear_buffs(bl,1);
  4695. break;
  4696. case 3: // 1000 damage, random armor destroyed
  4697. {
  4698. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4699. status_fix_damage(src, bl, 1000, 0);
  4700. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4701. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4702. }
  4703. break;
  4704. case 4: // atk halved
  4705. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4706. break;
  4707. case 5: // 2000HP heal, random teleported
  4708. status_heal(src, 2000, 0, 0);
  4709. unit_warp(src, -1,-1,-1, 3);
  4710. break;
  4711. case 6: // random 2 other effects
  4712. if (count == -1)
  4713. count = 3;
  4714. else
  4715. count++; //Should not retrigger this one.
  4716. break;
  4717. case 7: // stop freeze or stoned
  4718. {
  4719. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4720. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4721. }
  4722. break;
  4723. case 8: // curse coma and poison
  4724. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4725. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4726. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4727. break;
  4728. case 9: // confusion
  4729. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4730. break;
  4731. case 10: // 6666 damage, atk matk halved, cursed
  4732. status_fix_damage(src, bl, 6666, 0);
  4733. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4734. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4735. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4736. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4737. break;
  4738. case 11: // 4444 damage
  4739. status_fix_damage(src, bl, 4444, 0);
  4740. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4741. break;
  4742. case 12: // stun
  4743. sc_start(bl,SC_STUN,100,skilllv,5000);
  4744. break;
  4745. case 13: // atk,matk,hit,flee,def reduced
  4746. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4747. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4748. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4749. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4750. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4751. break;
  4752. default:
  4753. break;
  4754. }
  4755. } while ((--count) > 0);
  4756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4757. }
  4758. break;
  4759. case SL_ALCHEMIST:
  4760. case SL_ASSASIN:
  4761. case SL_BARDDANCER:
  4762. case SL_BLACKSMITH:
  4763. case SL_CRUSADER:
  4764. case SL_HUNTER:
  4765. case SL_KNIGHT:
  4766. case SL_MONK:
  4767. case SL_PRIEST:
  4768. case SL_ROGUE:
  4769. case SL_SAGE:
  4770. case SL_SOULLINKER:
  4771. case SL_STAR:
  4772. case SL_SUPERNOVICE:
  4773. case SL_WIZARD:
  4774. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4775. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4776. clif_skill_fail(sd,skillid,0,0);
  4777. break;
  4778. }
  4779. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4780. { //Erase death count 1% of the casts
  4781. dstsd->die_counter = 0;
  4782. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4783. clif_misceffect2(bl, 0x152);
  4784. //SC_SPIRIT invokes status_calc_pc for us.
  4785. }
  4786. clif_skill_nodamage(src,bl,skillid,skilllv,
  4787. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4788. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4789. break;
  4790. case SL_HIGH:
  4791. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4792. clif_skill_fail(sd,skillid,0,0);
  4793. break;
  4794. }
  4795. clif_skill_nodamage(src,bl,skillid,skilllv,
  4796. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4797. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4798. break;
  4799. case SL_SWOO:
  4800. if (tsce) {
  4801. sc_start(src,SC_STUN,100,skilllv,10000);
  4802. break;
  4803. }
  4804. case SL_SKA: // [marquis007]
  4805. case SL_SKE:
  4806. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4807. clif_skill_fail(sd,skillid,0,0);
  4808. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4809. } else
  4810. clif_skill_nodamage(src,bl,skillid,skilllv,
  4811. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4812. if (skillid == SL_SKE)
  4813. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4814. break;
  4815. // New guild skills [Celest]
  4816. case GD_BATTLEORDER:
  4817. if(flag&1) {
  4818. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4819. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4820. } else if (status_get_guild_id(src)) {
  4821. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4822. map_foreachinrange(skill_area_sub, src,
  4823. skill_get_splash(skillid, skilllv), BL_PC,
  4824. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4825. skill_castend_nodamage_id);
  4826. if (sd)
  4827. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4828. }
  4829. break;
  4830. case GD_REGENERATION:
  4831. if(flag&1) {
  4832. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4833. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4834. } else if (status_get_guild_id(src)) {
  4835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4836. map_foreachinrange(skill_area_sub, src,
  4837. skill_get_splash(skillid, skilllv), BL_PC,
  4838. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4839. skill_castend_nodamage_id);
  4840. if (sd)
  4841. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4842. }
  4843. break;
  4844. case GD_RESTORE:
  4845. if(flag&1) {
  4846. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4847. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4848. } else if (status_get_guild_id(src)) {
  4849. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4850. map_foreachinrange(skill_area_sub, src,
  4851. skill_get_splash(skillid, skilllv), BL_PC,
  4852. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4853. skill_castend_nodamage_id);
  4854. if (sd)
  4855. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4856. }
  4857. break;
  4858. case GD_EMERGENCYCALL:
  4859. {
  4860. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4861. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4862. int j = 0;
  4863. struct guild *g = NULL;
  4864. // i don't know if it actually summons in a circle, but oh well. ;P
  4865. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4866. if (!g)
  4867. break;
  4868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4869. for(i = 0; i < g->max_member; i++, j++) {
  4870. if (j>8) j=0;
  4871. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  4872. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  4873. continue;
  4874. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4875. dx[j] = dy[j] = 0;
  4876. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4877. }
  4878. }
  4879. if (sd)
  4880. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4881. }
  4882. break;
  4883. case SG_FEEL:
  4884. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4885. if (sd) {
  4886. if(!sd->feel_map[skilllv-1].index)
  4887. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4888. else
  4889. clif_feel_info(sd, skilllv-1, 1);
  4890. }
  4891. break;
  4892. case SG_HATE:
  4893. if (sd) {
  4894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4895. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4896. clif_skill_fail(sd,skillid,0,0);
  4897. }
  4898. break;
  4899. case GS_GLITTERING:
  4900. if(sd) {
  4901. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4902. if(rand()%100 < (20+10*skilllv))
  4903. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4904. else if(sd->spiritball > 0)
  4905. pc_delspiritball(sd,1,0);
  4906. }
  4907. break;
  4908. case GS_CRACKER:
  4909. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4910. {
  4911. i =65 -5*distance_bl(src,bl); //Base rate
  4912. if (i < 30) i = 30;
  4913. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4914. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4915. }
  4916. else if (sd)
  4917. clif_skill_fail(sd,skillid,0,0);
  4918. break;
  4919. case AM_CALLHOMUN: //[orn]
  4920. if (sd && !merc_call_homunculus(sd))
  4921. clif_skill_fail(sd,skillid,0,0);
  4922. break;
  4923. case AM_REST:
  4924. if (sd)
  4925. {
  4926. if (merc_hom_vaporize(sd,1))
  4927. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4928. else
  4929. clif_skill_fail(sd,skillid,0,0);
  4930. }
  4931. break;
  4932. case HAMI_CASTLE: //[orn]
  4933. if(rand()%100 < 20*skilllv && src != bl)
  4934. {
  4935. int x,y;
  4936. x = src->x;
  4937. y = src->y;
  4938. if (hd)
  4939. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4940. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4941. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4942. clif_slide(src,bl->x,bl->y) ;
  4943. if (unit_movepos(bl,x,y,0,0))
  4944. {
  4945. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4946. clif_slide(bl,x,y) ;
  4947. }
  4948. //TODO: Shouldn't also players and the like switch targets?
  4949. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4950. AREA_SIZE, BL_MOB, bl, src);
  4951. }
  4952. }
  4953. // Failed
  4954. else if (hd && hd->master)
  4955. clif_skill_fail(hd->master, skillid, 0, 0);
  4956. else if (sd)
  4957. clif_skill_fail(sd, skillid, 0, 0);
  4958. break;
  4959. case HVAN_CHAOTIC: //[orn]
  4960. {
  4961. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4962. int rnd = rand()%100;
  4963. i = (skilllv-1)%5;
  4964. if(rnd<per[i][0]) //Self
  4965. bl = src;
  4966. else if(rnd<per[i][1]) //Master
  4967. bl = battle_get_master(src);
  4968. else //Enemy
  4969. bl = map_id2bl(battle_gettarget(src));
  4970. if (!bl) bl = src;
  4971. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4972. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4973. i += i * rnd / 100;
  4974. if (dstsd && (rnd = pc_skillheal2_bonus(dstsd, skillid)) > 0)
  4975. i += i * rnd / 100;
  4976. //Eh? why double skill packet?
  4977. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4978. clif_skill_nodamage(src,bl,skillid,i,1);
  4979. status_heal(bl, i, 0, 0);
  4980. }
  4981. break;
  4982. //Homun single-target support skills [orn]
  4983. case HAMI_BLOODLUST:
  4984. case HFLI_FLEET:
  4985. case HFLI_SPEED:
  4986. case HLIF_CHANGE:
  4987. clif_skill_nodamage(src,bl,skillid,skilllv,
  4988. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4989. if (hd)
  4990. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4991. break;
  4992. case NPC_DRAGONFEAR:
  4993. if (flag&1) {
  4994. const enum sc_type sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4995. i = rand()%ARRAYLENGTH(sc);
  4996. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4997. break;
  4998. }
  4999. case NPC_WIDEBLEEDING:
  5000. case NPC_WIDECONFUSE:
  5001. case NPC_WIDECURSE:
  5002. case NPC_WIDEFREEZE:
  5003. case NPC_WIDESLEEP:
  5004. case NPC_WIDESILENCE:
  5005. case NPC_WIDESTONE:
  5006. case NPC_WIDESTUN:
  5007. case NPC_SLOWCAST:
  5008. if (flag&1)
  5009. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5010. else {
  5011. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5012. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5013. map_foreachinrange(skill_area_sub, bl,
  5014. skill_get_splash(skillid, skilllv),BL_CHAR,
  5015. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5016. skill_castend_nodamage_id);
  5017. }
  5018. break;
  5019. default:
  5020. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5021. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5022. map_freeblock_unlock();
  5023. return 1;
  5024. }
  5025. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5026. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5027. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5028. }
  5029. if( sd && !(flag&1) )
  5030. {
  5031. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5032. battle_consume_ammo(sd, skillid, skilllv);
  5033. if( !sd->state.skillonskill )
  5034. skill_onskillusage(sd, bl, skillid, tick);
  5035. }
  5036. map_freeblock_unlock();
  5037. return 0;
  5038. }
  5039. /*==========================================
  5040. *
  5041. *------------------------------------------*/
  5042. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5043. {
  5044. struct block_list *target, *src;
  5045. struct map_session_data *sd;
  5046. struct mob_data *md;
  5047. struct unit_data *ud;
  5048. struct status_change *sc = NULL;
  5049. int inf,inf2,flag = 0;
  5050. src = map_id2bl(id);
  5051. if( src == NULL )
  5052. {
  5053. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5054. return 0;// not found
  5055. }
  5056. ud = unit_bl2ud(src);
  5057. if( ud == NULL )
  5058. {
  5059. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5060. return 0;// ???
  5061. }
  5062. sd = BL_CAST(BL_PC, src);
  5063. md = BL_CAST(BL_MOB, src);
  5064. if( src->prev == NULL ) {
  5065. ud->skilltimer = INVALID_TIMER;
  5066. return 0;
  5067. }
  5068. if(ud->skillid != SA_CASTCANCEL )
  5069. {// otherwise handled in unit_skillcastcancel()
  5070. if( ud->skilltimer != tid ) {
  5071. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5072. ud->skilltimer = INVALID_TIMER;
  5073. return 0;
  5074. }
  5075. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5076. {// restore original walk speed
  5077. ud->skilltimer = INVALID_TIMER;
  5078. status_calc_bl(&sd->bl, SCB_SPEED);
  5079. }
  5080. ud->skilltimer = INVALID_TIMER;
  5081. }
  5082. if (ud->skilltarget == id)
  5083. target = src;
  5084. else
  5085. target = map_id2bl(ud->skilltarget);
  5086. // Use a do so that you can break out of it when the skill fails.
  5087. do {
  5088. if(!target || target->prev==NULL) break;
  5089. if(src->m != target->m || status_isdead(src)) break;
  5090. switch (ud->skillid) {
  5091. //These should become skill_castend_pos
  5092. case WE_CALLPARTNER:
  5093. case WE_CALLPARENT:
  5094. case WE_CALLBABY:
  5095. case AM_RESURRECTHOMUN:
  5096. case PF_SPIDERWEB:
  5097. //Find a random spot to place the skill. [Skotlex]
  5098. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5099. ud->skillx = target->x + inf2;
  5100. ud->skilly = target->y + inf2;
  5101. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5102. ud->skillx = target->x;
  5103. ud->skilly = target->y;
  5104. }
  5105. ud->skilltimer=tid;
  5106. return skill_castend_pos(tid,tick,id,data);
  5107. }
  5108. if(ud->skillid == RG_BACKSTAP) {
  5109. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5110. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5111. break;
  5112. }
  5113. }
  5114. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5115. {
  5116. sc = status_get_sc(target);
  5117. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5118. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5119. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5120. break;
  5121. }
  5122. }
  5123. else
  5124. { // Check target validity.
  5125. inf = skill_get_inf(ud->skillid);
  5126. inf2 = skill_get_inf2(ud->skillid);
  5127. if(inf&INF_ATTACK_SKILL ||
  5128. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5129. inf = BCT_ENEMY; //Offensive skill.
  5130. else if(inf2&INF2_NO_ENEMY)
  5131. inf = BCT_NOENEMY;
  5132. else
  5133. inf = 0;
  5134. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5135. {
  5136. inf |=
  5137. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5138. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5139. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5140. inf &= ~BCT_NEUTRAL;
  5141. }
  5142. if (inf && battle_check_target(src, target, inf) <= 0)
  5143. break;
  5144. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5145. sc->data[SC_FOGWALL] &&
  5146. rand()%100 < 75)
  5147. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5148. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5149. break;
  5150. }
  5151. }
  5152. //Avoid doing double checks for instant-cast skills.
  5153. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5154. break;
  5155. if(md) {
  5156. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5157. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5158. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5159. }
  5160. if(src != target && battle_config.skill_add_range &&
  5161. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5162. {
  5163. if (sd) {
  5164. clif_skill_fail(sd,ud->skillid,0,0);
  5165. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5166. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5167. }
  5168. break;
  5169. }
  5170. if( sd && !skill_check_condition(sd, ud->skillid, ud->skilllv,1) )
  5171. break;
  5172. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5173. break;
  5174. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5175. flag = 1;
  5176. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5177. unit_stop_walking(src,1);
  5178. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5179. if ( battle_config.display_status_timers && sd )
  5180. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5181. if( sd )
  5182. {
  5183. switch( ud->skillid )
  5184. {
  5185. case GS_DESPERADO:
  5186. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  5187. break;
  5188. case CR_GRANDCROSS:
  5189. case NPC_GRANDDARKNESS:
  5190. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  5191. {
  5192. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  5193. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  5194. break;
  5195. }
  5196. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  5197. break;
  5198. }
  5199. }
  5200. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5201. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5202. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5203. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5204. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5205. map_freeblock_lock();
  5206. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5207. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5208. else
  5209. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5210. sc = status_get_sc(src);
  5211. if(sc && sc->count) {
  5212. if(sc->data[SC_MAGICPOWER] &&
  5213. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5214. status_change_end(src,SC_MAGICPOWER,-1);
  5215. if(sc->data[SC_SPIRIT] &&
  5216. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5217. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5218. ud->skillid != WZ_WATERBALL)
  5219. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5220. }
  5221. if (ud->skilltimer == -1) {
  5222. if(md) md->skillidx = -1;
  5223. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5224. ud->skilllv = ud->skilltarget = 0;
  5225. }
  5226. map_freeblock_unlock();
  5227. return 1;
  5228. } while(0);
  5229. //Skill failed.
  5230. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5231. { //When Asura fails... (except when it fails from Fog of Wall)
  5232. //Consume SP/spheres
  5233. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5234. status_set_sp(src, 0, 0);
  5235. sc = &sd->sc;
  5236. if (sc->count)
  5237. { //End states
  5238. if (sc->data[SC_EXPLOSIONSPIRITS])
  5239. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5240. if (sc->data[SC_BLADESTOP])
  5241. status_change_end(src,SC_BLADESTOP,-1);
  5242. }
  5243. if (target && target->m == src->m)
  5244. { //Move character to target anyway.
  5245. int dx,dy;
  5246. dx = target->x - src->x;
  5247. dy = target->y - src->y;
  5248. if(dx > 0) dx++;
  5249. else if(dx < 0) dx--;
  5250. if (dy > 0) dy++;
  5251. else if(dy < 0) dy--;
  5252. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5253. { //Display movement + animation.
  5254. clif_slide(src,src->x,src->y);
  5255. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5256. }
  5257. clif_skill_fail(sd,ud->skillid,0,0);
  5258. }
  5259. }
  5260. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5261. ud->canact_tick = tick;
  5262. //You can't place a skill failed packet here because it would be
  5263. //sent in ALL cases, even cases where skill_check_condition fails
  5264. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5265. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5266. else
  5267. if(md) md->skillidx = -1;
  5268. return 0;
  5269. }
  5270. /*==========================================
  5271. *
  5272. *------------------------------------------*/
  5273. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5274. {
  5275. struct block_list* src = map_id2bl(id);
  5276. int maxcount;
  5277. struct map_session_data *sd;
  5278. struct unit_data *ud = unit_bl2ud(src);
  5279. struct mob_data *md;
  5280. nullpo_retr(0, ud);
  5281. sd = BL_CAST(BL_PC , src);
  5282. md = BL_CAST(BL_MOB, src);
  5283. if( src->prev == NULL ) {
  5284. ud->skilltimer = INVALID_TIMER;
  5285. return 0;
  5286. }
  5287. if( ud->skilltimer != tid )
  5288. {
  5289. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5290. ud->skilltimer = INVALID_TIMER;
  5291. return 0;
  5292. }
  5293. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5294. {// restore original walk speed
  5295. ud->skilltimer = INVALID_TIMER;
  5296. status_calc_bl(&sd->bl, SCB_SPEED);
  5297. }
  5298. ud->skilltimer = INVALID_TIMER;
  5299. do {
  5300. if( status_isdead(src) )
  5301. break;
  5302. if( !(src->type&battle_config.skill_reiteration) &&
  5303. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5304. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5305. )
  5306. {
  5307. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5308. break;
  5309. }
  5310. if( src->type&battle_config.skill_nofootset &&
  5311. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5312. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5313. )
  5314. {
  5315. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5316. break;
  5317. }
  5318. if( src->type&battle_config.land_skill_limit &&
  5319. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5320. ) {
  5321. int i;
  5322. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5323. if(ud->skillunit[i]->skill_id == ud->skillid)
  5324. maxcount--;
  5325. }
  5326. if( maxcount == 0 )
  5327. {
  5328. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5329. break;
  5330. }
  5331. }
  5332. if(tid != -1)
  5333. { //Avoid double checks on instant cast skills. [Skotlex]
  5334. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5335. break;
  5336. if(battle_config.skill_add_range &&
  5337. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5338. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5339. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5340. break;
  5341. }
  5342. }
  5343. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5344. break;
  5345. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5346. break;
  5347. if(md) {
  5348. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5349. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5350. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5351. }
  5352. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5353. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5354. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5355. if (ud->walktimer != -1)
  5356. unit_stop_walking(src,1);
  5357. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5358. if ( battle_config.display_status_timers && sd )
  5359. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5360. // if( sd )
  5361. // {
  5362. // switch( ud->skillid )
  5363. // {
  5364. // case ????:
  5365. // sd->canequip_tick = tick + ????;
  5366. // break;
  5367. // }
  5368. // }
  5369. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5370. map_freeblock_lock();
  5371. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5372. if (ud->skilltimer == -1) {
  5373. if (md) md->skillidx = -1;
  5374. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5375. ud->skilllv = ud->skillx = ud->skilly = 0;
  5376. }
  5377. map_freeblock_unlock();
  5378. return 1;
  5379. } while(0);
  5380. ud->canact_tick = tick;
  5381. ud->skillid = ud->skilllv = 0;
  5382. if(sd)
  5383. sd->skillitem = sd->skillitemlv = 0;
  5384. else if(md)
  5385. md->skillidx = -1;
  5386. return 0;
  5387. }
  5388. /*==========================================
  5389. *
  5390. *------------------------------------------*/
  5391. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5392. {
  5393. struct map_session_data* sd;
  5394. struct status_change* sc;
  5395. struct status_change_entry *sce;
  5396. struct skill_unit_group* sg;
  5397. enum sc_type type;
  5398. int i;
  5399. //if(skilllv <= 0) return 0;
  5400. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5401. nullpo_retr(0, src);
  5402. if(status_isdead(src))
  5403. return 0;
  5404. sd = BL_CAST(BL_PC, src);
  5405. sc = status_get_sc(src);
  5406. type = status_skill2sc(skillid);
  5407. sce = (sc && type != -1)?sc->data[type]:NULL;
  5408. switch (skillid) { //Skill effect.
  5409. case WZ_METEOR:
  5410. case MO_BODYRELOCATION:
  5411. case CR_CULTIVATION:
  5412. case HW_GANBANTEIN:
  5413. break; //Effect is displayed on respective switch case.
  5414. default:
  5415. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5416. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5417. else
  5418. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5419. }
  5420. switch(skillid)
  5421. {
  5422. case PR_BENEDICTIO:
  5423. skill_area_temp[1] = src->id;
  5424. i = skill_get_splash(skillid, skilllv);
  5425. map_foreachinarea(skill_area_sub,
  5426. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5427. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5428. skill_castend_nodamage_id);
  5429. map_foreachinarea(skill_area_sub,
  5430. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5431. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5432. skill_castend_damage_id);
  5433. break;
  5434. case BS_HAMMERFALL:
  5435. i = skill_get_splash(skillid, skilllv);
  5436. map_foreachinarea (skill_area_sub,
  5437. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5438. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5439. skill_castend_nodamage_id);
  5440. break;
  5441. case HT_DETECTING:
  5442. i = skill_get_splash(skillid, skilllv);
  5443. map_foreachinarea( status_change_timer_sub,
  5444. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5445. src,NULL,SC_SIGHT,tick);
  5446. if(battle_config.traps_setting&1)
  5447. map_foreachinarea( skill_reveal_trap,
  5448. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5449. break;
  5450. case MG_SAFETYWALL:
  5451. case MG_FIREWALL:
  5452. case MG_THUNDERSTORM:
  5453. case AL_PNEUMA:
  5454. case WZ_ICEWALL:
  5455. case WZ_FIREPILLAR:
  5456. case WZ_QUAGMIRE:
  5457. case WZ_VERMILION:
  5458. case WZ_STORMGUST:
  5459. case WZ_HEAVENDRIVE:
  5460. case PR_SANCTUARY:
  5461. case PR_MAGNUS:
  5462. case CR_GRANDCROSS:
  5463. case NPC_GRANDDARKNESS:
  5464. case HT_SKIDTRAP:
  5465. case MA_SKIDTRAP:
  5466. case HT_LANDMINE:
  5467. case MA_LANDMINE:
  5468. case HT_ANKLESNARE:
  5469. case HT_SHOCKWAVE:
  5470. case HT_SANDMAN:
  5471. case MA_SANDMAN:
  5472. case HT_FLASHER:
  5473. case HT_FREEZINGTRAP:
  5474. case MA_FREEZINGTRAP:
  5475. case HT_BLASTMINE:
  5476. case HT_CLAYMORETRAP:
  5477. case AS_VENOMDUST:
  5478. case AM_DEMONSTRATION:
  5479. case PF_FOGWALL:
  5480. case PF_SPIDERWEB:
  5481. case HT_TALKIEBOX:
  5482. case WE_CALLPARTNER:
  5483. case WE_CALLPARENT:
  5484. case WE_CALLBABY:
  5485. case AC_SHOWER: //Ground-placed skill implementation.
