skill.c 562 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157915891599160916191629163916491659166916791689169917091719172917391749175917691779178917991809181918291839184918591869187918891899190919191929193919491959196919791989199920092019202920392049205920692079208920992109211921292139214921592169217921892199220922192229223922492259226922792289229923092319232923392349235923692379238923992409241924292439244924592469247924892499250925192529253925492559256925792589259926092619262926392649265926692679268926992709271927292739274927592769277927892799280928192829283928492859286928792889289929092919292929392949295929692979298929993009301930293039304930593069307930893099310931193129313931493159316931793189319932093219322932393249325932693279328932993309331933293339334933593369337933893399340934193429343934493459346934793489349935093519352935393549355935693579358935993609361936293639364936593669367936893699370937193729373937493759376937793789379938093819382938393849385938693879388938993909391939293939394939593969397939893999400940194029403940494059406940794089409941094119412941394149415941694179418941994209421942294239424942594269427942894299430943194329433943494359436943794389439944094419442944394449445944694479448944994509451945294539454945594569457945894599460946194629463946494659466946794689469947094719472947394749475947694779478947994809481948294839484948594869487948894899490949194929493949494959496949794989499950095019502950395049505950695079508950995109511951295139514951595169517951895199520952195229523952495259526952795289529953095319532953395349535953695379538953995409541954295439544954595469547954895499550955195529553955495559556955795589559956095619562956395649565956695679568956995709571957295739574957595769577957895799580958195829583958495859586958795889589959095919592959395949595959695979598959996009601960296039604960596069607960896099610961196129613961496159616961796189619962096219622962396249625962696279628962996309631963296339634963596369637963896399640964196429643964496459646964796489649965096519652965396549655965696579658965996609661966296639664966596669667966896699670967196729673967496759676967796789679968096819682968396849685968696879688968996909691969296939694969596969697969896999700970197029703970497059706970797089709971097119712971397149715971697179718971997209721972297239724972597269727972897299730973197329733973497359736973797389739974097419742974397449745974697479748974997509751975297539754975597569757975897599760976197629763976497659766976797689769977097719772977397749775977697779778977997809781978297839784978597869787978897899790979197929793979497959796979797989799980098019802980398049805980698079808980998109811981298139814981598169817981898199820982198229823982498259826982798289829983098319832983398349835983698379838983998409841984298439844984598469847984898499850985198529853985498559856985798589859986098619862986398649865986698679868986998709871987298739874987598769877987898799880988198829883988498859886988798889889989098919892989398949895989698979898989999009901990299039904990599069907990899099910991199129913991499159916991799189919992099219922992399249925992699279928992999309931993299339934993599369937993899399940994199429943994499459946994799489949995099519952995399549955995699579958995999609961996299639964996599669967996899699970997199729973997499759976997799789979998099819982998399849985998699879988998999909991999299939994999599969997999899991000010001100021000310004100051000610007100081000910010100111001210013100141001510016100171001810019100201002110022100231002410025100261002710028100291003010031100321003310034100351003610037100381003910040100411004210043100441004510046100471004810049100501005110052100531005410055100561005710058100591006010061100621006310064100651006610067100681006910070100711007210073100741007510076100771007810079100801008110082100831008410085100861008710088100891009010091100921009310094100951009610097100981009910100101011010210103101041010510106101071010810109101101011110112101131011410115101161011710118101191012010121101221012310124101251012610127101281012910130101311013210133101341013510136101371013810139101401014110142101431014410145101461014710148101491015010151101521015310154101551015610157101581015910160101611016210163101641016510166101671016810169101701017110172101731017410175101761017710178101791018010181101821018310184101851018610187101881018910190101911019210193101941019510196101971019810199102001020110202102031020410205102061020710208102091021010211102121021310214102151021610217102181021910220102211022210223102241022510226102271022810229102301023110232102331023410235102361023710238102391024010241102421024310244102451024610247102481024910250102511025210253102541025510256102571025810259102601026110262102631026410265102661026710268102691027010271102721027310274102751027610277102781027910280102811028210283102841028510286102871028810289102901029110292102931029410295102961029710298102991030010301103021030310304103051030610307103081030910310103111031210313103141031510316103171031810319103201032110322103231032410325103261032710328103291033010331103321033310334103351033610337103381033910340103411034210343103441034510346103471034810349103501035110352103531035410355103561035710358103591036010361103621036310364103651036610367103681036910370103711037210373103741037510376103771037810379103801038110382103831038410385103861038710388103891039010391103921039310394103951039610397103981039910400104011040210403104041040510406104071040810409104101041110412104131041410415104161041710418104191042010421104221042310424104251042610427104281042910430104311043210433104341043510436104371043810439104401044110442104431044410445104461044710448104491045010451104521045310454104551045610457104581045910460104611046210463104641046510466104671046810469104701047110472104731047410475104761047710478104791048010481104821048310484104851048610487104881048910490104911049210493104941049510496104971049810499105001050110502105031050410505105061050710508105091051010511105121051310514105151051610517105181051910520105211052210523105241052510526105271052810529105301053110532105331053410535105361053710538105391054010541105421054310544105451054610547105481054910550105511055210553105541055510556105571055810559105601056110562105631056410565105661056710568105691057010571105721057310574105751057610577105781057910580105811058210583105841058510586105871058810589105901059110592105931059410595105961059710598105991060010601106021060310604106051060610607106081060910610106111061210613106141061510616106171061810619106201062110622106231062410625106261062710628106291063010631106321063310634106351063610637106381063910640106411064210643106441064510646106471064810649106501065110652106531065410655106561065710658106591066010661106621066310664106651066610667106681066910670106711067210673106741067510676106771067810679106801068110682106831068410685106861068710688106891069010691106921069310694106951069610697106981069910700107011070210703107041070510706107071070810709107101071110712107131071410715107161071710718107191072010721107221072310724107251072610727107281072910730107311073210733107341073510736107371073810739107401074110742107431074410745107461074710748107491075010751107521075310754107551075610757107581075910760107611076210763107641076510766107671076810769107701077110772107731077410775107761077710778107791078010781107821078310784107851078610787107881078910790107911079210793107941079510796107971079810799108001080110802108031080410805108061080710808108091081010811108121081310814108151081610817108181081910820108211082210823108241082510826108271082810829108301083110832108331083410835108361083710838108391084010841108421084310844108451084610847108481084910850108511085210853108541085510856108571085810859108601086110862108631086410865108661086710868108691087010871108721087310874108751087610877108781087910880108811088210883108841088510886108871088810889108901089110892108931089410895108961089710898108991090010901109021090310904109051090610907109081090910910109111091210913109141091510916109171091810919109201092110922109231092410925109261092710928109291093010931109321093310934109351093610937109381093910940109411094210943109441094510946109471094810949109501095110952109531095410955109561095710958109591096010961109621096310964109651096610967109681096910970109711097210973109741097510976109771097810979109801098110982109831098410985109861098710988109891099010991109921099310994109951099610997109981099911000110011100211003110041100511006110071100811009110101101111012110131101411015110161101711018110191102011021110221102311024110251102611027110281102911030110311103211033110341103511036110371103811039110401104111042110431104411045110461104711048110491105011051110521105311054110551105611057110581105911060110611106211063110641106511066110671106811069110701107111072110731107411075110761107711078110791108011081110821108311084110851108611087110881108911090110911109211093110941109511096110971109811099111001110111102111031110411105111061110711108111091111011111111121111311114111151111611117111181111911120111211112211123111241112511126111271112811129111301113111132111331113411135111361113711138111391114011141111421114311144111451114611147111481114911150111511115211153111541115511156111571115811159111601116111162111631116411165111661116711168111691117011171111721117311174111751117611177111781117911180111811118211183111841118511186111871118811189111901119111192111931119411195111961119711198111991120011201112021120311204112051120611207112081120911210112111121211213112141121511216112171121811219112201122111222112231122411225112261122711228112291123011231112321123311234112351123611237112381123911240112411124211243112441124511246112471124811249112501125111252112531125411255112561125711258112591126011261112621126311264112651126611267112681126911270112711127211273112741127511276112771127811279112801128111282112831128411285112861128711288112891129011291112921129311294112951129611297112981129911300113011130211303113041130511306113071130811309113101131111312113131131411315113161131711318113191132011321113221132311324113251132611327113281132911330113311133211333113341133511336113371133811339113401134111342113431134411345113461134711348113491135011351113521135311354113551135611357113581135911360113611136211363113641136511366113671136811369113701137111372113731137411375113761137711378113791138011381113821138311384113851138611387113881138911390113911139211393113941139511396113971139811399114001140111402114031140411405114061140711408114091141011411114121141311414114151141611417114181141911420114211142211423114241142511426114271142811429114301143111432114331143411435114361143711438114391144011441114421144311444114451144611447114481144911450114511145211453114541145511456114571145811459114601146111462114631146411465114661146711468114691147011471114721147311474114751147611477114781147911480114811148211483114841148511486114871148811489114901149111492114931149411495114961149711498114991150011501115021150311504115051150611507115081150911510115111151211513115141151511516115171151811519115201152111522115231152411525115261152711528115291153011531115321153311534115351153611537115381153911540115411154211543115441154511546115471154811549115501155111552115531155411555115561155711558115591156011561115621156311564115651156611567115681156911570115711157211573115741157511576115771157811579115801158111582115831158411585115861158711588115891159011591115921159311594115951159611597115981159911600116011160211603116041160511606116071160811609116101161111612116131161411615116161161711618116191162011621116221162311624116251162611627116281162911630116311163211633116341163511636116371163811639116401164111642116431164411645116461164711648116491165011651116521165311654116551165611657116581165911660116611166211663116641166511666116671166811669116701167111672116731167411675116761167711678116791168011681116821168311684116851168611687116881168911690116911169211693116941169511696116971169811699117001170111702117031170411705117061170711708117091171011711117121171311714117151171611717117181171911720117211172211723117241172511726117271172811729117301173111732117331173411735117361173711738117391174011741117421174311744117451174611747117481174911750117511175211753117541175511756117571175811759117601176111762117631176411765117661176711768117691177011771117721177311774117751177611777117781177911780117811178211783117841178511786117871178811789117901179111792117931179411795117961179711798117991180011801118021180311804118051180611807118081180911810118111181211813118141181511816118171181811819118201182111822118231182411825118261182711828118291183011831118321183311834118351183611837118381183911840118411184211843118441184511846118471184811849118501185111852118531185411855118561185711858118591186011861118621186311864118651186611867118681186911870118711187211873118741187511876118771187811879118801188111882118831188411885118861188711888118891189011891118921189311894118951189611897118981189911900119011190211903119041190511906119071190811909119101191111912119131191411915119161191711918119191192011921119221192311924119251192611927119281192911930119311193211933119341193511936119371193811939119401194111942119431194411945119461194711948119491195011951119521195311954119551195611957119581195911960119611196211963119641196511966119671196811969119701197111972119731197411975119761197711978119791198011981119821198311984119851198611987119881198911990119911199211993119941199511996119971199811999120001200112002120031200412005120061200712008120091201012011120121201312014120151201612017120181201912020120211202212023120241202512026120271202812029120301203112032120331203412035120361203712038120391204012041120421204312044120451204612047120481204912050120511205212053120541205512056120571205812059120601206112062120631206412065120661206712068120691207012071120721207312074120751207612077120781207912080120811208212083120841208512086120871208812089120901209112092120931209412095120961209712098120991210012101121021210312104121051210612107121081210912110121111211212113121141211512116121171211812119121201212112122121231212412125121261212712128121291213012131121321213312134121351213612137121381213912140121411214212143121441214512146121471214812149121501215112152121531215412155121561215712158121591216012161121621216312164121651216612167121681216912170121711217212173121741217512176121771217812179121801218112182121831218412185121861218712188121891219012191121921219312194121951219612197121981219912200122011220212203122041220512206122071220812209122101221112212122131221412215122161221712218122191222012221122221222312224122251222612227122281222912230122311223212233122341223512236122371223812239122401224112242122431224412245122461224712248122491225012251122521225312254122551225612257122581225912260122611226212263122641226512266122671226812269122701227112272122731227412275122761227712278122791228012281122821228312284122851228612287122881228912290122911229212293122941229512296122971229812299123001230112302123031230412305123061230712308123091231012311123121231312314123151231612317123181231912320123211232212323123241232512326123271232812329123301233112332123331233412335123361233712338123391234012341123421234312344123451234612347123481234912350123511235212353123541235512356123571235812359123601236112362123631236412365123661236712368123691237012371123721237312374123751237612377123781237912380123811238212383123841238512386123871238812389123901239112392123931239412395123961239712398123991240012401124021240312404124051240612407124081240912410124111241212413124141241512416124171241812419124201242112422124231242412425124261242712428124291243012431124321243312434124351243612437124381243912440124411244212443124441244512446124471244812449124501245112452124531245412455124561245712458124591246012461124621246312464124651246612467124681246912470124711247212473124741247512476124771247812479124801248112482124831248412485124861248712488124891249012491124921249312494124951249612497124981249912500125011250212503125041250512506125071250812509125101251112512125131251412515125161251712518125191252012521125221252312524125251252612527125281252912530125311253212533125341253512536125371253812539125401254112542125431254412545125461254712548125491255012551125521255312554125551255612557125581255912560125611256212563125641256512566125671256812569125701257112572125731257412575125761257712578125791258012581125821258312584125851258612587125881258912590125911259212593125941259512596125971259812599126001260112602126031260412605126061260712608126091261012611126121261312614126151261612617126181261912620126211262212623126241262512626126271262812629126301263112632126331263412635126361263712638126391264012641126421264312644126451264612647126481264912650126511265212653126541265512656126571265812659126601266112662126631266412665126661266712668126691267012671126721267312674126751267612677126781267912680126811268212683126841268512686126871268812689126901269112692126931269412695126961269712698126991270012701127021270312704127051270612707127081270912710127111271212713127141271512716127171271812719127201272112722127231272412725127261272712728127291273012731127321273312734127351273612737127381273912740127411274212743127441274512746127471274812749127501275112752127531275412755127561275712758127591276012761127621276312764127651276612767127681276912770127711277212773127741277512776127771277812779127801278112782127831278412785127861278712788127891279012791127921279312794127951279612797127981279912800128011280212803128041280512806128071280812809128101281112812128131281412815128161281712818128191282012821128221282312824128251282612827128281282912830128311283212833128341283512836128371283812839128401284112842128431284412845128461284712848128491285012851128521285312854128551285612857128581285912860128611286212863128641286512866128671286812869128701287112872128731287412875128761287712878128791288012881128821288312884128851288612887128881288912890128911289212893128941289512896128971289812899129001290112902129031290412905129061290712908129091291012911129121291312914129151291612917129181291912920129211292212923129241292512926129271292812929129301293112932129331293412935129361293712938129391294012941129421294312944129451294612947129481294912950129511295212953129541295512956129571295812959129601296112962129631296412965129661296712968129691297012971129721297312974129751297612977129781297912980129811298212983129841298512986129871298812989129901299112992129931299412995129961299712998129991300013001130021300313004130051300613007130081300913010130111301213013130141301513016130171301813019130201302113022130231302413025130261302713028130291303013031130321303313034130351303613037130381303913040130411304213043130441304513046130471304813049130501305113052130531305413055130561305713058130591306013061130621306313064130651306613067130681306913070130711307213073130741307513076130771307813079130801308113082130831308413085130861308713088130891309013091130921309313094130951309613097130981309913100131011310213103131041310513106131071310813109131101311113112131131311413115131161311713118131191312013121131221312313124131251312613127131281312913130131311313213133131341313513136131371313813139131401314113142131431314413145131461314713148131491315013151131521315313154131551315613157131581315913160131611316213163131641316513166131671316813169131701317113172131731317413175131761317713178131791318013181131821318313184131851318613187131881318913190131911319213193131941319513196131971319813199132001320113202132031320413205132061320713208132091321013211132121321313214132151321613217132181321913220132211322213223132241322513226132271322813229132301323113232132331323413235132361323713238132391324013241132421324313244132451324613247132481324913250132511325213253132541325513256132571325813259132601326113262132631326413265132661326713268132691327013271132721327313274132751327613277132781327913280132811328213283132841328513286132871328813289132901329113292132931329413295132961329713298132991330013301133021330313304133051330613307133081330913310133111331213313133141331513316133171331813319133201332113322133231332413325133261332713328133291333013331133321333313334133351333613337133381333913340133411334213343133441334513346133471334813349133501335113352133531335413355133561335713358133591336013361133621336313364133651336613367133681336913370133711337213373133741337513376133771337813379133801338113382133831338413385133861338713388133891339013391133921339313394133951339613397133981339913400134011340213403134041340513406134071340813409134101341113412134131341413415134161341713418134191342013421134221342313424134251342613427134281342913430134311343213433134341343513436134371343813439134401344113442134431344413445134461344713448134491345013451134521345313454134551345613457134581345913460134611346213463134641346513466134671346813469134701347113472134731347413475134761347713478134791348013481134821348313484134851348613487134881348913490134911349213493134941349513496134971349813499135001350113502135031350413505135061350713508135091351013511135121351313514135151351613517135181351913520135211352213523135241352513526135271352813529135301353113532135331353413535135361353713538135391354013541135421354313544135451354613547135481354913550135511355213553135541355513556135571355813559135601356113562135631356413565135661356713568135691357013571135721357313574135751357613577135781357913580135811358213583135841358513586135871358813589135901359113592135931359413595135961359713598135991360013601136021360313604136051360613607136081360913610136111361213613136141361513616136171361813619136201362113622136231362413625136261362713628136291363013631136321363313634136351363613637136381363913640136411364213643136441364513646136471364813649136501365113652136531365413655136561365713658136591366013661136621366313664136651366613667136681366913670136711367213673136741367513676136771367813679136801368113682136831368413685136861368713688136891369013691136921369313694136951369613697136981369913700137011370213703137041370513706137071370813709137101371113712137131371413715137161371713718137191372013721137221372313724137251372613727137281372913730137311373213733137341373513736137371373813739137401374113742137431374413745137461374713748137491375013751137521375313754137551375613757137581375913760137611376213763137641376513766137671376813769137701377113772137731377413775137761377713778137791378013781137821378313784137851378613787137881378913790137911379213793137941379513796137971379813799138001380113802138031380413805138061380713808138091381013811138121381313814138151381613817138181381913820138211382213823138241382513826138271382813829138301383113832138331383413835138361383713838138391384013841138421384313844138451384613847138481384913850138511385213853138541385513856138571385813859138601386113862138631386413865138661386713868138691387013871138721387313874138751387613877138781387913880138811388213883138841388513886138871388813889138901389113892138931389413895138961389713898138991390013901139021390313904139051390613907139081390913910139111391213913139141391513916139171391813919139201392113922139231392413925139261392713928139291393013931139321393313934139351393613937139381393913940139411394213943139441394513946139471394813949139501395113952139531395413955139561395713958139591396013961139621396313964139651396613967139681396913970139711397213973139741397513976139771397813979139801398113982139831398413985139861398713988139891399013991139921399313994139951399613997139981399914000140011400214003140041400514006140071400814009140101401114012140131401414015140161401714018140191402014021140221402314024140251402614027140281402914030140311403214033140341403514036140371403814039140401404114042140431404414045140461404714048140491405014051140521405314054140551405614057140581405914060140611406214063140641406514066140671406814069140701407114072140731407414075140761407714078140791408014081140821408314084140851408614087140881408914090140911409214093140941409514096140971409814099141001410114102141031410414105141061410714108141091411014111141121411314114141151411614117141181411914120141211412214123141241412514126141271412814129141301413114132141331413414135141361413714138141391414014141141421414314144141451414614147141481414914150141511415214153141541415514156141571415814159141601416114162141631416414165141661416714168141691417014171141721417314174141751417614177141781417914180141811418214183141841418514186141871418814189141901419114192141931419414195141961419714198141991420014201142021420314204142051420614207142081420914210142111421214213142141421514216142171421814219142201422114222142231422414225142261422714228142291423014231142321423314234142351423614237142381423914240142411424214243142441424514246142471424814249142501425114252142531425414255142561425714258142591426014261142621426314264142651426614267142681426914270142711427214273142741427514276142771427814279142801428114282142831428414285142861428714288142891429014291142921429314294142951429614297142981429914300143011430214303143041430514306143071430814309143101431114312143131431414315143161431714318143191432014321143221432314324143251432614327143281432914330143311433214333143341433514336143371433814339143401434114342143431434414345143461434714348143491435014351143521435314354143551435614357143581435914360143611436214363143641436514366143671436814369143701437114372143731437414375143761437714378143791438014381143821438314384143851438614387143881438914390143911439214393143941439514396143971439814399144001440114402144031440414405144061440714408144091441014411144121441314414144151441614417144181441914420144211442214423144241442514426144271442814429144301443114432144331443414435144361443714438144391444014441144421444314444144451444614447144481444914450144511445214453144541445514456144571445814459144601446114462144631446414465144661446714468144691447014471144721447314474144751447614477144781447914480144811448214483144841448514486144871448814489144901449114492144931449414495144961449714498144991450014501145021450314504145051450614507145081450914510145111451214513145141451514516145171451814519145201452114522145231452414525145261452714528145291453014531145321453314534145351453614537145381453914540145411454214543145441454514546145471454814549145501455114552145531455414555145561455714558145591456014561145621456314564145651456614567145681456914570145711457214573145741457514576145771457814579145801458114582145831458414585145861458714588145891459014591145921459314594145951459614597145981459914600146011460214603146041460514606146071460814609146101461114612146131461414615146161461714618146191462014621146221462314624146251462614627146281462914630146311463214633146341463514636146371463814639146401464114642146431464414645146461464714648146491465014651146521465314654146551465614657146581465914660146611466214663146641466514666146671466814669146701467114672146731467414675146761467714678146791468014681146821468314684146851468614687146881468914690146911469214693146941469514696146971469814699147001470114702147031470414705147061470714708147091471014711147121471314714147151471614717147181471914720147211472214723147241472514726147271472814729147301473114732147331473414735147361473714738147391474014741147421474314744147451474614747147481474914750147511475214753147541475514756147571475814759147601476114762147631476414765147661476714768147691477014771147721477314774147751477614777147781477914780147811478214783147841478514786147871478814789147901479114792147931479414795147961479714798147991480014801148021480314804148051480614807148081480914810148111481214813148141481514816148171481814819148201482114822148231482414825148261482714828148291483014831148321483314834148351483614837148381483914840148411484214843148441484514846148471484814849148501485114852148531485414855148561485714858148591486014861148621486314864148651486614867148681486914870148711487214873148741487514876148771487814879148801488114882148831488414885148861488714888148891489014891148921489314894148951489614897148981489914900149011490214903149041490514906149071490814909149101491114912149131491414915149161491714918149191492014921149221492314924149251492614927149281492914930149311493214933149341493514936149371493814939149401494114942149431494414945149461494714948149491495014951149521495314954149551495614957149581495914960149611496214963149641496514966149671496814969149701497114972149731497414975149761497714978149791498014981149821498314984149851498614987149881498914990149911499214993149941499514996149971499814999150001500115002150031500415005150061500715008150091501015011150121501315014150151501615017150181501915020150211502215023150241502515026150271502815029150301503115032150331503415035150361503715038150391504015041150421504315044150451504615047150481504915050150511505215053150541505515056150571505815059150601506115062150631506415065150661506715068150691507015071150721507315074150751507615077150781507915080150811508215083150841508515086150871508815089150901509115092150931509415095150961509715098150991510015101151021510315104151051510615107151081510915110151111511215113151141511515116151171511815119151201512115122151231512415125151261512715128151291513015131151321513315134151351513615137151381513915140151411514215143151441514515146151471514815149151501515115152151531515