  5486. case MA_SHOWER:
  5487. case SA_VOLCANO:
  5488. case SA_DELUGE:
  5489. case SA_VIOLENTGALE:
  5490. case SA_LANDPROTECTOR:
  5491. case BD_LULLABY:
  5492. case BD_RICHMANKIM:
  5493. case BD_ETERNALCHAOS:
  5494. case BD_DRUMBATTLEFIELD:
  5495. case BD_RINGNIBELUNGEN:
  5496. case BD_ROKISWEIL:
  5497. case BD_INTOABYSS:
  5498. case BD_SIEGFRIED:
  5499. case BA_DISSONANCE:
  5500. case BA_POEMBRAGI:
  5501. case BA_WHISTLE:
  5502. case BA_ASSASSINCROSS:
  5503. case BA_APPLEIDUN:
  5504. case DC_UGLYDANCE:
  5505. case DC_HUMMING:
  5506. case DC_DONTFORGETME:
  5507. case DC_FORTUNEKISS:
  5508. case DC_SERVICEFORYOU:
  5509. case CG_MOONLIT:
  5510. case GS_DESPERADO:
  5511. case NJ_KAENSIN:
  5512. case NJ_BAKUENRYU:
  5513. case NJ_SUITON:
  5514. case NJ_HYOUSYOURAKU:
  5515. case NJ_RAIGEKISAI:
  5516. case NJ_KAMAITACHI:
  5517. case NPC_EVILLAND:
  5518. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5519. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5520. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5521. break;
  5522. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5523. skill_clear_unitgroup(src);
  5524. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5525. flag|=1;
  5526. break;
  5527. case HP_BASILICA:
  5528. if( sc->data[SC_BASILICA] )
  5529. status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
  5530. else
  5531. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5532. skill_clear_unitgroup(src);
  5533. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5534. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5535. flag|=1;
  5536. }
  5537. break;
  5538. case CG_HERMODE:
  5539. skill_clear_unitgroup(src);
  5540. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5541. sc_start4(src,SC_DANCING,100,
  5542. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5543. flag|=1;
  5544. break;
  5545. case RG_CLEANER: // [Valaris]
  5546. i = skill_get_splash(skillid, skilllv);
  5547. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5548. break;
  5549. case WZ_METEOR:
  5550. {
  5551. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5552. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5553. if( sc && sc->data[SC_MAGICPOWER] )
  5554. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5555. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5556. {
  5557. // Creates a random Cell in the Splash Area
  5558. tmpx = x - area + rand()%(area * 2 + 1);
  5559. tmpy = y - area + rand()%(area * 2 + 1);
  5560. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5561. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5562. if( i > 0 )
  5563. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5564. x1 = tmpx;
  5565. y1 = tmpy;
  5566. }
  5567. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5568. }
  5569. break;
  5570. case AL_WARP:
  5571. if(sd)
  5572. {
  5573. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5574. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5575. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5576. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5577. );
  5578. }
  5579. break;
  5580. case MO_BODYRELOCATION:
  5581. if (unit_movepos(src, x, y, 1, 1)) {
  5582. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5583. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5584. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5585. }
  5586. break;
  5587. case NJ_SHADOWJUMP:
  5588. {
  5589. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5590. { //You don't move on GVG grounds.
  5591. unit_movepos(src, x, y, 1, 0);
  5592. clif_slide(src,x,y);
  5593. }
  5594. if (sc && sc->data[SC_HIDING])
  5595. status_change_end(src, SC_HIDING, -1);
  5596. }
  5597. break;
  5598. case AM_SPHEREMINE:
  5599. case AM_CANNIBALIZE:
  5600. {
  5601. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5602. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5603. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5604. struct mob_data *md;
  5605. // Correct info, don't change any of this! [celest]
  5606. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5607. if (md) {
  5608. md->master_id = src->id;
  5609. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5610. if( md->deletetimer != INVALID_TIMER )
  5611. delete_timer(md->deletetimer, mob_timer_delete);
  5612. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5613. mob_spawn (md); //Now it is ready for spawning.
  5614. }
  5615. }
  5616. break;
  5617. // Slim Pitcher [Celest]
  5618. case CR_SLIMPITCHER:
  5619. if (sd) {
  5620. int i = skilllv%11 - 1;
  5621. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5622. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5623. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5624. clif_skill_fail(sd,skillid,0,0);
  5625. return 1;
  5626. }
  5627. potion_flag = 1;
  5628. potion_hp = 0;
  5629. potion_sp = 0;
  5630. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5631. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5632. potion_flag = 0;
  5633. //Apply skill bonuses
  5634. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5635. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5636. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5637. + pc_skillheal_bonus(sd, skillid);
  5638. potion_hp = potion_hp * (100+i)/100;
  5639. potion_sp = potion_sp * (100+i)/100;
  5640. if(potion_hp > 0 || potion_sp > 0) {
  5641. i = skill_get_splash(skillid, skilllv);
  5642. map_foreachinarea(skill_area_sub,
  5643. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5644. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5645. skill_castend_nodamage_id);
  5646. }
  5647. } else {
  5648. int i = skilllv%11 - 1;
  5649. struct item_data *item = itemdb_search(i);
  5650. i = skill_db[skillid].itemid[i];
  5651. item = itemdb_search(i);
  5652. potion_flag = 1;
  5653. potion_hp = 0;
  5654. potion_sp = 0;
  5655. run_script(item->script,0,src->id,0);
  5656. potion_flag = 0;
  5657. i = skill_get_max(CR_SLIMPITCHER)*10;
  5658. potion_hp = potion_hp * (100+i)/100;
  5659. potion_sp = potion_sp * (100+i)/100;
  5660. if(potion_hp > 0 || potion_sp > 0) {
  5661. i = skill_get_splash(skillid, skilllv);
  5662. map_foreachinarea(skill_area_sub,
  5663. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5664. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5665. skill_castend_nodamage_id);
  5666. }
  5667. }
  5668. break;
  5669. case HW_GANBANTEIN:
  5670. if (rand()%100 < 80) {
  5671. int dummy = 1;
  5672. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5673. i = skill_get_splash(skillid, skilllv);
  5674. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5675. } else {
  5676. if (sd) clif_skill_fail(sd,skillid,0,0);
  5677. return 1;
  5678. }
  5679. break;
  5680. case HW_GRAVITATION:
  5681. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5682. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5683. flag|=1;
  5684. break;
  5685. // Plant Cultivation [Celest]
  5686. case CR_CULTIVATION:
  5687. if (sd) {
  5688. int i = skilllv - 1;
  5689. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5690. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5691. sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
  5692. map_count_oncell(src->m,x,y,BL_CHAR) > 0
  5693. ) {
  5694. clif_skill_fail(sd,skillid,0,0);
  5695. return 1;
  5696. }
  5697. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5698. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5699. if (rand()%100 < 50) {
  5700. clif_skill_fail(sd,skillid,0,0);
  5701. } else {
  5702. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5703. if (!md) break;
  5704. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5705. {
  5706. if( md->deletetimer != INVALID_TIMER )
  5707. delete_timer(md->deletetimer, mob_timer_delete);
  5708. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5709. }
  5710. mob_spawn (md);
  5711. }
  5712. }
  5713. break;
  5714. case SG_SUN_WARM:
  5715. case SG_MOON_WARM:
  5716. case SG_STAR_WARM:
  5717. skill_clear_unitgroup(src);
  5718. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5719. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5720. flag|=1;
  5721. break;
  5722. case PA_GOSPEL:
  5723. if (sce && sce->val4 == BCT_SELF)
  5724. status_change_end(src,SC_GOSPEL,-1);
  5725. else
  5726. {
  5727. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5728. if (!sg) break;
  5729. if (sce)
  5730. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5731. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5732. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5733. }
  5734. break;
  5735. case NJ_TATAMIGAESHI:
  5736. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5737. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5738. break;
  5739. case AM_RESURRECTHOMUN: //[orn]
  5740. if (sd)
  5741. {
  5742. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5743. {
  5744. clif_skill_fail(sd,skillid,0,0);
  5745. break;
  5746. }
  5747. }
  5748. break;
  5749. default:
  5750. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5751. return 1;
  5752. }
  5753. if (sc && sc->data[SC_MAGICPOWER])
  5754. status_change_end(src,SC_MAGICPOWER,-1);
  5755. if( sd )
  5756. {
  5757. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5758. battle_consume_ammo(sd, skillid, skilllv);
  5759. if( !sd->state.skillonskill )
  5760. skill_onskillusage(sd, NULL, skillid, tick);
  5761. }
  5762. return 0;
  5763. }
  5764. /*==========================================
  5765. *
  5766. *------------------------------------------*/
  5767. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5768. {
  5769. nullpo_retr(0, sd);
  5770. //Simplify skill_failed code.
  5771. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5772. if(skill_num != sd->menuskill_id)
  5773. return 0;
  5774. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5775. skill_failed(sd);
  5776. return 0;
  5777. }
  5778. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5779. skill_failed(sd);
  5780. return 0;
  5781. }
  5782. if(sd->sc.count && (
  5783. sd->sc.data[SC_SILENCE] ||
  5784. sd->sc.data[SC_ROKISWEIL] ||
  5785. sd->sc.data[SC_AUTOCOUNTER] ||
  5786. sd->sc.data[SC_STEELBODY] ||
  5787. sd->sc.data[SC_DANCING] ||
  5788. sd->sc.data[SC_BERSERK] ||
  5789. sd->sc.data[SC_BASILICA] ||
  5790. sd->sc.data[SC_MARIONETTE]
  5791. )) {
  5792. skill_failed(sd);
  5793. return 0;
  5794. }
  5795. pc_stop_attack(sd);
  5796. pc_stop_walking(sd,0);
  5797. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5798. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5799. if(strcmp(map,"cancel")==0) {
  5800. skill_failed(sd);
  5801. return 0;
  5802. }
  5803. switch(skill_num)
  5804. {
  5805. case AL_TELEPORT:
  5806. if(strcmp(map,"Random")==0)
  5807. pc_randomwarp(sd,3);
  5808. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5809. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5810. break;
  5811. case AL_WARP:
  5812. {
  5813. const struct point *p[4];
  5814. struct skill_unit_group *group;
  5815. int i, lv, wx, wy;
  5816. int maxcount=0;
  5817. int x,y;
  5818. unsigned short mapindex;
  5819. mapindex = mapindex_name2id((char*)map);
  5820. if(!mapindex) { //Given map not found?
  5821. clif_skill_fail(sd,skill_num,0,0);
  5822. skill_failed(sd);
  5823. return 0;
  5824. }
  5825. p[0] = &sd->status.save_point;
  5826. p[1] = &sd->status.memo_point[0];
  5827. p[2] = &sd->status.memo_point[1];
  5828. p[3] = &sd->status.memo_point[2];
  5829. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5830. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5831. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5832. maxcount--;
  5833. }
  5834. if(!maxcount) {
  5835. clif_skill_fail(sd,skill_num,0,0);
  5836. skill_failed(sd);
  5837. return 0;
  5838. }
  5839. }
  5840. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5841. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5842. wx = sd->menuskill_val>>16;
  5843. wy = sd->menuskill_val&0xffff;
  5844. if( lv <= 0 ) return 0;
  5845. if( lv > 4 ) lv = 4; // crash prevention
  5846. // check if the chosen map exists in the memo list
  5847. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5848. if( i < lv ) {
  5849. x=p[i]->x;
  5850. y=p[i]->y;
  5851. } else {
  5852. skill_failed(sd);
  5853. return 0;
  5854. }
  5855. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5856. {
  5857. skill_failed(sd);
  5858. return 0;
  5859. }
  5860. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5861. skill_failed(sd);
  5862. return 0;
  5863. }
  5864. // record the destination coordinates
  5865. group->val2 = (x<<16)|y;
  5866. group->val3 = mapindex;
  5867. }
  5868. break;
  5869. }
  5870. sd->menuskill_id = sd->menuskill_val = 0;
  5871. return 0;
  5872. #undef skill_failed
  5873. }
  5874. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5875. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5876. {
  5877. struct skill_unit* target = (struct skill_unit*)bl;
  5878. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5879. int flag = va_arg(ap, int);
  5880. if (src == target)
  5881. return 0;
  5882. if (!target->group || !(target->group->state.song_dance&0x1))
  5883. return 0;
  5884. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5885. return 0;
  5886. if (flag) //Set dissonance
  5887. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5888. else //Remove dissonance
  5889. target->val2 &= ~UF_ENSEMBLE;
  5890. clif_skill_setunit(target); //Update look of affected cell.
  5891. return 1;
  5892. }
  5893. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5894. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5895. //When 1, this unit has been positioned, so start the cancel effect.
  5896. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5897. {
  5898. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5899. return 0;
  5900. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5901. return 0; //Nothing to remove, this unit is not overlapped.
  5902. if (unit->val1 != unit->group->skill_id)
  5903. { //Reset state
  5904. unit->val1 = unit->group->skill_id;
  5905. unit->val2 &= ~UF_ENSEMBLE;
  5906. }
  5907. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5908. }
  5909. /*==========================================
  5910. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5911. * Flag: 0 - Convert, 1 - Revert.
  5912. *------------------------------------------*/
  5913. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5914. {
  5915. static struct skill_unit_group backup;
  5916. struct skill_unit_group* group = unit->group;
  5917. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5918. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5919. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5920. return false;
  5921. if( !flag )
  5922. { //Transform
  5923. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5924. // backup
  5925. backup.skill_id = group->skill_id;
  5926. backup.skill_lv = group->skill_lv;
  5927. backup.unit_id = group->unit_id;
  5928. backup.target_flag = group->target_flag;
  5929. backup.bl_flag = group->bl_flag;
  5930. backup.interval = group->interval;
  5931. // replace
  5932. group->skill_id = skillid;
  5933. group->skill_lv = 1;
  5934. group->unit_id = skill_get_unit_id(skillid,0);
  5935. group->target_flag = skill_get_unit_target(skillid);
  5936. group->bl_flag = skill_get_unit_bl_target(skillid);
  5937. group->interval = skill_get_unit_interval(skillid);
  5938. }
  5939. else
  5940. { //Restore
  5941. group->skill_id = backup.skill_id;
  5942. group->skill_lv = backup.skill_lv;
  5943. group->unit_id = backup.unit_id;
  5944. group->target_flag = backup.target_flag;
  5945. group->bl_flag = backup.bl_flag;
  5946. group->interval = backup.interval;
  5947. }
  5948. return true;
  5949. }
  5950. /*==========================================
  5951. * Initializes and sets a ground skill.
  5952. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5953. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5954. *------------------------------------------*/
  5955. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5956. {
  5957. struct skill_unit_group *group;
  5958. int i,limit,val1=0,val2=0,val3=0;
  5959. int target,interval,range,unit_flag;
  5960. struct s_skill_unit_layout *layout;
  5961. struct map_session_data *sd;
  5962. struct status_data *status;
  5963. struct status_change *sc;
  5964. int active_flag=1;
  5965. int subunt=0;
  5966. nullpo_retr(NULL, src);
  5967. limit = skill_get_time(skillid,skilllv);
  5968. range = skill_get_unit_range(skillid,skilllv);
  5969. interval = skill_get_unit_interval(skillid);
  5970. target = skill_get_unit_target(skillid);
  5971. unit_flag = skill_get_unit_flag(skillid);
  5972. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5973. sd = BL_CAST(BL_PC, src);
  5974. status = status_get_status_data(src);
  5975. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5976. switch( skillid )
  5977. {
  5978. case MG_SAFETYWALL:
  5979. val2=skilllv+1;
  5980. break;
  5981. case MG_FIREWALL:
  5982. if(sc && sc->data[SC_VIOLENTGALE])
  5983. limit = limit*3/2;
  5984. val2=4+skilllv;
  5985. break;
  5986. case AL_WARP:
  5987. val1=skilllv+6;
  5988. if(!(flag&1))
  5989. limit=2000;
  5990. else // previous implementation (not used anymore)
  5991. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5992. if( src->type != BL_SKILL ) return NULL;
  5993. group = ((TBL_SKILL*)src)->group;
  5994. src = map_id2bl(group->src_id);
  5995. if( !src ) return NULL;
  5996. val2 = group->val2; //Copy the (x,y) position you warp to
  5997. val3 = group->val3; //as well as the mapindex to warp to.
  5998. }
  5999. break;
  6000. case HP_BASILICA:
  6001. val1 = src->id; // Store caster id.
  6002. break;
  6003. case PR_SANCTUARY:
  6004. case NPC_EVILLAND:
  6005. val1=(skilllv+3)*2;
  6006. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  6007. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  6008. val2 += val2 * i / 100;
  6009. break;
  6010. case WZ_FIREPILLAR:
  6011. if((flag&1)!=0)
  6012. limit=1000;
  6013. val1=skilllv+2;
  6014. break;
  6015. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6016. case AM_DEMONSTRATION:
  6017. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6018. && (src->type&battle_config.vs_traps_bctall))
  6019. target = BCT_ALL;
  6020. break;
  6021. case HT_SHOCKWAVE:
  6022. val1=skilllv*15+10;
  6023. case HT_SANDMAN:
  6024. case MA_SANDMAN:
  6025. case HT_CLAYMORETRAP:
  6026. case HT_SKIDTRAP:
  6027. case MA_SKIDTRAP:
  6028. case HT_LANDMINE:
  6029. case MA_LANDMINE:
  6030. case HT_ANKLESNARE:
  6031. case HT_FLASHER:
  6032. case HT_FREEZINGTRAP:
  6033. case MA_FREEZINGTRAP:
  6034. case HT_BLASTMINE:
  6035. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  6036. limit *= 4; // longer trap times in WOE [celest]
  6037. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6038. target = BCT_ALL;
  6039. break;
  6040. case SA_LANDPROTECTOR:
  6041. case SA_VOLCANO:
  6042. case SA_DELUGE:
  6043. case SA_VIOLENTGALE:
  6044. {
  6045. struct skill_unit_group *old_sg;
  6046. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6047. { //HelloKitty confirmed that these are interchangeable,
  6048. //so you can change element and not consume gemstones.
  6049. if ((
  6050. old_sg->skill_id == SA_VOLCANO ||
  6051. old_sg->skill_id == SA_DELUGE ||
  6052. old_sg->skill_id == SA_VIOLENTGALE
  6053. ) && old_sg->limit > 0)
  6054. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6055. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6056. if (limit < 0) //This can happen...
  6057. limit = skill_get_time(skillid,skilllv);
  6058. }
  6059. skill_clear_group(src,1);
  6060. }
  6061. break;
  6062. }
  6063. case BA_DISSONANCE:
  6064. case DC_UGLYDANCE:
  6065. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6066. break;
  6067. case BA_WHISTLE:
  6068. val1 = skilllv +status->agi/10; // Flee increase
  6069. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6070. if(sd){
  6071. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6072. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6073. }
  6074. break;
  6075. case DC_HUMMING:
  6076. val1 = 2*skilllv+status->dex/10; // Hit increase
  6077. if(sd)
  6078. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6079. break;
  6080. case BA_POEMBRAGI:
  6081. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6082. //For some reason at level 10 the base delay reduction is 50%.
  6083. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6084. if(sd){
  6085. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6086. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6087. }
  6088. break;
  6089. case DC_DONTFORGETME:
  6090. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6091. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6092. if(sd){
  6093. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6094. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6095. }
  6096. break;
  6097. case BA_APPLEIDUN:
  6098. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6099. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6100. if(sd){
  6101. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6102. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6103. if ((i = pc_skillheal_bonus(sd, skillid)))
  6104. val2 += val2 * i / 100;
  6105. }
  6106. break;
  6107. case DC_SERVICEFORYOU:
  6108. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6109. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6110. if(sd){
  6111. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6112. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6113. }
  6114. break;
  6115. case BA_ASSASSINCROSS:
  6116. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6117. if(sd)
  6118. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6119. break;
  6120. case DC_FORTUNEKISS:
  6121. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6122. if(sd)
  6123. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6124. val1*=10; //Because every 10 crit is an actual cri point.
  6125. break;
  6126. case BD_DRUMBATTLEFIELD:
  6127. val1 = (skilllv+1)*25; //Watk increase
  6128. val2 = (skilllv+1)*2; //Def increase
  6129. break;
  6130. case BD_RINGNIBELUNGEN:
  6131. val1 = (skilllv+2)*25; //Watk increase
  6132. break;
  6133. case BD_RICHMANKIM:
  6134. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6135. break;
  6136. case BD_SIEGFRIED:
  6137. val1 = 55 + skilllv*5; //Elemental Resistance
  6138. val2 = skilllv*10; //Status ailment resistance
  6139. break;
  6140. case WE_CALLPARTNER:
  6141. if (sd) val1 = sd->status.partner_id;
  6142. break;
  6143. case WE_CALLPARENT:
  6144. if (sd) {
  6145. val1 = sd->status.father;
  6146. val2 = sd->status.mother;
  6147. }
  6148. break;
  6149. case WE_CALLBABY:
  6150. if (sd) val1 = sd->status.child;
  6151. break;
  6152. case NJ_KAENSIN:
  6153. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6154. val2 = (skilllv+1)/2 + 4;
  6155. break;
  6156. case NJ_SUITON:
  6157. skill_clear_group(src, 1);
  6158. break;
  6159. case GS_GROUNDDRIFT:
  6160. {
  6161. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6162. val1 = status->rhw.ele;
  6163. if (!val1)
  6164. val1=element[rand()%5];
  6165. switch (val1)
  6166. {
  6167. case ELE_FIRE:
  6168. subunt++;
  6169. case ELE_WATER:
  6170. subunt++;
  6171. case ELE_POISON:
  6172. subunt++;
  6173. case ELE_DARK:
  6174. subunt++;
  6175. case ELE_WIND:
  6176. break;
  6177. default:
  6178. subunt=rand()%5;
  6179. break;
  6180. }
  6181. break;
  6182. }
  6183. }
  6184. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6185. group->val1=val1;
  6186. group->val2=val2;
  6187. group->val3=val3;
  6188. group->target_flag=target;
  6189. group->bl_flag= skill_get_unit_bl_target(skillid);
  6190. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6191. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6192. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  6193. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6194. if (DIFF_TICK(group->tick, gettick()) > 100)
  6195. active_flag = 0;
  6196. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6197. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6198. if (sd)
  6199. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6200. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6201. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6202. }
  6203. if (group->state.song_dance) {
  6204. if(sd){
  6205. sd->skillid_dance = skillid;
  6206. sd->skilllv_dance = skilllv;
  6207. }
  6208. if (
  6209. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6210. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6211. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6212. )
  6213. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6214. }
  6215. limit = group->limit;
  6216. for( i = 0; i < layout->count; i++ )
  6217. {
  6218. struct skill_unit *unit;
  6219. int ux = x + layout->dx[i];
  6220. int uy = y + layout->dy[i];
  6221. int val1 = skilllv;
  6222. int val2 = 0;
  6223. int alive = 1;
  6224. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6225. continue; // don't place skill units on walls (except for songs/dances/encores)
  6226. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  6227. continue; // no path between cell and center of casting.
  6228. switch( skillid )
  6229. {
  6230. case MG_FIREWALL:
  6231. case NJ_KAENSIN:
  6232. val2=group->val2;
  6233. break;
  6234. case WZ_ICEWALL:
  6235. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6236. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6237. break;
  6238. case HT_LANDMINE:
  6239. case MA_LANDMINE:
  6240. case HT_ANKLESNARE:
  6241. case HT_SHOCKWAVE:
  6242. case HT_SANDMAN:
  6243. case MA_SANDMAN:
  6244. case HT_FLASHER:
  6245. case HT_FREEZINGTRAP:
  6246. case MA_FREEZINGTRAP:
  6247. case HT_TALKIEBOX:
  6248. case HT_SKIDTRAP:
  6249. case MA_SKIDTRAP:
  6250. val1 = 3500;
  6251. break;
  6252. case GS_DESPERADO:
  6253. val1 = abs(layout->dx[i]);
  6254. val2 = abs(layout->dy[i]);
  6255. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6256. if (val2 > val1) val1 = val2;
  6257. if (val1) val1--;
  6258. val1 = 36 -12*val1;
  6259. } else //Diagonal edges
  6260. val1 = 28 -4*val1 -4*val2;
  6261. if (val1 < 1) val1 = 1;
  6262. val2 = 0;
  6263. break;
  6264. default:
  6265. if (group->state.song_dance&0x1)
  6266. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6267. break;
  6268. }
  6269. if( range <= 0 )
  6270. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6271. if( !alive )
  6272. continue;
  6273. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6274. unit->limit=limit;
  6275. unit->range=range;
  6276. if (skillid == PF_FOGWALL && alive == 2)
  6277. { //Double duration of cells on top of Deluge/Suiton
  6278. unit->limit *= 2;
  6279. group->limit = unit->limit;
  6280. }
  6281. // execute on all targets standing on this cell
  6282. if (range==0 && active_flag)
  6283. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6284. }
  6285. if (!group->alive_count)
  6286. { //No cells? Something that was blocked completely by Land Protector?
  6287. skill_delunitgroup(src, group);
  6288. return NULL;
  6289. }
  6290. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6291. group->val1 = group->alive_count;
  6292. return group;
  6293. }
  6294. /*==========================================
  6295. *
  6296. *------------------------------------------*/
  6297. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6298. {
  6299. struct skill_unit_group *sg;
  6300. struct block_list *ss;
  6301. struct status_change *sc;
  6302. struct status_change_entry *sce;
  6303. enum sc_type type;
  6304. int skillid;
  6305. nullpo_retr(0, src);
  6306. nullpo_retr(0, bl);
  6307. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6308. return 0;
  6309. nullpo_retr(0, sg=src->group);
  6310. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6311. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6312. return 0; //AoE skills are ineffective. [Skotlex]
  6313. sc = status_get_sc(bl);
  6314. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6315. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6316. type = status_skill2sc(sg->skill_id);
  6317. sce = (sc && type != -1)?sc->data[type]:NULL;
  6318. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6319. switch (sg->unit_id) {
  6320. case UNT_SAFETYWALL:
  6321. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6322. if (!sce)
  6323. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6324. break;
  6325. case UNT_PNEUMA:
  6326. if (!sce)
  6327. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6328. break;
  6329. case UNT_WARP_WAITING:
  6330. if(bl->type==BL_PC){
  6331. struct map_session_data *sd = (struct map_session_data *)bl;
  6332. if((!sd->chatID || battle_config.chat_warpportal)
  6333. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6334. {
  6335. int x = sg->val2>>16;
  6336. int y = sg->val2&0xffff;
  6337. unsigned short m = sg->val3;
  6338. if( --sg->val1 <= 0 )
  6339. skill_delunitgroup(NULL, sg);
  6340. pc_setpos(sd,m,x,y,3);
  6341. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6342. }
  6343. } else
  6344. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6345. {
  6346. int m = map_mapindex2mapid(sg->val3);
  6347. if (m < 0) break; //Map not available on this map-server.
  6348. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6349. }
  6350. break;
  6351. case UNT_QUAGMIRE:
  6352. if(!sce)
  6353. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6354. break;
  6355. case UNT_VOLCANO:
  6356. case UNT_DELUGE:
  6357. case UNT_VIOLENTGALE:
  6358. if(!sce)
  6359. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6360. break;
  6361. case UNT_SUITON:
  6362. if(!sce)
  6363. sc_start4(bl,type,100,sg->skill_lv,
  6364. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6365. 0,0,sg->limit);
  6366. break;
  6367. case UNT_HERMODE:
  6368. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6369. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6370. case UNT_RICHMANKIM:
  6371. case UNT_ETERNALCHAOS:
  6372. case UNT_DRUMBATTLEFIELD:
  6373. case UNT_RINGNIBELUNGEN:
  6374. case UNT_ROKISWEIL:
  6375. case UNT_INTOABYSS:
  6376. case UNT_SIEGFRIED:
  6377. //Needed to check when a dancer/bard leaves their ensemble area.
  6378. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6379. return skillid;
  6380. if (!sce)
  6381. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6382. break;
  6383. case UNT_WHISTLE:
  6384. case UNT_ASSASSINCROSS:
  6385. case UNT_POEMBRAGI:
  6386. case UNT_APPLEIDUN:
  6387. case UNT_HUMMING:
  6388. case UNT_DONTFORGETME:
  6389. case UNT_FORTUNEKISS:
  6390. case UNT_SERVICEFORYOU:
  6391. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6392. return 0;
  6393. if (!sc) return 0;
  6394. if (!sce)
  6395. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6396. else if (sce->val4 == 1) {
  6397. //Readjust timers since the effect will not last long.
  6398. sce->val4 = 0;
  6399. delete_timer(sce->timer, status_change_timer);
  6400. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6401. }
  6402. break;
  6403. case UNT_FOGWALL:
  6404. if (!sce)
  6405. {
  6406. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6407. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6408. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  6409. }
  6410. break;
  6411. case UNT_GRAVITATION:
  6412. if (!sce)
  6413. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6414. break;
  6415. // officially, icewall has no problems existing on occupied cells [ultramage]
  6416. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6417. // src->val1 = 0;
  6418. // if(src->limit + sg->tick > tick + 700)
  6419. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6420. // break;
  6421. case UNT_MOONLIT:
  6422. //Knockback out of area if affected char isn't in Moonlit effect
  6423. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6424. break;
  6425. if (ss == bl) //Also needed to prevent infinite loop crash.
  6426. break;
  6427. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6428. break;
  6429. }
  6430. return skillid;
  6431. }
  6432. /*==========================================
  6433. *
  6434. *------------------------------------------*/
  6435. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6436. {
  6437. struct skill_unit_group *sg;
  6438. struct block_list *ss;
  6439. TBL_PC* sd;
  6440. TBL_PC* tsd;
  6441. struct status_data *tstatus, *sstatus;
  6442. struct status_change *tsc, *sc;
  6443. struct skill_unit_group_tickset *ts;
  6444. enum sc_type type;
  6445. int skillid;
  6446. int diff=0;
  6447. nullpo_retr(0, src);
  6448. nullpo_retr(0, bl);
  6449. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6450. return 0;
  6451. nullpo_retr(0, sg=src->group);
  6452. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6453. sd = BL_CAST(BL_PC, ss);
  6454. tsd = BL_CAST(BL_PC, bl);
  6455. tsc = status_get_sc(bl);
  6456. tstatus = status_get_status_data(bl);
  6457. if (sg->state.magic_power) //For magic power.
  6458. {
  6459. sc = status_get_sc(ss);
  6460. sstatus = status_get_status_data(ss);
  6461. } else {
  6462. sc = NULL;
  6463. sstatus = NULL;
  6464. }
  6465. type = status_skill2sc(sg->skill_id);
  6466. skillid = sg->skill_id;
  6467. if (sg->interval == -1) {
  6468. switch (sg->unit_id) {
  6469. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6470. case UNT_SPIDERWEB:
  6471. case UNT_FIREPILLAR_ACTIVE:
  6472. return 0;
  6473. default:
  6474. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6475. return 0;
  6476. }
  6477. }
  6478. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6479. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6480. diff = DIFF_TICK(tick,ts->tick);
  6481. if (diff < 0)
  6482. return 0;
  6483. ts->tick = tick+sg->interval;
  6484. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6485. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6486. }
  6487. //Temporarily set magic power to have it take effect. [Skotlex]
  6488. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6489. { //Store previous values.
  6490. swap(sstatus->matk_min, sc->mp_matk_min);
  6491. swap(sstatus->matk_max, sc->mp_matk_max);
  6492. //Note to NOT return from the function until this is unset!
  6493. }
  6494. switch (sg->unit_id)
  6495. {
  6496. case UNT_FIREWALL:
  6497. case UNT_KAEN:
  6498. {
  6499. int count=0;
  6500. const int x = bl->x, y = bl->y;
  6501. //Take into account these hit more times than the timer interval can handle.
  6502. do
  6503. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6504. while(--src->val2 && x == bl->x && y == bl->y &&
  6505. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6506. if (src->val2<=0)
  6507. skill_delunit(src);
  6508. }
  6509. break;
  6510. case UNT_SANCTUARY:
  6511. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6512. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6513. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  6514. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6515. }
  6516. else
  6517. {
  6518. int heal = sg->val2;
  6519. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6520. if( md && mob_is_battleground(md) )
  6521. break;
  6522. if( tstatus->hp >= tstatus->max_hp )
  6523. break;
  6524. if( tsc )
  6525. {
  6526. if( tsc->data[SC_INCHEALRATE] )
  6527. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6528. if( tsc->data[SC_CRITICALWOUND] )
  6529. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6530. }
  6531. if( tsd )
  6532. heal += heal * pc_skillheal2_bonus(tsd, sg->skill_id) / 100;
  6533. if( bl->type == BL_MER )
  6534. heal /= 2;
  6535. if( status_isimmune(bl) )
  6536. heal = 0;
  6537. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6538. status_heal(bl, heal, 0, 0);
  6539. if( diff >= 500 )
  6540. sg->val1--;
  6541. }
  6542. if( sg->val1 <= 0 )
  6543. skill_delunitgroup(NULL,sg);
  6544. break;
  6545. case UNT_EVILLAND:
  6546. //Will heal demon and undead element monsters, but not players.
  6547. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6548. { //Damage enemies
  6549. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6550. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6551. } else {
  6552. int heal = sg->val2;
  6553. if (tstatus->hp >= tstatus->max_hp)
  6554. break;
  6555. if (tsc && tsc->data[SC_CRITICALWOUND])
  6556. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6557. if (status_isimmune(bl))
  6558. heal = 0;
  6559. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6560. status_heal(bl, heal, 0, 0);
  6561. }
  6562. break;
  6563. case UNT_MAGNUS:
  6564. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6565. break;
  6566. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6567. break;
  6568. case UNT_DUMMYSKILL:
  6569. switch (sg->skill_id)
  6570. {
  6571. case SG_SUN_WARM: //SG skills [Komurka]
  6572. case SG_MOON_WARM:
  6573. case SG_STAR_WARM:
  6574. {
  6575. int count = 0;
  6576. const int x = bl->x, y = bl->y;
  6577. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  6578. do
  6579. {
  6580. if( bl->type == BL_PC )
  6581. status_zap(bl, 0, 15); // sp damage to players
  6582. else // mobs
  6583. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6584. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6585. else { //should end when out of sp.
  6586. sg->limit = DIFF_TICK(tick,sg->tick);
  6587. break;
  6588. }
  6589. } while( x == bl->x && y == bl->y &&
  6590. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6591. }
  6592. break;
  6593. case WZ_STORMGUST:
  6594. if (tsc)
  6595. { //Reset hit counter when under new storm gust.
  6596. if (tsc->sg_id != sg->group_id) {
  6597. tsc->sg_id = sg->group_id;
  6598. tsc->sg_counter = 0;
  6599. }
  6600. tsc->sg_counter++; //SG hit counter.
  6601. }
  6602. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6603. tsc->sg_counter=0; //Attack absorbed.
  6604. break;
  6605. case GS_DESPERADO:
  6606. if (rand()%100 < src->val1)
  6607. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6608. break;
  6609. default:
  6610. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6611. }
  6612. break;
  6613. case UNT_FIREPILLAR_WAITING:
  6614. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6615. skill_delunit(src);
  6616. break;
  6617. case UNT_SKIDTRAP:
  6618. {
  6619. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6620. sg->unit_id = UNT_USED_TRAPS;
  6621. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6622. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6623. }
  6624. break;
  6625. case UNT_SPIDERWEB:
  6626. case UNT_ANKLESNARE:
  6627. if(sg->val2==0 && tsc){
  6628. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6629. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6630. {
  6631. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6632. if (td) sec = DIFF_TICK(td->tick, tick);
  6633. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6634. clif_fixpos(bl);
  6635. sg->val2=bl->id;
  6636. } else
  6637. sec = 3000; //Couldn't trap it?
  6638. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6639. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6640. sg->interval = -1;
  6641. src->range = 0;
  6642. }
  6643. break;
  6644. case UNT_VENOMDUST:
  6645. if(tsc && !tsc->data[type])
  6646. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6647. break;
  6648. case UNT_LANDMINE:
  6649. case UNT_CLAYMORETRAP:
  6650. case UNT_BLASTMINE:
  6651. case UNT_SHOCKWAVE:
  6652. case UNT_SANDMAN:
  6653. case UNT_FLASHER:
  6654. case UNT_FREEZINGTRAP:
  6655. case UNT_FIREPILLAR_ACTIVE:
  6656. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6657. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6658. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6659. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6660. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6661. break;
  6662. case UNT_TALKIEBOX:
  6663. if (sg->src_id == bl->id)
  6664. break;
  6665. if (sg->val2 == 0){
  6666. clif_talkiebox(&src->bl, sg->valstr);
  6667. sg->unit_id = UNT_USED_TRAPS;
  6668. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6669. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6670. sg->val2 = -1;
  6671. }
  6672. break;
  6673. case UNT_LULLABY:
  6674. if (ss->id == bl->id)
  6675. break;
  6676. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6677. break;
  6678. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6679. if (ss->id != bl->id)
  6680. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6681. break;
  6682. case UNT_DISSONANCE:
  6683. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6684. break;
  6685. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6686. {
  6687. int heal;
  6688. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6689. break; // affects self only when soullinked
  6690. heal = sg->val2;
  6691. if(tsc && tsc->data[SC_CRITICALWOUND])
  6692. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6693. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6694. status_heal(bl, heal, 0, 0);
  6695. break;
  6696. }
  6697. case UNT_TATAMIGAESHI:
  6698. case UNT_DEMONSTRATION:
  6699. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6700. break;
  6701. case UNT_GOSPEL:
  6702. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6703. break;
  6704. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6705. { // Support Effect only on party, not guild
  6706. int heal;
  6707. int i = rand()%13; // Positive buff count
  6708. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6709. switch (i)
  6710. {
  6711. case 0: // Heal 1~9999 HP
  6712. heal = rand() %9999+1;
  6713. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6714. status_heal(bl,heal,0,0);
  6715. break;
  6716. case 1: // End all negative status
  6717. status_change_clear_buffs(bl,2);
  6718. if (tsd) clif_gospel_info(tsd, 0x15);
  6719. break;
  6720. case 2: // Immunity to all status
  6721. sc_start(bl,SC_SCRESIST,100,100,time);
  6722. if (tsd) clif_gospel_info(tsd, 0x16);
  6723. break;
  6724. case 3: // MaxHP +100%
  6725. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6726. if (tsd) clif_gospel_info(tsd, 0x17);
  6727. break;
  6728. case 4: // MaxSP +100%
  6729. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6730. if (tsd) clif_gospel_info(tsd, 0x18);
  6731. break;
  6732. case 5: // All stats +20
  6733. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6734. if (tsd) clif_gospel_info(tsd, 0x19);
  6735. break;
  6736. case 6: // Level 10 Blessing
  6737. sc_start(bl,SC_BLESSING,100,10,time);
  6738. break;
  6739. case 7: // Level 10 Increase AGI
  6740. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6741. break;
  6742. case 8: // Enchant weapon with Holy element
  6743. sc_start(bl,SC_ASPERSIO,100,1,time);
  6744. if (tsd) clif_gospel_info(tsd, 0x1c);
  6745. break;
  6746. case 9: // Enchant armor with Holy element
  6747. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6748. if (tsd) clif_gospel_info(tsd, 0x1d);
  6749. break;
  6750. case 10: // DEF +25%
  6751. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6752. if (tsd) clif_gospel_info(tsd, 0x1e);
  6753. break;
  6754. case 11: // ATK +100%
  6755. sc_start(bl,SC_INCATKRATE,100,100,time);
  6756. if (tsd) clif_gospel_info(tsd, 0x1f);
  6757. break;
  6758. case 12: // HIT/Flee +50
  6759. sc_start(bl,SC_INCHIT,100,50,time);
  6760. sc_start(bl,SC_INCFLEE,100,50,time);
  6761. if (tsd) clif_gospel_info(tsd, 0x20);
  6762. break;
  6763. }
  6764. }
  6765. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6766. { // Offensive Effect
  6767. int i = rand()%9; // Negative buff count
  6768. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6769. switch (i)
  6770. {
  6771. case 0: // Deal 1~9999 damage
  6772. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6773. break;
  6774. case 1: // Curse
  6775. sc_start(bl,SC_CURSE,100,1,time);
  6776. break;
  6777. case 2: // Blind
  6778. sc_start(bl,SC_BLIND,100,1,time);
  6779. break;
  6780. case 3: // Poison
  6781. sc_start(bl,SC_POISON,100,1,time);
  6782. break;
  6783. case 4: // Level 10 Provoke
  6784. sc_start(bl,SC_PROVOKE,100,10,time);
  6785. break;
  6786. case 5: // DEF -100%
  6787. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6788. break;
  6789. case 6: // ATK -100%
  6790. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6791. break;
  6792. case 7: // Flee -100%
  6793. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6794. break;
  6795. case 8: // Speed/ASPD -25%
  6796. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6797. break;
  6798. }
  6799. }
  6800. break;
  6801. case UNT_BASILICA:
  6802. {
  6803. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  6804. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  6805. { // knock-back any enemy except Boss
  6806. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  6807. clif_fixpos(bl);
  6808. }
  6809. if( sg->src_id != bl->id && i <= 0 )
  6810. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  6811. }
  6812. break;
  6813. case UNT_GRAVITATION:
  6814. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6815. break;
  6816. case UNT_GROUNDDRIFT_WIND:
  6817. case UNT_GROUNDDRIFT_DARK:
  6818. case UNT_GROUNDDRIFT_POISON:
  6819. case UNT_GROUNDDRIFT_WATER:
  6820. case UNT_GROUNDDRIFT_FIRE:
  6821. map_foreachinrange(skill_trap_splash,&src->bl,
  6822. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6823. &src->bl,tick);
  6824. sg->unit_id = UNT_USED_TRAPS;
  6825. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6826. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6827. break;
  6828. }
  6829. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6830. { //Unset magic power.
  6831. swap(sstatus->matk_min, sc->mp_matk_min);
  6832. swap(sstatus->matk_max, sc->mp_matk_max);
  6833. }
  6834. if (bl->type == BL_MOB && ss != bl)
  6835. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6836. return skillid;
  6837. }
  6838. /*==========================================
  6839. * Triggered when a char steps out of a skill cell
  6840. *------------------------------------------*/
  6841. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6842. {
  6843. struct skill_unit_group *sg;
  6844. struct status_change *sc;
  6845. struct status_change_entry *sce;
  6846. enum sc_type type;
  6847. nullpo_retr(0, src);
  6848. nullpo_retr(0, bl);
  6849. nullpo_retr(0, sg=src->group);
  6850. sc = status_get_sc(bl);
  6851. type = status_skill2sc(sg->skill_id);
  6852. sce = (sc && type != -1)?sc->data[type]:NULL;
  6853. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6854. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6855. return 0;
  6856. switch(sg->unit_id){
  6857. case UNT_SAFETYWALL:
  6858. case UNT_PNEUMA:
  6859. if (sce)
  6860. status_change_end(bl,type,-1);
  6861. break;
  6862. case UNT_BASILICA:
  6863. if( sce && sce->val4 == src->bl.id )
  6864. status_change_end(bl,type,-1);
  6865. break;
  6866. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6867. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6868. status_change_end(bl,type,-1);
  6869. break;
  6870. case UNT_SPIDERWEB:
  6871. {
  6872. struct block_list *target = map_id2bl(sg->val2);
  6873. if (target && target==bl)
  6874. {
  6875. if (sce && sce->val2 == sg->group_id)
  6876. status_change_end(bl,type,-1);
  6877. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6878. }
  6879. break;
  6880. }
  6881. }
  6882. return sg->skill_id;
  6883. }
  6884. /*==========================================
  6885. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6886. *------------------------------------------*/
  6887. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6888. {
  6889. struct status_change *sc;
  6890. struct status_change_entry *sce;
  6891. enum sc_type type;
  6892. sc = status_get_sc(bl);
  6893. if (sc && !sc->count)
  6894. sc = NULL;
  6895. type = status_skill2sc(skill_id);
  6896. sce = (sc && type != -1)?sc->data[type]:NULL;
  6897. switch (skill_id)
  6898. {
  6899. case WZ_QUAGMIRE:
  6900. if (bl->type==BL_MOB)
  6901. break;
  6902. if (sce)
  6903. status_change_end(bl, type, -1);
  6904. break;
  6905. case BD_LULLABY:
  6906. case BD_RICHMANKIM:
  6907. case BD_ETERNALCHAOS:
  6908. case BD_DRUMBATTLEFIELD:
  6909. case BD_RINGNIBELUNGEN:
  6910. case BD_ROKISWEIL:
  6911. case BD_INTOABYSS:
  6912. case BD_SIEGFRIED:
  6913. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6914. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6915. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6916. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6917. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6918. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6919. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6920. skill_stop_dancing(bl);
  6921. }
  6922. case MG_SAFETYWALL:
  6923. case AL_PNEUMA:
  6924. case SA_VOLCANO:
  6925. case SA_DELUGE:
  6926. case SA_VIOLENTGALE:
  6927. case CG_HERMODE:
  6928. case HW_GRAVITATION:
  6929. case NJ_SUITON:
  6930. if (sce)
  6931. status_change_end(bl, type, -1);
  6932. break;
  6933. case BA_POEMBRAGI:
  6934. case BA_WHISTLE:
  6935. case BA_ASSASSINCROSS:
  6936. case BA_APPLEIDUN:
  6937. case DC_HUMMING:
  6938. case DC_DONTFORGETME:
  6939. case DC_FORTUNEKISS:
  6940. case DC_SERVICEFORYOU:
  6941. if (sce)
  6942. {
  6943. delete_timer(sce->timer, status_change_timer);
  6944. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6945. //not possible on our current implementation.