415155151561515715158151591516015161151621516315164151651516615167151681516915170151711517215173151741517515176151771517815179151801518115182151831518415185151861518715188151891519015191151921519315194151951519615197151981519915200152011520215203152041520515206152071520815209152101521115212152131521415215152161521715218152191522015221152221522315224152251522615227152281522915230152311523215233152341523515236152371523815239152401524115242152431524415245152461524715248152491525015251152521525315254152551525615257152581525915260152611526215263152641526515266152671526815269152701527115272152731527415275152761527715278152791528015281152821528315284152851528615287152881528915290152911529215293152941529515296152971529815299153001530115302153031530415305153061530715308153091531015311153121531315314153151531615317153181531915320153211532215323153241532515326153271532815329153301533115332153331533415335153361533715338153391534015341153421534315344153451534615347153481534915350153511535215353153541535515356153571535815359153601536115362153631536415365153661536715368153691537015371153721537315374153751537615377153781537915380153811538215383153841538515386153871538815389153901539115392153931539415395153961539715398153991540015401154021540315404154051540615407154081540915410154111541215413154141541515416154171541815419154201542115422154231542415425154261542715428154291543015431154321543315434154351543615437154381543915440154411544215443154441544515446154471544815449154501545115452154531545415455154561545715458154591546015461154621546315464154651546615467154681546915470154711547215473154741547515476154771547815479154801548115482154831548415485154861548715488154891549015491154921549315494154951549615497154981549915500155011550215503155041550515506155071550815509155101551115512155131551415515155161551715518155191552015521155221552315524155251552615527155281552915530155311553215533155341553515536155371553815539155401554115542155431554415545155461554715548155491555015551155521555315554155551555615557155581555915560155611556215563155641556515566155671556815569155701557115572155731557415575155761557715578155791558015581155821558315584155851558615587155881558915590155911559215593155941559515596155971559815599156001560115602156031560415605156061560715608156091561015611156121561315614156151561615617156181561915620156211562215623156241562515626156271562815629156301563115632156331563415635156361563715638156391564015641156421564315644156451564615647156481564915650156511565215653156541565515656156571565815659156601566115662156631566415665156661566715668156691567015671156721567315674156751567615677156781567915680156811568215683156841568515686156871568815689156901569115692156931569415695156961569715698156991570015701157021570315704157051570615707157081570915710157111571215713157141571515716157171571815719157201572115722157231572415725157261572715728157291573015731157321573315734157351573615737157381573915740157411574215743157441574515746157471574815749157501575115752157531575415755157561575715758157591576015761157621576315764157651576615767157681576915770157711577215773157741577515776157771577815779157801578115782157831578415785157861578715788157891579015791157921579315794157951579615797157981579915800158011580215803158041580515806158071580815809158101581115812158131581415815158161581715818158191582015821158221582315824158251582615827158281582915830158311583215833158341583515836158371583815839158401584115842158431584415845158461584715848158491585015851158521585315854158551585615857158581585915860158611586215863158641586515866158671586815869158701587115872158731587415875158761587715878158791588015881158821588315884158851588615887158881588915890158911589215893158941589515896158971589815899159001590115902159031590415905159061590715908159091591015911159121591315914159151591615917159181591915920159211592215923159241592515926159271592815929159301593115932159331593415935159361593715938159391594015941159421594315944159451594615947159481594915950159511595215953159541595515956159571595815959159601596115962159631596415965159661596715968159691597015971159721597315974159751597615977159781597915980159811598215983159841598515986159871598815989159901599115992159931599415995159961599715998159991600016001160021600316004160051600616007160081600916010160111601216013160141601516016160171601816019160201602116022160231602416025160261602716028160291603016031160321603316034160351603616037160381603916040160411604216043160441604516046160471604816049160501605116052160531605416055160561605716058160591606016061160621606316064160651606616067160681606916070160711607216073160741607516076160771607816079160801608116082160831608416085160861608716088160891609016091160921609316094160951609616097160981609916100161011610216103161041610516106161071610816109161101611116112161131611416115161161611716118161191612016121161221612316124161251612616127161281612916130161311613216133161341613516136161371613816139161401614116142161431614416145161461614716148161491615016151161521615316154161551615616157161581615916160161611616216163161641616516166161671616816169161701617116172161731617416175161761617716178161791618016181161821618316184161851618616187161881618916190161911619216193161941619516196161971619816199162001620116202162031620416205162061620716208162091621016211162121621316214162151621616217162181621916220162211622216223162241622516226162271622816229162301623116232162331623416235162361623716238162391624016241162421624316244162451624616247162481624916250162511625216253162541625516256162571625816259162601626116262162631626416265162661626716268162691627016271162721627316274162751627616277162781627916280162811628216283162841628516286162871628816289162901629116292162931629416295162961629716298162991630016301163021630316304163051630616307163081630916310163111631216313163141631516316163171631816319163201632116322163231632416325163261632716328163291633016331163321633316334163351633616337163381633916340163411634216343163441634516346163471634816349163501635116352163531635416355163561635716358163591636016361163621636316364163651636616367163681636916370163711637216373163741637516376163771637816379163801638116382163831638416385163861638716388163891639016391163921639316394163951639616397163981639916400164011640216403164041640516406164071640816409164101641116412164131641416415164161641716418164191642016421164221642316424164251642616427164281642916430164311643216433164341643516436164371643816439164401644116442164431644416445164461644716448164491645016451164521645316454164551645616457164581645916460164611646216463164641646516466164671646816469164701647116472164731647416475164761647716478164791648016481164821648316484164851648616487164881648916490164911649216493164941649516496164971649816499165001650116502165031650416505165061650716508165091651016511165121651316514165151651616517165181651916520165211652216523165241652516526165271652816529165301653116532165331653416535165361653716538165391654016541165421654316544165451654616547165481654916550165511655216553165541655516556165571655816559165601656116562165631656416565165661656716568165691657016571165721657316574165751657616577165781657916580165811658216583165841658516586165871658816589165901659116592165931659416595165961659716598165991660016601166021660316604166051660616607166081660916610166111661216613166141661516616166171661816619166201662116622166231662416625166261662716628166291663016631166321663316634166351663616637166381663916640166411664216643166441664516646166471664816649166501665116652166531665416655166561665716658166591666016661166621666316664166651666616667166681666916670166711667216673166741667516676166771667816679166801668116682166831668416685166861668716688166891669016691166921669316694166951669616697166981669916700167011670216703167041670516706167071670816709167101671116712167131671416715167161671716718167191672016721167221672316724167251672616727167281672916730167311673216733167341673516736167371673816739167401674116742167431674416745167461674716748167491675016751167521675316754167551675616757167581675916760167611676216763167641676516766167671676816769167701677116772167731677416775167761677716778167791678016781167821678316784167851678616787167881678916790167911679216793167941679516796167971679816799168001680116802168031680416805168061680716808168091681016811168121681316814168151681616817168181681916820168211682216823168241682516826168271682816829168301683116832168331683416835168361683716838168391684016841168421684316844168451684616847168481684916850168511685216853168541685516856168571685816859168601686116862168631686416865168661686716868168691687016871168721687316874168751687616877168781687916880168811688216883168841688516886168871688816889168901689116892168931689416895168961689716898168991690016901169021690316904169051690616907169081690916910169111691216913169141691516916169171691816919169201692116922169231692416925169261692716928169291693016931169321693316934169351693616937169381693916940169411694216943169441694516946169471694816949169501695116952169531695416955169561695716958169591696016961169621696316964169651696616967169681696916970169711697216973169741697516976169771697816979169801698116982169831698416985169861698716988169891699016991169921699316994169951699616997169981699917000170011700217003170041700517006170071700817009170101701117012170131701417015170161701717018170191702017021170221702317024170251702617027170281702917030170311703217033170341703517036170371703817039170401704117042170431704417045170461704717048170491705017051170521705317054170551705617057170581705917060170611706217063170641706517066170671706817069170701707117072170731707417075170761707717078170791708017081170821708317084170851708617087170881708917090170911709217093170941709517096170971709817099171001710117102171031710417105171061710717108171091711017111171121711317114171151711617117171181711917120171211712217123171241712517126171271712817129171301713117132171331713417135171361713717138171391714017141171421714317144171451714617147171481714917150171511715217153171541715517156171571715817159171601716117162171631716417165171661716717168171691717017171171721717317174171751717617177171781717917180171811718217183171841718517186171871718817189171901719117192171931719417195171961719717198171991720017201172021720317204172051720617207172081720917210172111721217213172141721517216172171721817219172201722117222172231722417225172261722717228172291723017231172321723317234172351723617237172381723917240172411724217243172441724517246172471724817249172501725117252172531725417255172561725717258172591726017261172621726317264172651726617267172681726917270172711727217273172741727517276172771727817279172801728117282172831728417285172861728717288172891729017291172921729317294172951729617297172981729917300173011730217303173041730517306173071730817309173101731117312173131731417315173161731717318173191732017321173221732317324173251732617327173281732917330173311733217333173341733517336173371733817339173401734117342173431734417345173461734717348173491735017351173521735317354173551735617357173581735917360173611736217363173641736517366173671736817369173701737117372173731737417375173761737717378173791738017381173821738317384173851738617387173881738917390173911739217393173941739517396173971739817399174001740117402174031740417405174061740717408174091741017411174121741317414174151741617417174181741917420174211742217423174241742517426174271742817429174301743117432174331743417435174361743717438174391744017441174421744317444174451744617447174481744917450174511745217453174541745517456174571745817459174601746117462174631746417465174661746717468174691747017471174721747317474174751747617477174781747917480174811748217483174841748517486174871748817489174901749117492174931749417495174961749717498174991750017501175021750317504175051750617507175081750917510175111751217513175141751517516175171751817519175201752117522175231752417525175261752717528175291753017531175321753317534175351753617537175381753917540175411754217543175441754517546175471754817549175501755117552175531755417555175561755717558175591756017561175621756317564175651756617567175681756917570175711757217573175741757517576175771757817579175801758117582175831758417585175861758717588175891759017591175921759317594175951759617597175981759917600176011760217603176041760517606176071760817609176101761117612176131761417615176161761717618176191762017621176221762317624176251762617627176281762917630176311763217633176341763517636176371763817639176401764117642176431764417645176461764717648176491765017651176521765317654176551765617657176581765917660176611766217663176641766517666176671766817669176701767117672176731767417675176761767717678176791768017681176821768317684176851768617687176881768917690176911769217693176941769517696176971769817699177001770117702177031770417705177061770717708177091771017711177121771317714177151771617717177181771917720177211772217723177241772517726177271772817729177301773117732177331773417735177361773717738177391774017741177421774317744177451774617747177481774917750177511775217753177541775517756177571775817759177601776117762177631776417765177661776717768177691777017771177721777317774177751777617777177781777917780177811778217783177841778517786177871778817789177901779117792177931779417795177961779717798177991780017801178021780317804178051780617807178081780917810178111781217813178141781517816178171781817819178201782117822178231782417825178261782717828178291783017831178321783317834178351783617837178381783917840178411784217843178441784517846178471784817849178501785117852178531785417855178561785717858178591786017861178621786317864178651786617867178681786917870178711787217873178741787517876178771787817879178801788117882178831788417885178861788717888178891789017891178921789317894178951789617897178981789917900179011790217903179041790517906179071790817909179101791117912179131791417915179161791717918179191792017921179221792317924179251792617927179281792917930179311793217933179341793517936179371793817939179401794117942179431794417945179461794717948179491795017951179521795317954179551795617957179581795917960
  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  56. DBMap* skilldb_name2id = NULL;
  57. /**
  58. * Skill Cool Down Delay Saving
  59. * Struct skill_cd is not a member of struct map_session_data
  60. * to keep cooldowns in memory between player log-ins.
  61. * All cooldowns are reset when server is restarted.
  62. **/
  63. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  64. struct skill_cd {
  65. int duration[MAX_SKILL_TREE];//milliseconds
  66. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  67. short nameid[MAX_SKILL_TREE];//skill id
  68. unsigned char cursor;
  69. };
  70. /**
  71. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  72. **/
  73. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  74. struct skill_usave {
  75. int skill_num, skill_lv;
  76. };
  77. struct s_skill_db skill_db[MAX_SKILL_DB];
  78. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  79. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  80. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  81. struct s_skill_improvise_db {
  82. int skillid;
  83. short per;//1-10000
  84. };
  85. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  86. bool skill_reproduce_db[MAX_SKILL_DB];
  87. struct s_skill_changematerial_db {
  88. int itemid;
  89. short rate;
  90. int qty[5];
  91. short qty_rate[5];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  94. //Warlock
  95. struct s_skill_spellbook_db {
  96. int nameid;
  97. int skillid;
  98. int point;
  99. };
  100. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  101. //Guillotine Cross
  102. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  103. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  104. int firewall_unit_pos;
  105. int icewall_unit_pos;
  106. int earthstrain_unit_pos;
  107. //early declaration
  108. int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
  109. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  110. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  111. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  112. //Since only mob-casted splash skills can hit ice-walls
  113. static inline int splash_target(struct block_list* bl)
  114. {
  115. #ifndef RENEWAL
  116. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  117. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  118. return BL_SKILL|BL_CHAR;
  119. #endif
  120. }
  121. /// Returns the id of the skill, or 0 if not found.
  122. int skill_name2id(const char* name)
  123. {
  124. if( name == NULL )
  125. return 0;
  126. return strdb_iget(skilldb_name2id, name);
  127. }
  128. /// Maps skill ids to skill db offsets.
  129. /// Returns the skill's array index, or 0 (Unknown Skill).
  130. int skill_get_index( int id )
  131. {
  132. // avoid ranges reserved for mapping guild/homun/mercenary skills
  133. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  134. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  135. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  136. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) )
  137. return 0;
  138. // map skill id to skill db index
  139. if( id >= GD_SKILLBASE )
  140. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  141. else if( id >= EL_SKILLBASE )
  142. id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
  143. else if( id >= MC_SKILLBASE )
  144. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  145. else if( id >= HM_SKILLBASE )
  146. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  147. // validate result
  148. if( id <= 0 || id >= MAX_SKILL_DB )
  149. return 0;
  150. return id;
  151. }
  152. const char* skill_get_name( int id )
  153. {
  154. return skill_db[skill_get_index(id)].name;
  155. }
  156. const char* skill_get_desc( int id )
  157. {
  158. return skill_db[skill_get_index(id)].desc;
  159. }
  160. // out of bounds error checking [celest]
  161. static void skill_chk(int* id, int lv)
  162. {
  163. *id = skill_get_index(*id); // checks/adjusts id
  164. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  165. }
  166. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  167. // Skill DB
  168. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  169. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  170. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  171. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  172. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  173. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  174. 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); }
  175. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  176. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  177. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  178. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  179. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  180. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  181. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  182. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  183. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  184. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  185. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  186. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  187. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  188. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  189. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  190. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  191. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  192. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  193. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  194. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  195. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  196. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  197. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  198. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  199. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  200. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  201. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  202. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  203. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  204. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  205. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  206. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  207. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  208. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  209. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  210. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  211. #ifdef RENEWAL_CAST
  212. int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
  213. #endif
  214. int skill_tree_get_max(int id, int b_class)
  215. {
  216. int i;
  217. b_class = pc_class2idx(b_class);
  218. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  219. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  220. return skill_tree[b_class][i].max;
  221. else
  222. return skill_get_max(id);
  223. }
  224. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  225. int skill_attack_area(struct block_list *bl,va_list ap);
  226. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  227. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  228. int skill_greed(struct block_list *bl, va_list ap);
  229. static void skill_toggle_magicpower(struct block_list *bl, short skillid);
  230. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  231. static int skill_trap_splash(struct block_list *bl, va_list ap);
  232. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  233. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  234. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  235. static int skill_unit_effect(struct block_list *bl,va_list ap);
  236. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  237. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  238. int skill_get_casttype (int id)
  239. {
  240. int inf = skill_get_inf(id);
  241. if (inf&(INF_GROUND_SKILL))
  242. return CAST_GROUND;
  243. if (inf&INF_SUPPORT_SKILL)
  244. return CAST_NODAMAGE;
  245. if (inf&INF_SELF_SKILL) {
  246. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  247. return CAST_DAMAGE; //Combo skill.
  248. return CAST_NODAMAGE;
  249. }
  250. if (skill_get_nk(id)&NK_NO_DAMAGE)
  251. return CAST_NODAMAGE;
  252. return CAST_DAMAGE;
  253. }
  254. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  255. int skill_get_range2 (struct block_list *bl, int id, int lv)
  256. {
  257. int range;
  258. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  259. return 9; //Mobs have a range of 9 regardless of skill used.
  260. range = skill_get_range(id, lv);
  261. if( range < 0 )
  262. {
  263. if( battle_config.use_weapon_skill_range&bl->type )
  264. return status_get_range(bl);
  265. range *=-1;
  266. }
  267. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  268. switch( id )
  269. {
  270. case AC_SHOWER: case MA_SHOWER:
  271. case AC_DOUBLE: case MA_DOUBLE:
  272. case HT_BLITZBEAT:
  273. case AC_CHARGEARROW:
  274. case MA_CHARGEARROW:
  275. case SN_FALCONASSAULT:
  276. case HT_POWER:
  277. /**
  278. * Ranger
  279. **/
  280. case RA_ARROWSTORM:
  281. case RA_AIMEDBOLT:
  282. case RA_WUGBITE:
  283. if( bl->type == BL_PC )
  284. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  285. else
  286. range += 10; //Assume level 10?
  287. break;
  288. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  289. case GS_RAPIDSHOWER:
  290. case GS_PIERCINGSHOT:
  291. case GS_FULLBUSTER:
  292. case GS_SPREADATTACK:
  293. case GS_GROUNDDRIFT:
  294. if (bl->type == BL_PC)
  295. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  296. else
  297. range += 10; //Assume level 10?
  298. break;
  299. case NJ_KIRIKAGE:
  300. if (bl->type == BL_PC)
  301. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  302. break;
  303. /**
  304. * Warlock
  305. **/
  306. case WL_WHITEIMPRISON:
  307. case WL_SOULEXPANSION:
  308. case WL_FROSTMISTY:
  309. case WL_MARSHOFABYSS:
  310. case WL_SIENNAEXECRATE:
  311. case WL_DRAINLIFE:
  312. case WL_CRIMSONROCK:
  313. case WL_HELLINFERNO:
  314. case WL_COMET:
  315. case WL_CHAINLIGHTNING:
  316. case WL_TETRAVORTEX:
  317. case WL_RELEASE:
  318. if( bl->type == BL_PC )
  319. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  320. break;
  321. /**
  322. * Ranger Bonus
  323. **/
  324. case HT_LANDMINE:
  325. case HT_FREEZINGTRAP:
  326. case HT_BLASTMINE:
  327. case HT_CLAYMORETRAP:
  328. case RA_CLUSTERBOMB:
  329. case RA_FIRINGTRAP:
  330. case RA_ICEBOUNDTRAP:
  331. if( bl->type == BL_PC )
  332. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  333. }
  334. if( !range && bl->type != BL_PC )
  335. return 9; // Enable non players to use self skills on others. [Skotlex]
  336. return range;
  337. }
  338. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) {
  339. int skill, hp;
  340. struct map_session_data *sd = BL_CAST(BL_PC, src);
  341. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  342. struct status_change* sc;
  343. switch( skill_id ) {
  344. case BA_APPLEIDUN:
  345. #ifdef RENEWAL
  346. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  347. #else
  348. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  349. #endif
  350. if( sd )
  351. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  352. break;
  353. case PR_SANCTUARY:
  354. hp = (skill_lv>6)?777:skill_lv*100;
  355. break;
  356. case NPC_EVILLAND:
  357. hp = (skill_lv>6)?666:skill_lv*100;
  358. break;
  359. default:
  360. if (skill_lv >= battle_config.max_heal_lv)
  361. return battle_config.max_heal;
  362. #ifdef RENEWAL
  363. /**
  364. * Renewal Heal Formula
  365. * Formula: ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (Modifiers) + MATK
  366. **/
  367. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  368. #else
  369. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  370. #endif
  371. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  372. hp += hp * skill * 2 / 100;
  373. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  374. hp += hp * skill * 2 / 100;
  375. break;
  376. }
  377. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  378. hp >>= 1;
  379. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  380. hp += hp*skill/100;
  381. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  382. hp += hp*skill/100;
  383. sc = status_get_sc(target);
  384. if( sc && sc->count ) {
  385. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  386. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  387. if( sc->data[SC_DEATHHURT] && heal )
  388. hp -= hp * 20/100;
  389. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  390. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  391. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  392. hp += hp / 10;
  393. }
  394. #ifdef RENEWAL
  395. // MATK part of the RE heal formula [malufett]
  396. // Note: in this part matk bonuses from items or skills are not applied
  397. switch( skill_id ) {
  398. case BA_APPLEIDUN: case PR_SANCTUARY:
  399. case NPC_EVILLAND: break;
  400. default:
  401. {
  402. struct status_data *status = status_get_status_data(src);
  403. int min, max, wMatk, variance;
  404. min = max = status_base_matk(status, status_get_lv(src));
  405. if( status->rhw.matk > 0 ){
  406. wMatk = status->rhw.matk;
  407. variance = wMatk * status->rhw.wlv / 10;
  408. min += wMatk - variance;
  409. max += wMatk + variance;
  410. }
  411. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  412. min = max;
  413. if( sd && sd->right_weapon.overrefine > 0 ){
  414. min++;
  415. max += sd->right_weapon.overrefine - 1;
  416. }
  417. if(max > min)
  418. hp += min+rnd()%(max-min);
  419. else
  420. hp += min;
  421. }
  422. }
  423. #endif
  424. return hp;
  425. }
  426. // Making plagiarize check its own function [Aru]
  427. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  428. {
  429. // Never copy NPC/Wedding Skills
  430. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  431. return 0;
  432. // High-class skills
  433. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  434. {
  435. if(battle_config.copyskill_restrict == 2)
  436. return 0;
  437. else if(battle_config.copyskill_restrict)
  438. return (sd->status.class_ == JOB_STALKER);
  439. }
  440. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  441. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  442. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  443. skillid == MER_INCAGI || skillid == MER_BLESSING))
  444. return 0;
  445. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  446. if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) )
  447. return 0;
  448. // Reproduce will only copy skills according on the list. [Jobbie]
  449. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] )
  450. return 0;
  451. return 1;
  452. }
  453. // [MouseJstr] - skill ok to cast? and when?