  6946. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6947. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6948. }
  6949. break;
  6950. case PF_FOGWALL:
  6951. if (sce)
  6952. {
  6953. status_change_end(bl,type,-1);
  6954. if ((sce=sc->data[SC_BLIND]))
  6955. {
  6956. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6957. status_change_end(bl, SC_BLIND, -1);
  6958. else {
  6959. delete_timer(sce->timer, status_change_timer);
  6960. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6961. }
  6962. }
  6963. }
  6964. break;
  6965. }
  6966. return skill_id;
  6967. }
  6968. /*==========================================
  6969. * Invoked when a unit cell has been placed/removed/deleted.
  6970. * flag values:
  6971. * flag&1: Invoke onplace function (otherwise invoke onout)
  6972. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6973. *------------------------------------------*/
  6974. static int skill_unit_effect (struct block_list* bl, va_list ap)
  6975. {
  6976. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6977. struct skill_unit_group* group = unit->group;
  6978. unsigned int tick = va_arg(ap,unsigned int);
  6979. unsigned int flag = va_arg(ap,unsigned int);
  6980. int skill_id;
  6981. bool dissonance;
  6982. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  6983. return 0;
  6984. nullpo_retr(0, group);
  6985. dissonance = skill_dance_switch(unit, 0);
  6986. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6987. skill_id = group->skill_id;
  6988. //Target-type check.
  6989. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6990. {
  6991. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6992. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6993. }
  6994. else
  6995. {
  6996. if( flag&1 )
  6997. skill_unit_onplace(unit,bl,tick);
  6998. else
  6999. skill_unit_onout(unit,bl,tick);
  7000. if( flag&4 )
  7001. skill_unit_onleft(skill_id, bl, tick);
  7002. }
  7003. if( dissonance ) skill_dance_switch(unit, 1);
  7004. return 0;
  7005. }
  7006. /*==========================================
  7007. *
  7008. *------------------------------------------*/
  7009. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7010. {
  7011. struct skill_unit_group *sg;
  7012. nullpo_retr(0, src);
  7013. nullpo_retr(0, sg=src->group);
  7014. switch( sg->unit_id )
  7015. {
  7016. case UNT_SKIDTRAP:
  7017. case UNT_LANDMINE:
  7018. case UNT_SHOCKWAVE:
  7019. case UNT_SANDMAN:
  7020. case UNT_FLASHER:
  7021. case UNT_FREEZINGTRAP:
  7022. case UNT_TALKIEBOX:
  7023. case UNT_ANKLESNARE:
  7024. case UNT_ICEWALL:
  7025. src->val1-=damage;
  7026. break;
  7027. case UNT_BLASTMINE:
  7028. case UNT_CLAYMORETRAP:
  7029. skill_blown(bl, &src->bl, 2, -1, 0);
  7030. break;
  7031. default:
  7032. damage = 0;
  7033. break;
  7034. }
  7035. return damage;
  7036. }
  7037. /*==========================================
  7038. *
  7039. *------------------------------------------*/
  7040. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7041. {
  7042. int *c, skillid;
  7043. struct block_list *src;
  7044. struct map_session_data *sd;
  7045. struct map_session_data *tsd;
  7046. int *p_sd; //Contains the list of characters found.
  7047. nullpo_retr(0, bl);
  7048. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7049. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7050. nullpo_retr(0, sd=(struct map_session_data*)src);
  7051. c=va_arg(ap,int *);
  7052. p_sd = va_arg(ap, int *);
  7053. skillid = va_arg(ap,int);
  7054. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7055. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7056. if (bl == src)
  7057. return 0;
  7058. if(pc_isdead(tsd))
  7059. return 0;
  7060. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7061. return 0;
  7062. switch(skillid)
  7063. {
  7064. case PR_BENEDICTIO:
  7065. {
  7066. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7067. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7068. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7069. && sd->status.sp >= 10)
  7070. p_sd[(*c)++]=tsd->bl.id;
  7071. return 1;
  7072. }
  7073. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7074. {
  7075. int skilllv;
  7076. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7077. return 0;
  7078. if (sd->status.sex != tsd->status.sex &&
  7079. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7080. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7081. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7082. sd->status.party_id && tsd->status.party_id &&
  7083. sd->status.party_id == tsd->status.party_id &&
  7084. !tsd->sc.data[SC_DANCING])
  7085. {
  7086. p_sd[(*c)++]=tsd->bl.id;
  7087. return skilllv;
  7088. } else {
  7089. return 0;
  7090. }
  7091. }
  7092. break;
  7093. }
  7094. return 0;
  7095. }
  7096. /*==========================================
  7097. * Checks and stores partners for ensemble skills [Skotlex]
  7098. *------------------------------------------*/
  7099. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7100. {
  7101. static int c=0;
  7102. static int p_sd[2] = { 0, 0 };
  7103. int i;
  7104. if (!battle_config.player_skill_partner_check ||
  7105. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7106. return 99; //As if there were infinite partners.
  7107. if (cast_flag)
  7108. { //Execute the skill on the partners.
  7109. struct map_session_data* tsd;
  7110. switch (skill_id)
  7111. {
  7112. case PR_BENEDICTIO:
  7113. for (i = 0; i < c; i++)
  7114. {
  7115. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7116. status_charge(&tsd->bl, 0, 10);
  7117. }
  7118. return c;
  7119. default: //Warning: Assuming Ensemble skills here (for speed)
  7120. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7121. {
  7122. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7123. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7124. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7125. tsd->skillid_dance = skill_id;
  7126. tsd->skilllv_dance = *skill_lv;
  7127. }
  7128. return c;
  7129. }
  7130. }
  7131. //Else: new search for partners.
  7132. c = 0;
  7133. memset (p_sd, 0, sizeof(p_sd));
  7134. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7135. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7136. *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.
  7137. return c;
  7138. }
  7139. /*==========================================
  7140. *
  7141. *------------------------------------------*/
  7142. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7143. {
  7144. int *c,src_id,mob_class,skill;
  7145. struct mob_data *md;
  7146. md=(struct mob_data*)bl;
  7147. src_id=va_arg(ap,int);
  7148. mob_class=va_arg(ap,int);
  7149. skill=va_arg(ap,int);
  7150. c=va_arg(ap,int *);
  7151. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7152. return 0; //Non alchemist summoned mobs have nothing to do here.
  7153. if(md->class_==mob_class)
  7154. (*c)++;
  7155. return 1;
  7156. }
  7157. /*==========================================
  7158. * Determines if a given skill should be made to consume ammo
  7159. * when used by the player. [Skotlex]
  7160. *------------------------------------------*/
  7161. int skill_isammotype (struct map_session_data *sd, int skill)
  7162. {
  7163. return (
  7164. battle_config.arrow_decrement==2 &&
  7165. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7166. skill != HT_PHANTASMIC &&
  7167. skill_get_type(skill) == BF_WEAPON &&
  7168. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7169. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7170. );
  7171. }
  7172. /*==========================================
  7173. * Checks that you have the requirements for casting a skill.
  7174. * Flag:
  7175. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7176. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7177. *------------------------------------------*/
  7178. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  7179. {
  7180. struct status_data *status;
  7181. struct status_change *sc;
  7182. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7183. int itemid[10],amount[10];
  7184. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  7185. nullpo_retr(0, sd);
  7186. if (lv <= 0 || sd->chatID) return 0;
  7187. if( battle_config.gm_skilluncond &&
  7188. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7189. sd->skillitem != skill)
  7190. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7191. sd->skillitem = sd->skillitemlv = 0;
  7192. //Need to do arrow state check.
  7193. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7194. //Need to do Spiritball check.
  7195. sd->spiritball_old = sd->spiritball;
  7196. return 1;
  7197. }
  7198. status = &sd->battle_status;
  7199. sc = &sd->sc;
  7200. if (!sc->count)
  7201. sc = NULL;
  7202. if(pc_is90overweight(sd)) {
  7203. clif_skill_fail(sd,skill,9,0);
  7204. sd->skillitem = sd->skillitemlv = 0;
  7205. return 0;
  7206. }
  7207. if (sd->state.abra_flag)
  7208. {
  7209. if (sd->skillitem != skill)
  7210. { //Cancelled, using a different skill.
  7211. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7212. } else {
  7213. //Abracadabra skill, skip requisites!
  7214. if(type&1)
  7215. { //Clear out the data.
  7216. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7217. }
  7218. return 1;
  7219. }
  7220. }
  7221. if (sd->menuskill_id == AM_PHARMACY &&
  7222. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7223. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7224. )) {
  7225. sd->skillitem = sd->skillitemlv = 0;
  7226. return 0;
  7227. }
  7228. if(sd->skillitem == skill) {
  7229. if(!type) //When a target was selected
  7230. { //Consume items that were skipped in pc_use_item [Skotlex]
  7231. if((i = sd->itemindex) == -1 ||
  7232. sd->status.inventory[i].nameid != sd->itemid ||
  7233. sd->inventory_data[i] == NULL ||
  7234. !sd->inventory_data[i]->flag.delay_consume ||
  7235. sd->status.inventory[i].amount < 1
  7236. )
  7237. { //Something went wrong, item exploit?
  7238. sd->itemid = sd->itemindex = -1;
  7239. return 0;
  7240. }
  7241. //Consume
  7242. sd->itemid = sd->itemindex = -1;
  7243. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  7244. ; //Do not consume item.
  7245. else if( sd->status.inventory[i].expire_time == 0 )
  7246. pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
  7247. }
  7248. if (type&1) //Casting finished
  7249. sd->skillitem = sd->skillitemlv = 0;
  7250. return 1;
  7251. }
  7252. //Code speedup, rather than using skill_get_* over and over again.
  7253. j = skill_get_index(skill);
  7254. if( j == 0 ) // invalid skill id
  7255. return 0;
  7256. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7257. return 0;
  7258. hp = skill_db[j].hp[lv-1];
  7259. sp = skill_db[j].sp[lv-1];
  7260. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7261. sp=sp/2;
  7262. hp_rate = skill_db[j].hp_rate[lv-1];
  7263. sp_rate = skill_db[j].sp_rate[lv-1];
  7264. zeny = skill_db[j].zeny[lv-1];
  7265. weapon = skill_db[j].weapon;
  7266. ammo = skill_db[j].ammo;
  7267. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7268. state = skill_db[j].state;
  7269. spiritball = skill_db[j].spiritball[lv-1];
  7270. mhp = skill_db[j].mhp[lv-1];
  7271. for(i = 0; i < 10; i++) {
  7272. itemid[i] = skill_db[j].itemid[i];
  7273. amount[i] = skill_db[j].amount[i];
  7274. }
  7275. if(mhp > 0 && get_percentage(status->hp, status->max_hp) > mhp) {
  7276. //mhp is the max-hp-requirement, that is,
  7277. //you must have this % or less of HP to cast it.
  7278. clif_skill_fail(sd,skill,2,0);
  7279. return 0;
  7280. }
  7281. if(hp_rate > 0)
  7282. hp += (status->hp * hp_rate)/100;
  7283. else
  7284. hp += (status->max_hp * (-hp_rate))/100;
  7285. if(sp_rate > 0)
  7286. sp += (status->sp * sp_rate)/100;
  7287. else
  7288. sp += (status->max_sp * (-sp_rate))/100;
  7289. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  7290. { //Assume this skill is using the weapon, therefore it requires arrows.
  7291. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7292. ammo_qty = 1;
  7293. }
  7294. //Can only update state when weapon/arrow info is checked.
  7295. if (weapon) sd->state.arrow_atk = ammo?1:0;
  7296. switch(skill) { // Check for cost reductions due to skills & SCs
  7297. case MC_MAMMONITE:
  7298. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7299. zeny -= zeny*10/100;
  7300. break;
  7301. case AL_HOLYLIGHT:
  7302. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  7303. sp *= 5;
  7304. break;
  7305. case SL_SMA:
  7306. case SL_STUN:
  7307. case SL_STIN:
  7308. {
  7309. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7310. if(kaina_lv==0 || sd->status.base_level<70)
  7311. break;
  7312. if(sd->status.base_level>=90)
  7313. sp -= sp*7*kaina_lv/100;
  7314. else if(sd->status.base_level>=80)
  7315. sp -= sp*5*kaina_lv/100;
  7316. else if(sd->status.base_level>=70)
  7317. sp -= sp*3*kaina_lv/100;
  7318. }
  7319. break;
  7320. case MO_TRIPLEATTACK:
  7321. case MO_CHAINCOMBO:
  7322. case MO_COMBOFINISH:
  7323. case CH_TIGERFIST:
  7324. case CH_CHAINCRUSH:
  7325. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  7326. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7327. break;
  7328. }
  7329. if(sd->dsprate!=100)
  7330. sp=sp*sd->dsprate/100;
  7331. // perform skill-specific checks (and actions)
  7332. switch( skill )
  7333. {
  7334. case SA_CASTCANCEL:
  7335. if(sd->ud.skilltimer == -1) {
  7336. clif_skill_fail(sd,skill,0,0);
  7337. return 0;
  7338. }
  7339. break;
  7340. case BS_MAXIMIZE:
  7341. case NV_TRICKDEAD:
  7342. case TF_HIDING:
  7343. case AS_CLOAKING:
  7344. case CR_AUTOGUARD:
  7345. case ML_AUTOGUARD:
  7346. case CR_DEFENDER:
  7347. case ML_DEFENDER:
  7348. case ST_CHASEWALK:
  7349. case PA_GOSPEL:
  7350. case CR_SHRINK:
  7351. case TK_RUN:
  7352. case GS_GATLINGFEVER:
  7353. if(sc && sc->data[status_skill2sc(skill)])
  7354. return 1; //Allow turning off.
  7355. break;
  7356. case AL_WARP:
  7357. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7358. item_flag = 1;
  7359. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7360. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7361. return 0;
  7362. }
  7363. break;
  7364. case MO_CALLSPIRITS:
  7365. if(sd->spiritball >= lv) {
  7366. clif_skill_fail(sd,skill,0,0);
  7367. return 0;
  7368. }
  7369. break;
  7370. case MO_FINGEROFFENSIVE: //謖�シセ
  7371. case GS_FLING:
  7372. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7373. spiritball = sd->spiritball;
  7374. sd->spiritball_old = sd->spiritball;
  7375. }
  7376. else sd->spiritball_old = spiritball;
  7377. break;
  7378. case MO_BODYRELOCATION:
  7379. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  7380. spiritball = 0;
  7381. break;
  7382. case MO_CHAINCOMBO:
  7383. if(!sc)
  7384. return 0;
  7385. if(sc->data[SC_BLADESTOP])
  7386. break;
  7387. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7388. break;
  7389. return 0;
  7390. case MO_COMBOFINISH:
  7391. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7392. return 0;
  7393. break;
  7394. case CH_TIGERFIST:
  7395. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7396. return 0;
  7397. break;
  7398. case CH_CHAINCRUSH:
  7399. if(!(sc && sc->data[SC_COMBO]))
  7400. return 0;
  7401. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7402. return 0;
  7403. break;
  7404. case MO_EXTREMITYFIST:
  7405. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7406. // return 0;
  7407. if(sc && sc->data[SC_BLADESTOP])
  7408. spiritball--;
  7409. else if (sc && sc->data[SC_COMBO]) {
  7410. switch(sc->data[SC_COMBO]->val1) {
  7411. case MO_COMBOFINISH:
  7412. spiritball = 4;
  7413. break;
  7414. case CH_TIGERFIST:
  7415. spiritball = 3;
  7416. break;
  7417. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7418. spiritball = sd->spiritball?sd->spiritball:1;
  7419. break;
  7420. default:
  7421. return 0;
  7422. }
  7423. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7424. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7425. clif_skill_fail(sd,skill,0,0);
  7426. return 0;
  7427. }
  7428. break;
  7429. case TK_MISSION:
  7430. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7431. {// Cannot be used by Non-Taekwon classes
  7432. clif_skill_fail(sd,skill,0,0);
  7433. return 0;
  7434. }
  7435. break;
  7436. case TK_READYCOUNTER:
  7437. case TK_READYDOWN:
  7438. case TK_READYSTORM:
  7439. case TK_READYTURN:
  7440. if(sc && sc->data[status_skill2sc(skill)])
  7441. return 1; //Enable disabling them regardless of who you are.
  7442. case TK_JUMPKICK:
  7443. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7444. {// Soul Linkers cannot use this skill
  7445. clif_skill_fail(sd,skill,0,0);
  7446. return 0;
  7447. }
  7448. break;
  7449. case TK_TURNKICK:
  7450. case TK_STORMKICK:
  7451. case TK_DOWNKICK:
  7452. case TK_COUNTER:
  7453. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7454. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7455. if(!(sc && sc->data[SC_COMBO]))
  7456. return 0; //Combo needs to be ready
  7457. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7458. { //Unlimited Combo
  7459. if (skill == sd->skillid_old) {
  7460. status_change_end(&sd->bl, SC_COMBO, -1);
  7461. sd->skillid_old = sd->skilllv_old = 0;
  7462. return 0; //Can't repeat previous combo skill.
  7463. }
  7464. break;
  7465. }
  7466. if(sc->data[SC_COMBO]->val1 != skill)
  7467. { //Cancel combo wait.
  7468. unit_cancel_combo(&sd->bl);
  7469. return 0;
  7470. }
  7471. break; //Combo ready.
  7472. case BD_ADAPTATION:
  7473. {
  7474. int time;
  7475. if(!(sc && sc->data[SC_DANCING]))
  7476. {
  7477. clif_skill_fail(sd,skill,0,0);
  7478. return 0;
  7479. }
  7480. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7481. if (skill_get_time(
  7482. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7483. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7484. - time <= skill_get_time2(skill,lv))
  7485. {
  7486. clif_skill_fail(sd,skill,0,0);
  7487. return 0;
  7488. }
  7489. }
  7490. break;
  7491. case PR_BENEDICTIO:
  7492. if (!(type&1))
  7493. { //Started casting.
  7494. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7495. {
  7496. clif_skill_fail(sd,skill,0,0);
  7497. return 0;
  7498. }
  7499. }
  7500. else
  7501. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7502. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7503. break;
  7504. case AM_CANNIBALIZE:
  7505. case AM_SPHEREMINE:
  7506. if(type&1){
  7507. int c=0;
  7508. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7509. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7510. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7511. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7512. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7513. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7514. if(c >= maxcount ||
  7515. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7516. { //Fails when: exceed max limit. There are other plant types already out.
  7517. clif_skill_fail(sd,skill,0,0);
  7518. return 0;
  7519. }
  7520. }
  7521. }
  7522. break;
  7523. case WZ_FIREPILLAR: // celest
  7524. if (lv <= 5) // no gems required at level 1-5
  7525. itemid[0] = 0;
  7526. break;
  7527. case SL_SMA:
  7528. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7529. if(!(sc && sc->data[SC_SMA]))
  7530. return 0;
  7531. break;
  7532. case HT_POWER:
  7533. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7534. return 0;
  7535. break;
  7536. case AM_BERSERKPITCHER:
  7537. case AM_POTIONPITCHER:
  7538. case CR_SLIMPITCHER:
  7539. case MG_STONECURSE:
  7540. case CR_CULTIVATION:
  7541. case SA_FLAMELAUNCHER:
  7542. case SA_FROSTWEAPON:
  7543. case SA_LIGHTNINGLOADER:
  7544. case SA_SEISMICWEAPON:
  7545. item_flag = 1;
  7546. break;
  7547. case SA_DELUGE:
  7548. case SA_VOLCANO:
  7549. case SA_VIOLENTGALE:
  7550. { //Does not consumes if the skill is already active. [Skotlex]
  7551. struct skill_unit_group *sg;
  7552. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7553. (
  7554. sg->skill_id == SA_VOLCANO ||
  7555. sg->skill_id == SA_DELUGE ||
  7556. sg->skill_id == SA_VIOLENTGALE
  7557. )) {
  7558. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7559. item_flag = 0;
  7560. else
  7561. sg->limit = 0; //Disable it.
  7562. }
  7563. break;
  7564. }
  7565. case CG_HERMODE:
  7566. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7567. {
  7568. clif_skill_fail(sd,skill,0,0);
  7569. return 0;
  7570. }
  7571. break;
  7572. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7573. {
  7574. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7575. int size = range*2+1;
  7576. for (i=0;i<size*size;i++) {
  7577. x = sd->bl.x+(i%size-range);
  7578. y = sd->bl.y+(i/size-range);
  7579. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7580. clif_skill_fail(sd,skill,0,0);
  7581. return 0;
  7582. }
  7583. }
  7584. }
  7585. break;
  7586. case PR_REDEMPTIO:
  7587. {
  7588. int exp;
  7589. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7590. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7591. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7592. return 0;
  7593. }
  7594. break;
  7595. }
  7596. case AM_TWILIGHT2:
  7597. case AM_TWILIGHT3:
  7598. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7599. {
  7600. clif_skill_fail(sd,skill,0,0);
  7601. return 0;
  7602. }
  7603. break;
  7604. case SG_SUN_WARM:
  7605. case SG_MOON_WARM:
  7606. case SG_STAR_WARM:
  7607. if (sc && sc->data[SC_MIRACLE])
  7608. break;
  7609. i = skill-SG_SUN_WARM;
  7610. if (sd->bl.m == sd->feel_map[i].m)
  7611. break;
  7612. clif_skill_fail(sd,skill,0,0);
  7613. return 0;
  7614. break;
  7615. case SG_SUN_COMFORT:
  7616. case SG_MOON_COMFORT:
  7617. case SG_STAR_COMFORT:
  7618. if (sc && sc->data[SC_MIRACLE])
  7619. break;
  7620. i = skill-SG_SUN_COMFORT;
  7621. if (sd->bl.m == sd->feel_map[i].m &&
  7622. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7623. break;
  7624. clif_skill_fail(sd,skill,0,0);
  7625. return 0;
  7626. case SG_FUSION:
  7627. if (sc && sc->data[SC_FUSION])
  7628. return 1;
  7629. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7630. break;
  7631. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7632. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7633. if(sp>0 && !type)
  7634. {
  7635. if (status->sp < (unsigned int)sp)
  7636. clif_skill_fail(sd,skill,1,0);
  7637. else
  7638. status_zap(&sd->bl, 0, sp);
  7639. }
  7640. return 0;
  7641. case GD_BATTLEORDER:
  7642. case GD_REGENERATION:
  7643. case GD_RESTORE:
  7644. if (!map_flag_gvg2(sd->bl.m)) {
  7645. clif_skill_fail(sd,skill,0,0);
  7646. return 0;
  7647. }
  7648. case GD_EMERGENCYCALL:
  7649. // other checks were already done in skillnotok()
  7650. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7651. return 0;
  7652. break;
  7653. case GS_GLITTERING:
  7654. if(sd->spiritball >= 10) {
  7655. clif_skill_fail(sd,skill,0,0);
  7656. return 0;
  7657. }
  7658. break;
  7659. case NJ_ISSEN:
  7660. if (status->hp < 2) {
  7661. clif_skill_fail(sd,skill,0,0);
  7662. return 0;
  7663. }
  7664. case NJ_BUNSINJYUTSU:
  7665. if (!(sc && sc->data[SC_NEN])) {
  7666. clif_skill_fail(sd,skill,0,0);
  7667. return 0;
  7668. }
  7669. break;
  7670. case NJ_ZENYNAGE:
  7671. if(sd->status.zeny < zeny) {
  7672. clif_skill_fail(sd,skill,5,0);
  7673. return 0;
  7674. }
  7675. zeny = 0; //Zeny is reduced on skill_attack.
  7676. break;
  7677. case PF_HPCONVERSION:
  7678. if (status->sp == status->max_sp)
  7679. return 0; //Unusable when at full SP.
  7680. break;
  7681. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7682. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7683. clif_skill_fail(sd,skill,0,0);
  7684. return 0;
  7685. }
  7686. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7687. item_flag = 0;
  7688. break;
  7689. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7690. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7691. {
  7692. clif_skill_fail(sd,skill,0,0);
  7693. return 0;
  7694. }
  7695. break;
  7696. }
  7697. if(!(type&2)){
  7698. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7699. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7700. return 0;
  7701. }
  7702. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7703. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7704. return 0;
  7705. }
  7706. if(zeny>0 && sd->status.zeny < zeny) {
  7707. clif_skill_fail(sd,skill,5,0);
  7708. return 0;
  7709. }
  7710. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7711. clif_skill_fail(sd,skill,6,0);
  7712. return 0;
  7713. }
  7714. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7715. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7716. !sd->inventory_data[i] ||
  7717. sd->status.inventory[i].amount < ammo_qty
  7718. ) {
  7719. clif_arrow_fail(sd,0);
  7720. return 0;
  7721. }
  7722. if (!(ammo&1<<sd->inventory_data[i]->look))
  7723. { //Ammo type check. Send the "wrong weapon type" message
  7724. //which is the closest we have to wrong ammo type. [Skotlex]
  7725. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7726. //clif_skill_fail(sd,skill,6,0);
  7727. return 0;
  7728. }
  7729. }
  7730. if( spiritball > 0 && sd->spiritball < spiritball) {
  7731. clif_skill_fail(sd,skill,0,0);
  7732. return 0;
  7733. }
  7734. }
  7735. switch(state) {
  7736. case ST_HIDING:
  7737. if(!(sc && sc->option&OPTION_HIDE)) {
  7738. clif_skill_fail(sd,skill,0,0);
  7739. return 0;
  7740. }
  7741. break;
  7742. case ST_CLOAKING:
  7743. if(!pc_iscloaking(sd)) {
  7744. clif_skill_fail(sd,skill,0,0);
  7745. return 0;
  7746. }
  7747. break;
  7748. case ST_HIDDEN:
  7749. if(!pc_ishiding(sd)) {
  7750. clif_skill_fail(sd,skill,0,0);
  7751. return 0;
  7752. }
  7753. break;
  7754. case ST_RIDING:
  7755. if(!pc_isriding(sd)) {
  7756. clif_skill_fail(sd,skill,0,0);
  7757. return 0;
  7758. }
  7759. break;
  7760. case ST_FALCON:
  7761. if(!pc_isfalcon(sd)) {
  7762. clif_skill_fail(sd,skill,0,0);
  7763. return 0;
  7764. }
  7765. break;
  7766. case ST_CARTBOOST:
  7767. if(!(sc && sc->data[SC_CARTBOOST])) {
  7768. clif_skill_fail(sd,skill,0,0);
  7769. return 0;
  7770. }
  7771. case ST_CART:
  7772. if(!pc_iscarton(sd)) {
  7773. clif_skill_fail(sd,skill,0,0);
  7774. return 0;
  7775. }
  7776. break;
  7777. case ST_SHIELD:
  7778. if(sd->status.shield <= 0) {
  7779. clif_skill_fail(sd,skill,0,0);
  7780. return 0;
  7781. }
  7782. break;
  7783. case ST_SIGHT:
  7784. if(!(sc && sc->data[SC_SIGHT])) {
  7785. clif_skill_fail(sd,skill,0,0);
  7786. return 0;
  7787. }
  7788. break;
  7789. case ST_EXPLOSIONSPIRITS:
  7790. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7791. clif_skill_fail(sd,skill,0,0);
  7792. return 0;
  7793. }
  7794. break;
  7795. case ST_RECOV_WEIGHT_RATE:
  7796. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7797. clif_skill_fail(sd,skill,0,0);
  7798. return 0;
  7799. }
  7800. break;
  7801. case ST_MOVE_ENABLE:
  7802. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7803. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7804. if (!unit_can_move(&sd->bl)) {
  7805. clif_skill_fail(sd,skill,0,0);
  7806. return 0;
  7807. }
  7808. break;
  7809. case ST_WATER:
  7810. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7811. break;
  7812. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7813. break;
  7814. clif_skill_fail(sd,skill,0,0);
  7815. return 0;
  7816. }
  7817. if(!(type&1))
  7818. return 1; // consumption only happens on cast-end
  7819. if( item_flag )
  7820. {
  7821. int index[ARRAYLENGTH(itemid)];
  7822. // Check consumed items and reduce required amounts
  7823. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7824. {
  7825. index[i] = -1;
  7826. if( itemid[i] <= 0 )
  7827. continue;// no item
  7828. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7829. {
  7830. if( sd->special_state.no_gemstone )
  7831. { //Make it substract 1 gem rather than skipping the cost.
  7832. if( --amount[i] < 1 )
  7833. continue;
  7834. }
  7835. if(sc && sc->data[SC_INTOABYSS])
  7836. {
  7837. if( skill != SA_ABRACADABRA )
  7838. continue;
  7839. else if( --amount[i] < 1 )
  7840. amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  7841. }
  7842. }
  7843. if((skill == AM_POTIONPITCHER ||
  7844. skill == CR_SLIMPITCHER ||
  7845. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7846. continue;
  7847. index[i] = pc_search_inventory(sd,itemid[i]);
  7848. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7849. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7850. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7851. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7852. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7853. else
  7854. clif_skill_fail(sd,skill,0,0);
  7855. return 0;
  7856. }
  7857. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7858. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7859. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7860. }
  7861. // Consume items
  7862. if (item_flag==2)
  7863. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7864. {
  7865. if(index[i] >= 0)
  7866. pc_delitem(sd,index[i],amount[i],0);
  7867. }
  7868. }
  7869. if(type&2)
  7870. return 1;
  7871. if(sp || hp)
  7872. status_zap(&sd->bl, hp, sp);
  7873. if(zeny > 0) // Zeny豸郁イサ
  7874. pc_payzeny(sd,zeny);
  7875. if(spiritball > 0)
  7876. pc_delspiritball(sd,spiritball,0);
  7877. return 1;
  7878. }
  7879. /*==========================================
  7880. * Does cast-time reductions based on dex, item bonuses and config setting
  7881. *------------------------------------------*/
  7882. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7883. {
  7884. int time = skill_get_cast(skill_id, skill_lv);
  7885. struct map_session_data *sd;
  7886. struct status_change *sc;
  7887. nullpo_retr(0, bl);
  7888. sd = BL_CAST(BL_PC, bl);
  7889. sc = status_get_sc(bl);
  7890. // calculate base cast time (reduced by dex)
  7891. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  7892. {
  7893. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7894. if( scale > 0 ) // not instant cast
  7895. time = time * scale / battle_config.castrate_dex_scale;
  7896. else return 0; // instant cast
  7897. }
  7898. // calculate cast time reduced by item/card bonuses
  7899. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  7900. {
  7901. int i;
  7902. if( sd->castrate != 100 )
  7903. time = time * sd->castrate / 100;
  7904. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  7905. {
  7906. if( sd->skillcast[i].id == skill_id )
  7907. {
  7908. time+= time * sd->skillcast[i].val / 100;
  7909. break;
  7910. }
  7911. }
  7912. }
  7913. if( sc && sc->count && sc->data[SC_SKILLCASTRATE] && (sc->data[SC_SKILLCASTRATE]->val1 == skill_id || sc->data[SC_SKILLCASTRATE]->val2 == skill_id || sc->data[SC_SKILLCASTRATE]->val3 == skill_id) )
  7914. time += time * sc->data[SC_SKILLCASTRATE]->val4 / 100;
  7915. // config cast time multiplier
  7916. if (battle_config.cast_rate != 100)
  7917. time = time * battle_config.cast_rate / 100;
  7918. // return final cast time
  7919. return (time > 0) ? time : 0;
  7920. }
  7921. /*==========================================
  7922. * Does cast-time reductions based on sc data.
  7923. *------------------------------------------*/
  7924. int skill_castfix_sc (struct block_list *bl, int time)
  7925. {
  7926. struct status_change *sc = status_get_sc(bl);
  7927. if (sc && sc->count) {
  7928. if (sc->data[SC_SLOWCAST])
  7929. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7930. if (sc->data[SC_FASTCAST])
  7931. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7932. if (sc->data[SC_SUFFRAGIUM]) {
  7933. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7934. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7935. }
  7936. if (sc->data[SC_MEMORIZE]) {
  7937. time>>=1;
  7938. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7939. status_change_end(bl, SC_MEMORIZE, -1);
  7940. }
  7941. if (sc->data[SC_POEMBRAGI])
  7942. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7943. }
  7944. return (time > 0) ? time : 0;
  7945. }
  7946. /*==========================================
  7947. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7948. *------------------------------------------*/
  7949. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7950. {
  7951. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7952. int time = skill_get_delay(skill_id, skill_lv);
  7953. struct map_session_data *sd;
  7954. struct status_change *sc = status_get_sc(bl);
  7955. nullpo_retr(0, bl);
  7956. sd = BL_CAST(BL_PC, bl);
  7957. if (skill_id == SA_ABRACADABRA)
  7958. return 0; //Will use picked skill's delay.
  7959. if (bl->type&battle_config.no_skill_delay)
  7960. return battle_config.min_skill_delay_limit;
  7961. if (time < 0)
  7962. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7963. // Delay reductions
  7964. switch (skill_id)
  7965. { //Monk combo skills have their delay reduced by agi/dex.
  7966. case MO_TRIPLEATTACK:
  7967. case MO_CHAINCOMBO:
  7968. case MO_COMBOFINISH:
  7969. case CH_TIGERFIST:
  7970. case CH_CHAINCRUSH:
  7971. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7972. break;
  7973. case HP_BASILICA:
  7974. if( sc && !sc->data[SC_BASILICA] )
  7975. time = 0; // There is no Delay on Basilica creation, only on cancel
  7976. break;
  7977. default:
  7978. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7979. { // if skill delay is allowed to be reduced by dex
  7980. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7981. if (scale > 0)
  7982. time = time * scale / battle_config.castrate_dex_scale;
  7983. else //To be capped later to minimum.
  7984. time = 0;
  7985. }
  7986. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7987. { // if skill delay is allowed to be reduced by agi
  7988. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7989. if (scale > 0)
  7990. time = time * scale / battle_config.castrate_dex_scale;
  7991. else //To be capped later to minimum.
  7992. time = 0;
  7993. }
  7994. }
  7995. if ( sc && sc->data[SC_SPIRIT] )
  7996. {
  7997. switch (skill_id) {
  7998. case CR_SHIELDBOOMERANG:
  7999. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  8000. time /= 2;
  8001. break;
  8002. case AS_SONICBLOW:
  8003. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  8004. time /= 2;
  8005. break;
  8006. }
  8007. }
  8008. if (!(delaynodex&2))
  8009. {
  8010. if (sc && sc->count) {
  8011. if (sc->data[SC_POEMBRAGI])
  8012. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  8013. }
  8014. }
  8015. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  8016. time = time * sd->delayrate / 100;
  8017. if (battle_config.delay_rate != 100)
  8018. time = time * battle_config.delay_rate / 100;
  8019. if (time < status_get_amotion(bl))
  8020. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8021. return max(time, battle_config.min_skill_delay_limit);
  8022. }
  8023. /*=========================================
  8024. *
  8025. *-----------------------------------------*/
  8026. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8027. {
  8028. nullpo_retv(tc);
  8029. if(dir == 0){
  8030. tc->val1[0]=x-2;
  8031. tc->val1[1]=x-1;
  8032. tc->val1[2]=x;
  8033. tc->val1[3]=x+1;
  8034. tc->val1[4]=x+2;
  8035. tc->val2[0]=
  8036. tc->val2[1]=
  8037. tc->val2[2]=
  8038. tc->val2[3]=
  8039. tc->val2[4]=y-1;
  8040. }
  8041. else if(dir==2){
  8042. tc->val1[0]=
  8043. tc->val1[1]=
  8044. tc->val1[2]=
  8045. tc->val1[3]=
  8046. tc->val1[4]=x+1;
  8047. tc->val2[0]=y+2;
  8048. tc->val2[1]=y+1;
  8049. tc->val2[2]=y;
  8050. tc->val2[3]=y-1;
  8051. tc->val2[4]=y-2;
  8052. }
  8053. else if(dir==4){
  8054. tc->val1[0]=x-2;
  8055. tc->val1[1]=x-1;
  8056. tc->val1[2]=x;
  8057. tc->val1[3]=x+1;
  8058. tc->val1[4]=x+2;
  8059. tc->val2[0]=
  8060. tc->val2[1]=
  8061. tc->val2[2]=
  8062. tc->val2[3]=
  8063. tc->val2[4]=y+1;
  8064. }
  8065. else if(dir==6){
  8066. tc->val1[0]=
  8067. tc->val1[1]=
  8068. tc->val1[2]=
  8069. tc->val1[3]=
  8070. tc->val1[4]=x-1;
  8071. tc->val2[0]=y+2;
  8072. tc->val2[1]=y+1;
  8073. tc->val2[2]=y;
  8074. tc->val2[3]=y-1;
  8075. tc->val2[4]=y-2;
  8076. }
  8077. else if(dir==1){
  8078. tc->val1[0]=x-1;
  8079. tc->val1[1]=x;
  8080. tc->val1[2]=x+1;
  8081. tc->val1[3]=x+2;
  8082. tc->val1[4]=x+3;
  8083. tc->val2[0]=y-4;
  8084. tc->val2[1]=y-3;
  8085. tc->val2[2]=y-1;
  8086. tc->val2[3]=y;
  8087. tc->val2[4]=y+1;
  8088. }
  8089. else if(dir==3){
  8090. tc->val1[0]=x+3;
  8091. tc->val1[1]=x+2;
  8092. tc->val1[2]=x+1;
  8093. tc->val1[3]=x;
  8094. tc->val1[4]=x-1;
  8095. tc->val2[0]=y-1;
  8096. tc->val2[1]=y;
  8097. tc->val2[2]=y+1;
  8098. tc->val2[3]=y+2;
  8099. tc->val2[4]=y+3;
  8100. }
  8101. else if(dir==5){
  8102. tc->val1[0]=x+1;
  8103. tc->val1[1]=x;
  8104. tc->val1[2]=x-1;
  8105. tc->val1[3]=x-2;
  8106. tc->val1[4]=x-3;
  8107. tc->val2[0]=y+3;
  8108. tc->val2[1]=y+2;
  8109. tc->val2[2]=y+1;
  8110. tc->val2[3]=y;
  8111. tc->val2[4]=y-1;
  8112. }
  8113. else if(dir==7){
  8114. tc->val1[0]=x-3;
  8115. tc->val1[1]=x-2;
  8116. tc->val1[2]=x-1;
  8117. tc->val1[3]=x;
  8118. tc->val1[4]=x+1;
  8119. tc->val2[1]=y;
  8120. tc->val2[0]=y+1;
  8121. tc->val2[2]=y-1;
  8122. tc->val2[3]=y-2;
  8123. tc->val2[4]=y-3;
  8124. }
  8125. }
  8126. /*=========================================
  8127. *
  8128. *-----------------------------------------*/
  8129. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8130. {
  8131. int c;
  8132. nullpo_retv(tc);
  8133. for( c = 0; c < 5; c++ )
  8134. {
  8135. switch( dir )
  8136. {
  8137. case 0: tc->val2[c]+=are; break;
  8138. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8139. case 2: tc->val1[c]-=are; break;
  8140. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8141. case 4: tc->val2[c]-=are; break;
  8142. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8143. case 6: tc->val1[c]+=are; break;
  8144. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8145. }
  8146. }
  8147. }
  8148. /*==========================================
  8149. * Weapon Repair [Celest/DracoRPG]
  8150. *------------------------------------------*/
  8151. void skill_repairweapon (struct map_session_data *sd, int idx)
  8152. {
  8153. int material;
  8154. int materials[4] = { 1002, 998, 999, 756 };
  8155. struct item *item;
  8156. struct map_session_data *target_sd;
  8157. nullpo_retv(sd);
  8158. target_sd = map_id2sd(sd->menuskill_val);
  8159. if (!target_sd) //Failed....
  8160. return;
  8161. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8162. return;
  8163. if(idx < 0 || idx >= MAX_INVENTORY)
  8164. return; //Invalid index??
  8165. item = &target_sd->status.inventory[idx];
  8166. if(item->nameid <= 0 || item->attribute == 0)
  8167. return; //Again invalid item....
  8168. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8169. clif_item_repaireffect(sd,item->nameid,1);
  8170. return;
  8171. }
  8172. if (itemdb_type(item->nameid)==4)
  8173. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8174. else
  8175. material = materials [2]; // Armors consume 1 Steel
  8176. if (pc_search_inventory(sd,material) < 0 ) {
  8177. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8178. return;
  8179. }
  8180. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8181. item->attribute=0;
  8182. clif_equiplist(target_sd);
  8183. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8184. clif_item_repaireffect(sd,item->nameid,0);
  8185. if(sd!=target_sd)
  8186. clif_item_repaireffect(target_sd,item->nameid,0);
  8187. }
  8188. /*==========================================
  8189. * Item Appraisal
  8190. *------------------------------------------*/
  8191. void skill_identify (struct map_session_data *sd, int idx)
  8192. {
  8193. int flag=1;
  8194. nullpo_retv(sd);
  8195. if(idx >= 0 && idx < MAX_INVENTORY) {
  8196. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8197. flag=0;
  8198. sd->status.inventory[idx].identify=1;
  8199. }
  8200. }
  8201. clif_item_identified(sd,idx,flag);
  8202. }
  8203. /*==========================================
  8204. * Weapon Refine [Celest]
  8205. *------------------------------------------*/
  8206. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8207. {
  8208. int i = 0, ep = 0, per;
  8209. int material[5] = { 0, 1010, 1011, 984, 984 };
  8210. struct item *item;
  8211. nullpo_retv(sd);
  8212. if (idx >= 0 && idx < MAX_INVENTORY)
  8213. {
  8214. struct item_data *ditem = sd->inventory_data[idx];
  8215. item = &sd->status.inventory[idx];
  8216. if(item->nameid > 0 && ditem->type == 4)
  8217. {
  8218. if( item->refine >= sd->menuskill_val
  8219. || item->refine >= MAX_REFINE // if it's no longer refineable
  8220. || ditem->flag.no_refine // if the item isn't refinable
  8221. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8222. {
  8223. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8224. return;
  8225. }
  8226. per = percentrefinery [ditem->wlv][(int)item->refine];
  8227. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8228. pc_delitem(sd, i, 1, 0);
  8229. if (per > rand() % 100) {
  8230. item->refine++;
  8231. if(item->equip) {
  8232. ep = item->equip;
  8233. pc_unequipitem(sd,idx,3);
  8234. }
  8235. clif_refine(sd->fd,0,idx,item->refine);
  8236. clif_delitem(sd,idx,1);
  8237. clif_additem(sd,idx,1,0);
  8238. if (ep)
  8239. pc_equipitem(sd,idx,ep);
  8240. clif_misceffect(&sd->bl,3);
  8241. if(item->refine == MAX_REFINE &&
  8242. item->card[0] == CARD0_FORGE &&
  8243. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8244. { // Fame point system [DracoRPG]
  8245. switch(ditem->wlv){
  8246. case 1:
  8247. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8248. break;
  8249. case 2:
  8250. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8251. break;
  8252. case 3:
  8253. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8254. break;
  8255. }
  8256. }
  8257. } else {
  8258. item->refine = 0;
  8259. if(item->equip)
  8260. pc_unequipitem(sd,idx,3);
  8261. clif_refine(sd->fd,1,idx,item->refine);
  8262. pc_delitem(sd,idx,1,0);
  8263. clif_misceffect(&sd->bl,2);
  8264. clif_emotion(&sd->bl, 23);
  8265. }
  8266. }
  8267. }
  8268. }
  8269. /*==========================================
  8270. *
  8271. *------------------------------------------*/
  8272. int skill_autospell (struct map_session_data *sd, int skillid)
  8273. {
  8274. int skilllv;
  8275. int maxlv=1,lv;
  8276. nullpo_retr(0, sd);
  8277. skilllv = sd->menuskill_val;
  8278. lv=pc_checkskill(sd,skillid);
  8279. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8280. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8281. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8282. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8283. maxlv =10; //Soul Linker bonus. [Skotlex]
  8284. else if(skilllv==2) maxlv=1;
  8285. else if(skilllv==3) maxlv=2;
  8286. else if(skilllv>=4) maxlv=3;
  8287. }
  8288. else if(skillid==MG_SOULSTRIKE){
  8289. if(skilllv==5) maxlv=1;
  8290. else if(skilllv==6) maxlv=2;
  8291. else if(skilllv>=7) maxlv=3;
  8292. }
  8293. else if(skillid==MG_FIREBALL){
  8294. if(skilllv==8) maxlv=1;
  8295. else if(skilllv>=9) maxlv=2;
  8296. }
  8297. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8298. else return 0;
  8299. if(maxlv > lv)
  8300. maxlv = lv;
  8301. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8302. skill_get_time(SA_AUTOSPELL,skilllv));
  8303. return 0;
  8304. }
  8305. /*==========================================
  8306. * Sitting skills functions.