  454. int skillnotok (int skillid, struct map_session_data *sd)
  455. {
  456. int i,m;
  457. nullpo_retr (1, sd);
  458. m = sd->bl.m;
  459. i = skill_get_index(skillid);
  460. if (i == 0)
  461. return 1; // invalid skill id
  462. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  463. return 0; // can do any damn thing they want
  464. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  465. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  466. // Epoque:
  467. // This code will compare the player's attack motion value which is influenced by ASPD before
  468. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  469. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  470. if( !sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
  471. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  472. {// attempted to cast a skill before the attack motion has finished
  473. return 1;
  474. }
  475. if (sd->blockskill[i] > 0){
  476. clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
  477. return 1;
  478. }
  479. /**
  480. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  481. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  482. **/
  483. if( sd->skillitem == skillid )
  484. return 0;
  485. // Check skill restrictions [Celest]
  486. if( (!map_flag_vs(m) && skill_get_nocast (skillid) & 1) ||
  487. (map[m].flag.pvp && skill_get_nocast (skillid) & 2) ||
  488. (map_flag_gvg(m) && skill_get_nocast (skillid) & 4) ||
  489. (map[m].flag.battleground && skill_get_nocast (skillid) & 8) ||
  490. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) ){
  491. clif_msg(sd, 0x536); // This skill cannot be used within this area
  492. return 1;
  493. }
  494. if( sd->sc.option&OPTION_MOUNTING )
  495. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  496. switch (skillid) {
  497. case AL_WARP:
  498. case RETURN_TO_ELDICASTES:
  499. case ALL_GUARDIAN_RECALL:
  500. if(map[m].flag.nowarp) {
  501. clif_skill_teleportmessage(sd,0);
  502. return 1;
  503. }
  504. return 0;
  505. case AL_TELEPORT:
  506. case SC_FATALMENACE:
  507. case SC_DIMENSIONDOOR:
  508. if(map[m].flag.noteleport) {
  509. clif_skill_teleportmessage(sd,0);
  510. return 1;
  511. }
  512. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  513. case WE_CALLPARTNER:
  514. case WE_CALLPARENT:
  515. case WE_CALLBABY:
  516. if (map[m].flag.nomemo) {
  517. clif_skill_teleportmessage(sd,1);
  518. return 1;
  519. }
  520. break;
  521. case MC_VENDING:
  522. case MC_IDENTIFY:
  523. case ALL_BUYING_STORE:
  524. return 0; // always allowed
  525. case WZ_ICEWALL:
  526. // noicewall flag [Valaris]
  527. if (map[m].flag.noicewall) {
  528. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  529. return 1;
  530. }
  531. break;
  532. case GC_DARKILLUSION:
  533. if( map_flag_gvg(m) ) {
  534. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  535. return 1;
  536. }
  537. break;
  538. case GD_EMERGENCYCALL:
  539. if (
  540. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  541. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  542. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  543. ) {
  544. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  545. return 1;
  546. }
  547. break;
  548. case BS_GREED:
  549. case WS_CARTBOOST:
  550. case BS_HAMMERFALL:
  551. case BS_ADRENALINE:
  552. case MC_CARTREVOLUTION:
  553. case MC_MAMMONITE:
  554. case WS_MELTDOWN:
  555. case MG_SIGHT:
  556. case TF_HIDING:
  557. /**
  558. * These skills cannot be used while in mado gear (credits to Xantara)
  559. **/
  560. if( pc_ismadogear(sd) ) {
  561. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  562. return 1;
  563. }
  564. break;
  565. case WM_SIRCLEOFNATURE:
  566. case WM_SOUND_OF_DESTRUCTION:
  567. case SC_MANHOLE:
  568. case WM_LULLABY_DEEPSLEEP:
  569. case WM_SATURDAY_NIGHT_FEVER:
  570. if( !map_flag_vs(m) ) {
  571. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  572. return 1;
  573. }
  574. break;
  575. }
  576. return (map[m].flag.noskill);
  577. }
  578. int skillnotok_hom(int skillid, struct homun_data *hd)
  579. {
  580. int i = skill_get_index(skillid);
  581. nullpo_retr(1,hd);
  582. if (i == 0)
  583. return 1; // invalid skill id
  584. if (hd->blockskill[i] > 0)
  585. return 1;
  586. switch(skillid){
  587. case MH_LIGHT_OF_REGENE:
  588. if(hd->homunculus.intimacy <= 750) //if not cordial
  589. return 1;
  590. break;
  591. case MH_OVERED_BOOST:
  592. if(hd->homunculus.hunger <= 1) //if we starving
  593. return 1;
  594. case MH_GOLDENE_FERSE: //can be used with angriff
  595. if(hd->sc.data[SC_ANGRIFFS_MODUS])
  596. return 1;
  597. case MH_ANGRIFFS_MODUS:
  598. if(hd->sc.data[SC_GOLDENE_FERSE])
  599. return 1;
  600. break;
  601. }
  602. //Use master's criteria.
  603. return skillnotok(skillid, hd->master);
  604. }
  605. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  606. {
  607. int i = skill_get_index(skillid);
  608. nullpo_retr(1,md);
  609. if( i == 0 )
  610. return 1; // Invalid Skill ID
  611. if( md->blockskill[i] > 0 )
  612. return 1;
  613. return skillnotok(skillid, md->master);
  614. }
  615. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  616. {
  617. int pos = skill_get_unit_layout_type(skillid,skilllv);
  618. int dir;
  619. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  620. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  621. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  622. }
  623. if (pos != -1) // simple single-definition layout
  624. return &skill_unit_layout[pos];
  625. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  626. if (skillid == MG_FIREWALL)
  627. return &skill_unit_layout [firewall_unit_pos + dir];
  628. else if (skillid == WZ_ICEWALL)
  629. return &skill_unit_layout [icewall_unit_pos + dir];
  630. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  631. return &skill_unit_layout [earthstrain_unit_pos + dir];
  632. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  633. return &skill_unit_layout[0]; // default 1x1 layout
  634. }
  635. /*==========================================
  636. *
  637. *------------------------------------------*/
  638. 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)
  639. {
  640. struct map_session_data *sd, *dstsd;
  641. struct mob_data *md, *dstmd;
  642. struct status_data *sstatus, *tstatus;
  643. struct status_change *sc, *tsc;
  644. enum sc_type status;
  645. int skill;
  646. int rate;
  647. nullpo_ret(src);
  648. nullpo_ret(bl);
  649. if(skillid < 0) return 0;
  650. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  651. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  652. return 0;
  653. sd = BL_CAST(BL_PC, src);
  654. md = BL_CAST(BL_MOB, src);
  655. dstsd = BL_CAST(BL_PC, bl);
  656. dstmd = BL_CAST(BL_MOB, bl);
  657. sc = status_get_sc(src);
  658. tsc = status_get_sc(bl);
  659. sstatus = status_get_status_data(src);
  660. tstatus = status_get_status_data(bl);
  661. if (!tsc) //skill additional effect is about adding effects to the target...
  662. //So if the target can't be inflicted with statuses, this is pointless.
  663. return 0;
  664. if( sd )
  665. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  666. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  667. { // Trigger status effects
  668. enum sc_type type;
  669. int i;
  670. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  671. {
  672. rate = sd->addeff[i].rate;
  673. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  674. rate += sd->addeff[i].arrow_rate;
  675. if( !rate ) continue;
  676. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  677. { // Trigger has attack type consideration.
  678. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  679. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  680. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  681. else
  682. continue;
  683. }
  684. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  685. { // Trigger has range consideration.
  686. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  687. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  688. continue; //Range Failed.
  689. }
  690. type = sd->addeff[i].id;
  691. skill = skill_get_time2(status_sc2skill(type),7);
  692. if (sd->addeff[i].flag&ATF_TARGET)
  693. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  694. if (sd->addeff[i].flag&ATF_SELF)
  695. status_change_start(src,type,rate,7,0,0,0,skill,0);
  696. }
  697. }
  698. if( skillid )
  699. { // Trigger status effects on skills
  700. enum sc_type type;
  701. int i;
  702. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  703. {
  704. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  705. continue;
  706. type = sd->addeff3[i].id;
  707. skill = skill_get_time2(status_sc2skill(type),7);
  708. if( sd->addeff3[i].target&ATF_TARGET )
  709. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  710. if( sd->addeff3[i].target&ATF_SELF )
  711. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  712. }
  713. }
  714. }
  715. if( dmg_lv < ATK_DEF ) // no damage, return;
  716. return 0;
  717. switch(skillid)
  718. {
  719. case 0: // Normal attacks (no skill used)
  720. {
  721. if( attack_type&BF_SKILL )
  722. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  723. if(sd) {
  724. // Automatic trigger of Blitz Beat
  725. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  726. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  727. rate=(sd->status.job_level+9)/10;
  728. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  729. }
  730. // Automatic trigger of Warg Strike [Jobbie]
  731. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  732. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  733. // Gank
  734. if(dstmd && sd->status.weapon != W_BOW &&
  735. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  736. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  737. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  738. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  739. else
  740. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  741. }
  742. // Chance to trigger Taekwon kicks [Dralnu]
  743. if(sc && !sc->data[SC_COMBO]) {
  744. if(sc->data[SC_READYSTORM] &&
  745. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  746. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  747. ; //Stance triggered
  748. else if(sc->data[SC_READYDOWN] &&
  749. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  750. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  751. ; //Stance triggered
  752. else if(sc->data[SC_READYTURN] &&
  753. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  754. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  755. ; //Stance triggered
  756. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  757. rate = 20;
  758. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  759. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  760. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  761. }
  762. sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
  763. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  764. }
  765. }
  766. if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
  767. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  768. }
  769. if (sc) {
  770. struct status_change_entry *sce;
  771. // Enchant Poison gives a chance to poison attacked enemies
  772. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  773. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  774. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  775. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  776. if((sce=sc->data[SC_EDP]))
  777. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  778. skill_get_time2(ASC_EDP,sce->val1));
  779. }
  780. }
  781. break;
  782. case SM_BASH:
  783. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  784. //TODO: How much % per base level it actually is?
  785. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  786. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  787. }
  788. break;
  789. case MER_CRASH:
  790. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  791. break;
  792. case AS_VENOMKNIFE:
  793. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  794. skilllv = pc_checkskill(sd, TF_POISON);
  795. case TF_POISON:
  796. case AS_SPLASHER:
  797. if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
  798. && sd && skillid==TF_POISON
  799. )
  800. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  801. break;
  802. case AS_SONICBLOW:
  803. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  804. break;
  805. case WZ_FIREPILLAR:
  806. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  807. break;
  808. case MG_FROSTDIVER:
  809. #ifndef RENEWAL
  810. case WZ_FROSTNOVA:
  811. #endif
  812. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  813. break;
  814. #ifdef RENEWAL
  815. case WZ_FROSTNOVA:
  816. sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
  817. break;
  818. #endif
  819. case WZ_STORMGUST:
  820. /**
  821. * Storm Gust counter was dropped in renewal
  822. **/
  823. #ifdef RENEWAL
  824. sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  825. #else
  826. //Tharis pointed out that this is normal freeze chance with a base of 300%
  827. if(tsc->sg_counter >= 3 &&
  828. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  829. tsc->sg_counter = 0;
  830. /**
  831. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  832. **/
  833. else if( tsc->sg_counter > 250 )
  834. tsc->sg_counter = 0;
  835. #endif
  836. break;
  837. case WZ_METEOR:
  838. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  839. break;
  840. case WZ_VERMILION:
  841. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  842. break;
  843. case HT_FREEZINGTRAP:
  844. case MA_FREEZINGTRAP:
  845. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  846. break;
  847. case HT_FLASHER:
  848. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  849. break;
  850. case HT_LANDMINE:
  851. case MA_LANDMINE:
  852. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  853. break;
  854. case HT_SHOCKWAVE:
  855. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  856. break;
  857. case HT_SANDMAN:
  858. case MA_SANDMAN:
  859. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  860. break;
  861. case TF_SPRINKLESAND:
  862. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  863. break;
  864. case TF_THROWSTONE:
  865. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  866. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  867. break;
  868. case NPC_DARKCROSS:
  869. case CR_HOLYCROSS:
  870. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  871. break;
  872. case CR_GRANDCROSS:
  873. case NPC_GRANDDARKNESS:
  874. //Chance to cause blind status vs demon and undead element, but not against players
  875. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  876. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  877. attack_type |= BF_WEAPON;
  878. break;
  879. case AM_ACIDTERROR:
  880. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  881. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  882. clif_emotion(bl,E_OMG);
  883. break;
  884. case AM_DEMONSTRATION:
  885. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  886. break;
  887. case CR_SHIELDCHARGE:
  888. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  889. break;
  890. case PA_PRESSURE:
  891. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  892. break;
  893. case RG_RAID:
  894. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  895. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  896. #ifdef RENEWAL
  897. sc_start(bl,SC_RAID,100,7,5000);
  898. break;
  899. case RG_BACKSTAP:
  900. sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv));
  901. #endif
  902. break;
  903. case BA_FROSTJOKER:
  904. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  905. break;
  906. case DC_SCREAM:
  907. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  908. break;
  909. case BD_LULLABY:
  910. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  911. break;
  912. case DC_UGLYDANCE:
  913. rate = 5+5*skilllv;
  914. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  915. rate += 5+skill;
  916. status_zap(bl, 0, rate);
  917. break;
  918. case SL_STUN:
  919. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  920. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  921. break;
  922. case NPC_PETRIFYATTACK:
  923. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  924. skilllv,0,0,skill_get_time(skillid,skilllv),
  925. skill_get_time2(skillid,skilllv));
  926. break;
  927. case NPC_CURSEATTACK:
  928. case NPC_SLEEPATTACK:
  929. case NPC_BLINDATTACK:
  930. case NPC_POISON:
  931. case NPC_SILENCEATTACK:
  932. case NPC_STUNATTACK:
  933. case NPC_HELLPOWER:
  934. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  935. break;
  936. case NPC_ACIDBREATH:
  937. case NPC_ICEBREATH:
  938. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  939. break;
  940. case NPC_BLEEDING:
  941. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  942. break;
  943. case NPC_MENTALBREAKER:
  944. { //Based on observations by Tharis, Mental Breaker should do SP damage
  945. //equal to Matk*skLevel.
  946. rate = sstatus->matk_min;
  947. if (rate < sstatus->matk_max)
  948. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  949. rate*=skilllv;
  950. status_zap(bl, 0, rate);
  951. break;
  952. }
  953. // Equipment breaking monster skills [Celest]
  954. case NPC_WEAPONBRAKER:
  955. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  956. break;
  957. case NPC_ARMORBRAKE:
  958. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  959. break;
  960. case NPC_HELMBRAKE:
  961. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  962. break;
  963. case NPC_SHIELDBRAKE:
  964. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  965. break;
  966. case CH_TIGERFIST:
  967. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  968. break;
  969. case LK_SPIRALPIERCE:
  970. case ML_SPIRALPIERCE:
  971. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  972. break;
  973. case ST_REJECTSWORD:
  974. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  975. break;
  976. case PF_FOGWALL:
  977. if (src != bl && !tsc->data[SC_DELUGE])
  978. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  979. break;
  980. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  981. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  982. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  983. break;
  984. case LK_JOINTBEAT:
  985. status = status_skill2sc(skillid);
  986. if (tsc->jb_flag) {
  987. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  988. tsc->jb_flag = 0;
  989. }
  990. break;
  991. case ASC_METEORASSAULT:
  992. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  993. switch(rnd()%3) {
  994. case 0:
  995. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  996. break;
  997. case 1:
  998. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  999. break;
  1000. default:
  1001. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1002. }
  1003. break;
  1004. case HW_NAPALMVULCAN:
  1005. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1006. break;
  1007. case WS_CARTTERMINATION: // Cart termination
  1008. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1009. break;
  1010. case CR_ACIDDEMONSTRATION:
  1011. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1012. break;
  1013. case TK_DOWNKICK:
  1014. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1015. break;
  1016. case TK_JUMPKICK:
  1017. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  1018. {// debuff the following statuses
  1019. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1020. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1021. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1022. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1023. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1024. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1025. }
  1026. break;
  1027. case TK_TURNKICK:
  1028. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1029. if(attack_type&BF_MISC) //70% base stun chance...
  1030. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1031. break;
  1032. case GS_BULLSEYE: //0.1% coma rate.
  1033. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1034. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  1035. break;
  1036. case GS_PIERCINGSHOT:
  1037. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1038. break;
  1039. case NJ_HYOUSYOURAKU:
  1040. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1041. break;
  1042. case GS_FLING:
  1043. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1044. break;
  1045. case GS_DISARM:
  1046. rate = 3*skilllv;
  1047. if (sstatus->dex > tstatus->dex)
  1048. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1049. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  1050. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1051. break;
  1052. case NPC_EVILLAND:
  1053. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1054. break;
  1055. case NPC_HELLJUDGEMENT:
  1056. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1057. break;
  1058. case NPC_CRITICALWOUND:
  1059. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1060. break;
  1061. case RK_HUNDREDSPEAR:
  1062. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  1063. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  1064. rate = 10 + 3 * skilllv;
  1065. if( rnd()%100 < rate )
  1066. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  1067. break;
  1068. case RK_WINDCUTTER:
  1069. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1070. break;
  1071. case RK_DRAGONBREATH:
  1072. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1073. break;
  1074. case AB_ADORAMUS:
  1075. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1076. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  1077. break;
  1078. case WL_CRIMSONROCK:
  1079. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  1080. break;
  1081. case WL_COMET:
  1082. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1083. break;
  1084. case WL_EARTHSTRAIN:
  1085. {
  1086. int rate = 0, i;
  1087. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1088. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1089. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1090. for( i = 0; i < skilllv; i++ )
  1091. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  1092. }
  1093. break;
  1094. case WL_JACKFROST:
  1095. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  1096. break;
  1097. case RA_WUGBITE:
  1098. sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1099. break;
  1100. case RA_SENSITIVEKEEN:
  1101. if( rnd()%100 < 8 * skilllv )
  1102. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  1103. break;
  1104. case RA_FIRINGTRAP:
  1105. case RA_ICEBOUNDTRAP:
  1106. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1107. break;
  1108. case NC_PILEBUNKER:
  1109. if( rnd()%100 < 5 + 15*skilllv )
  1110. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1111. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1112. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1113. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1114. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1115. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1116. }
  1117. break;
  1118. case NC_FLAMELAUNCHER:
  1119. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1120. break;
  1121. case NC_COLDSLOWER:
  1122. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1123. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1124. break;
  1125. case NC_POWERSWING:
  1126. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1127. if( rnd()%100 < 5*skilllv )
  1128. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1129. break;
  1130. case GC_WEAPONCRUSH:
  1131. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1132. break;
  1133. case LG_SHIELDPRESS:
  1134. sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
  1135. break;
  1136. case LG_PINPOINTATTACK:
  1137. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1138. switch( skilllv ) {
  1139. case 1:
  1140. sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
  1141. break;
  1142. case 2:
  1143. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1144. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1145. break;
  1146. default:
  1147. skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1148. break;
  1149. }
  1150. break;
  1151. case LG_MOONSLASHER:
  1152. rate = 32 + 8 * skilllv;
  1153. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1154. skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1155. else if( dstmd && !is_boss(bl) )
  1156. sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
  1157. break;
  1158. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1159. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1160. sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
  1161. break;
  1162. case LG_EARTHDRIVE:
  1163. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1164. sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
  1165. break;
  1166. case SR_DRAGONCOMBO:
  1167. sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
  1168. break;
  1169. case SR_FALLENEMPIRE:
  1170. sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  1171. break;
  1172. case SR_WINDMILL:
  1173. if( dstsd )
  1174. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1175. else if( dstmd && !is_boss(bl) )
  1176. sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
  1177. break;
  1178. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1179. sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
  1180. break;
  1181. case SR_EARTHSHAKER:
  1182. sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  1183. break;
  1184. case SR_HOWLINGOFLION:
  1185. sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1186. break;
  1187. case WM_SOUND_OF_DESTRUCTION:
  1188. if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
  1189. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1190. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1191. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1192. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1193. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1194. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1195. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1196. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1197. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1198. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1199. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1200. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1201. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1202. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1203. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1204. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1205. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1206. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1207. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1208. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1209. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1210. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1211. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1212. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1213. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1214. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1215. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1216. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1217. }
  1218. break;
  1219. case SO_EARTHGRAVE:
  1220. sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
  1221. break;
  1222. case SO_DIAMONDDUST:
  1223. rate = 5 + 5 * skilllv;
  1224. if( sc && sc->data[SC_COOLER_OPTION] )
  1225. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1226. sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
  1227. break;
  1228. case SO_VARETYR_SPEAR:
  1229. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1230. break;
  1231. case GN_SLINGITEM_RANGEMELEEATK:
  1232. if( sd ) {
  1233. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1234. case 13261:
  1235. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1236. sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1237. break;
  1238. case 13262:
  1239. sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed
  1240. break;
  1241. case 13264:
  1242. sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1243. sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
  1244. break;
  1245. }
  1246. sd->itemid = -1;
  1247. }
  1248. break;
  1249. case GN_HELLS_PLANT_ATK:
  1250. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1251. sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1252. break;
  1253. case EL_WIND_SLASH: // Non confirmed rate.
  1254. sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
  1255. break;
  1256. case EL_STONE_HAMMER:
  1257. rate = 10 * skilllv;
  1258. sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
  1259. break;
  1260. case EL_ROCK_CRUSHER:
  1261. case EL_ROCK_CRUSHER_ATK:
  1262. sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
  1263. break;
  1264. case EL_TYPOON_MIS:
  1265. sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1266. break;
  1267. case KO_JYUMONJIKIRI: // needs more info
  1268. sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv));
  1269. break;
  1270. case KO_MAKIBISHI:
  1271. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv));
  1272. break;
  1273. case MH_LAVA_SLIDE:
  1274. if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time(skillid, skilllv));
  1275. break;
  1276. case MH_STAHL_HORN:
  1277. sc_start(bl, SC_STUN, (20 + 4 * (skilllv-1)), skilllv, skill_get_time(skillid, skilllv));
  1278. break;
  1279. case MH_NEEDLE_OF_PARALYZE:
  1280. sc_start(bl, SC_PARALYSIS, 40 + (5*skilllv), skilllv, skill_get_time(skillid, skilllv));
  1281. break;
  1282. }
  1283. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1284. { //Pass heritage to Master for status causing effects. [Skotlex]
  1285. sd = map_id2sd(md->master_id);
  1286. src = sd?&sd->bl:src;
  1287. }
  1288. if( attack_type&BF_WEAPON )
  1289. { // Coma, Breaking Equipment
  1290. if( sd && sd->special_state.bonus_coma )
  1291. {
  1292. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1293. rate += sd->weapon_coma_race[tstatus->race];
  1294. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1295. if (rate)
  1296. status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1297. }
  1298. if( sd && battle_config.equip_self_break_rate )
  1299. { // Self weapon breaking
  1300. rate = battle_config.equip_natural_break_rate;
  1301. if( sc )
  1302. {
  1303. if(sc->data[SC_OVERTHRUST])
  1304. rate += 10;
  1305. if(sc->data[SC_MAXOVERTHRUST])
  1306. rate += 10;
  1307. }
  1308. if( rate )
  1309. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1310. }
  1311. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1312. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1313. // Target weapon breaking
  1314. rate = 0;
  1315. if( sd )
  1316. rate += sd->bonus.break_weapon_rate;
  1317. if( sc && sc->data[SC_MELTDOWN] )
  1318. rate += sc->data[SC_MELTDOWN]->val2;
  1319. if( rate )
  1320. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1321. // Target armor breaking
  1322. rate = 0;
  1323. if( sd )
  1324. rate += sd->bonus.break_armor_rate;
  1325. if( sc && sc->data[SC_MELTDOWN] )
  1326. rate += sc->data[SC_MELTDOWN]->val3;
  1327. if( rate )
  1328. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1329. }
  1330. }
  1331. if( sd && sd->ed && sc && !status_isdead(bl) && !skillid ){
  1332. struct unit_data *ud = unit_bl2ud(src);
  1333. if( sc->data[SC_WILD_STORM_OPTION] )
  1334. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1335. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1336. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1337. else if( sc->data[SC_TROPIC_OPTION] )
  1338. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1339. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1340. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1341. else
  1342. skill = 0;
  1343. if ( rnd()%100 < 25 && skill ){
  1344. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1345. if (ud) {
  1346. rate = skill_delayfix(src, skill, skilllv);
  1347. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1348. ud->canact_tick = tick+rate;
  1349. if ( battle_config.display_status_timers )
  1350. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1351. }
  1352. }
  1353. }
  1354. }
  1355. // Autospell when attacking
  1356. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1357. {
  1358. struct block_list *tbl;
  1359. struct unit_data *ud;
  1360. int i, skilllv, type, notok;
  1361. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1362. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1363. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1364. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1365. continue; // one or more trigger conditions were not fulfilled
  1366. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1367. sd->state.autocast = 1;
  1368. notok = skillnotok(skill, sd);
  1369. sd->state.autocast = 0;
  1370. if ( notok )
  1371. continue;
  1372. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1373. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1374. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1375. if (rnd()%1000 >= rate)
  1376. continue;
  1377. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1378. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1379. int maxcount = 0;
  1380. if( !(BL_PC&battle_config.skill_reiteration) &&
  1381. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1382. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1383. ) {
  1384. continue;
  1385. }
  1386. if( BL_PC&battle_config.skill_nofootset &&
  1387. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1388. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1389. ) {
  1390. continue;
  1391. }
  1392. if( BL_PC&battle_config.land_skill_limit &&
  1393. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1394. ) {
  1395. int v;
  1396. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1397. if(sd->ud.skillunit[v]->skill_id == skill)
  1398. maxcount--;
  1399. }
  1400. if( maxcount == 0 ) {
  1401. continue;
  1402. }
  1403. }
  1404. }
  1405. if( battle_config.autospell_check_range &&
  1406. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1407. continue;
  1408. if (skill == AS_SONICBLOW)
  1409. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1410. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1411. type = CAST_GROUND;
  1412. sd->state.autocast = 1;
  1413. skill_consume_requirement(sd,skill,skilllv,1);
  1414. skill_toggle_magicpower(src, skill);
  1415. switch (type) {
  1416. case CAST_GROUND:
  1417. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1418. break;
  1419. case CAST_NODAMAGE:
  1420. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1421. break;
  1422. case CAST_DAMAGE:
  1423. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1424. break;
  1425. }
  1426. sd->state.autocast = 0;
  1427. //Set canact delay. [Skotlex]
  1428. ud = unit_bl2ud(src);
  1429. if (ud) {
  1430. rate = skill_delayfix(src, skill, skilllv);
  1431. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1432. ud->canact_tick = tick+rate;
  1433. if ( battle_config.display_status_timers && sd )
  1434. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1435. }
  1436. }
  1437. }
  1438. }
  1439. //Autobonus when attacking
  1440. if( sd && sd->autobonus[0].rate )
  1441. {
  1442. int i;
  1443. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1444. {
  1445. if( rnd()%1000 >= sd->autobonus[i].rate )
  1446. continue;
  1447. if( sd->autobonus[i].active != INVALID_TIMER )
  1448. continue;
  1449. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1450. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1451. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1452. continue; // one or more trigger conditions were not fulfilled
  1453. pc_exeautobonus(sd,&sd->autobonus[i]);
  1454. }
  1455. }
  1456. //Polymorph
  1457. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1458. dstmd && !(tstatus->mode&MD_BOSS) &&
  1459. (rnd()%10000 < sd->bonus.classchange))
  1460. {
  1461. struct mob_db *mob;
  1462. int class_;
  1463. skill = 0;
  1464. do {
  1465. do {
  1466. class_ = rnd() % MAX_MOB_DB;
  1467. } while (!mobdb_checkid(class_));
  1468. rate = rnd() % 1000000;
  1469. mob = mob_db(class_);
  1470. } while (
  1471. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1472. (skill++) < 2000);
  1473. if (skill < 2000)
  1474. mob_class_change(dstmd,class_);
  1475. }
  1476. return 0;
  1477. }
  1478. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) {
  1479. int skill, skilllv, i, type, notok;
  1480. struct block_list *tbl;
  1481. if( sd == NULL || skillid <= 0 )
  1482. return 0;
  1483. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1484. if( sd->autospell3[i].flag != skillid )
  1485. continue;
  1486. if( sd->autospell3[i].lock )
  1487. continue; // autospell already being executed
  1488. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1489. sd->state.autocast = 1;
  1490. notok = skillnotok(skill, sd);
  1491. sd->state.autocast = 0;
  1492. if ( notok )
  1493. continue;
  1494. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1495. if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv);
  1496. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1497. continue; // No target
  1498. if( rnd()%1000 >= sd->autospell3[i].rate )
  1499. continue;
  1500. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1501. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1502. int maxcount = 0;
  1503. if( !(BL_PC&battle_config.skill_reiteration) &&
  1504. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1505. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1506. ) {
  1507. continue;
  1508. }
  1509. if( BL_PC&battle_config.skill_nofootset &&
  1510. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1511. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1512. ) {
  1513. continue;
  1514. }
  1515. if( BL_PC&battle_config.land_skill_limit &&
  1516. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1517. ) {
  1518. int v;
  1519. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1520. if(sd->ud.skillunit[v]->skill_id == skill)
  1521. maxcount--;
  1522. }
  1523. if( maxcount == 0 ) {
  1524. continue;
  1525. }
  1526. }
  1527. }
  1528. if( battle_config.autospell_check_range &&
  1529. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1530. continue;
  1531. sd->state.autocast = 1;
  1532. sd->autospell3[i].lock = true;
  1533. skill_consume_requirement(sd,skill,skilllv,1);
  1534. switch( type )
  1535. {
  1536. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1537. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1538. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1539. }
  1540. sd->autospell3[i].lock = false;
  1541. sd->state.autocast = 0;
  1542. }
  1543. if( sd && sd->autobonus3[0].rate )
  1544. {
  1545. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1546. {
  1547. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1548. continue;
  1549. if( sd->autobonus3[i].active != INVALID_TIMER )
  1550. continue;
  1551. if( sd->autobonus3[i].atk_type != skillid )
  1552. continue;
  1553. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1554. }
  1555. }
  1556. return 1;
  1557. }
  1558. /* Splitted off from skill_additional_effect, which is never called when the
  1559. * attack skill kills the enemy. Place in this function counter status effects
  1560. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1561. * from cards) that will take effect on the source, not the target. [Skotlex]
  1562. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1563. * type of skills, so not every instance of skill_additional_effect needs a call
  1564. * to this one.
  1565. */
  1566. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1567. {
  1568. int rate;
  1569. struct map_session_data *sd=NULL;
  1570. struct map_session_data *dstsd=NULL;
  1571. nullpo_ret(src);
  1572. nullpo_ret(bl);
  1573. if(skillid < 0) return 0;
  1574. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1575. sd = BL_CAST(BL_PC, src);
  1576. dstsd = BL_CAST(BL_PC, bl);
  1577. if(dstsd && attack_type&BF_WEAPON)
  1578. { //Counter effects.
  1579. enum sc_type type;
  1580. int i, time;
  1581. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1582. {
  1583. rate = dstsd->addeff2[i].rate;
  1584. if (attack_type&BF_LONG)
  1585. rate+=dstsd->addeff2[i].arrow_rate;
  1586. if (!rate) continue;
  1587. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1588. { //Trigger has range consideration.
  1589. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1590. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1591. continue; //Range Failed.
  1592. }
  1593. type = dstsd->addeff2[i].id;
  1594. time = skill_get_time2(status_sc2skill(type),7);
  1595. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1596. status_change_start(src,type,rate,7,0,0,0,time,0);
  1597. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1598. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1599. }
  1600. }
  1601. switch(skillid){
  1602. case MO_EXTREMITYFIST:
  1603. sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv));
  1604. break;
  1605. case GS_FULLBUSTER:
  1606. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1607. break;
  1608. case HFLI_SBR44: //[orn]
  1609. case HVAN_EXPLOSION:
  1610. if(src->type == BL_HOM){
  1611. TBL_HOM *hd = (TBL_HOM*)src;
  1612. hd->homunculus.intimacy = 200;
  1613. if (hd->master)
  1614. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1615. }
  1616. break;
  1617. case CR_GRANDCROSS:
  1618. case NPC_GRANDDARKNESS:
  1619. attack_type |= BF_WEAPON;
  1620. break;
  1621. }
  1622. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1623. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1624. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1625. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1626. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1627. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1628. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1629. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1630. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1631. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1632. }
  1633. if( sd && status_isdead(bl) ) {
  1634. int sp = 0, hp = 0;
  1635. if( attack_type&BF_WEAPON ) {
  1636. sp += sd->bonus.sp_gain_value;
  1637. sp += sd->sp_gain_race[status_get_race(bl)];
  1638. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1639. hp += sd->bonus.hp_gain_value;
  1640. }
  1641. if( attack_type&BF_MAGIC ) {
  1642. sp += sd->bonus.magic_sp_gain_value;
  1643. hp += sd->bonus.magic_hp_gain_value;
  1644. if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
  1645. struct status_change *sc = NULL;
  1646. if( ( sc = status_get_sc(src) ) ) {
  1647. if(sc->data[SC_SPIRIT] &&
  1648. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1649. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1650. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1651. }
  1652. }
  1653. }
  1654. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1655. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1656. }
  1657. }
  1658. // Trigger counter-spells to retaliate against damage causing skills.
  1659. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1660. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1661. {
  1662. struct block_list *tbl;
  1663. struct unit_data *ud;
  1664. int i, skillid, skilllv, rate, type, notok;
  1665. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1666. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1667. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1668. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1669. continue; // one or more trigger conditions were not fulfilled
  1670. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1671. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1672. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1673. rate = dstsd->autospell2[i].rate;
  1674. if (attack_type&BF_LONG)
  1675. rate>>=1;
  1676. dstsd->state.autocast = 1;
  1677. notok = skillnotok(skillid, dstsd);
  1678. dstsd->state.autocast = 0;
  1679. if ( notok )
  1680. continue;
  1681. if (rnd()%1000 >= rate)
  1682. continue;
  1683. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1684. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1685. int maxcount = 0;
  1686. if( !(BL_PC&battle_config.skill_reiteration) &&
  1687. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1688. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1689. ) {
  1690. continue;
  1691. }
  1692. if( BL_PC&battle_config.skill_nofootset &&
  1693. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1694. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1695. ) {
  1696. continue;
  1697. }
  1698. if( BL_PC&battle_config.land_skill_limit &&
  1699. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1700. ) {
  1701. int v;
  1702. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1703. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1704. maxcount--;
  1705. }
  1706. if( maxcount == 0 ) {
  1707. continue;
  1708. }
  1709. }
  1710. }
  1711. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1712. continue;
  1713. dstsd->state.autocast = 1;
  1714. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1715. switch (type) {
  1716. case CAST_GROUND:
  1717. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1718. break;
  1719. case CAST_NODAMAGE:
  1720. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1721. break;
  1722. case CAST_DAMAGE:
  1723. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1724. break;
  1725. }
  1726. dstsd->state.autocast = 0;
  1727. //Set canact delay. [Skotlex]
  1728. ud = unit_bl2ud(bl);
  1729. if (ud) {
  1730. rate = skill_delayfix(bl, skillid, skilllv);
  1731. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1732. ud->canact_tick = tick+rate;
  1733. if ( battle_config.display_status_timers && dstsd )
  1734. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1735. }
  1736. }
  1737. }
  1738. }
  1739. //Autobonus when attacked
  1740. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1741. {
  1742. int i;
  1743. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1744. {
  1745. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1746. continue;
  1747. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1748. continue;
  1749. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1750. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1751. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1752. continue; // one or more trigger conditions were not fulfilled
  1753. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1754. }
  1755. }
  1756. return 0;
  1757. }
  1758. /*=========================================================================
  1759. Breaks equipment. On-non players causes the corresponding strip effect.
  1760. - rate goes from 0 to 10000 (100.00%)
  1761. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1762. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1763. --------------------------------------------------------------------------*/
  1764. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1765. {
  1766. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1767. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1768. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1769. struct status_change *sc = status_get_sc(bl);
  1770. int i,j;
  1771. TBL_PC *sd;
  1772. sd = BL_CAST(BL_PC, bl);
  1773. if (sc && !sc->count)
  1774. sc = NULL;
  1775. if (sd) {
  1776. if (sd->bonus.unbreakable_equip)
  1777. where &= ~sd->bonus.unbreakable_equip;
  1778. if (sd->bonus.unbreakable)
  1779. rate -= rate*sd->bonus.unbreakable/100;
  1780. if (where&EQP_WEAPON) {
  1781. switch (sd->status.weapon) {
  1782. case W_FIST: //Bare fists should not break :P
  1783. case W_1HAXE:
  1784. case W_2HAXE:
  1785. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1786. case W_2HMACE:
  1787. case W_STAFF:
  1788. case W_2HSTAFF:
  1789. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1790. case W_HUUMA:
  1791. where &= ~EQP_WEAPON;
  1792. }
  1793. }
  1794. }
  1795. if (flag&BCT_ENEMY) {
  1796. if (battle_config.equip_skill_break_rate != 100)
  1797. rate = rate*battle_config.equip_skill_break_rate/100;
  1798. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1799. if (battle_config.equip_self_break_rate != 100)
  1800. rate = rate*battle_config.equip_self_break_rate/100;
  1801. }
  1802. for (i = 0; i < 4; i++) {
  1803. if (where&where_list[i]) {
  1804. if (sc && sc->count && sc->data[scdef[i]])
  1805. where&=~where_list[i];
  1806. else if (rnd()%10000 >= rate)
  1807. where&=~where_list[i];
  1808. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1809. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1810. }
  1811. }
  1812. if (!where) //Nothing to break.
  1813. return 0;
  1814. if (sd) {
  1815. for (i = 0; i < EQI_MAX; i++) {
  1816. j = sd->equip_index[i];
  1817. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1818. continue;
  1819. switch(i) {
  1820. case EQI_HEAD_TOP: //Upper Head
  1821. flag = (where&EQP_HELM);
  1822. break;
  1823. case EQI_ARMOR: //Body
  1824. flag = (where&EQP_ARMOR);
  1825. break;
  1826. case EQI_HAND_R: //Left/Right hands
  1827. case EQI_HAND_L:
  1828. flag = (
  1829. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1830. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1831. break;
  1832. case EQI_SHOES:
  1833. flag = (where&EQP_SHOES);
  1834. break;
  1835. case EQI_GARMENT:
  1836. flag = (where&EQP_GARMENT);
  1837. break;
  1838. default:
  1839. continue;
  1840. }
  1841. if (flag) {
  1842. sd->status.inventory[j].attribute = 1;
  1843. pc_unequipitem(sd, j, 3);
  1844. }
  1845. }
  1846. clif_equiplist(sd);
  1847. }
  1848. return where; //Return list of pieces broken.
  1849. }
  1850. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1851. {
  1852. struct status_change *sc;
  1853. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1854. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1855. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1856. int i;
  1857. if (rnd()%100 >= rate)
  1858. return 0;
  1859. sc = status_get_sc(bl);
  1860. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1861. return 0;
  1862. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1863. if (where&pos[i] && sc->data[sc_def[i]])
  1864. where&=~pos[i];
  1865. }
  1866. if (!where) return 0;
  1867. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1868. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1869. where&=~pos[i];
  1870. }
  1871. return where?1:0;
  1872. }
  1873. //Early declaration
  1874. static int skill_area_temp[8];
  1875. /*=========================================================================
  1876. Used to knock back players, monsters, traps, etc
  1877. - 'count' is the number of squares to knock back
  1878. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1879. - if 'flag&0x1', position update packets must not be sent.
  1880. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1881. -------------------------------------------------------------------------*/
  1882. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1883. {
  1884. int dx = 0, dy = 0;
  1885. struct skill_unit* su = NULL;
  1886. nullpo_ret(src);
  1887. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1888. return 0; //No knocking back in WoE
  1889. if (count == 0)
  1890. return 0; //Actual knockback distance is 0.
  1891. switch (target->type) {
  1892. case BL_MOB: {
  1893. struct mob_data* md = BL_CAST(BL_MOB, target);
  1894. if( md->class_ == MOBID_EMPERIUM )
  1895. return 0;
  1896. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1897. return 0;
  1898. }
  1899. break;
  1900. case BL_PC: {
  1901. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1902. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1903. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1904. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1905. return 0;
  1906. }
  1907. break;
  1908. case BL_SKILL:
  1909. su = (struct skill_unit *)target;
  1910. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1911. return 0; // ankle snare cannot be knocked back
  1912. break;
  1913. }
  1914. if (direction == -1) // <optimized>: do the computation here instead of outside
  1915. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1916. if (direction >= 0 && direction < 8)
  1917. { // take the reversed 'direction' and reverse it
  1918. dx = -dirx[direction];
  1919. dy = -diry[direction];
  1920. }
  1921. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1922. }
  1923. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1924. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1925. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1926. {
  1927. struct status_change *sc = status_get_sc(bl);
  1928. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1929. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1930. return 0;
  1931. // item-based reflection
  1932. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1933. return 1;
  1934. if( is_boss(src) )
  1935. return 0;
  1936. // status-based reflection
  1937. if( !sc || sc->count == 0 )
  1938. return 0;
  1939. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1940. return 1;
  1941. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1942. {// Kaite only works against non-players if they are low-level.
  1943. clif_specialeffect(bl, 438, AREA);
  1944. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1945. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1946. return 2;
  1947. }
  1948. return 0;
  1949. }
  1950. /*
  1951. * =========================================================================
  1952. * Does a skill attack with the given properties.
  1953. * src is the master behind the attack (player/mob/pet)
  1954. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1955. * bl is the target to be attacked.
  1956. * flag can hold a bunch of information:
  1957. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1958. * (usually holds number of targets, or just 1 for simple splash attacks)
  1959. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1960. * packet shouldn't display a skill animation)
  1961. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1962. * client (causes player characters to not scream skill name)
  1963. *-------------------------------------------------------------------------*/
  1964. 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)
  1965. {
  1966. struct Damage dmg;
  1967. struct status_data *sstatus, *tstatus;
  1968. struct status_change *sc;
  1969. struct map_session_data *sd, *tsd;
  1970. int type,damage,rdamage=0;
  1971. int8 rmdamage=0;//magic reflected
  1972. if(skillid > 0 && skilllv <= 0) return 0;
  1973. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1974. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1975. nullpo_ret(bl); //Target to be attacked.