  8307. *------------------------------------------*/
  8308. static int skill_sit_count (struct block_list *bl, va_list ap)
  8309. {
  8310. struct map_session_data *sd;
  8311. int type =va_arg(ap,int);
  8312. sd=(struct map_session_data*)bl;
  8313. if(!pc_issit(sd))
  8314. return 0;
  8315. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8316. return 1;
  8317. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8318. return 1;
  8319. return 0;
  8320. }
  8321. static int skill_sit_in (struct block_list *bl, va_list ap)
  8322. {
  8323. struct map_session_data *sd;
  8324. int type =va_arg(ap,int);
  8325. sd=(struct map_session_data*)bl;
  8326. if(!pc_issit(sd))
  8327. return 0;
  8328. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8329. sd->state.gangsterparadise=1;
  8330. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8331. {
  8332. sd->state.rest=1;
  8333. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8334. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8335. }
  8336. return 0;
  8337. }
  8338. static int skill_sit_out (struct block_list *bl, va_list ap)
  8339. {
  8340. struct map_session_data *sd;
  8341. int type =va_arg(ap,int);
  8342. sd=(struct map_session_data*)bl;
  8343. if(sd->state.gangsterparadise && type&1)
  8344. sd->state.gangsterparadise=0;
  8345. if(sd->state.rest && type&2) {
  8346. sd->state.rest=0;
  8347. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8348. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8349. }
  8350. return 0;
  8351. }
  8352. int skill_sit (struct map_session_data *sd, int type)
  8353. {
  8354. int flag = 0;
  8355. int range = 0, lv;
  8356. nullpo_retr(0, sd);
  8357. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8358. flag|=1;
  8359. range = skill_get_splash(RG_GANGSTER, lv);
  8360. }
  8361. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8362. flag|=2;
  8363. range = skill_get_splash(TK_HPTIME, lv);
  8364. }
  8365. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8366. flag|=2;
  8367. range = skill_get_splash(TK_SPTIME, lv);
  8368. }
  8369. if (!flag) return 0;
  8370. if(type) {
  8371. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8372. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8373. } else {
  8374. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8375. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8376. }
  8377. return 0;
  8378. }
  8379. /*==========================================
  8380. *
  8381. *------------------------------------------*/
  8382. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8383. {
  8384. struct block_list *src;
  8385. int skillnum,skilllv;
  8386. unsigned int tick;
  8387. nullpo_retr(0, bl);
  8388. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8389. skillnum=va_arg(ap,int);
  8390. skilllv=va_arg(ap,int);
  8391. if(skilllv <= 0) return 0;
  8392. tick=va_arg(ap,unsigned int);
  8393. if (src == bl || status_isdead(bl))
  8394. return 0;
  8395. if (bl->type == BL_PC) {
  8396. struct map_session_data *sd = (struct map_session_data *)bl;
  8397. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8398. return 0;
  8399. }
  8400. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8401. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8402. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8403. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8404. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8405. return 0;
  8406. }
  8407. /*==========================================
  8408. *
  8409. *------------------------------------------*/
  8410. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8411. {
  8412. int range = skill_get_unit_range(skill_num,skill_lv);
  8413. int x,y;
  8414. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8415. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8416. map_setcell(src->bl.m, x, y, cell, flag);
  8417. }
  8418. /*==========================================
  8419. *
  8420. *------------------------------------------*/
  8421. int skill_attack_area (struct block_list *bl, va_list ap)
  8422. {
  8423. struct block_list *src,*dsrc;
  8424. int atk_type,skillid,skilllv,flag,type;
  8425. unsigned int tick;
  8426. if(status_isdead(bl))
  8427. return 0;
  8428. atk_type = va_arg(ap,int);
  8429. src=va_arg(ap,struct block_list*);
  8430. dsrc=va_arg(ap,struct block_list*);
  8431. skillid=va_arg(ap,int);
  8432. skilllv=va_arg(ap,int);
  8433. tick=va_arg(ap,unsigned int);
  8434. flag=va_arg(ap,int);
  8435. type=va_arg(ap,int);
  8436. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8437. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8438. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8439. !status_check_skilluse(NULL, bl, skillid, 2))
  8440. return 0;
  8441. switch (skillid) {
  8442. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8443. case NPC_ACIDBREATH:
  8444. case NPC_DARKNESSBREATH:
  8445. case NPC_FIREBREATH:
  8446. case NPC_ICEBREATH:
  8447. case NPC_THUNDERBREATH:
  8448. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8449. default:
  8450. //Area-splash, disable skill animation.
  8451. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8452. }
  8453. }
  8454. /*==========================================
  8455. *
  8456. *------------------------------------------*/
  8457. int skill_clear_group (struct block_list *bl, int flag)
  8458. {
  8459. struct unit_data *ud = unit_bl2ud(bl);
  8460. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8461. int i, count=0;
  8462. nullpo_retr(0, bl);
  8463. if (!ud) return 0;
  8464. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8465. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8466. {
  8467. switch (ud->skillunit[i]->skill_id) {
  8468. case SA_DELUGE:
  8469. case SA_VOLCANO:
  8470. case SA_VIOLENTGALE:
  8471. case SA_LANDPROTECTOR:
  8472. case NJ_SUITON:
  8473. case NJ_KAENSIN:
  8474. if (flag&1)
  8475. group[count++]= ud->skillunit[i];
  8476. break;
  8477. default:
  8478. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8479. group[count++]= ud->skillunit[i];
  8480. break;
  8481. }
  8482. }
  8483. for (i=0;i<count;i++)
  8484. skill_delunitgroup(bl, group[i]);
  8485. return count;
  8486. }
  8487. /*==========================================
  8488. * Returns the first element field found [Skotlex]
  8489. *------------------------------------------*/
  8490. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8491. {
  8492. struct unit_data *ud = unit_bl2ud(bl);
  8493. int i;
  8494. nullpo_retr(0, bl);
  8495. if (!ud) return NULL;
  8496. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8497. switch (ud->skillunit[i]->skill_id) {
  8498. case SA_DELUGE:
  8499. case SA_VOLCANO:
  8500. case SA_VIOLENTGALE:
  8501. case SA_LANDPROTECTOR:
  8502. case NJ_SUITON:
  8503. return ud->skillunit[i];
  8504. }
  8505. }
  8506. return NULL;
  8507. }
  8508. // for graffiti cleaner [Valaris]
  8509. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8510. {
  8511. struct skill_unit *unit=NULL;
  8512. nullpo_retr(0, bl);
  8513. nullpo_retr(0, ap);
  8514. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8515. return 0;
  8516. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8517. skill_delunit(unit);
  8518. return 0;
  8519. }
  8520. int skill_greed (struct block_list *bl, va_list ap)
  8521. {
  8522. struct block_list *src;
  8523. struct map_session_data *sd=NULL;
  8524. struct flooritem_data *fitem=NULL;
  8525. nullpo_retr(0, bl);
  8526. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8527. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8528. pc_takeitem(sd, fitem);
  8529. return 0;
  8530. }
  8531. /*==========================================
  8532. *
  8533. *------------------------------------------*/
  8534. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8535. {
  8536. int skillid;
  8537. int *alive;
  8538. struct skill_unit *unit;
  8539. struct block_list *src;
  8540. skillid = va_arg(ap,int);
  8541. alive = va_arg(ap,int *);
  8542. src = va_arg(ap,struct block_list *);
  8543. unit = (struct skill_unit *)bl;
  8544. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8545. return 0;
  8546. switch (skillid)
  8547. {
  8548. case SA_LANDPROTECTOR:
  8549. if( unit->group->skill_id == SA_LANDPROTECTOR )
  8550. { //Check for offensive Land Protector to delete both. [Skotlex]
  8551. (*alive) = 0;
  8552. skill_delunit(unit);
  8553. return 1;
  8554. }
  8555. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8556. { //It deletes everything except songs/dances and traps
  8557. skill_delunit(unit);
  8558. return 1;
  8559. }
  8560. break;
  8561. case HW_GANBANTEIN:
  8562. if( !(unit->group->state.song_dance&0x1) )
  8563. {// Don't touch song/dance.
  8564. skill_delunit(unit);
  8565. return 1;
  8566. }
  8567. break;
  8568. case SA_VOLCANO:
  8569. case SA_DELUGE:
  8570. case SA_VIOLENTGALE:
  8571. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8572. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8573. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8574. if (unit->range <= 0)
  8575. {
  8576. (*alive) = 0;
  8577. return 1;
  8578. }
  8579. /*
  8580. switch (unit->group->skill_id)
  8581. { //These cannot override each other.
  8582. case SA_VOLCANO:
  8583. case SA_DELUGE:
  8584. case SA_VIOLENTGALE:
  8585. (*alive) = 0;
  8586. return 1;
  8587. }
  8588. */
  8589. break;
  8590. case PF_FOGWALL:
  8591. switch(unit->group->skill_id)
  8592. {
  8593. case SA_VOLCANO: //Can't be placed on top of these
  8594. case SA_VIOLENTGALE:
  8595. (*alive) = 0;
  8596. return 1;
  8597. case SA_DELUGE:
  8598. case NJ_SUITON:
  8599. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8600. (*alive) = 2;
  8601. break;
  8602. }
  8603. break;
  8604. case HP_BASILICA:
  8605. if (unit->group->skill_id == HP_BASILICA)
  8606. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8607. (*alive) = 0;
  8608. return 1;
  8609. }
  8610. break;
  8611. }
  8612. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8613. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8614. { //It deletes everything except songs/dances/traps
  8615. (*alive) = 0;
  8616. return 1;
  8617. }
  8618. return 0;
  8619. }
  8620. /*==========================================
  8621. *
  8622. *------------------------------------------*/
  8623. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8624. {
  8625. struct mob_data* md;
  8626. struct unit_data*ud = unit_bl2ud(bl);
  8627. struct block_list *from_bl;
  8628. struct block_list *to_bl;
  8629. md = (struct mob_data*)bl;
  8630. from_bl = va_arg(ap,struct block_list *);
  8631. to_bl = va_arg(ap,struct block_list *);
  8632. if(ud && ud->target == from_bl->id)
  8633. ud->target = to_bl->id;
  8634. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8635. md->target_id = to_bl->id;
  8636. return 0;
  8637. }
  8638. /*==========================================
  8639. *
  8640. *------------------------------------------*/
  8641. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8642. {
  8643. struct block_list *src;
  8644. int tick;
  8645. struct skill_unit *unit;
  8646. struct skill_unit_group *sg;
  8647. struct block_list *ss;
  8648. src = va_arg(ap,struct block_list *);
  8649. unit = (struct skill_unit *)src;
  8650. tick = va_arg(ap,int);
  8651. nullpo_retr(0, sg = unit->group);
  8652. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8653. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8654. return 0;
  8655. switch(sg->unit_id){
  8656. case UNT_SHOCKWAVE:
  8657. case UNT_SANDMAN:
  8658. case UNT_FLASHER:
  8659. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  8660. break;
  8661. case UNT_GROUNDDRIFT_WIND:
  8662. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8663. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8664. break;
  8665. case UNT_GROUNDDRIFT_DARK:
  8666. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8667. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8668. break;
  8669. case UNT_GROUNDDRIFT_POISON:
  8670. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8671. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8672. break;
  8673. case UNT_GROUNDDRIFT_WATER:
  8674. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8675. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8676. break;
  8677. case UNT_GROUNDDRIFT_FIRE:
  8678. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8679. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8680. break;
  8681. default:
  8682. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8683. break;
  8684. }
  8685. return 1;
  8686. }
  8687. /*==========================================
  8688. *
  8689. *------------------------------------------*/
  8690. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8691. {
  8692. struct status_change *sc;
  8693. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8694. int i;
  8695. nullpo_retr(0, bl);
  8696. nullpo_retr(0, sc= status_get_sc(bl));
  8697. if (!sc->count) return 0;
  8698. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8699. if (type != scs[i] && sc->data[scs[i]])
  8700. status_change_end(bl, scs[i], -1);
  8701. return 0;
  8702. }
  8703. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8704. {
  8705. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8706. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8707. bool wall = true;
  8708. int i;
  8709. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8710. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8711. { //Check for walls.
  8712. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8713. if( i == 8 )
  8714. wall = false;
  8715. }
  8716. if( sce )
  8717. {
  8718. if( !wall )
  8719. {
  8720. if( sce->val1 < 3 ) //End cloaking.
  8721. status_change_end(bl, SC_CLOAKING, -1);
  8722. else
  8723. if( sce->val4&1 )
  8724. { //Remove wall bonus
  8725. sce->val4&=~1;
  8726. status_calc_bl(bl,SCB_SPEED);
  8727. }
  8728. }
  8729. else
  8730. {
  8731. if( !(sce->val4&1) )
  8732. { //Add wall speed bonus
  8733. sce->val4|=1;
  8734. status_calc_bl(bl,SCB_SPEED);
  8735. }
  8736. }
  8737. }
  8738. return wall;
  8739. }
  8740. /*==========================================
  8741. *
  8742. *
  8743. *------------------------------------------*/
  8744. void skill_stop_dancing (struct block_list *src)
  8745. {
  8746. struct status_change* sc;
  8747. struct status_change_entry *sce;
  8748. struct skill_unit_group* group;
  8749. struct map_session_data* dsd = NULL;
  8750. nullpo_retv(src);
  8751. nullpo_retv(sc = status_get_sc(src));
  8752. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8753. return;
  8754. group = skill_id2group(sce->val2);
  8755. sce->val2 = 0;
  8756. if (sce->val4)
  8757. {
  8758. if (sce->val4 != BCT_SELF)
  8759. dsd = map_id2sd(sce->val4);
  8760. sce->val4 = 0;
  8761. }
  8762. status_change_end(src, SC_DANCING, -1);
  8763. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8764. {
  8765. sce->val4 = sce->val2 = 0;
  8766. status_change_end(&dsd->bl, SC_DANCING, -1);
  8767. }
  8768. if (group)
  8769. skill_delunitgroup(NULL, group);
  8770. }
  8771. /*==========================================
  8772. *
  8773. *------------------------------------------*/
  8774. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8775. {
  8776. struct skill_unit *unit;
  8777. nullpo_retr(NULL, group);
  8778. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8779. nullpo_retr(NULL, unit=&group->unit[idx]);
  8780. if(!unit->alive)
  8781. group->alive_count++;
  8782. unit->bl.id=map_get_new_object_id();
  8783. unit->bl.type=BL_SKILL;
  8784. unit->bl.m=group->map;
  8785. unit->bl.x=x;
  8786. unit->bl.y=y;
  8787. unit->group=group;
  8788. unit->alive=1;
  8789. unit->val1=val1;
  8790. unit->val2=val2;
  8791. idb_put(skillunit_db, unit->bl.id, unit);
  8792. map_addiddb(&unit->bl);
  8793. map_addblock(&unit->bl);
  8794. // perform oninit actions
  8795. switch (group->skill_id) {
  8796. case WZ_ICEWALL:
  8797. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8798. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8799. break;
  8800. case SA_LANDPROTECTOR:
  8801. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8802. break;
  8803. case HP_BASILICA:
  8804. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8805. break;
  8806. default:
  8807. if (group->state.song_dance&0x1) //Check for dissonance.
  8808. skill_dance_overlap(unit, 1);
  8809. break;
  8810. }
  8811. clif_skill_setunit(unit);
  8812. return unit;
  8813. }
  8814. /*==========================================
  8815. *
  8816. *------------------------------------------*/
  8817. int skill_delunit (struct skill_unit* unit)
  8818. {
  8819. struct skill_unit_group *group;
  8820. nullpo_retr(0, unit);
  8821. if( !unit->alive )
  8822. return 0;
  8823. unit->alive=0;
  8824. nullpo_retr(0, group=unit->group);
  8825. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8826. skill_dance_overlap(unit, 0);
  8827. // invoke onout event
  8828. if( !unit->range )
  8829. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8830. // perform ondelete actions
  8831. switch (group->skill_id) {
  8832. case HT_ANKLESNARE:
  8833. {
  8834. struct block_list* target = map_id2bl(group->val2);
  8835. if( target )
  8836. status_change_end(target,SC_ANKLE,-1);
  8837. }
  8838. break;
  8839. case WZ_ICEWALL:
  8840. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  8841. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  8842. break;
  8843. case SA_LANDPROTECTOR:
  8844. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8845. break;
  8846. case HP_BASILICA:
  8847. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8848. break;
  8849. }
  8850. clif_skill_delunit(unit);
  8851. unit->group=NULL;
  8852. map_delblock(&unit->bl); // don't free yet
  8853. map_deliddb(&unit->bl);
  8854. idb_remove(skillunit_db, unit->bl.id);
  8855. if(--group->alive_count==0)
  8856. skill_delunitgroup(NULL, group);
  8857. return 0;
  8858. }
  8859. /*==========================================
  8860. *
  8861. *------------------------------------------*/
  8862. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  8863. /// Returns the target skill_unit_group or NULL if not found.
  8864. struct skill_unit_group* skill_id2group(int group_id)
  8865. {
  8866. return (struct skill_unit_group*)idb_get(group_db, group_id);
  8867. }
  8868. static int skill_unit_group_newid = MAX_SKILL_DB;
  8869. /// Returns a new group_id that isn't being used in group_db.
  8870. /// Fatal error if nothing is available.
  8871. static int skill_get_new_group_id(void)
  8872. {
  8873. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  8874. return skill_unit_group_newid++;// available
  8875. {// find next id
  8876. int base_id = skill_unit_group_newid;
  8877. while( base_id != ++skill_unit_group_newid )
  8878. {
  8879. if( skill_unit_group_newid < MAX_SKILL_DB )
  8880. skill_unit_group_newid = MAX_SKILL_DB;
  8881. if( skill_id2group(skill_unit_group_newid) == NULL )
  8882. return skill_unit_group_newid++;// available
  8883. }
  8884. // full loop, nothing available
  8885. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  8886. exit(1);
  8887. }
  8888. }
  8889. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8890. {
  8891. struct unit_data* ud = unit_bl2ud( src );
  8892. struct skill_unit_group* group;
  8893. int i;
  8894. if(skillid <= 0 || skilllv <= 0) return 0;
  8895. nullpo_retr(NULL, src);
  8896. nullpo_retr(NULL, ud);
  8897. // find a free spot to store the new unit group
  8898. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8899. if(i == MAX_SKILLUNITGROUP)
  8900. {
  8901. // array is full, make room by discarding oldest group
  8902. int j=0;
  8903. unsigned maxdiff=0,x,tick=gettick();
  8904. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8905. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8906. maxdiff=x;
  8907. j=i;
  8908. }
  8909. skill_delunitgroup(src, ud->skillunit[j]);
  8910. //Since elements must have shifted, we use the last slot.