  1976. if (src != dsrc) {
  1977. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1978. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1979. return 0;
  1980. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1981. //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]
  1982. if (!status_check_skilluse(src, bl, skillid, 2))
  1983. return 0;
  1984. }
  1985. sd = BL_CAST(BL_PC, src);
  1986. tsd = BL_CAST(BL_PC, bl);
  1987. sstatus = status_get_status_data(src);
  1988. tstatus = status_get_status_data(bl);
  1989. sc= status_get_sc(bl);
  1990. if (sc && !sc->count) sc = NULL; //Don't need it.
  1991. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1992. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1993. return 0;
  1994. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1995. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1996. return 0;
  1997. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1998. //Skotlex: Adjusted to the new system
  1999. if(src->type==BL_PET)
  2000. { // [Valaris]
  2001. struct pet_data *pd = (TBL_PET*)src;
  2002. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  2003. {
  2004. int element = skill_get_ele(skillid, skilllv);
  2005. if (skillid == -1)
  2006. element = sstatus->rhw.ele;
  2007. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2008. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  2009. else
  2010. dmg.damage= skilllv;
  2011. dmg.damage2=0;
  2012. dmg.div_= pd->a_skill->div_;
  2013. }
  2014. }
  2015. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2016. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2017. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2018. { //Magic reflection, switch caster/target
  2019. struct block_list *tbl = bl;
  2020. rmdamage = 1;
  2021. bl = src;
  2022. src = tbl;
  2023. sd = BL_CAST(BL_PC, src);
  2024. tsd = BL_CAST(BL_PC, bl);
  2025. sc = status_get_sc(bl);
  2026. if (sc && !sc->count)
  2027. sc = NULL; //Don't need it.
  2028. /* bugreport:2564 flag&2 disables double casting trigger */
  2029. flag |= 2;
  2030. //Spirit of Wizard blocks Kaite's reflection
  2031. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2032. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2033. type = tsd?pc_search_inventory (tsd, 7321):0;
  2034. if (type >= 0) {
  2035. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2036. dmg.damage = dmg.damage2 = 0;
  2037. dmg.dmg_lv = ATK_MISS;
  2038. sc->data[SC_SPIRIT]->val3 = skillid;
  2039. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  2040. }
  2041. }
  2042. /**
  2043. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2044. **/
  2045. #if MAGIC_REFLECTION_TYPE
  2046. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  2047. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  2048. #endif
  2049. }
  2050. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  2051. int sp = skill_get_sp(skillid,skilllv);
  2052. dmg.damage = dmg.damage2 = 0;
  2053. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2054. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  2055. if(skillid == WZ_WATERBALL && skilllv > 1)
  2056. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  2057. status_heal(bl, 0, sp, 2);
  2058. }
  2059. }
  2060. damage = dmg.damage + dmg.damage2;
  2061. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  2062. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  2063. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2064. damage = 1;
  2065. 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 ) ) ))
  2066. || (sc && sc->data[SC_REFLECTDAMAGE])) )
  2067. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);
  2068. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2069. struct block_list *nbl = NULL;
  2070. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2071. if( nbl ){ // Only one target is chosen.
  2072. damage = damage / 2; // Deflect half of the damage to a target nearby
  2073. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2074. }
  2075. }
  2076. //Skill hit type
  2077. type=(skillid==0)?5:skill_get_hit(skillid);
  2078. if(damage < dmg.div_
  2079. //Only skills that knockback even when they miss. [Skotlex]
  2080. && skillid != CH_PALMSTRIKE)
  2081. dmg.blewcount = 0;
  2082. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  2083. if(battle_config.gx_disptype) dsrc = src;
  2084. if(src == bl) type = 4;
  2085. else flag|=SD_ANIMATION;
  2086. }
  2087. if(skillid == NJ_TATAMIGAESHI) {
  2088. dsrc = src; //For correct knockback.
  2089. flag|=SD_ANIMATION;
  2090. }
  2091. if(sd) {
  2092. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  2093. struct status_change_entry *sce;
  2094. if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
  2095. switch (skillid) {
  2096. case TK_TURNKICK:
  2097. case TK_STORMKICK:
  2098. case TK_DOWNKICK:
  2099. case TK_COUNTER:
  2100. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2101. sce->val1 = skillid; //Update combo-skill
  2102. sce->val3 = skillid;
  2103. if( sce->timer != INVALID_TIMER )
  2104. delete_timer(sce->timer, status_change_timer);
  2105. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2106. break;
  2107. }
  2108. unit_cancel_combo(src); // Cancel combo wait
  2109. break;
  2110. default:
  2111. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2112. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2113. }
  2114. }
  2115. switch(skillid) {
  2116. case MO_TRIPLEATTACK:
  2117. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2118. flag=1;
  2119. break;
  2120. case MO_CHAINCOMBO:
  2121. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2122. flag=1;
  2123. break;
  2124. case MO_COMBOFINISH:
  2125. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2126. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  2127. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2128. flag=1;
  2129. case CH_TIGERFIST:
  2130. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2131. flag=1;
  2132. case CH_CHAINCRUSH:
  2133. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2134. flag=1;
  2135. break;
  2136. case AC_DOUBLE:
  2137. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2138. {
  2139. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  2140. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  2141. clif_combo_delay(src,2000);
  2142. }
  2143. break;
  2144. case TK_COUNTER:
  2145. { //bonus from SG_FRIEND [Komurka]
  2146. int level;
  2147. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2148. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2149. }
  2150. break;
  2151. case SL_STIN:
  2152. case SL_STUN:
  2153. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  2154. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  2155. break;
  2156. case GS_FULLBUSTER:
  2157. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2158. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2159. break;
  2160. case SR_DRAGONCOMBO:
  2161. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2162. flag = 1;
  2163. break;
  2164. case SR_FALLENEMPIRE:
  2165. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2166. flag = 1;
  2167. break;
  2168. } //Switch End
  2169. if (flag) { //Possible to chain
  2170. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  2171. if (flag < 1) flag = 1;
  2172. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  2173. clif_combo_delay(src, flag);
  2174. }
  2175. }
  2176. //Display damage.
  2177. switch( skillid )
  2178. {
  2179. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2180. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2181. break;
  2182. //Skills that need be passed as a normal attack for the client to display correctly.
  2183. case HVAN_EXPLOSION:
  2184. case NPC_SELFDESTRUCTION:
  2185. if(src->type==BL_PC)
  2186. dmg.blewcount = 10;
  2187. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2188. // fall through
  2189. case KN_AUTOCOUNTER:
  2190. case NPC_CRITICALSLASH:
  2191. case TF_DOUBLE:
  2192. case GS_CHAINACTION:
  2193. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2194. break;
  2195. case AS_SPLASHER:
  2196. if( flag&SD_ANIMATION ) // the surrounding targets
  2197. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  2198. else // the central target doesn't display an animation
  2199. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  2200. break;
  2201. case WL_HELLINFERNO:
  2202. case SR_EARTHSHAKER:
  2203. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  2204. break;
  2205. case WL_SOULEXPANSION:
  2206. case WL_COMET:
  2207. case KO_MUCHANAGE:
  2208. case NJ_HUUMA:
  2209. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  2210. break;
  2211. case WL_CHAINLIGHTNING_ATK:
  2212. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2213. break;
  2214. case LG_OVERBRAND_BRANDISH:
  2215. case LG_OVERBRAND_PLUSATK:
  2216. case EL_FIRE_BOMB:
  2217. case EL_FIRE_BOMB_ATK:
  2218. case EL_FIRE_WAVE:
  2219. case EL_FIRE_WAVE_ATK:
  2220. case EL_FIRE_MANTLE:
  2221. case EL_CIRCLE_OF_FIRE:
  2222. case EL_FIRE_ARROW:
  2223. case EL_ICE_NEEDLE:
  2224. case EL_WATER_SCREW:
  2225. case EL_WATER_SCREW_ATK:
  2226. case EL_WIND_SLASH:
  2227. case EL_TIDAL_WEAPON:
  2228. case EL_ROCK_CRUSHER:
  2229. case EL_ROCK_CRUSHER_ATK:
  2230. case EL_HURRICANE:
  2231. case EL_HURRICANE_ATK:
  2232. case KO_BAKURETSU:
  2233. case GN_CRAZYWEED_ATK:
  2234. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
  2235. break;
  2236. case GN_SLINGITEM_RANGEMELEEATK:
  2237. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2238. break;
  2239. case EL_STONE_RAIN:
  2240. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
  2241. break;
  2242. case WM_SEVERE_RAINSTORM_MELEE:
  2243. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
  2244. break;
  2245. case WM_REVERBERATION_MELEE:
  2246. case WM_REVERBERATION_MAGIC:
  2247. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2248. break;
  2249. case HT_CLAYMORETRAP:
  2250. case HT_BLASTMINE:
  2251. case HT_FLASHER:
  2252. case HT_FREEZINGTRAP:
  2253. case RA_CLUSTERBOMB:
  2254. case RA_FIRINGTRAP:
  2255. case RA_ICEBOUNDTRAP:
  2256. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5);
  2257. if( dsrc != src ) // avoid damage display redundancy
  2258. break;
  2259. case HT_LANDMINE:
  2260. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
  2261. break;
  2262. case WZ_SIGHTBLASTER:
  2263. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
  2264. break;
  2265. case AB_DUPLELIGHT_MELEE:
  2266. case AB_DUPLELIGHT_MAGIC:
  2267. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2268. default:
  2269. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2270. type = 5;
  2271. if( bl->type == BL_SKILL ){
  2272. TBL_SKILL *su = (TBL_SKILL*)bl;
  2273. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2274. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
  2275. }
  2276. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  2277. break;
  2278. }
  2279. map_freeblock_lock();
  2280. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2281. && pc_checkskill(tsd,RG_PLAGIARISM)
  2282. && (!sc || !sc->data[SC_PRESERVE])
  2283. && damage < tsd->battle_status.hp)
  2284. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2285. int copy_skill = skillid;
  2286. /**
  2287. * Copy Referal: dummy skills should point to their source upon copying
  2288. **/
  2289. switch( skillid ) {
  2290. case AB_DUPLELIGHT_MELEE:
  2291. case AB_DUPLELIGHT_MAGIC:
  2292. copy_skill = AB_DUPLELIGHT;
  2293. break;
  2294. case WL_CHAINLIGHTNING_ATK:
  2295. copy_skill = WL_CHAINLIGHTNING;
  2296. break;
  2297. case WM_REVERBERATION_MELEE:
  2298. case WM_REVERBERATION_MAGIC:
  2299. copy_skill = WM_REVERBERATION;
  2300. break;
  2301. case WM_SEVERE_RAINSTORM_MELEE:
  2302. copy_skill = WM_SEVERE_RAINSTORM;
  2303. break;
  2304. case GN_CRAZYWEED_ATK:
  2305. copy_skill = GN_CRAZYWEED;
  2306. break;
  2307. case GN_HELLS_PLANT_ATK:
  2308. copy_skill = GN_HELLS_PLANT;
  2309. break;
  2310. case LG_OVERBRAND_BRANDISH:
  2311. case LG_OVERBRAND_PLUSATK:
  2312. copy_skill = LG_OVERBRAND;
  2313. break;
  2314. }
  2315. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2316. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2317. {
  2318. int lv;
  2319. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2320. //Level dependent and limitation.
  2321. lv = min(lv,skill_get_max(copy_skill));
  2322. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2323. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2324. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2325. tsd->status.skill[tsd->reproduceskill_id].flag = 0;
  2326. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2327. }
  2328. tsd->reproduceskill_id = copy_skill;
  2329. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2330. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2331. tsd->status.skill[copy_skill].id = copy_skill;
  2332. tsd->status.skill[copy_skill].lv = lv;
  2333. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2334. clif_addskill(tsd,copy_skill);
  2335. } else {
  2336. lv = skilllv;
  2337. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2338. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2339. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2340. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2341. clif_deleteskill(tsd,tsd->cloneskill_id);
  2342. }
  2343. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2344. lv = type;
  2345. tsd->cloneskill_id = copy_skill;
  2346. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2347. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2348. tsd->status.skill[skillid].id = copy_skill;
  2349. tsd->status.skill[skillid].lv = lv;
  2350. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  2351. clif_addskill(tsd,skillid);
  2352. }
  2353. }
  2354. }
  2355. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2356. { //Skills with can't walk delay also stop normal attacking for that
  2357. //duration when the attack connects. [Skotlex]
  2358. struct unit_data *ud = unit_bl2ud(src);
  2359. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2360. ud->attackabletime = tick + type;
  2361. }
  2362. if( !dmg.amotion )
  2363. { //Instant damage
  2364. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  2365. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2366. if( !status_isdead(bl) )
  2367. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  2368. if( damage > 0 ) //Counter status effects [Skotlex]
  2369. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  2370. }
  2371. // Hell Inferno burning status only starts if Fire part hits.
  2372. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  2373. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  2374. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2375. else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) )
  2376. dmg.blewcount = 0;
  2377. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2378. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2379. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2380. int direction = -1; // default
  2381. switch(skillid) {//direction
  2382. case MG_FIREWALL:
  2383. case PR_SANCTUARY:
  2384. case SC_TRIANGLESHOT:
  2385. case LG_OVERBRAND:
  2386. case SR_KNUCKLEARROW:
  2387. case GN_WALLOFTHORN:
  2388. case EL_FIRE_MANTLE:
  2389. direction = unit_getdir(bl);// backwards
  2390. break;
  2391. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2392. case WZ_STORMGUST:
  2393. direction = rand()%8;
  2394. break;
  2395. case WL_CRIMSONROCK:
  2396. direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2397. break;
  2398. }
  2399. //blown-specific handling
  2400. switch( skillid ) {
  2401. case LG_OVERBRAND:
  2402. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
  2403. short dir_x, dir_y;
  2404. dir_x = dirx[(direction+4)%8];
  2405. dir_y = diry[(direction+4)%8];
  2406. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2407. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2408. } else
  2409. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2410. break;
  2411. case SR_KNUCKLEARROW:
  2412. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) {
  2413. short dir_x, dir_y;
  2414. dir_x = dirx[(direction+4)%8];
  2415. dir_y = diry[(direction+4)%8];
  2416. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2417. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
  2418. }
  2419. break;
  2420. case GN_WALLOFTHORN:
  2421. unit_stop_walking(bl,1);
  2422. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
  2423. clif_fixpos(bl);
  2424. break;
  2425. default:
  2426. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
  2427. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2428. TBL_SKILL *su = (TBL_SKILL*)bl;
  2429. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2430. skill_blown(src, bl, 3, -1, 0);
  2431. }
  2432. break;
  2433. }
  2434. }
  2435. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2436. if (dmg.amotion)
  2437. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2438. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2439. {
  2440. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2441. struct block_list *d_bl = map_id2bl(sce->val1);
  2442. if( d_bl && (
  2443. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2444. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2445. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2446. {
  2447. if(!rmdamage){
  2448. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2449. status_fix_damage(NULL,d_bl, damage, 0);
  2450. }
  2451. else{//Reflected magics are done directly on the target not on paladin
  2452. //This check is only for magical skill.
  2453. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2454. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2455. status_fix_damage(bl,bl, damage, 0);
  2456. }
  2457. }
  2458. else {
  2459. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2460. if( !dmg.amotion )
  2461. status_fix_damage(src,bl,damage,dmg.dmotion);
  2462. }
  2463. }
  2464. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2465. if( skillid == RG_INTIMIDATE ) {
  2466. int rate = 50 + skilllv * 5;
  2467. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2468. if(rnd()%100 < rate)
  2469. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2470. } else if( skillid == SC_FATALMENACE )
  2471. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
  2472. }
  2473. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2474. dmg.flag |= BF_WEAPON;
  2475. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2476. (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)) ) )
  2477. {
  2478. if (battle_config.left_cardfix_to_right)
  2479. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2480. else
  2481. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2482. }
  2483. if( rdamage > 0 ) {
  2484. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2485. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2486. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2487. } else {
  2488. if( dmg.amotion )
  2489. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2490. else
  2491. status_fix_damage(bl,src,rdamage,0);
  2492. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2493. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2494. if( tsd && src != bl )
  2495. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2496. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2497. }
  2498. }
  2499. if( damage > 0 ) {
  2500. /**
  2501. * Post-damage effects
  2502. **/
  2503. switch( skillid ) {
  2504. case RK_CRUSHSTRIKE:
  2505. skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2506. break;
  2507. case GC_VENOMPRESSURE: {
  2508. struct status_change *ssc = status_get_sc(src);
  2509. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
  2510. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2511. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2512. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2513. }
  2514. }
  2515. break;
  2516. case WM_METALICSOUND:
  2517. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2518. break;
  2519. case SR_TIGERCANNON:
  2520. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2521. break;
  2522. }
  2523. if( sd )
  2524. skill_onskillusage(sd, bl, skillid, tick);
  2525. }
  2526. if (!(flag&2) &&
  2527. (
  2528. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2529. ) &&
  2530. (sc = status_get_sc(src)) &&
  2531. sc->data[SC_DOUBLECAST] &&
  2532. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2533. {
  2534. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2535. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2536. }
  2537. map_freeblock_unlock();
  2538. return damage;
  2539. }
  2540. /*==========================================
  2541. * sub fonction for recursive skill call.
  2542. * Checking bl battle flag and display dammage
  2543. * then call func with source,target,skillid,skilllv,tick,flag
  2544. *------------------------------------------*/
  2545. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2546. int skill_area_sub (struct block_list *bl, va_list ap)
  2547. {
  2548. struct block_list *src;
  2549. int skill_id,skill_lv,flag;
  2550. unsigned int tick;
  2551. SkillFunc func;
  2552. nullpo_ret(bl);
  2553. src=va_arg(ap,struct block_list *);
  2554. skill_id=va_arg(ap,int);
  2555. skill_lv=va_arg(ap,int);
  2556. tick=va_arg(ap,unsigned int);
  2557. flag=va_arg(ap,int);
  2558. func=va_arg(ap,SkillFunc);
  2559. if(battle_check_target(src,bl,flag) > 0)
  2560. {
  2561. // several splash skills need this initial dummy packet to display correctly
  2562. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2563. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2564. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2565. skill_area_temp[2]++;
  2566. return func(src,bl,skill_id,skill_lv,tick,flag);
  2567. }
  2568. return 0;
  2569. }
  2570. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2571. {
  2572. struct skill_unit *unit;
  2573. int skillid,g_skillid;
  2574. unit = (struct skill_unit *)bl;
  2575. if(bl->prev == NULL || bl->type != BL_SKILL)
  2576. return 0;
  2577. if(!unit->alive)
  2578. return 0;
  2579. skillid = va_arg(ap,int);
  2580. g_skillid = unit->group->skill_id;
  2581. switch (skillid) {
  2582. case MH_STEINWAND:
  2583. case MG_SAFETYWALL:
  2584. case AL_PNEUMA:
  2585. case SC_MAELSTROM:
  2586. if(g_skillid != MH_STEINWAND && g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
  2587. return 0;
  2588. break;
  2589. case AL_WARP:
  2590. case HT_SKIDTRAP:
  2591. case MA_SKIDTRAP:
  2592. case HT_LANDMINE:
  2593. case MA_LANDMINE:
  2594. case HT_ANKLESNARE:
  2595. case HT_SHOCKWAVE:
  2596. case HT_SANDMAN:
  2597. case MA_SANDMAN:
  2598. case HT_FLASHER:
  2599. case HT_FREEZINGTRAP:
  2600. case MA_FREEZINGTRAP:
  2601. case HT_BLASTMINE:
  2602. case HT_CLAYMORETRAP:
  2603. case HT_TALKIEBOX:
  2604. case HP_BASILICA:
  2605. case RA_ELECTRICSHOCKER:
  2606. case RA_CLUSTERBOMB:
  2607. case RA_MAGENTATRAP:
  2608. case RA_COBALTTRAP:
  2609. case RA_MAIZETRAP:
  2610. case RA_VERDURETRAP:
  2611. case RA_FIRINGTRAP:
  2612. case RA_ICEBOUNDTRAP:
  2613. case SC_DIMENSIONDOOR:
  2614. case SC_BLOODYLUST:
  2615. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2616. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST)
  2617. return 0;
  2618. break;
  2619. default: //Avoid stacking with same kind of trap. [Skotlex]
  2620. if (g_skillid != skillid)
  2621. return 0;
  2622. break;
  2623. }
  2624. return 1;
  2625. }
  2626. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2627. {
  2628. //Non players do not check for the skill's splash-trigger area.
  2629. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2630. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2631. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2632. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2633. return 0;
  2634. }
  2635. range += layout_type;
  2636. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2637. }
  2638. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2639. {
  2640. int skillid;
  2641. if(bl->prev == NULL)
  2642. return 0;
  2643. skillid = va_arg(ap,int);
  2644. if( status_isdead(bl) && skillid != AL_WARP )
  2645. return 0;
  2646. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2647. return 0;
  2648. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2649. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2650. return 1;
  2651. }
  2652. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2653. {
  2654. int range, type;
  2655. switch (skillid) { // to be expanded later
  2656. case WZ_ICEWALL:
  2657. range = 2;
  2658. break;
  2659. default:
  2660. {
  2661. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2662. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2663. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2664. return 0;
  2665. }
  2666. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2667. }
  2668. break;
  2669. }
  2670. // if the caster is a monster/NPC, only check for players
  2671. // otherwise just check characters
  2672. if (bl->type == BL_PC)
  2673. type = BL_CHAR;
  2674. else
  2675. type = BL_PC;
  2676. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2677. x - range, y - range, x + range, y + range,
  2678. type, skillid);
  2679. }
  2680. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2681. {
  2682. if(id == sd->bl.id && battle_config.guild_aura&16)
  2683. return 0; // Do not affect guild leader
  2684. if (sd->sc.data[SC_GUILDAURA]) {
  2685. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2686. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2687. sce->val3 = strvit;
  2688. sce->val4 = agidex;
  2689. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2690. }
  2691. return 0;
  2692. }
  2693. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2694. return 1;
  2695. }
  2696. /*==========================================
  2697. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2698. * Flag:
  2699. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2700. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2701. *------------------------------------------*/
  2702. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2703. {
  2704. struct status_data *status;
  2705. struct map_session_data *sd = NULL;
  2706. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2707. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2708. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2709. return 0;
  2710. nullpo_ret(bl);
  2711. switch( bl->type )
  2712. {
  2713. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2714. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2715. }
  2716. status = status_get_status_data(bl);
  2717. if( (j = skill_get_index(skill)) == 0 )
  2718. return 0;
  2719. // Requeriments
  2720. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2721. {
  2722. itemid[i] = skill_db[j].itemid[i];
  2723. amount[i] = skill_db[j].amount[i];
  2724. }
  2725. hp = skill_db[j].hp[lv-1];
  2726. sp = skill_db[j].sp[lv-1];
  2727. hp_rate = skill_db[j].hp_rate[lv-1];
  2728. sp_rate = skill_db[j].sp_rate[lv-1];
  2729. state = skill_db[j].state;
  2730. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2731. hp += (status->max_hp * mhp) / 100;
  2732. if( hp_rate > 0 )
  2733. hp += (status->hp * hp_rate) / 100;
  2734. else
  2735. hp += (status->max_hp * (-hp_rate)) / 100;
  2736. if( sp_rate > 0 )
  2737. sp += (status->sp * sp_rate) / 100;
  2738. else
  2739. sp += (status->max_sp * (-sp_rate)) / 100;
  2740. if( bl->type == BL_HOM )
  2741. { // Intimacy Requeriments
  2742. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2743. switch( skill )
  2744. {
  2745. case HFLI_SBR44:
  2746. if( hd->homunculus.intimacy <= 200 )
  2747. return 0;
  2748. break;
  2749. case HVAN_EXPLOSION:
  2750. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2751. return 0;
  2752. break;
  2753. }
  2754. }
  2755. if( !(type&2) )
  2756. {
  2757. if( hp > 0 && status->hp <= (unsigned int)hp )
  2758. {
  2759. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2760. return 0;
  2761. }
  2762. if( sp > 0 && status->sp <= (unsigned int)sp )
  2763. {
  2764. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2765. return 0;
  2766. }
  2767. }
  2768. if( !type )
  2769. switch( state )
  2770. {
  2771. case ST_MOVE_ENABLE:
  2772. if( !unit_can_move(bl) )
  2773. {
  2774. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2775. return 0;
  2776. }
  2777. break;
  2778. }
  2779. if( !(type&1) )
  2780. return 1;
  2781. // Check item existences
  2782. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2783. {
  2784. index[i] = -1;
  2785. if( itemid[i] < 1 ) continue; // No item
  2786. index[i] = pc_search_inventory(sd, itemid[i]);
  2787. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2788. {
  2789. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2790. return 0;
  2791. }
  2792. }
  2793. // Consume items
  2794. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2795. {
  2796. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2797. }
  2798. if( type&2 )
  2799. return 1;
  2800. if( sp || hp )
  2801. status_zap(bl, hp, sp);
  2802. return 1;
  2803. }
  2804. /*==========================================
  2805. *
  2806. *------------------------------------------*/
  2807. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2808. {
  2809. return 1;
  2810. }
  2811. /*==========================================
  2812. *
  2813. *------------------------------------------*/
  2814. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2815. {
  2816. struct block_list *src = map_id2bl(id),*target;
  2817. struct unit_data *ud = unit_bl2ud(src);
  2818. struct skill_timerskill *skl = NULL;
  2819. int range;
  2820. nullpo_ret(src);
  2821. nullpo_ret(ud);
  2822. skl = ud->skilltimerskill[data];
  2823. nullpo_ret(skl);
  2824. ud->skilltimerskill[data] = NULL;
  2825. do {
  2826. if(src->prev == NULL)
  2827. break; // Source not on Map
  2828. if(skl->target_id) {
  2829. target = map_id2bl(skl->target_id);
  2830. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2831. target = src; //Required since it has to warp.
  2832. if(target == NULL)
  2833. break; // Target offline?
  2834. if(target->prev == NULL)
  2835. break; // Target not on Map
  2836. if(src->m != target->m)
  2837. break; // Different Maps
  2838. if(status_isdead(src))
  2839. break; // Caster is Dead
  2840. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2841. break;
  2842. switch(skl->skill_id) {
  2843. case RG_INTIMIDATE:
  2844. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2845. short x,y;
  2846. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2847. if (target != src && !status_isdead(target))
  2848. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2849. }
  2850. break;
  2851. case BA_FROSTJOKER:
  2852. case DC_SCREAM:
  2853. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2854. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2855. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2856. break;
  2857. case NPC_EARTHQUAKE:
  2858. if( skl->type > 1 )
  2859. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2860. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2861. skill_area_temp[1] = src->id;
  2862. skill_area_temp[2] = 0;
  2863. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2864. break;
  2865. case WZ_WATERBALL:
  2866. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2867. if (!status_isdead(target))
  2868. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2869. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2870. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2871. } else {
  2872. struct status_change *sc = status_get_sc(src);
  2873. if(sc) {
  2874. if(sc->data[SC_SPIRIT] &&
  2875. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2876. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2877. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2878. }
  2879. }
  2880. break;
  2881. /**
  2882. * Warlock
  2883. **/
  2884. case WL_CHAINLIGHTNING_ATK:
  2885. {
  2886. struct block_list *nbl = NULL; // Next Target of Chain
  2887. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2888. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2889. if( skl->type > 1 )
  2890. { // Remaining Chains Hit
  2891. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2892. if( nbl == NULL && skl->x > 1 )
  2893. {
  2894. nbl = target;
  2895. skl->x--;
  2896. }
  2897. else skl->x = 3;
  2898. }
  2899. if( nbl )
  2900. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2901. }
  2902. break;
  2903. case WL_TETRAVORTEX_FIRE:
  2904. case WL_TETRAVORTEX_WATER:
  2905. case WL_TETRAVORTEX_WIND:
  2906. case WL_TETRAVORTEX_GROUND:
  2907. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  2908. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2909. if( skl->type >= 3 )
  2910. { // Final Hit
  2911. if( !status_isdead(target) )
  2912. { // Final Status Effect
  2913. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2914. applyeffects[4] = { 0, 0, 0, 0 },
  2915. i, j = 0, k = 0;
  2916. for( i = 1; i <= 8; i = i + i )
  2917. {
  2918. if( skl->x&i )
  2919. {
  2920. applyeffects[j] = effects[k];
  2921. j++;
  2922. }
  2923. k++;
  2924. }
  2925. if( j )
  2926. {
  2927. i = applyeffects[rnd()%j];
  2928. status_change_start(target, i, 10000, skl->skill_lv,
  2929. (i == SC_BURNING ? 1000 : 0),
  2930. (i == SC_BURNING ? src->id : 0),
  2931. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2932. }
  2933. }
  2934. }
  2935. break;
  2936. case WM_REVERBERATION_MELEE:
  2937. case WM_REVERBERATION_MAGIC:
  2938. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  2939. break;
  2940. case SC_FATALMENACE:
  2941. if( src == target ) // Casters Part
  2942. unit_warp(src, -1, skl->x, skl->y, 3);
  2943. else { // Target's Part
  2944. short x = skl->x, y = skl->y;
  2945. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  2946. unit_warp(target,-1,x,y,3);
  2947. }
  2948. break;
  2949. case LG_MOONSLASHER:
  2950. case SR_WINDMILL:
  2951. if( target->type == BL_PC ) {
  2952. struct map_session_data *tsd = NULL;
  2953. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2954. pc_setsit(tsd);
  2955. skill_sit(tsd,1);
  2956. clif_sitting(&tsd->bl);
  2957. }
  2958. }
  2959. break;
  2960. case LG_OVERBRAND_BRANDISH:
  2961. case LG_OVERBRAND_PLUSATK:
  2962. case SR_KNUCKLEARROW:
  2963. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2964. break;
  2965. case GN_SPORE_EXPLOSION:
  2966. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  2967. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  2968. break;
  2969. case CH_PALMSTRIKE:
  2970. {
  2971. struct status_change* tsc = status_get_sc(target);
  2972. if( tsc && tsc->option&OPTION_HIDE ){
  2973. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  2974. break;
  2975. }
  2976. }
  2977. default:
  2978. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2979. break;
  2980. }
  2981. }
  2982. else {
  2983. if(src->m != skl->map)
  2984. break;
  2985. switch( skl->skill_id )
  2986. {
  2987. case WZ_METEOR:
  2988. if( skl->type >= 0 )
  2989. {
  2990. int x = skl->type>>16, y = skl->type&0xFFFF;
  2991. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2992. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2993. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2994. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2995. }
  2996. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2997. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2998. break;
  2999. case GN_CRAZYWEED_ATK:
  3000. {
  3001. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3002. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3003. }
  3004. case WL_EARTHSTRAIN:
  3005. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3006. break;
  3007. }
  3008. }
  3009. } while (0);
  3010. //Free skl now that it is no longer needed.
  3011. ers_free(skill_timer_ers, skl);
  3012. return 0;
  3013. }
  3014. /*==========================================
  3015. *
  3016. *------------------------------------------*/
  3017. 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)
  3018. {
  3019. int i;
  3020. struct unit_data *ud;
  3021. nullpo_retr(1, src);
  3022. if (src->prev == NULL)
  3023. return 0;
  3024. ud = unit_bl2ud(src);
  3025. nullpo_retr(1, ud);
  3026. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3027. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3028. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3029. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3030. ud->skilltimerskill[i]->src_id = src->id;
  3031. ud->skilltimerskill[i]->target_id = target;
  3032. ud->skilltimerskill[i]->skill_id = skill_id;
  3033. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3034. ud->skilltimerskill[i]->map = src->m;
  3035. ud->skilltimerskill[i]->x = x;
  3036. ud->skilltimerskill[i]->y = y;
  3037. ud->skilltimerskill[i]->type = type;
  3038. ud->skilltimerskill[i]->flag = flag;
  3039. return 0;
  3040. }
  3041. /*==========================================
  3042. *
  3043. *------------------------------------------*/
  3044. int skill_cleartimerskill (struct block_list *src)
  3045. {
  3046. int i;
  3047. struct unit_data *ud;
  3048. nullpo_ret(src);
  3049. ud = unit_bl2ud(src);
  3050. nullpo_ret(ud);
  3051. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3052. if(ud->skilltimerskill[i]) {
  3053. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3054. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3055. ud->skilltimerskill[i]=NULL;
  3056. }
  3057. }
  3058. return 1;
  3059. }
  3060. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3061. struct skill_unit *su = (TBL_SKILL*)bl;
  3062. struct skill_unit_group *sg;
  3063. if( bl->type != BL_SKILL )
  3064. return 0;
  3065. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3066. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3067. su->limit=DIFF_TICK(gettick(),sg->tick);
  3068. sg->unit_id = UNT_USED_TRAPS;
  3069. }
  3070. return 0;
  3071. }
  3072. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3073. {
  3074. TBL_SKILL *su = (TBL_SKILL*)bl;
  3075. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3076. { //Reveal trap.
  3077. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3078. //clif_changetraplook(bl, su->group->unit_id);
  3079. clif_skill_setunit(su);
  3080. return 1;
  3081. }
  3082. return 0;
  3083. }
  3084. /*==========================================
  3085. *
  3086. *
  3087. *------------------------------------------*/
  3088. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3089. {
  3090. struct map_session_data *sd = NULL;
  3091. struct status_data *tstatus;
  3092. struct status_change *sc;
  3093. if (skillid > 0 && skilllv <= 0) return 0;
  3094. nullpo_retr(1, src);
  3095. nullpo_retr(1, bl);
  3096. if (src->m != bl->m)
  3097. return 1;
  3098. if (bl->prev == NULL)
  3099. return 1;
  3100. sd = BL_CAST(BL_PC, src);
  3101. if (status_isdead(bl))
  3102. return 1;
  3103. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  3104. { //GTB makes all targetted magic display miss with a single bolt.
  3105. sc_type sct = status_skill2sc(skillid);
  3106. if(sct != SC_NONE)
  3107. status_change_end(bl, sct, INVALID_TIMER);
  3108. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  3109. return 1;
  3110. }
  3111. sc = status_get_sc(src);
  3112. if (sc && !sc->count)
  3113. sc = NULL; //Unneeded
  3114. tstatus = status_get_status_data(bl);
  3115. map_freeblock_lock();
  3116. switch(skillid)
  3117. {
  3118. case MER_CRASH:
  3119. case SM_BASH:
  3120. case MS_BASH:
  3121. case MC_MAMMONITE:
  3122. case TF_DOUBLE:
  3123. case AC_DOUBLE:
  3124. case MA_DOUBLE:
  3125. case AS_SONICBLOW:
  3126. case KN_PIERCE:
  3127. case ML_PIERCE:
  3128. case KN_SPEARBOOMERANG:
  3129. case TF_POISON:
  3130. case TF_SPRINKLESAND:
  3131. case AC_CHARGEARROW:
  3132. case MA_CHARGEARROW:
  3133. case RG_INTIMIDATE:
  3134. case AM_ACIDTERROR:
  3135. case BA_MUSICALSTRIKE:
  3136. case DC_THROWARROW:
  3137. case BA_DISSONANCE:
  3138. case CR_HOLYCROSS:
  3139. case NPC_DARKCROSS:
  3140. case CR_SHIELDCHARGE:
  3141. case CR_SHIELDBOOMERANG:
  3142. case NPC_PIERCINGATT:
  3143. case NPC_MENTALBREAKER:
  3144. case NPC_RANGEATTACK:
  3145. case NPC_CRITICALSLASH:
  3146. case NPC_COMBOATTACK:
  3147. case NPC_GUIDEDATTACK:
  3148. case NPC_POISON:
  3149. case NPC_RANDOMATTACK:
  3150. case NPC_WATERATTACK:
  3151. case NPC_GROUNDATTACK:
  3152. case NPC_FIREATTACK:
  3153. case NPC_WINDATTACK:
  3154. case NPC_POISONATTACK:
  3155. case NPC_HOLYATTACK:
  3156. case NPC_DARKNESSATTACK:
  3157. case NPC_TELEKINESISATTACK:
  3158. case NPC_UNDEADATTACK:
  3159. case NPC_ARMORBRAKE:
  3160. case NPC_WEAPONBRAKER:
  3161. case NPC_HELMBRAKE:
  3162. case NPC_SHIELDBRAKE:
  3163. case NPC_BLINDATTACK:
  3164. case NPC_SILENCEATTACK:
  3165. case NPC_STUNATTACK:
  3166. case NPC_PETRIFYATTACK:
  3167. case NPC_CURSEATTACK:
  3168. case NPC_SLEEPATTACK:
  3169. case LK_AURABLADE:
  3170. case LK_SPIRALPIERCE:
  3171. case ML_SPIRALPIERCE:
  3172. case LK_HEADCRUSH:
  3173. case CG_ARROWVULCAN:
  3174. case HW_MAGICCRASHER:
  3175. case ITM_TOMAHAWK:
  3176. case MO_TRIPLEATTACK:
  3177. case CH_CHAINCRUSH:
  3178. case CH_TIGERFIST:
  3179. case PA_SHIELDCHAIN: // Shield Chain
  3180. case PA_SACRIFICE:
  3181. case WS_CARTTERMINATION: // Cart Termination
  3182. case AS_VENOMKNIFE:
  3183. case HT_PHANTASMIC:
  3184. case HT_POWER:
  3185. case TK_DOWNKICK:
  3186. case TK_COUNTER:
  3187. case GS_CHAINACTION:
  3188. case GS_TRIPLEACTION:
  3189. case GS_MAGICALBULLET:
  3190. case GS_TRACKING:
  3191. case GS_PIERCINGSHOT:
  3192. case GS_RAPIDSHOWER:
  3193. case GS_DUST:
  3194. case GS_DISARM: // Added disarm. [Reddozen]
  3195. case GS_FULLBUSTER:
  3196. case NJ_SYURIKEN:
  3197. case NJ_KUNAI:
  3198. case ASC_BREAKER:
  3199. case HFLI_MOON: //[orn]
  3200. case HFLI_SBR44: //[orn]
  3201. case NPC_BLEEDING:
  3202. case NPC_CRITICALWOUND:
  3203. case NPC_HELLPOWER:
  3204. case RK_SONICWAVE:
  3205. case RK_HUNDREDSPEAR:
  3206. case AB_DUPLELIGHT_MELEE:
  3207. case RA_AIMEDBOLT:
  3208. case NC_AXEBOOMERANG:
  3209. case NC_POWERSWING:
  3210. case GC_CROSSIMPACT:
  3211. case GC_VENOMPRESSURE:
  3212. case SC_TRIANGLESHOT:
  3213. case SC_FEINTBOMB:
  3214. case LG_BANISHINGPOINT:
  3215. case LG_SHIELDPRESS:
  3216. case LG_RAGEBURST:
  3217. case LG_RAYOFGENESIS:
  3218. case LG_HESPERUSLIT:
  3219. case SR_FALLENEMPIRE:
  3220. case SR_CRESCENTELBOW_AUTOSPELL:
  3221. case SR_GATEOFHELL:
  3222. case SR_GENTLETOUCH_QUIET:
  3223. case WM_SEVERE_RAINSTORM_MELEE:
  3224. case WM_GREAT_ECHO:
  3225. case GN_SLINGITEM_RANGEMELEEATK:
  3226. case KO_JYUMONJIKIRI:
  3227. case KO_SETSUDAN:
  3228. case KO_KAIHOU:
  3229. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3230. break;
  3231. /**
  3232. * Mechanic (MADO GEAR)
  3233. **/
  3234. case NC_BOOSTKNUCKLE:
  3235. case NC_PILEBUNKER:
  3236. case NC_VULCANARM:
  3237. case NC_COLDSLOWER:
  3238. case NC_ARMSCANNON:
  3239. if (sd) pc_overheat(sd,1);
  3240. case RK_WINDCUTTER:
  3241. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3242. break;
  3243. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3244. switch( rnd()%6 ){
  3245. case 0: flag |= BREAK_ANKLE; break;
  3246. case 1: flag |= BREAK_WRIST; break;
  3247. case 2: flag |= BREAK_KNEE; break;
  3248. case 3: flag |= BREAK_SHOULDER; break;
  3249. case 4: flag |= BREAK_WAIST; break;
  3250. case 5: flag |= BREAK_NECK; break;
  3251. }
  3252. //TODO: is there really no cleaner way to do this?
  3253. sc = status_get_sc(bl);
  3254. if (sc) sc->jb_flag = flag;
  3255. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3256. break;
  3257. case MO_COMBOFINISH:
  3258. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3259. { //Becomes a splash attack when Soul Linked.
  3260. map_foreachinrange(skill_area_sub, bl,
  3261. skill_get_splash(skillid, skilllv),splash_target(src),
  3262. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3263. skill_castend_damage_id);
  3264. } else
  3265. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3266. break;
  3267. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3268. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3269. skill_area_temp[1] = 0;
  3270. map_foreachinrange(skill_attack_area, src,
  3271. skill_get_splash(skillid, skilllv), splash_target(src),
  3272. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3273. break;
  3274. case KN_CHARGEATK:
  3275. {
  3276. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3277. unsigned int dist = distance_bl(src, bl);
  3278. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  3279. // teleport to target (if not on WoE grounds)
  3280. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3281. clif_slide(src, bl->x, bl->y);
  3282. // cause damage and knockback if the path to target was a straight one
  3283. if( path )
  3284. {
  3285. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  3286. skill_blown(src, bl, dist, dir, 0);
  3287. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3288. // make the caster look in the direction of the target
  3289. unit_setdir(src, (dir+4)%8);
  3290. }
  3291. }
  3292. break;
  3293. case NC_FLAMELAUNCHER:
  3294. if (sd) pc_overheat(sd,1);
  3295. case SN_SHARPSHOOTING:
  3296. case MA_SHARPSHOOTING:
  3297. case NJ_KAMAITACHI:
  3298. case LG_CANNONSPEAR:
  3299. //It won't shoot through walls since on castend there has to be a direct
  3300. //line of sight between caster and target.
  3301. skill_area_temp[1] = bl->id;
  3302. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3303. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3304. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3305. break;
  3306. case NPC_ACIDBREATH:
  3307. case NPC_DARKNESSBREATH:
  3308. case NPC_FIREBREATH:
  3309. case NPC_ICEBREATH:
  3310. case NPC_THUNDERBREATH:
  3311. skill_area_temp[1] = bl->id;
  3312. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3313. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3314. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3315. break;
  3316. case MO_INVESTIGATE:
  3317. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3318. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3319. break;
  3320. case RG_BACKSTAP:
  3321. {
  3322. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3323. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3324. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3325. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3326. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3327. unit_setdir(bl,dir);
  3328. }
  3329. else if (sd)
  3330. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3331. }
  3332. break;
  3333. case MO_FINGEROFFENSIVE:
  3334. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3335. if (battle_config.finger_offensive_type && sd) {
  3336. int i;
  3337. for (i = 1; i < sd->spiritball_old; i++)
  3338. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3339. }
  3340. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3341. break;
  3342. case MO_CHAINCOMBO:
  3343. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3344. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3345. break;
  3346. case NJ_ISSEN:
  3347. status_change_end(src, SC_NEN, INVALID_TIMER);
  3348. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3349. // fall through
  3350. case MO_EXTREMITYFIST:
  3351. if( skillid == MO_EXTREMITYFIST )
  3352. {
  3353. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3354. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3355. #ifdef RENEWAL
  3356. sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv));
  3357. #endif
  3358. }
  3359. //Client expects you to move to target regardless of distance
  3360. {
  3361. struct unit_data *ud = unit_bl2ud(src);
  3362. short dx,dy;
  3363. int i,speed;
  3364. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  3365. dx = bl->x - src->x;
  3366. dy = bl->y - src->y;
  3367. if (dx < 0) dx-=i;
  3368. else if (dx > 0) dx+=i;
  3369. if (dy < 0) dy-=i;
  3370. else if (dy > 0) dy+=i;
  3371. if (!dx && !dy) dy++;
  3372. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  3373. {
  3374. dx = bl->x;
  3375. dy = bl->y;
  3376. } else {
  3377. dx = src->x + dx;
  3378. dy = src->y + dy;
  3379. }
  3380. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3381. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  3382. //Increase can't walk delay to not alter your walk path
  3383. ud->canmove_tick = tick;
  3384. speed = status_get_speed(src);
  3385. for (i = 0; i < ud->walkpath.path_len; i ++)
  3386. {
  3387. if(ud->walkpath.path[i]&1)
  3388. ud->canmove_tick+=7*speed/5;
  3389. else
  3390. ud->canmove_tick+=speed;
  3391. }
  3392. }
  3393. }
  3394. break;
  3395. //Splash attack skills.