  8911. i = MAX_SKILLUNITGROUP-1;
  8912. }
  8913. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8914. group->src_id = src->id;
  8915. group->party_id = status_get_party_id(src);
  8916. group->guild_id = status_get_guild_id(src);
  8917. group->bg_id = bg_team_get_id(src);
  8918. group->group_id = skill_get_new_group_id();
  8919. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8920. group->unit_count = count;
  8921. group->alive_count = 0;
  8922. group->val1 = 0;
  8923. group->val2 = 0;
  8924. group->val3 = 0;
  8925. group->skill_id = skillid;
  8926. group->skill_lv = skilllv;
  8927. group->unit_id = unit_id;
  8928. group->map = src->m;
  8929. group->limit = limit;
  8930. group->interval = interval;
  8931. group->tick = gettick();
  8932. group->valstr = NULL;
  8933. ud->skillunit[i] = group;
  8934. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8935. group->tick += 1500;
  8936. idb_put(group_db, group->group_id, group);
  8937. return group;
  8938. }
  8939. /*==========================================
  8940. *
  8941. *------------------------------------------*/
  8942. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8943. {
  8944. struct unit_data *ud;
  8945. int i,j;
  8946. nullpo_retr(0, group);
  8947. if (!src) src=map_id2bl(group->src_id);
  8948. ud = unit_bl2ud(src);
  8949. if(!src || !ud) {
  8950. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8951. return 0;
  8952. }
  8953. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8954. {
  8955. struct status_change* sc = status_get_sc(src);
  8956. if (sc && sc->data[SC_DANCING])
  8957. {
  8958. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8959. status_change_end(src,SC_DANCING,-1);
  8960. }
  8961. }
  8962. // end Gospel's status change on 'src'
  8963. // (needs to be done when the group is deleted by other means than skill deactivation)
  8964. if (group->unit_id == UNT_GOSPEL) {
  8965. struct status_change *sc = status_get_sc(src);
  8966. if(sc && sc->data[SC_GOSPEL]) {
  8967. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8968. status_change_end(src,SC_GOSPEL,-1);
  8969. }
  8970. }
  8971. if (group->skill_id == SG_SUN_WARM ||
  8972. group->skill_id == SG_MOON_WARM ||
  8973. group->skill_id == SG_STAR_WARM) {
  8974. struct status_change *sc = status_get_sc(src);
  8975. if(sc && sc->data[SC_WARM]) {
  8976. sc->data[SC_WARM]->val4 = 0;
  8977. status_change_end(src,SC_WARM,-1);
  8978. }
  8979. }
  8980. if (src->type==BL_PC && group->state.ammo_consume)
  8981. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8982. group->alive_count=0;
  8983. // remove all unit cells
  8984. if(group->unit != NULL)
  8985. for( i = 0; i < group->unit_count; i++ )
  8986. skill_delunit(&group->unit[i]);
  8987. // clear Talkie-box string
  8988. if( group->valstr != NULL )
  8989. {
  8990. aFree(group->valstr);
  8991. group->valstr = NULL;
  8992. }
  8993. idb_remove(group_db, group->group_id);
  8994. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  8995. group->unit=NULL;
  8996. group->group_id=0;
  8997. group->unit_count=0;
  8998. // locate this group, swap with the last entry and delete it
  8999. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9000. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9001. if( i < MAX_SKILLUNITGROUP )
  9002. {
  9003. ud->skillunit[i] = ud->skillunit[j];
  9004. ud->skillunit[j] = NULL;
  9005. ers_free(skill_unit_ers, group);
  9006. }
  9007. else
  9008. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9009. return 1;
  9010. }
  9011. /*==========================================
  9012. *
  9013. *------------------------------------------*/
  9014. int skill_clear_unitgroup (struct block_list *src)
  9015. {
  9016. struct unit_data *ud = unit_bl2ud(src);
  9017. nullpo_retr(0, ud);
  9018. while (ud->skillunit[0])
  9019. skill_delunitgroup(src, ud->skillunit[0]);
  9020. return 1;
  9021. }
  9022. /*==========================================
  9023. *
  9024. *------------------------------------------*/
  9025. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9026. {
  9027. int i,j=-1,k,s,id;
  9028. struct unit_data *ud;
  9029. struct skill_unit_group_tickset *set;
  9030. nullpo_retr(0, bl);
  9031. if (group->interval==-1)
  9032. return NULL;
  9033. ud = unit_bl2ud(bl);
  9034. if (!ud) return NULL;
  9035. set = ud->skillunittick;
  9036. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9037. id = s = group->skill_id;
  9038. else
  9039. id = s = group->group_id;
  9040. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9041. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9042. if (set[k].id == id)
  9043. return &set[k];
  9044. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9045. j=k;
  9046. }
  9047. if (j == -1) {
  9048. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9049. j = id % MAX_SKILLUNITGROUPTICKSET;
  9050. }
  9051. set[j].id = id;
  9052. set[j].tick = tick;
  9053. return &set[j];
  9054. }
  9055. /*==========================================
  9056. *
  9057. *------------------------------------------*/
  9058. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9059. {
  9060. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9061. struct skill_unit_group* group = unit->group;
  9062. unsigned int tick = va_arg(ap,unsigned int);
  9063. if( !unit->alive || bl->prev == NULL )
  9064. return 0;
  9065. nullpo_retr(0, group);
  9066. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9067. return 0; //AoE skills are ineffective. [Skotlex]
  9068. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9069. return 0;
  9070. skill_unit_onplace_timer(unit,bl,tick);
  9071. return 1;
  9072. }
  9073. /*==========================================
  9074. *
  9075. *------------------------------------------*/
  9076. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9077. {
  9078. struct skill_unit* unit = (struct skill_unit*)data;
  9079. struct skill_unit_group* group = unit->group;
  9080. unsigned int tick = va_arg(ap,unsigned int);
  9081. bool dissonance;
  9082. struct block_list* bl = &unit->bl;
  9083. if( !unit->alive )
  9084. return 0;
  9085. nullpo_retr(0, group);
  9086. // check for expiration
  9087. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9088. {// skill unit expired (inlined from skill_unit_onlimit())
  9089. switch( group->unit_id )
  9090. {
  9091. case UNT_BLASTMINE:
  9092. case UNT_GROUNDDRIFT_WIND:
  9093. case UNT_GROUNDDRIFT_DARK:
  9094. case UNT_GROUNDDRIFT_POISON:
  9095. case UNT_GROUNDDRIFT_WATER:
  9096. case UNT_GROUNDDRIFT_FIRE:
  9097. group->unit_id = UNT_USED_TRAPS;
  9098. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9099. group->limit=DIFF_TICK(tick+1500,group->tick);
  9100. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9101. break;
  9102. case UNT_ANKLESNARE:
  9103. if( group->val2 > 0 ) {
  9104. // Used Trap don't returns back to item
  9105. skill_delunit(unit);
  9106. break;
  9107. }
  9108. case UNT_SKIDTRAP:
  9109. case UNT_LANDMINE:
  9110. case UNT_SHOCKWAVE:
  9111. case UNT_SANDMAN:
  9112. case UNT_FLASHER:
  9113. case UNT_FREEZINGTRAP:
  9114. case UNT_CLAYMORETRAP:
  9115. case UNT_TALKIEBOX:
  9116. {
  9117. struct block_list* src;
  9118. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9119. { // revert unit back into a trap
  9120. struct item item_tmp;
  9121. memset(&item_tmp,0,sizeof(item_tmp));
  9122. item_tmp.nameid = ITEMID_TRAP;
  9123. item_tmp.identify = 1;
  9124. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9125. }
  9126. skill_delunit(unit);
  9127. }
  9128. break;
  9129. case UNT_WARP_ACTIVE:
  9130. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9131. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9132. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9133. // restart timers
  9134. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9135. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9136. // apply effect to all units standing on it
  9137. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9138. break;
  9139. case UNT_CALLFAMILY:
  9140. {
  9141. struct map_session_data *sd = NULL;
  9142. if(group->val1) {
  9143. sd = map_charid2sd(group->val1);
  9144. group->val1 = 0;
  9145. if (sd && !map[sd->bl.m].flag.nowarp)
  9146. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9147. }
  9148. if(group->val2) {
  9149. sd = map_charid2sd(group->val2);
  9150. group->val2 = 0;
  9151. if (sd && !map[sd->bl.m].flag.nowarp)
  9152. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9153. }
  9154. skill_delunit(unit);
  9155. }
  9156. break;
  9157. default:
  9158. skill_delunit(unit);
  9159. }
  9160. }
  9161. else
  9162. {// skill unit is still active
  9163. switch( group->unit_id )
  9164. {
  9165. case UNT_ICEWALL:
  9166. // icewall loses 50 hp every second
  9167. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9168. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9169. unit->limit = DIFF_TICK(tick+700,group->tick);
  9170. break;
  9171. case UNT_SKIDTRAP:
  9172. case UNT_LANDMINE:
  9173. case UNT_SHOCKWAVE:
  9174. case UNT_SANDMAN:
  9175. case UNT_FLASHER:
  9176. case UNT_FREEZINGTRAP:
  9177. case UNT_TALKIEBOX:
  9178. case UNT_ANKLESNARE:
  9179. if( unit->val1 <= 0 ) {
  9180. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9181. skill_delunit(unit);
  9182. else {
  9183. group->unit_id = UNT_USED_TRAPS;
  9184. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9185. }
  9186. }
  9187. break;
  9188. case UNT_TATAMIGAESHI:
  9189. if( unit->range >= 0 )
  9190. { //Disable processed cell.
  9191. unit->range = -1;
  9192. if (--group->val1 <= 0) // number of live cells
  9193. { //All tiles were processed, disable skill.
  9194. group->target_flag=BCT_NOONE;
  9195. group->bl_flag= BL_NUL;
  9196. }
  9197. }
  9198. break;
  9199. }
  9200. }
  9201. //Don't continue if unit or even group is expired and has been deleted.
  9202. if( !group || !unit->alive )
  9203. return 0;
  9204. dissonance = skill_dance_switch(unit, 0);
  9205. if( unit->range >= 0 && group->interval != -1 )
  9206. {
  9207. if( battle_config.skill_wall_check )
  9208. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9209. else
  9210. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9211. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9212. group->unit_id = UNT_USED_TRAPS;
  9213. if( !unit->alive )
  9214. {
  9215. if( dissonance ) skill_dance_switch(unit, 1);
  9216. return 0;
  9217. }
  9218. }
  9219. if( dissonance ) skill_dance_switch(unit, 1);
  9220. return 0;
  9221. }
  9222. /*==========================================
  9223. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9224. *------------------------------------------*/
  9225. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9226. {
  9227. map_freeblock_lock();
  9228. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9229. map_freeblock_unlock();
  9230. return 0;
  9231. }
  9232. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9233. /*==========================================
  9234. *
  9235. *------------------------------------------*/
  9236. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9237. {
  9238. struct skill_unit* unit = (struct skill_unit *)bl;
  9239. struct skill_unit_group* group = unit->group;
  9240. struct block_list* target = va_arg(ap,struct block_list*);
  9241. unsigned int tick = va_arg(ap,unsigned int);
  9242. int flag = va_arg(ap,int);
  9243. bool dissonance;
  9244. int skill_id;
  9245. int i;
  9246. nullpo_retr(0, group);
  9247. if( !unit->alive || target->prev == NULL )
  9248. return 0;
  9249. dissonance = skill_dance_switch(unit, 0);
  9250. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9251. skill_id = unit->group->skill_id;
  9252. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9253. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9254. if( dissonance ) skill_dance_switch(unit, 1);
  9255. return 0;
  9256. }
  9257. //Target-type check.
  9258. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9259. {
  9260. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9261. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9262. if( flag&1 )
  9263. {
  9264. if( flag&2 )
  9265. { //Clear this skill id.
  9266. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9267. if( i < ARRAYLENGTH(skill_unit_temp) )
  9268. skill_unit_temp[i] = 0;
  9269. }
  9270. }
  9271. else
  9272. {
  9273. if( flag&2 )
  9274. { //Store this skill id.
  9275. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9276. if( i < ARRAYLENGTH(skill_unit_temp) )
  9277. skill_unit_temp[i] = skill_id;
  9278. else
  9279. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9280. }
  9281. }
  9282. if( flag&4 )
  9283. skill_unit_onleft(skill_id,target,tick);
  9284. }
  9285. if( dissonance ) skill_dance_switch(unit, 1);
  9286. return 0;
  9287. }
  9288. else
  9289. {
  9290. if( flag&1 )
  9291. {
  9292. int result = skill_unit_onplace(unit,target,tick);
  9293. if( flag&2 && result )
  9294. { //Clear skill ids we have stored in onout.
  9295. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9296. if( i < ARRAYLENGTH(skill_unit_temp) )
  9297. skill_unit_temp[i] = 0;
  9298. }
  9299. }
  9300. else
  9301. {
  9302. int result = skill_unit_onout(unit,target,tick);
  9303. if( flag&2 && result )
  9304. { //Store this unit id.
  9305. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9306. if( i < ARRAYLENGTH(skill_unit_temp) )
  9307. skill_unit_temp[i] = skill_id;
  9308. else
  9309. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9310. }
  9311. }
  9312. //TODO: Normally, this is dangerous since the unit and group could be freed
  9313. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9314. //cells do not get deleted within them. [Skotlex]
  9315. if( dissonance ) skill_dance_switch(unit, 1);
  9316. if( flag&4 )
  9317. skill_unit_onleft(skill_id,target,tick);
  9318. return 1;
  9319. }
  9320. }
  9321. /*==========================================
  9322. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9323. * Flag values:
  9324. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9325. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9326. * units to figure out when they have left a group.
  9327. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9328. *------------------------------------------*/
  9329. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9330. {
  9331. nullpo_retr(0, bl);
  9332. if( bl->prev == NULL )
  9333. return 0;
  9334. if( flag&2 && !(flag&1) )
  9335. { //Onout, clear data
  9336. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9337. }
  9338. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9339. if( flag&2 && flag&1 )
  9340. { //Onplace, check any skill units you have left.
  9341. int i;
  9342. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9343. if( skill_unit_temp[i] )
  9344. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9345. }
  9346. return 0;
  9347. }
  9348. /*==========================================
  9349. *
  9350. *------------------------------------------*/
  9351. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9352. {
  9353. int i,j;
  9354. unsigned int tick = gettick();
  9355. int *m_flag;
  9356. struct skill_unit *unit1;
  9357. struct skill_unit *unit2;
  9358. if (group == NULL)
  9359. return 0;
  9360. if (group->unit_count<=0)
  9361. return 0;
  9362. if (group->unit==NULL)
  9363. return 0;
  9364. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9365. return 0; //Ensembles may not be moved around.
  9366. if( group->unit_id == UNT_ICEWALL )
  9367. return 0; //Icewalls don't get knocked back
  9368. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9369. // m_flag
  9370. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9371. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9372. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9373. // 3: Both 1+2.
  9374. for(i=0;i<group->unit_count;i++){
  9375. unit1=&group->unit[i];
  9376. if (!unit1->alive || unit1->bl.m!=m)
  9377. continue;
  9378. for(j=0;j<group->unit_count;j++){
  9379. unit2=&group->unit[j];
  9380. if (!unit2->alive)
  9381. continue;
  9382. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9383. m_flag[i] |= 0x1;
  9384. }
  9385. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9386. m_flag[i] |= 0x2;
  9387. }
  9388. }
  9389. }
  9390. j = 0;
  9391. for (i=0;i<group->unit_count;i++) {
  9392. unit1=&group->unit[i];
  9393. if (!unit1->alive)
  9394. continue;
  9395. if (!(m_flag[i]&0x2)) {
  9396. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9397. skill_dance_overlap(unit1, 0);
  9398. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9399. }
  9400. //Move Cell using "smart" criteria (avoid useless moving around)
  9401. switch(m_flag[i])
  9402. {
  9403. case 0:
  9404. //Cell moves independently, safely move it.
  9405. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9406. break;
  9407. case 1:
  9408. //Cell moves unto another cell, look for a replacement cell that won't collide
  9409. //and has no cell moving into it (flag == 2)
  9410. for(;j<group->unit_count;j++)
  9411. {
  9412. if(m_flag[j]!=2 || !group->unit[j].alive)
  9413. continue;
  9414. //Move to where this cell would had moved.
  9415. unit2 = &group->unit[j];
  9416. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9417. j++; //Skip this cell as we have used it.
  9418. break;
  9419. }
  9420. break;
  9421. case 2:
  9422. case 3:
  9423. break; //Don't move the cell as a cell will end on this tile anyway.
  9424. }
  9425. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9426. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9427. skill_dance_overlap(unit1, 1);
  9428. clif_skill_setunit(unit1);
  9429. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9430. }
  9431. }
  9432. aFree(m_flag);
  9433. return 0;
  9434. }
  9435. /*==========================================
  9436. *
  9437. *------------------------------------------*/
  9438. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9439. {
  9440. int i,j;
  9441. nullpo_retr(0, sd);
  9442. if(nameid<=0)
  9443. return 0;
  9444. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9445. if(skill_produce_db[i].nameid == nameid )
  9446. break;
  9447. }
  9448. if( i >= MAX_SKILL_PRODUCE_DB )
  9449. return 0;
  9450. if(trigger>=0){
  9451. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9452. if(skill_produce_db[i].itemlv!=trigger)
  9453. return 0;
  9454. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9455. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9456. return 0;
  9457. } else { // Weapon (itemlv must be higher or equal)
  9458. if(skill_produce_db[i].itemlv>trigger)
  9459. return 0;
  9460. }
  9461. }
  9462. if((j=skill_produce_db[i].req_skill)>0 &&
  9463. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9464. return 0;
  9465. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9466. int id,x,y;
  9467. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9468. continue;
  9469. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9470. if(pc_search_inventory(sd,id) < 0)
  9471. return 0;
  9472. }
  9473. else {
  9474. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9475. if( sd->status.inventory[y].nameid == id )
  9476. x+=sd->status.inventory[y].amount;
  9477. if(x<qty*skill_produce_db[i].mat_amount[j])
  9478. return 0;
  9479. }
  9480. }
  9481. return i+1;
  9482. }
  9483. /*==========================================
  9484. *
  9485. *------------------------------------------*/
  9486. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9487. {
  9488. int slot[3];
  9489. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9490. struct status_data *status;
  9491. nullpo_retr(0, sd);
  9492. status = status_get_status_data(&sd->bl);
  9493. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9494. return 0;
  9495. idx--;
  9496. if (qty < 1)
  9497. qty = 1;
  9498. if (!skill_id) //A skill can be specified for some override cases.
  9499. skill_id = skill_produce_db[idx].req_skill;
  9500. slot[0]=slot1;
  9501. slot[1]=slot2;
  9502. slot[2]=slot3;
  9503. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9504. int j;
  9505. if( slot[i]<=0 )
  9506. continue;
  9507. j = pc_search_inventory(sd,slot[i]);
  9508. if(j < 0)
  9509. continue;
  9510. if(slot[i]==1000){ /* Star Crumb */
  9511. pc_delitem(sd,j,1,1);
  9512. sc++;
  9513. }
  9514. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9515. static const int ele_table[4]={3,1,4,2};
  9516. pc_delitem(sd,j,1,1);
  9517. ele=ele_table[slot[i]-994];
  9518. }
  9519. }
  9520. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9521. int j,id,x;
  9522. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9523. continue;
  9524. x=qty*skill_produce_db[idx].mat_amount[i];
  9525. do{
  9526. int y=0;
  9527. j = pc_search_inventory(sd,id);
  9528. if(j >= 0){
  9529. y = sd->status.inventory[j].amount;
  9530. if(y>x)y=x;
  9531. pc_delitem(sd,j,y,0);
  9532. } else
  9533. ShowError("skill_produce_mix: material item error\n");
  9534. x-=y;
  9535. }while( j>=0 && x>0 );
  9536. }
  9537. if((equip=itemdb_isequip(nameid)))
  9538. wlv = itemdb_wlv(nameid);
  9539. if(!equip) {
  9540. switch(skill_id){
  9541. case BS_IRON:
  9542. case BS_STEEL:
  9543. case BS_ENCHANTEDSTONE:
  9544. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9545. i = pc_checkskill(sd,skill_id);
  9546. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9547. switch(nameid){
  9548. case 998: // Iron
  9549. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9550. break;
  9551. case 999: // Steel
  9552. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9553. break;
  9554. case 1000: //Star Crumb
  9555. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9556. break;
  9557. default: // Enchanted Stones
  9558. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9559. break;
  9560. }
  9561. break;
  9562. case ASC_CDP:
  9563. make_per = (2000 + 40*status->dex + 20*status->luk);
  9564. break;
  9565. case AL_HOLYWATER:
  9566. make_per = 100000; //100% success
  9567. break;
  9568. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9569. case AM_TWILIGHT1:
  9570. case AM_TWILIGHT2:
  9571. case AM_TWILIGHT3:
  9572. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9573. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9574. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9575. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9576. int skill;
  9577. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9578. make_per += skill*100; //+1% bonus per level
  9579. }
  9580. switch(nameid){
  9581. case 501: // Red Potion
  9582. case 503: // Yellow Potion
  9583. case 504: // White Potion
  9584. make_per += (1+rand()%100)*10 + 2000;
  9585. break;
  9586. case 970: // Alcohol
  9587. make_per += (1+rand()%100)*10 + 1000;
  9588. break;
  9589. case 7135: // Bottle Grenade
  9590. case 7136: // Acid Bottle
  9591. case 7137: // Plant Bottle
  9592. case 7138: // Marine Sphere Bottle
  9593. make_per += (1+rand()%100)*10;
  9594. break;
  9595. case 546: // Condensed Yellow Potion
  9596. make_per -= (1+rand()%50)*10;
  9597. break;
  9598. case 547: // Condensed White Potion
  9599. case 7139: // Glistening Coat
  9600. make_per -= (1+rand()%100)*10;
  9601. break;
  9602. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9603. case 505: // Blue Potion
  9604. case 545: // Condensed Red Potion
  9605. case 605: // Anodyne
  9606. case 606: // Aloevera
  9607. default:
  9608. break;
  9609. }
  9610. if(battle_config.pp_rate != 100)
  9611. make_per = make_per * battle_config.pp_rate / 100;
  9612. break;
  9613. case SA_CREATECON: // Elemental Converter Creation
  9614. make_per = 100000; // should be 100% success rate
  9615. break;
  9616. default:
  9617. if (sd->menuskill_id == AM_PHARMACY &&
  9618. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9619. { //Assume Cooking Dish
  9620. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9621. make_per = 10000; //100% Success
  9622. else
  9623. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9624. + 1000 - 500*(skill_produce_db[idx].itemlv-10) //10% - 5% per dish level
  9625. + 20*status->dex + 10*status->luk //0.2% per DEX, 0.1% per LUK
  9626. + 1000; //TODO: Replace with MIN(5*COOKINGATTEMPTS;2000)
  9627. break;
  9628. }
  9629. make_per = 5000;
  9630. break;
  9631. }
  9632. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9633. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9634. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9635. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9636. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9637. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9638. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9639. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9640. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9641. if(battle_config.wp_rate != 100)
  9642. make_per = make_per * battle_config.wp_rate / 100;
  9643. }
  9644. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9645. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9646. if(make_per < 1) make_per = 1;
  9647. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9648. struct item tmp_item;
  9649. memset(&tmp_item,0,sizeof(tmp_item));
  9650. tmp_item.nameid=nameid;
  9651. tmp_item.amount=1;
  9652. tmp_item.identify=1;
  9653. if(equip){
  9654. tmp_item.card[0]=CARD0_FORGE;
  9655. tmp_item.card[1]=((sc*5)<<8)+ele;
  9656. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9657. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9658. } else {
  9659. //Flag is only used on the end, so it can be used here. [Skotlex]
  9660. switch (skill_id) {
  9661. case BS_DAGGER:
  9662. case BS_SWORD:
  9663. case BS_TWOHANDSWORD:
  9664. case BS_AXE:
  9665. case BS_MACE:
  9666. case BS_KNUCKLE:
  9667. case BS_SPEAR:
  9668. flag = battle_config.produce_item_name_input&0x1;
  9669. break;
  9670. case AM_PHARMACY:
  9671. case AM_TWILIGHT1:
  9672. case AM_TWILIGHT2:
  9673. case AM_TWILIGHT3:
  9674. flag = battle_config.produce_item_name_input&0x2;
  9675. break;
  9676. case AL_HOLYWATER:
  9677. flag = battle_config.produce_item_name_input&0x8;
  9678. break;
  9679. case ASC_CDP:
  9680. flag = battle_config.produce_item_name_input&0x10;
  9681. break;
  9682. default:
  9683. flag = battle_config.produce_item_name_input&0x80;
  9684. break;
  9685. }
  9686. if (flag) {
  9687. tmp_item.card[0]=CARD0_CREATE;
  9688. tmp_item.card[1]=0;
  9689. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9690. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9691. }
  9692. }
  9693. // if(log_config.produce > 0)
  9694. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9695. //TODO update PICKLOG
  9696. if(equip){
  9697. clif_produceeffect(sd,0,nameid);
  9698. clif_misceffect(&sd->bl,3);
  9699. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9700. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9701. } else {
  9702. int fame = 0;
  9703. tmp_item.amount = 0;
  9704. for (i=0; i< qty; i++)
  9705. { //Apply quantity modifiers.
  9706. if (rand()%10000 < make_per || qty == 1)
  9707. { //Success
  9708. tmp_item.amount++;
  9709. if(nameid < 545 || nameid > 547)
  9710. continue;
  9711. if(skill_id != AM_PHARMACY &&
  9712. skill_id != AM_TWILIGHT1 &&
  9713. skill_id != AM_TWILIGHT2 &&
  9714. skill_id != AM_TWILIGHT3)
  9715. continue;
  9716. //Add fame as needed.