  3396. case AS_GRIMTOOTH:
  3397. case MC_CARTREVOLUTION:
  3398. case NPC_SPLASHATTACK:
  3399. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3400. case AS_SPLASHER:
  3401. case SM_MAGNUM:
  3402. case MS_MAGNUM:
  3403. case HT_BLITZBEAT:
  3404. case AC_SHOWER:
  3405. case MA_SHOWER:
  3406. case MG_NAPALMBEAT:
  3407. case MG_FIREBALL:
  3408. case RG_RAID:
  3409. case HW_NAPALMVULCAN:
  3410. case NJ_HUUMA:
  3411. case NJ_BAKUENRYU:
  3412. case ASC_METEORASSAULT:
  3413. case GS_DESPERADO:
  3414. case GS_SPREADATTACK:
  3415. case NPC_EARTHQUAKE:
  3416. case NPC_PULSESTRIKE:
  3417. case NPC_HELLJUDGEMENT:
  3418. case NPC_VAMPIRE_GIFT:
  3419. case RK_IGNITIONBREAK:
  3420. case AB_JUDEX:
  3421. case WL_SOULEXPANSION:
  3422. case WL_CRIMSONROCK:
  3423. case WL_COMET:
  3424. case WL_JACKFROST:
  3425. case RA_ARROWSTORM:
  3426. case RA_WUGDASH:
  3427. case NC_SELFDESTRUCTION:
  3428. case NC_AXETORNADO:
  3429. case GC_ROLLINGCUTTER:
  3430. case GC_COUNTERSLASH:
  3431. case LG_MOONSLASHER:
  3432. case LG_EARTHDRIVE:
  3433. case SR_TIGERCANNON:
  3434. case SR_RAMPAGEBLASTER:
  3435. case SR_SKYNETBLOW:
  3436. case SR_WINDMILL:
  3437. case SR_RIDEINLIGHTNING:
  3438. case WM_SOUND_OF_DESTRUCTION:
  3439. case WM_REVERBERATION_MELEE:
  3440. case WM_REVERBERATION_MAGIC:
  3441. case SO_VARETYR_SPEAR:
  3442. case GN_CART_TORNADO:
  3443. case GN_CARTCANNON:
  3444. case KO_HAPPOKUNAI:
  3445. case KO_HUUMARANKA:
  3446. case KO_MUCHANAGE:
  3447. case KO_BAKURETSU:
  3448. if( flag&1 ) {//Recursive invocation
  3449. // skill_area_temp[0] holds number of targets in area
  3450. // skill_area_temp[1] holds the id of the original target
  3451. // skill_area_temp[2] counts how many targets have already been processed
  3452. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3453. if( flag&SD_LEVEL )
  3454. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3455. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  3456. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3457. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  3458. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3459. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3460. status_heal(src,heal,0,0);
  3461. }
  3462. } else {
  3463. switch ( skillid ) {
  3464. case NJ_BAKUENRYU:
  3465. case LG_EARTHDRIVE:
  3466. case GN_CARTCANNON:
  3467. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3468. break;
  3469. case LG_MOONSLASHER:
  3470. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3471. break;
  3472. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3473. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3474. default:
  3475. break;
  3476. }
  3477. skill_area_temp[0] = 0;
  3478. skill_area_temp[1] = bl->id;
  3479. skill_area_temp[2] = 0;
  3480. if( skillid == WL_CRIMSONROCK ) {
  3481. skill_area_temp[4] = bl->x;
  3482. skill_area_temp[5] = bl->y;
  3483. }
  3484. if( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )
  3485. skill_area_temp[1] = 0;
  3486. // if skill damage should be split among targets, count them
  3487. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3488. //special case: Venom Splasher uses a different range for searching than for splashing
  3489. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  3490. 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);
  3491. // recursive invocation of skill_castend_damage_id() with flag|1
  3492. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), ( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3493. }
  3494. break;
  3495. case KN_BRANDISHSPEAR:
  3496. case ML_BRANDISH:
  3497. //Coded apart for it needs the flag passed to the damage calculation.
  3498. if (skill_area_temp[1] != bl->id)
  3499. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3500. else
  3501. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3502. break;
  3503. case KN_BOWLINGBASH:
  3504. case MS_BOWLINGBASH:
  3505. if(flag&1){
  3506. if(bl->id==skill_area_temp[1])
  3507. break;
  3508. //two hits for 500%
  3509. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3510. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3511. } else {
  3512. int i,c;
  3513. c = skill_get_blewcount(skillid,skilllv);
  3514. // keep moving target in the direction that src is looking, square by square
  3515. for(i=0;i<c;i++){
  3516. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3517. break; //Can't knockback
  3518. 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);
  3519. if( skill_area_temp[0] > 1 ) break; // collision
  3520. }
  3521. clif_blown(bl); //Update target pos.
  3522. if (i!=c) { //Splash
  3523. skill_area_temp[1] = bl->id;
  3524. 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);
  3525. }
  3526. //Weirdo dual-hit property, two attacks for 500%
  3527. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3528. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3529. }
  3530. break;
  3531. case KN_SPEARSTAB:
  3532. if(flag&1) {
  3533. if (bl->id==skill_area_temp[1])
  3534. break;
  3535. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3536. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3537. } else {
  3538. int x=bl->x,y=bl->y,i,dir;
  3539. dir = map_calc_dir(bl,src->x,src->y);
  3540. skill_area_temp[1] = bl->id;
  3541. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3542. // all the enemies between the caster and the target are hit, as well as the target
  3543. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3544. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3545. for (i=0;i<4;i++) {
  3546. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3547. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3548. x += dirx[dir];
  3549. y += diry[dir];
  3550. }
  3551. }
  3552. break;
  3553. case TK_TURNKICK:
  3554. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3555. {
  3556. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3557. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3558. map_foreachinrange(skill_area_sub,bl,
  3559. skill_get_splash(skillid, skilllv),BL_CHAR,
  3560. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3561. skill_castend_nodamage_id);
  3562. }
  3563. break;
  3564. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3565. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3566. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3567. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3568. break;
  3569. case PR_TURNUNDEAD:
  3570. case ALL_RESURRECTION:
  3571. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3572. break;
  3573. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3574. break;
  3575. case MG_SOULSTRIKE:
  3576. case NPC_DARKSTRIKE:
  3577. case MG_COLDBOLT:
  3578. case MG_FIREBOLT:
  3579. case MG_LIGHTNINGBOLT:
  3580. case WZ_EARTHSPIKE:
  3581. case AL_HEAL:
  3582. case AL_HOLYLIGHT:
  3583. case WZ_JUPITEL:
  3584. case NPC_DARKTHUNDER:
  3585. case PR_ASPERSIO:
  3586. case MG_FROSTDIVER:
  3587. case WZ_SIGHTBLASTER:
  3588. case WZ_SIGHTRASHER:
  3589. case NJ_KOUENKA:
  3590. case NJ_HYOUSENSOU:
  3591. case NJ_HUUJIN:
  3592. case AB_ADORAMUS:
  3593. case AB_RENOVATIO:
  3594. case AB_HIGHNESSHEAL:
  3595. case AB_DUPLELIGHT_MAGIC:
  3596. case WM_METALICSOUND:
  3597. case MH_ERASER_CUTTER:
  3598. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3599. break;
  3600. case NPC_MAGICALATTACK:
  3601. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3602. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3603. break;
  3604. case HVAN_CAPRICE: //[blackhole89]
  3605. {
  3606. int ran=rnd()%4;
  3607. int sid = 0;
  3608. switch(ran)
  3609. {
  3610. case 0: sid=MG_COLDBOLT; break;
  3611. case 1: sid=MG_FIREBOLT; break;
  3612. case 2: sid=MG_LIGHTNINGBOLT; break;
  3613. case 3: sid=WZ_EARTHSPIKE; break;
  3614. }
  3615. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3616. }
  3617. break;
  3618. case WZ_WATERBALL:
  3619. {
  3620. int range = skilllv / 2;
  3621. int maxlv = skill_get_max(skillid); // learnable level
  3622. int count = 0;
  3623. int x, y;
  3624. struct skill_unit* unit;
  3625. if( skilllv > maxlv )
  3626. {
  3627. if( src->type == BL_MOB && skilllv == 10 )
  3628. range = 4;
  3629. else
  3630. range = maxlv / 2;
  3631. }
  3632. for( y = src->y - range; y <= src->y + range; ++y )
  3633. for( x = src->x - range; x <= src->x + range; ++x )
  3634. {
  3635. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3636. {
  3637. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3638. count++; // natural water cell
  3639. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3640. {
  3641. count++; // skill-induced water cell
  3642. skill_delunit(unit); // consume cell
  3643. }
  3644. }
  3645. }
  3646. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3647. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3648. }
  3649. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3650. break;
  3651. case PR_BENEDICTIO:
  3652. //Should attack undead and demons. [Skotlex]
  3653. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3654. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3655. break;
  3656. case SL_SMA:
  3657. status_change_end(src, SC_SMA, INVALID_TIMER);
  3658. case SL_STIN:
  3659. case SL_STUN:
  3660. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3661. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3662. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3663. break;
  3664. }
  3665. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3666. break;
  3667. case NPC_DARKBREATH:
  3668. clif_emotion(src,E_AG);
  3669. case SN_FALCONASSAULT:
  3670. case PA_PRESSURE:
  3671. case CR_ACIDDEMONSTRATION:
  3672. case TF_THROWSTONE:
  3673. case NPC_SMOKING:
  3674. case GS_FLING:
  3675. case NJ_ZENYNAGE:
  3676. case GN_THORNS_TRAP:
  3677. case GN_HELLS_PLANT_ATK:
  3678. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3679. break;
  3680. /**
  3681. * Rune Knight
  3682. **/
  3683. case RK_DRAGONBREATH: {
  3684. struct status_change *tsc = NULL;
  3685. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3686. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3687. } else
  3688. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3689. }
  3690. break;
  3691. case NPC_SELFDESTRUCTION: {
  3692. struct status_change *tsc = NULL;
  3693. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3694. break;
  3695. }
  3696. case HVAN_EXPLOSION:
  3697. if (src != bl)
  3698. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3699. break;
  3700. // Celest
  3701. case PF_SOULBURN:
  3702. if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3703. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3704. if (skilllv == 5)
  3705. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3706. status_percent_damage(src, bl, 0, 100, false);
  3707. } else {
  3708. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3709. if (skilllv == 5)
  3710. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3711. status_percent_damage(src, src, 0, 100, false);
  3712. }
  3713. break;
  3714. case NPC_BLOODDRAIN:
  3715. case NPC_ENERGYDRAIN:
  3716. {
  3717. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3718. src, src, bl, skillid, skilllv, tick, flag);
  3719. if (heal > 0){
  3720. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3721. status_heal(src, heal, 0, 0);
  3722. }
  3723. }
  3724. break;
  3725. case GS_BULLSEYE:
  3726. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3727. break;
  3728. case NJ_KASUMIKIRI:
  3729. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3730. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3731. break;
  3732. case NJ_KIRIKAGE:
  3733. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3734. { //You don't move on GVG grounds.
  3735. short x, y;
  3736. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3737. if (unit_movepos(src, x, y, 0, 0))
  3738. clif_slide(src,src->x,src->y);
  3739. }
  3740. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3741. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3742. break;
  3743. case RK_PHANTOMTHRUST:
  3744. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3746. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3747. if( battle_check_target(src,bl,BCT_ENEMY) )
  3748. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3749. break;
  3750. case RK_STORMBLAST:
  3751. case RK_CRUSHSTRIKE:
  3752. if( sd ) {
  3753. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3754. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3755. else
  3756. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3757. } else //non-sd support
  3758. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3759. break;
  3760. case GC_DARKILLUSION:
  3761. {
  3762. short x, y;
  3763. short dir = map_calc_dir(src,bl->x,bl->y);
  3764. if( dir > 4 ) x = -1;
  3765. else if( dir > 0 && dir < 4 ) x = 1;
  3766. else x = 0;
  3767. if( dir < 3 || dir > 5 ) y = -1;
  3768. else if( dir > 3 && dir < 5 ) y = 1;
  3769. else y = 0;
  3770. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3771. {
  3772. clif_slide(src,bl->x+x,bl->y+y);
  3773. clif_fixpos(src); // the official server send these two packts.
  3774. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3775. if( rnd()%100 < 4 * skilllv )
  3776. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3777. }
  3778. }
  3779. break;
  3780. case GC_WEAPONCRUSH:
  3781. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3782. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3783. else if( sd )
  3784. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3785. break;
  3786. case GC_CROSSRIPPERSLASHER:
  3787. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3788. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  3789. else
  3790. {
  3791. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3792. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3793. }
  3794. break;
  3795. case GC_PHANTOMMENACE:
  3796. if( flag&1 )
  3797. { // Only Hits Invisible Targets
  3798. struct status_change *tsc = status_get_sc(bl);
  3799. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3800. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3801. }
  3802. break;
  3803. case WL_CHAINLIGHTNING:
  3804. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3805. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3806. break;
  3807. case WL_DRAINLIFE:
  3808. {
  3809. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3810. int rate = 70 + 5 * skilllv;
  3811. heal = heal * (5 + 5 * skilllv) / 100;
  3812. if( bl->type == BL_SKILL )
  3813. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3814. if( heal && rnd()%100 < rate )
  3815. {
  3816. status_heal(src, heal, 0, 0);
  3817. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3818. }
  3819. }
  3820. break;
  3821. case WL_TETRAVORTEX:
  3822. if( sd )
  3823. {
  3824. int spheres[5] = { 0, 0, 0, 0, 0 },
  3825. positions[5] = {-1,-1,-1,-1,-1 },
  3826. i, j = 0, k, subskill = 0;
  3827. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3828. if( sc && sc->data[i] )
  3829. {
  3830. spheres[j] = i;
  3831. positions[j] = sc->data[i]->val2;
  3832. j++; //
  3833. }
  3834. if( j < 4 )
  3835. { // Need 4 spheres minimum
  3836. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3837. break;
  3838. }
  3839. // Sphere Sort, this time from new to old
  3840. for( i = 0; i <= j - 2; i++ )
  3841. for( k = i + 1; k <= j - 1; k++ )
  3842. if( positions[i] < positions[k] )
  3843. {
  3844. swap(positions[i],positions[k]);
  3845. swap(spheres[i],spheres[k]);
  3846. }
  3847. k = 0;
  3848. for( i = 0; i < 4; i++ )
  3849. {
  3850. switch( sc->data[spheres[i]]->val1 )
  3851. {
  3852. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3853. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3854. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3855. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3856. }
  3857. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skilllv, i, flag);
  3858. clif_skill_nodamage(src, bl, subskill, skilllv, 1);
  3859. status_change_end(src, spheres[i], INVALID_TIMER);
  3860. }
  3861. }
  3862. break;
  3863. case WL_RELEASE:
  3864. if( sd )
  3865. {
  3866. int i;
  3867. // Priority is to release SpellBook
  3868. if( sc && sc->data[SC_READING_SB] )
  3869. { // SpellBook
  3870. int skill_id, skill_lv, point, s = 0;
  3871. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3872. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3873. if( sc->data[i] ) spell[s++] = i;
  3874. if ( s == 0 )
  3875. break;
  3876. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3877. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3878. skill_id = sc->data[i]->val1;
  3879. skill_lv = sc->data[i]->val2;
  3880. point = sc->data[i]->val3;
  3881. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3882. }else //something went wrong :(
  3883. break;
  3884. if( sc->data[SC_READING_SB]->val2 > point )
  3885. sc->data[SC_READING_SB]->val2 -= point;
  3886. else // Last spell to be released
  3887. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3888. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3889. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3890. break;
  3891. switch( skill_get_casttype(skill_id) )
  3892. {
  3893. case CAST_GROUND:
  3894. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3895. break;
  3896. case CAST_NODAMAGE:
  3897. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3898. break;
  3899. case CAST_DAMAGE:
  3900. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3901. break;
  3902. }
  3903. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  3904. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  3905. }
  3906. else
  3907. { // Summon Balls
  3908. int j = 0, k, skele;
  3909. int spheres[5] = { 0, 0, 0, 0, 0 },
  3910. positions[5] = {-1,-1,-1,-1,-1 };
  3911. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3912. if( sc && sc->data[i] )
  3913. {
  3914. spheres[j] = i;
  3915. positions[j] = sc->data[i]->val2;
  3916. sc->data[i]->val2--; // Prepares for next position
  3917. j++;
  3918. }
  3919. if( j == 0 )
  3920. { // No Spheres
  3921. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
  3922. break;
  3923. }
  3924. // Sphere Sort
  3925. for( i = 0; i <= j - 2; i++ )
  3926. for( k = i + 1; k <= j - 1; k++ )
  3927. if( positions[i] > positions[k] )
  3928. {
  3929. swap(positions[i],positions[k]);
  3930. swap(spheres[i],spheres[k]);
  3931. }
  3932. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3933. for( i = 0; i < j; i++ )
  3934. {
  3935. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3936. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3937. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3938. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3939. }
  3940. clif_skill_nodamage(src,bl,skillid,0,1);
  3941. }
  3942. }
  3943. break;
  3944. case WL_FROSTMISTY:
  3945. // Causes Freezing status through walls.
  3946. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3947. // Doesn't deal damage through non-shootable walls.
  3948. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3949. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3950. break;
  3951. case WL_HELLINFERNO:
  3952. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3953. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
  3954. break;
  3955. case RA_WUGSTRIKE:
  3956. if( sd && pc_isridingwug(sd) ){
  3957. short x[8]={0,-1,-1,-1,0,1,1,1};
  3958. short y[8]={1,1,0,-1,-1,-1,0,1};
  3959. int dir = map_calc_dir(bl, src->x, src->y);
  3960. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  3961. {
  3962. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  3963. clif_fixpos(src);
  3964. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3965. }
  3966. break;
  3967. }
  3968. case RA_WUGBITE:
  3969. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3970. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3971. }else if( sd && skillid == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  3972. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  3973. break;
  3974. case RA_SENSITIVEKEEN:
  3975. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3976. struct status_change * tsc = status_get_sc(bl);
  3977. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  3978. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3979. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3980. }
  3981. }
  3982. else
  3983. {
  3984. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3985. struct skill_unit_group* sg;
  3986. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  3987. {
  3988. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3989. {
  3990. struct item item_tmp;
  3991. memset(&item_tmp,0,sizeof(item_tmp));
  3992. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  3993. item_tmp.identify = 1;
  3994. if( item_tmp.nameid )
  3995. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  3996. }
  3997. skill_delunit(su);
  3998. }
  3999. }
  4000. break;
  4001. case NC_INFRAREDSCAN:
  4002. if( flag&1 )
  4003. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4004. if( rnd()%100 < 50 )
  4005. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  4006. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4007. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4008. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4009. }
  4010. else
  4011. {
  4012. 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);
  4013. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4014. if( sd ) pc_overheat(sd,1);
  4015. }
  4016. break;
  4017. case NC_MAGNETICFIELD:
  4018. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  4019. break;
  4020. case SC_FATALMENACE:
  4021. if( flag&1 )
  4022. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4023. else
  4024. {
  4025. short x, y;
  4026. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4027. // Destination area
  4028. skill_area_temp[4] = x;
  4029. skill_area_temp[5] = y;
  4030. 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);
  4031. skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
  4032. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  4033. }
  4034. break;
  4035. case LG_PINPOINTATTACK:
  4036. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4037. clif_slide(src,bl->x,bl->y);
  4038. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4039. break;
  4040. case LG_SHIELDSPELL:
  4041. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4042. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4043. break;
  4044. case LG_OVERBRAND:
  4045. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  4046. break;
  4047. case LG_OVERBRAND_BRANDISH:
  4048. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
  4049. break;
  4050. case SR_DRAGONCOMBO:
  4051. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4052. break;
  4053. case SR_KNUCKLEARROW:
  4054. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4055. clif_slide(src,bl->x,bl->y);
  4056. clif_fixpos(src); // Aegis send this packet too.