  9717. switch(++sd->potion_success_counter) {
  9718. case 3:
  9719. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9720. break;
  9721. case 5:
  9722. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9723. break;
  9724. case 7:
  9725. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9726. break;
  9727. case 10:
  9728. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9729. sd->potion_success_counter = 0;
  9730. break;
  9731. }
  9732. } else //Failure
  9733. sd->potion_success_counter = 0;
  9734. }
  9735. if (fame)
  9736. pc_addfame(sd,fame);
  9737. //Visual effects and the like.
  9738. switch (skill_id) {
  9739. case AM_PHARMACY:
  9740. case AM_TWILIGHT1:
  9741. case AM_TWILIGHT2:
  9742. case AM_TWILIGHT3:
  9743. case ASC_CDP:
  9744. clif_produceeffect(sd,2,nameid);
  9745. clif_misceffect(&sd->bl,5);
  9746. break;
  9747. case BS_IRON:
  9748. case BS_STEEL:
  9749. case BS_ENCHANTEDSTONE:
  9750. clif_produceeffect(sd,0,nameid);
  9751. clif_misceffect(&sd->bl,3);
  9752. break;
  9753. default: //Those that don't require a skill?
  9754. if (skill_produce_db[idx].itemlv>10 &&
  9755. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9756. clif_specialeffect(&sd->bl, 608, AREA);
  9757. break;
  9758. }
  9759. }
  9760. if (tmp_item.amount) { //Success
  9761. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9762. clif_additem(sd,0,0,flag);
  9763. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9764. }
  9765. return 1;
  9766. }
  9767. }
  9768. //Failure
  9769. // if(log_config.produce)
  9770. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9771. //TODO update PICKLOG
  9772. if(equip){
  9773. clif_produceeffect(sd,1,nameid);
  9774. clif_misceffect(&sd->bl,2);
  9775. } else {
  9776. switch (skill_id) {
  9777. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9778. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9779. case AM_PHARMACY:
  9780. case AM_TWILIGHT1:
  9781. case AM_TWILIGHT2:
  9782. case AM_TWILIGHT3:
  9783. clif_produceeffect(sd,3,nameid);
  9784. clif_misceffect(&sd->bl,6);
  9785. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9786. break;
  9787. case BS_IRON:
  9788. case BS_STEEL:
  9789. case BS_ENCHANTEDSTONE:
  9790. clif_produceeffect(sd,1,nameid);
  9791. clif_misceffect(&sd->bl,2);
  9792. break;
  9793. default:
  9794. if (skill_produce_db[idx].itemlv>10 &&
  9795. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9796. clif_specialeffect(&sd->bl, 609, AREA);
  9797. }
  9798. }
  9799. return 0;
  9800. }
  9801. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9802. {
  9803. int i,j,flag,index=-1;
  9804. struct item tmp_item;
  9805. nullpo_retr(0, sd);
  9806. if(nameid <= 0)
  9807. return 1;
  9808. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9809. if(nameid == skill_arrow_db[i].nameid) {
  9810. index = i;
  9811. break;
  9812. }
  9813. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9814. return 1;
  9815. pc_delitem(sd,j,1,0);
  9816. for(i=0;i<5;i++) {
  9817. memset(&tmp_item,0,sizeof(tmp_item));
  9818. tmp_item.identify = 1;
  9819. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9820. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9821. if(battle_config.produce_item_name_input&0x4) {
  9822. tmp_item.card[0]=CARD0_CREATE;
  9823. tmp_item.card[1]=0;
  9824. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9825. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9826. }
  9827. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9828. continue;
  9829. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9830. clif_additem(sd,0,0,flag);
  9831. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9832. }
  9833. }
  9834. return 0;
  9835. }
  9836. /*==========================================
  9837. *
  9838. *------------------------------------------*/
  9839. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  9840. {
  9841. struct map_session_data *sd = map_id2sd(id);
  9842. if (data <= 0 || data >= MAX_SKILL)
  9843. return 0;
  9844. if (!sd) return 0;
  9845. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  9846. sd->blockskill[data] = 0;
  9847. return 1;
  9848. }
  9849. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9850. {
  9851. nullpo_retr (-1, sd);
  9852. skillid = skill_get_index(skillid);
  9853. if (skillid == 0)
  9854. return -1;
  9855. if (tick < 1) {
  9856. sd->blockskill[skillid] = 0;
  9857. return -1;
  9858. }
  9859. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  9860. return 0;
  9861. }
  9862. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  9863. {
  9864. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9865. if (data <= 0 || data >= MAX_SKILL)
  9866. return 0;
  9867. if (hd) hd->blockskill[data] = 0;
  9868. return 1;
  9869. }
  9870. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9871. {
  9872. nullpo_retr (-1, hd);
  9873. skillid = skill_get_index(skillid);
  9874. if (skillid == 0)
  9875. return -1;
  9876. if (tick < 1) {
  9877. hd->blockskill[skillid] = 0;
  9878. return -1;
  9879. }
  9880. hd->blockskill[skillid] = 1;
  9881. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  9882. }
  9883. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  9884. {
  9885. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  9886. if( data <= 0 || data >= MAX_SKILL )
  9887. return 0;
  9888. if( md ) md->blockskill[data] = 0;
  9889. return 1;
  9890. }
  9891. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  9892. {
  9893. nullpo_retr (-1, md);
  9894. if( (skillid = skill_get_index(skillid)) == 0 )
  9895. return -1;
  9896. if( tick < 1 )
  9897. {
  9898. md->blockskill[skillid] = 0;
  9899. return -1;
  9900. }
  9901. md->blockskill[skillid] = 1;
  9902. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  9903. }
  9904. /*
  9905. *
  9906. */
  9907. int skill_split_str (char *str, char **val, int num)
  9908. {
  9909. int i;
  9910. for( i = 0; i < num && str; i++ )
  9911. {
  9912. val[i] = str;
  9913. str = strchr(str,',');
  9914. if( str )
  9915. *str++=0;
  9916. }
  9917. return i;
  9918. }
  9919. /*
  9920. *
  9921. */
  9922. int skill_split_atoi (char *str, int *val)
  9923. {
  9924. int i, j, diff, step = 1;
  9925. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9926. if (!str) break;
  9927. val[i] = atoi(str);
  9928. str = strchr(str,':');
  9929. if (str)
  9930. *str++=0;
  9931. }
  9932. if(i==0) //No data found.
  9933. return 0;
  9934. if(i==1)
  9935. { //Single value, have the whole range have the same value.
  9936. for (; i < MAX_SKILL_LEVEL; i++)
  9937. val[i] = val[i-1];
  9938. return i;
  9939. }
  9940. //Check for linear change with increasing steps until we reach half of the data acquired.
  9941. for (step = 1; step <= i/2; step++)
  9942. {
  9943. diff = val[i-1] - val[i-step-1];
  9944. for(j = i-1; j >= step; j--)
  9945. if ((val[j]-val[j-step]) != diff)
  9946. break;
  9947. if (j>=step) //No match, try next step.
  9948. continue;
  9949. for(; i < MAX_SKILL_LEVEL; i++)
  9950. { //Apply linear increase
  9951. val[i] = val[i-step]+diff;
  9952. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9953. { val[i] = 1; diff = 0; step = 1; }
  9954. }
  9955. return i;
  9956. }
  9957. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9958. for (;i<MAX_SKILL_LEVEL; i++)
  9959. val[i] = val[i-1];
  9960. return i;
  9961. }
  9962. /*
  9963. *
  9964. */
  9965. void skill_init_unit_layout (void)
  9966. {
  9967. int i,j,size,pos = 0;
  9968. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9969. // standard square layouts go first
  9970. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9971. size = i*2+1;
  9972. skill_unit_layout[i].count = size*size;
  9973. for (j=0; j<size*size; j++) {
  9974. skill_unit_layout[i].dx[j] = (j%size-i);
  9975. skill_unit_layout[i].dy[j] = (j/size-i);
  9976. }
  9977. }
  9978. // afterwards add special ones
  9979. pos = i;
  9980. for (i=0;i<MAX_SKILL_DB;i++) {
  9981. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9982. continue;
  9983. switch (i) {
  9984. case MG_FIREWALL:
  9985. case WZ_ICEWALL:
  9986. // these will be handled later
  9987. break;
  9988. case PR_SANCTUARY:
  9989. case NPC_EVILLAND:
  9990. {
  9991. static const int dx[] = {
  9992. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9993. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9994. static const int dy[]={
  9995. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9996. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9997. skill_unit_layout[pos].count = 21;
  9998. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9999. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10000. break;
  10001. }
  10002. case PR_MAGNUS:
  10003. {
  10004. static const int dx[] = {
  10005. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10006. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10007. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10008. static const int dy[] = {
  10009. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10010. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10011. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10012. skill_unit_layout[pos].count = 33;
  10013. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10014. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10015. break;
  10016. }
  10017. case AS_VENOMDUST:
  10018. {
  10019. static const int dx[] = {-1, 0, 0, 0, 1};
  10020. static const int dy[] = { 0,-1, 0, 1, 0};
  10021. skill_unit_layout[pos].count = 5;
  10022. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10023. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10024. break;
  10025. }
  10026. case CR_GRANDCROSS:
  10027. case NPC_GRANDDARKNESS:
  10028. {
  10029. static const int dx[] = {
  10030. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10031. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10032. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10033. static const int dy[] = {
  10034. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10035. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10036. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10037. skill_unit_layout[pos].count = 29;
  10038. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10039. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10040. break;
  10041. }
  10042. case PF_FOGWALL:
  10043. {
  10044. static const int dx[] = {
  10045. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10046. static const int dy[] = {
  10047. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10048. skill_unit_layout[pos].count = 15;
  10049. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10050. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10051. break;
  10052. }
  10053. case PA_GOSPEL:
  10054. {
  10055. static const int dx[] = {
  10056. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10057. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10058. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10059. -1, 0, 1};
  10060. static const int dy[] = {
  10061. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10062. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10063. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10064. 3, 3, 3};
  10065. skill_unit_layout[pos].count = 33;
  10066. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10067. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10068. break;
  10069. }
  10070. case NJ_KAENSIN:
  10071. {
  10072. 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};
  10073. 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};
  10074. skill_unit_layout[pos].count = 24;
  10075. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10076. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10077. break;
  10078. }
  10079. case NJ_TATAMIGAESHI:
  10080. {
  10081. //Level 1 (count 4, cross of 3x3)
  10082. static const int dx1[] = {-1, 1, 0, 0};
  10083. static const int dy1[] = { 0, 0,-1, 1};
  10084. //Level 2-3 (count 8, cross of 5x5)
  10085. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10086. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10087. //Level 4-5 (count 12, cross of 7x7
  10088. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10089. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10090. //lv1
  10091. j = 0;
  10092. skill_unit_layout[pos].count = 4;
  10093. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10094. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10095. skill_db[i].unit_layout_type[j] = pos;
  10096. //lv2/3
  10097. j++;
  10098. pos++;
  10099. skill_unit_layout[pos].count = 8;
  10100. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10101. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10102. skill_db[i].unit_layout_type[j] = pos;
  10103. skill_db[i].unit_layout_type[++j] = pos;
  10104. //lv4/5
  10105. j++;
  10106. pos++;
  10107. skill_unit_layout[pos].count = 12;
  10108. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10109. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10110. skill_db[i].unit_layout_type[j] = pos;
  10111. skill_db[i].unit_layout_type[++j] = pos;
  10112. //Fill in the rest using lv 5.
  10113. for (;j<MAX_SKILL_LEVEL;j++)
  10114. skill_db[i].unit_layout_type[j] = pos;
  10115. //Skip, this way the check below will fail and continue to the next skill.
  10116. pos++;
  10117. break;
  10118. }
  10119. default:
  10120. ShowError("unknown unit layout at skill %d\n",i);
  10121. break;
  10122. }
  10123. if (!skill_unit_layout[pos].count)
  10124. continue;
  10125. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10126. skill_db[i].unit_layout_type[j] = pos;
  10127. pos++;
  10128. }
  10129. // firewall and icewall have 8 layouts (direction-dependent)
  10130. firewall_unit_pos = pos;
  10131. for (i=0;i<8;i++) {
  10132. if (i&1) {
  10133. skill_unit_layout[pos].count = 5;
  10134. if (i&0x2) {
  10135. int dx[] = {-1,-1, 0, 0, 1};
  10136. int dy[] = { 1, 0, 0,-1,-1};
  10137. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10138. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10139. } else {
  10140. int dx[] = { 1, 1 ,0, 0,-1};
  10141. int dy[] = { 1, 0, 0,-1,-1};
  10142. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10143. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10144. }
  10145. } else {
  10146. skill_unit_layout[pos].count = 3;
  10147. if (i%4==0) {
  10148. int dx[] = {-1, 0, 1};
  10149. int dy[] = { 0, 0, 0};
  10150. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10151. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10152. } else {
  10153. int dx[] = { 0, 0, 0};
  10154. int dy[] = {-1, 0, 1};
  10155. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10156. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10157. }
  10158. }
  10159. pos++;
  10160. }
  10161. icewall_unit_pos = pos;
  10162. for (i=0;i<8;i++) {
  10163. skill_unit_layout[pos].count = 5;
  10164. if (i&1) {
  10165. if (i&0x2) {
  10166. int dx[] = {-2,-1, 0, 1, 2};
  10167. int dy[] = { 2, 1, 0,-1,-2};
  10168. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10169. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10170. } else {
  10171. int dx[] = { 2, 1 ,0,-1,-2};
  10172. int dy[] = { 2, 1, 0,-1,-2};
  10173. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10174. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10175. }
  10176. } else {
  10177. if (i%4==0) {
  10178. int dx[] = {-2,-1, 0, 1, 2};
  10179. int dy[] = { 0, 0, 0, 0, 0};
  10180. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10181. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10182. } else {
  10183. int dx[] = { 0, 0, 0, 0, 0};
  10184. int dy[] = {-2,-1, 0, 1, 2};
  10185. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10186. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10187. }
  10188. }
  10189. pos++;
  10190. }
  10191. }
  10192. /*==========================================
  10193. * DB reading.
  10194. * skill_db.txt
  10195. * skill_require_db.txt
  10196. * skill_cast_db.txt
  10197. * skill_castnodex_db.txt
  10198. * skill_nocast_db.txt
  10199. * skill_unit_db.txt
  10200. * produce_db.txt
  10201. * create_arrow_db.txt
  10202. * abra_db.txt
  10203. *------------------------------------------*/
  10204. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10205. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10206. int id = atoi(split[0]);
  10207. int i;
  10208. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10209. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10210. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10211. {
  10212. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10213. return false;
  10214. }
  10215. i = skill_get_index(id);
  10216. if( !i ) // invalid skill id
  10217. return false;
  10218. skill_split_atoi(split[1],skill_db[i].range);
  10219. skill_db[i].hit = atoi(split[2]);
  10220. skill_db[i].inf = atoi(split[3]);
  10221. skill_split_atoi(split[4],skill_db[i].element);
  10222. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10223. skill_split_atoi(split[6],skill_db[i].splash);
  10224. skill_db[i].max = atoi(split[7]);
  10225. skill_split_atoi(split[8],skill_db[i].num);
  10226. if( strcmpi(split[9],"yes") == 0 )
  10227. skill_db[i].castcancel = 1;
  10228. else
  10229. skill_db[i].castcancel = 0;
  10230. skill_db[i].cast_def_rate = atoi(split[10]);
  10231. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10232. skill_split_atoi(split[12],skill_db[i].maxcount);
  10233. if( strcmpi(split[13],"weapon") == 0 )
  10234. skill_db[i].skill_type = BF_WEAPON;
  10235. else if( strcmpi(split[13],"magic") == 0 )
  10236. skill_db[i].skill_type = BF_MAGIC;
  10237. else if( strcmpi(split[13],"misc") == 0 )
  10238. skill_db[i].skill_type = BF_MISC;
  10239. else
  10240. skill_db[i].skill_type = 0;
  10241. skill_split_atoi(split[14],skill_db[i].blewcount);
  10242. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10243. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10244. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10245. return true;
  10246. }
  10247. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10248. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  10249. char* p;
  10250. int j;
  10251. int i = atoi(split[0]);
  10252. i = skill_get_index(i);
  10253. if( !i ) // invalid skill id
  10254. return false;
  10255. skill_split_atoi(split[1],skill_db[i].hp);
  10256. skill_split_atoi(split[2],skill_db[i].mhp);
  10257. skill_split_atoi(split[3],skill_db[i].sp);
  10258. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10259. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10260. skill_split_atoi(split[6],skill_db[i].zeny);
  10261. //FIXME: document this
  10262. p = split[7];
  10263. for( j = 0; j < 32; j++ )
  10264. {
  10265. int l = atoi(p);
  10266. if( l == 99 ) // magic value?
  10267. {
  10268. skill_db[i].weapon = 0xffffffff;
  10269. break;
  10270. }
  10271. else
  10272. skill_db[i].weapon |= 1<<l;
  10273. p = strchr(p,':');
  10274. if(!p)
  10275. break;
  10276. p++;
  10277. }
  10278. //FIXME: document this
  10279. p = split[8];
  10280. for( j = 0; j < 32; j++ )
  10281. {
  10282. int l = atoi(p);
  10283. if( l == 99 ) // magic value?
  10284. {
  10285. skill_db[i].ammo = 0xffffffff;
  10286. break;
  10287. }
  10288. else if( l ) // 0 not allowed?
  10289. skill_db[i].ammo |= 1<<l;
  10290. p = strchr(p,':');
  10291. if( !p )
  10292. break;
  10293. p++;
  10294. }
  10295. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10296. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10297. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10298. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10299. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10300. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10301. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10302. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10303. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10304. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10305. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10306. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10307. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10308. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10309. else skill_db[i].state = ST_NONE;
  10310. skill_split_atoi(split[11],skill_db[i].spiritball);
  10311. for( j = 0; j < 10; j++ ) {
  10312. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10313. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10314. }
  10315. return true;
  10316. }
  10317. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10318. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10319. int i = atoi(split[0]);
  10320. i = skill_get_index(i);
  10321. if( !i ) // invalid skill id
  10322. return false;
  10323. skill_split_atoi(split[1],skill_db[i].cast);
  10324. skill_split_atoi(split[2],skill_db[i].delay);
  10325. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10326. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10327. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10328. return true;
  10329. }
  10330. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10331. {// Skill id,Cast,Delay (optional)
  10332. int i = atoi(split[0]);
  10333. i = skill_get_index(i);
  10334. if( !i ) // invalid skill id
  10335. return false;
  10336. skill_split_atoi(split[1],skill_db[i].castnodex);
  10337. if( split[2] ) // optional column
  10338. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10339. return true;
  10340. }
  10341. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10342. {// SkillID,Flag
  10343. int i = atoi(split[0]);
  10344. i = skill_get_index(i);
  10345. if( !i ) // invalid skill id
  10346. return false;
  10347. skill_db[i].nocast |= atoi(split[1]);
  10348. return true;
  10349. }
  10350. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10351. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10352. int i = atoi(split[0]);
  10353. i = skill_get_index(i);
  10354. if( !i ) // invalid skill id
  10355. return false;
  10356. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10357. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10358. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10359. skill_split_atoi(split[4],skill_db[i].unit_range);
  10360. skill_db[i].unit_interval = atoi(split[5]);
  10361. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10362. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10363. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10364. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10365. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10366. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10367. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10368. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10369. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10370. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10371. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10372. skill_db[i].unit_target = BCT_NOENEMY;
  10373. //By default, target just characters.
  10374. skill_db[i].unit_target |= BL_CHAR;
  10375. if (skill_db[i].unit_flag&UF_NOPC)
  10376. skill_db[i].unit_target &= ~BL_PC;
  10377. if (skill_db[i].unit_flag&UF_NOMOB)
  10378. skill_db[i].unit_target &= ~BL_MOB;
  10379. if (skill_db[i].unit_flag&UF_SKILL)
  10380. skill_db[i].unit_target |= BL_SKILL;
  10381. return true;
  10382. }
  10383. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10384. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10385. int x,y;
  10386. int i = atoi(split[0]);
  10387. if( !i )
  10388. return false;
  10389. skill_produce_db[current].nameid = i;
  10390. skill_produce_db[current].itemlv = atoi(split[1]);
  10391. skill_produce_db[current].req_skill = atoi(split[2]);
  10392. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10393. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10394. {
  10395. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10396. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10397. }
  10398. return true;
  10399. }
  10400. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10401. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10402. int x,y;
  10403. int i = atoi(split[0]);
  10404. if( !i )
  10405. return false;
  10406. skill_arrow_db[current].nameid = i;
  10407. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10408. {
  10409. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10410. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10411. }
  10412. return true;
  10413. }
  10414. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10415. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10416. int i = atoi(split[0]);
  10417. if( !skill_get_index(i) || !skill_get_max(i) )
  10418. {
  10419. ShowError("abra_db: Invalid skill ID %d\n", i);
  10420. return false;
  10421. }
  10422. if ( !skill_get_inf(i) )
  10423. {
  10424. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10425. return false;
  10426. }
  10427. skill_abra_db[current].skillid = i;
  10428. skill_abra_db[current].req_lv = atoi(split[2]);
  10429. skill_abra_db[current].per = atoi(split[3]);
  10430. return true;
  10431. }
  10432. static void skill_readdb(void)
  10433. {
  10434. // init skill db structures
  10435. db_clear(skilldb_name2id);
  10436. memset(skill_db,0,sizeof(skill_db));
  10437. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10438. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10439. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10440. // load skill databases
  10441. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10442. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10443. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10444. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10445. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10446. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10447. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10448. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10449. skill_init_unit_layout();
  10450. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10451. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10452. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10453. }
  10454. void skill_reload (void)
  10455. {
  10456. skill_readdb();
  10457. }
  10458. /*==========================================
  10459. *
  10460. *------------------------------------------*/
  10461. int do_init_skill (void)
  10462. {
  10463. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10464. skill_readdb();
  10465. group_db = idb_alloc(DB_OPT_BASE);
  10466. skillunit_db = idb_alloc(DB_OPT_BASE);
  10467. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10468. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10469. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10470. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10471. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10472. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10473. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10474. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10475. return 0;
  10476. }
  10477. int do_final_skill(void)
  10478. {
  10479. db_destroy(skilldb_name2id);
  10480. db_destroy(group_db);
  10481. db_destroy(skillunit_db);
  10482. ers_destroy(skill_unit_ers);
  10483. ers_destroy(skill_timer_ers);
  10484. return 0;
  10485. }