  4057. }
  4058. if( flag&1 )
  4059. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  4060. else
  4061. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
  4062. break;
  4063. case SR_HOWLINGOFLION:
  4064. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4065. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4066. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4067. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4068. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4069. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4070. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4071. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4072. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4073. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4074. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4075. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4076. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4077. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  4078. break;
  4079. case SR_EARTHSHAKER:
  4080. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4081. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  4082. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4083. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4084. } else{
  4085. 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);
  4086. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4087. }
  4088. break;
  4089. case WM_LULLABY_DEEPSLEEP:
  4090. if( bl != src && rnd()%100 < 88 + 2 * skilllv )
  4091. sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  4092. break;
  4093. case SO_POISON_BUSTER: {
  4094. struct status_change *tsc = status_get_sc(bl);
  4095. if( tsc && tsc->data[SC_POISON] ) {
  4096. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4097. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4098. }
  4099. else if( sd )
  4100. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4101. }
  4102. break;
  4103. case GN_SPORE_EXPLOSION:
  4104. if( flag&1 )
  4105. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4106. else {
  4107. clif_skill_nodamage(src, bl, skillid, 0, 1);
  4108. skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
  4109. }
  4110. break;
  4111. case EL_FIRE_BOMB:
  4112. case EL_FIRE_WAVE:
  4113. case EL_WATER_SCREW:
  4114. case EL_HURRICANE:
  4115. case EL_TYPOON_MIS:
  4116. if( flag&1 )
  4117. skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
  4118. else {
  4119. int i = skill_get_splash(skillid,skilllv);
  4120. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4121. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4122. if( rnd()%100 < 30 )
  4123. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4124. else
  4125. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4126. }
  4127. break;
  4128. case EL_ROCK_CRUSHER:
  4129. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4130. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4131. if( rnd()%100 < 50 )
  4132. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4133. else
  4134. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
  4135. break;
  4136. case EL_STONE_RAIN:
  4137. if( flag&1 )
  4138. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4139. else {
  4140. int i = skill_get_splash(skillid,skilllv);
  4141. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4142. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4143. if( rnd()%100 < 30 )
  4144. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4145. else
  4146. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4147. }
  4148. break;
  4149. case EL_FIRE_ARROW:
  4150. case EL_ICE_NEEDLE:
  4151. case EL_WIND_SLASH:
  4152. case EL_STONE_HAMMER:
  4153. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4154. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4155. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4156. break;
  4157. case EL_TIDAL_WEAPON:
  4158. if( src->type == BL_ELEM ) {
  4159. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4160. struct status_change *sc = status_get_sc(&ele->bl);
  4161. struct status_change *tsc = status_get_sc(bl);
  4162. sc_type type = status_skill2sc(skillid), type2;
  4163. type2 = type-1;
  4164. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4165. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4166. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4167. elemental_clean_single_effect(ele, skillid);
  4168. }
  4169. if( rnd()%100 < 50 )
  4170. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4171. else {
  4172. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  4173. sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
  4174. }
  4175. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4176. }
  4177. break;
  4178. //recursive homon skill
  4179. case MH_MAGMA_FLOW:
  4180. case MH_XENO_SLASHER:
  4181. case MH_HEILIGE_STANGE:
  4182. if(flag & 1)
  4183. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4184. else {
  4185. 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);
  4186. }
  4187. break;
  4188. case MH_STAHL_HORN:
  4189. case MH_NEEDLE_OF_PARALYZE:
  4190. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  4191. break;
  4192. case 0:/* no skill - basic/normal attack */
  4193. if(sd) {
  4194. if (flag & 3){
  4195. if (bl->id != skill_area_temp[1])
  4196. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  4197. } else {
  4198. skill_area_temp[1] = bl->id;
  4199. map_foreachinrange(skill_area_sub, bl,
  4200. sd->bonus.splash_range, BL_CHAR,
  4201. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  4202. skill_castend_damage_id);
  4203. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4204. }
  4205. }
  4206. break;
  4207. default:
  4208. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  4209. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4210. 0, abs(skill_get_num(skillid, skilllv)),
  4211. skillid, skilllv, skill_get_hit(skillid));
  4212. map_freeblock_unlock();
  4213. return 1;
  4214. }
  4215. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4216. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4217. map_freeblock_unlock();
  4218. if( sd && !(flag&1) )
  4219. {// ensure that the skill last-cast tick is recorded
  4220. sd->canskill_tick = gettick();
  4221. if( sd->state.arrow_atk )
  4222. {// consume arrow on last invocation to this skill.
  4223. battle_consume_ammo(sd, skillid, skilllv);
  4224. }
  4225. // perform skill requirement consumption
  4226. skill_consume_requirement(sd,skillid,skilllv,2);
  4227. }
  4228. return 0;
  4229. }
  4230. /*==========================================
  4231. *
  4232. *------------------------------------------*/
  4233. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  4234. {
  4235. struct map_session_data *sd, *dstsd;
  4236. struct mob_data *md, *dstmd;
  4237. struct homun_data *hd;
  4238. struct mercenary_data *mer;
  4239. struct status_data *sstatus, *tstatus;
  4240. struct status_change *tsc;
  4241. struct status_change_entry *tsce;
  4242. int i = 0;
  4243. enum sc_type type;
  4244. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4245. nullpo_retr(1, src);
  4246. nullpo_retr(1, bl);
  4247. if (src->m != bl->m)
  4248. return 1;
  4249. sd = BL_CAST(BL_PC, src);
  4250. hd = BL_CAST(BL_HOM, src);
  4251. md = BL_CAST(BL_MOB, src);
  4252. mer = BL_CAST(BL_MER, src);
  4253. dstsd = BL_CAST(BL_PC, bl);
  4254. dstmd = BL_CAST(BL_MOB, bl);
  4255. if(bl->prev == NULL)
  4256. return 1;
  4257. if(status_isdead(src))
  4258. return 1;
  4259. if( src != bl && status_isdead(bl) ) {
  4260. /**
  4261. * Skills that may be cast on dead targets
  4262. **/
  4263. switch( skillid ) {
  4264. case NPC_WIDESOULDRAIN:
  4265. case PR_REDEMPTIO:
  4266. case ALL_RESURRECTION:
  4267. case WM_DEADHILLHERE:
  4268. break;
  4269. default:
  4270. return 1;
  4271. }
  4272. }
  4273. tstatus = status_get_status_data(bl);
  4274. sstatus = status_get_status_data(src);
  4275. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4276. switch (skillid) {
  4277. case HLIF_HEAL: //[orn]
  4278. if (bl->type != BL_HOM) {
  4279. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
  4280. break ;
  4281. }
  4282. case AL_HEAL:
  4283. case ALL_RESURRECTION:
  4284. case PR_ASPERSIO:
  4285. /**
  4286. * Arch Bishop
  4287. **/
  4288. case AB_RENOVATIO:
  4289. case AB_HIGHNESSHEAL:
  4290. //Apparently only player casted skills can be offensive like this.
  4291. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4292. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4293. //Offensive heal does not works on non-enemies. [Skotlex]
  4294. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4295. return 0;
  4296. }
  4297. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4298. }
  4299. break;
  4300. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4301. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4302. case MH_STEINWAND: {
  4303. struct block_list *s_src = battle_get_master(src);
  4304. short ret = 0;
  4305. if(!skill_check_unit_range(src, src->x, src->y, skillid, skilllv)) //prevent reiteration
  4306. ret = skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,flag); //cast on homon
  4307. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skillid, skilllv))
  4308. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skillid,skilllv,tick,flag); //cast on master
  4309. if (hd)
  4310. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  4311. return ret;
  4312. }
  4313. break;
  4314. default:
  4315. //Skill is actually ground placed.
  4316. if (src == bl && skill_get_unit_id(skillid,0))
  4317. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  4318. }
  4319. type = status_skill2sc(skillid);
  4320. tsc = status_get_sc(bl);
  4321. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4322. if (src!=bl && type > -1 &&
  4323. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  4324. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  4325. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4326. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4327. map_freeblock_lock();
  4328. switch(skillid)
  4329. {
  4330. case HLIF_HEAL: //[orn]
  4331. case AL_HEAL:
  4332. /**
  4333. * Arch Bishop
  4334. **/
  4335. case AB_HIGHNESSHEAL:
  4336. {
  4337. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  4338. int heal_get_jobexp;
  4339. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  4340. if( skillid == AB_HIGHNESSHEAL ) {
  4341. heal = heal * ( 15 + 5 * skilllv ) / 10;
  4342. }
  4343. if( status_isimmune(bl) ||
  4344. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4345. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4346. heal=0;
  4347. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4348. heal = heal*2;
  4349. if( tsc && tsc->count )
  4350. {
  4351. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4352. { //Bounce back heal
  4353. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4354. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4355. if (src == bl)
  4356. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4357. else {
  4358. bl = src;
  4359. dstsd = sd;
  4360. }
  4361. }
  4362. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
  4363. heal = 0; //Needed so that it actually displays 0 when healing.
  4364. }
  4365. clif_skill_nodamage (src, bl, skillid, heal, 1);
  4366. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL )
  4367. heal = ~heal + 1;
  4368. heal_get_jobexp = status_heal(bl,heal,0,0);
  4369. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4370. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4371. if (heal_get_jobexp <= 0)
  4372. heal_get_jobexp = 1;
  4373. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4374. }
  4375. }
  4376. break;
  4377. case PR_REDEMPTIO:
  4378. if (sd && !(flag&1)) {
  4379. if (sd->status.party_id == 0) {
  4380. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4381. break;
  4382. }
  4383. skill_area_temp[0] = 0;
  4384. party_foreachsamemap(skill_area_sub,
  4385. sd,skill_get_splash(skillid, skilllv),
  4386. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4387. skill_castend_nodamage_id);
  4388. if (skill_area_temp[0] == 0) {
  4389. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4390. break;
  4391. }
  4392. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4393. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4394. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4395. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4396. clif_updatestatus(sd,SP_BASEEXP);
  4397. clif_updatestatus(sd,SP_JOBEXP);
  4398. }
  4399. status_set_hp(src, 1, 0);
  4400. status_set_sp(src, 0, 0);
  4401. break;
  4402. } else if (status_isdead(bl) && flag&1) { //Revive
  4403. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4404. skilllv = 3; //Resurrection level 3 is used
  4405. } else //Invalid target, skip resurrection.
  4406. break;
  4407. case ALL_RESURRECTION:
  4408. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4409. { //No reviving in WoE grounds!
  4410. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4411. break;
  4412. }
  4413. if (!status_isdead(bl))
  4414. break;
  4415. {
  4416. int per = 0, sper = 0;
  4417. if (tsc && tsc->data[SC_HELLPOWER])
  4418. break;
  4419. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4420. break;
  4421. switch(skilllv){
  4422. case 1: per=10; break;
  4423. case 2: per=30; break;
  4424. case 3: per=50; break;
  4425. case 4: per=80; break;
  4426. }
  4427. if(dstsd && dstsd->special_state.restart_full_recover)
  4428. per = sper = 100;
  4429. if (status_revive(bl, per, sper))
  4430. {
  4431. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  4432. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4433. {
  4434. int exp = 0,jexp = 0;
  4435. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4436. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4437. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4438. if (exp < 1) exp = 1;
  4439. }
  4440. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4441. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4442. if (jexp < 1) jexp = 1;
  4443. }
  4444. if(exp > 0 || jexp > 0)
  4445. pc_gainexp (sd, bl, exp, jexp, false);
  4446. }
  4447. }
  4448. }
  4449. break;
  4450. case AL_DECAGI:
  4451. case MER_DECAGI:
  4452. clif_skill_nodamage (src, bl, skillid, skilllv,
  4453. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  4454. break;
  4455. case AL_CRUCIS:
  4456. if (flag&1)
  4457. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  4458. else {
  4459. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  4460. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4461. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4462. }
  4463. break;
  4464. case PR_LEXDIVINA:
  4465. case MER_LEXDIVINA:
  4466. if( tsce )
  4467. status_change_end(bl,type, INVALID_TIMER);
  4468. else
  4469. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4470. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4471. break;
  4472. case SA_ABRACADABRA:
  4473. {
  4474. int abra_skillid = 0, abra_skilllv;
  4475. do {
  4476. i = rnd() % MAX_SKILL_ABRA_DB;
  4477. abra_skillid = skill_abra_db[i].skillid;
  4478. } while (abra_skillid == 0 ||
  4479. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  4480. rnd()%10000 >= skill_abra_db[i].per
  4481. );
  4482. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  4483. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4484. if( sd )
  4485. {// player-casted
  4486. sd->state.abra_flag = 1;
  4487. sd->skillitem = abra_skillid;
  4488. sd->skillitemlv = abra_skilllv;
  4489. clif_item_skill(sd, abra_skillid, abra_skilllv);
  4490. }
  4491. else
  4492. {// mob-casted
  4493. struct unit_data *ud = unit_bl2ud(src);
  4494. int inf = skill_get_inf(abra_skillid);
  4495. int target_id = 0;
  4496. if (!ud) break;
  4497. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4498. if (src->type == BL_PET)
  4499. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4500. if (!bl) bl = src;
  4501. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  4502. } else { //Assume offensive skills
  4503. if (ud->target)
  4504. target_id = ud->target;
  4505. else switch (src->type) {
  4506. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4507. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4508. }
  4509. if (!target_id)
  4510. break;
  4511. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  4512. bl = map_id2bl(target_id);
  4513. if (!bl) bl = src;
  4514. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  4515. } else
  4516. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  4517. }
  4518. }
  4519. }
  4520. break;
  4521. case SA_COMA:
  4522. clif_skill_nodamage(src,bl,skillid,skilllv,
  4523. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  4524. break;
  4525. case SA_FULLRECOVERY:
  4526. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4527. if (status_isimmune(bl))
  4528. break;
  4529. status_percent_heal(bl, 100, 100);
  4530. break;
  4531. case NPC_ALLHEAL:
  4532. {
  4533. int heal;
  4534. if( status_isimmune(bl) )
  4535. break;
  4536. heal = status_percent_heal(bl, 100, 0);
  4537. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4538. if( dstmd )
  4539. { // Reset Damage Logs
  4540. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4541. dstmd->tdmg = 0;
  4542. }
  4543. }
  4544. break;
  4545. case SA_SUMMONMONSTER:
  4546. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4547. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4548. break;
  4549. case SA_LEVELUP:
  4550. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4551. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4552. break;
  4553. case SA_INSTANTDEATH:
  4554. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4555. status_set_hp(bl,1,0);
  4556. break;
  4557. case SA_QUESTION:
  4558. case SA_GRAVITY:
  4559. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4560. break;
  4561. case SA_CLASSCHANGE:
  4562. case SA_MONOCELL:
  4563. if (dstmd)
  4564. {
  4565. int class_;
  4566. if ( sd && dstmd->status.mode&MD_BOSS )
  4567. {
  4568. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4569. break;
  4570. }
  4571. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4572. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4573. mob_class_change(dstmd,class_);
  4574. if( tsc && dstmd->status.mode&MD_BOSS )
  4575. {
  4576. 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 };
  4577. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4578. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4579. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4580. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4581. }
  4582. }
  4583. break;
  4584. case SA_DEATH:
  4585. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4586. {
  4587. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4588. break;
  4589. }
  4590. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4591. status_kill(bl);
  4592. break;
  4593. case SA_REVERSEORCISH:
  4594. clif_skill_nodamage(src,bl,skillid,skilllv,
  4595. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4596. break;
  4597. case SA_FORTUNE:
  4598. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4599. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  4600. break;
  4601. case SA_TAMINGMONSTER:
  4602. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4603. if (sd && dstmd) {
  4604. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4605. if( i < MAX_PET_DB )
  4606. pet_catch_process1(sd, dstmd->class_);
  4607. }
  4608. break;
  4609. case CR_PROVIDENCE:
  4610. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4611. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4612. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4613. map_freeblock_unlock();
  4614. return 1;
  4615. }
  4616. }
  4617. clif_skill_nodamage(src,bl,skillid,skilllv,
  4618. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4619. break;
  4620. case CG_MARIONETTE:
  4621. {
  4622. struct status_change* sc = status_get_sc(src);
  4623. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4624. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4625. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4626. map_freeblock_unlock();
  4627. return 1;
  4628. }
  4629. if( sc && tsc )
  4630. {
  4631. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4632. {
  4633. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  4634. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  4635. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4636. }
  4637. else
  4638. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4639. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4640. {
  4641. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4642. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4643. }
  4644. else
  4645. {
  4646. if( sd )
  4647. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4648. map_freeblock_unlock();
  4649. return 1;
  4650. }
  4651. }
  4652. }
  4653. break;
  4654. case RG_CLOSECONFINE:
  4655. clif_skill_nodamage(src,bl,skillid,skilllv,
  4656. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  4657. break;
  4658. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4659. case SA_FROSTWEAPON:
  4660. case SA_LIGHTNINGLOADER:
  4661. case SA_SEISMICWEAPON:
  4662. if (dstsd) {
  4663. if(dstsd->status.weapon == W_FIST ||
  4664. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4665. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4666. dstsd->sc.data[SC_FIREWEAPON] ||
  4667. dstsd->sc.data[SC_WATERWEAPON] ||
  4668. dstsd->sc.data[SC_WINDWEAPON] ||
  4669. dstsd->sc.data[SC_EARTHWEAPON] ||
  4670. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4671. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4672. dstsd->sc.data[SC_ENCPOISON]
  4673. ))
  4674. ) {
  4675. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4676. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4677. break;
  4678. }
  4679. }
  4680. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4681. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  4682. if (sd)
  4683. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4684. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4685. clif_displaymessage(sd->fd, msg_txt(669));
  4686. }
  4687. break;
  4688. case PR_ASPERSIO:
  4689. if (sd && dstmd) {
  4690. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4691. break;
  4692. }
  4693. clif_skill_nodamage(src,bl,skillid,skilllv,
  4694. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4695. break;
  4696. case ITEM_ENCHANTARMS:
  4697. clif_skill_nodamage(src,bl,skillid,skilllv,
  4698. sc_start2(bl,type,100,skilllv,
  4699. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4700. break;
  4701. case TK_SEVENWIND:
  4702. switch(skill_get_ele(skillid,skilllv)) {
  4703. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4704. case ELE_WIND : type = SC_WINDWEAPON; break;
  4705. case ELE_WATER : type = SC_WATERWEAPON; break;
  4706. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4707. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4708. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4709. case ELE_HOLY : type = SC_ASPERSIO; break;
  4710. }
  4711. clif_skill_nodamage(src,bl,skillid,skilllv,
  4712. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4713. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4714. break;
  4715. case PR_KYRIE:
  4716. case MER_KYRIE:
  4717. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4718. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4719. break;
  4720. //Passive Magnum, should had been casted on yourself.
  4721. case SM_MAGNUM:
  4722. case MS_MAGNUM:
  4723. skill_area_temp[1] = 0;
  4724. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4725. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4726. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4727. // Initiate 10% of your damage becomes fire element.
  4728. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4729. if( sd )
  4730. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  4731. else if( bl->type == BL_MER )
  4732. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  4733. break;
  4734. case TK_JUMPKICK:
  4735. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4736. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4737. {
  4738. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4739. {
  4740. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4741. clif_slide(src,bl->x,bl->y);
  4742. }
  4743. }
  4744. else
  4745. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  4746. break;
  4747. case AL_INCAGI:
  4748. case AL_BLESSING:
  4749. case MER_INCAGI:
  4750. case MER_BLESSING:
  4751. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4752. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4753. break;
  4754. }
  4755. case PR_SLOWPOISON:
  4756. case PR_IMPOSITIO:
  4757. case PR_LEXAETERNA:
  4758. case PR_SUFFRAGIUM:
  4759. case PR_BENEDICTIO:
  4760. case LK_BERSERK:
  4761. case MS_BERSERK:
  4762. case KN_AUTOCOUNTER:
  4763. case KN_TWOHANDQUICKEN:
  4764. case KN_ONEHAND:
  4765. case MER_QUICKEN:
  4766. case CR_SPEARQUICKEN:
  4767. case CR_REFLECTSHIELD:
  4768. case MS_REFLECTSHIELD:
  4769. case AS_POISONREACT:
  4770. case MC_LOUD:
  4771. case MG_ENERGYCOAT:
  4772. case MO_EXPLOSIONSPIRITS:
  4773. case MO_STEELBODY:
  4774. case MO_BLADESTOP:
  4775. case LK_AURABLADE:
  4776. case LK_PARRYING:
  4777. case MS_PARRYING:
  4778. case LK_CONCENTRATION:
  4779. case WS_CARTBOOST:
  4780. case SN_SIGHT:
  4781. case WS_MELTDOWN:
  4782. case WS_OVERTHRUSTMAX:
  4783. case ST_REJECTSWORD:
  4784. case HW_MAGICPOWER:
  4785. case PF_MEMORIZE:
  4786. case PA_SACRIFICE:
  4787. case ASC_EDP:
  4788. case PF_DOUBLECASTING:
  4789. case SG_SUN_COMFORT:
  4790. case SG_MOON_COMFORT:
  4791. case SG_STAR_COMFORT:
  4792. case NPC_HALLUCINATION:
  4793. case GS_MADNESSCANCEL:
  4794. case GS_ADJUSTMENT:
  4795. case GS_INCREASING:
  4796. case NJ_KASUMIKIRI:
  4797. case NJ_UTSUSEMI:
  4798. case NJ_NEN:
  4799. case NPC_DEFENDER:
  4800. case NPC_MAGICMIRROR:
  4801. case ST_PRESERVE:
  4802. case NPC_INVINCIBLE:
  4803. case NPC_INVINCIBLEOFF:
  4804. case RK_DEATHBOUND:
  4805. case AB_RENOVATIO:
  4806. case AB_EXPIATIO:
  4807. case AB_DUPLELIGHT:
  4808. case AB_SECRAMENT:
  4809. case NC_ACCELERATION:
  4810. case NC_HOVERING:
  4811. case NC_SHAPESHIFT:
  4812. case WL_RECOGNIZEDSPELL:
  4813. case GC_VENOMIMPRESS:
  4814. case SC_DEADLYINFECT:
  4815. case LG_EXEEDBREAK:
  4816. case LG_PRESTIGE:
  4817. case SR_CRESCENTELBOW:
  4818. case SR_LIGHTNINGWALK:
  4819. case SR_GENTLETOUCH_ENERGYGAIN:
  4820. case GN_CARTBOOST:
  4821. case KO_MEIKYOUSISUI:
  4822. clif_skill_nodamage(src,bl,skillid,skilllv,
  4823. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4824. break;
  4825. case SO_STRIKING:
  4826. if (sd) {
  4827. int bonus = 25 + 10 * skilllv;
  4828. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4829. clif_skill_nodamage( src, bl, skillid, skilllv,
  4830. battle_check_target(src,bl,BCT_PARTY) ?
  4831. sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
  4832. 0
  4833. );
  4834. }
  4835. break;
  4836. case NPC_STOP:
  4837. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4838. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4839. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4840. break;
  4841. case HP_ASSUMPTIO:
  4842. if( sd && dstmd )
  4843. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4844. else
  4845. clif_skill_nodamage(src,bl,skillid,skilllv,
  4846. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4847. break;
  4848. case MG_SIGHT:
  4849. case MER_SIGHT:
  4850. case AL_RUWACH:
  4851. case WZ_SIGHTBLASTER:
  4852. case NPC_WIDESIGHT:
  4853. case NPC_STONESKIN:
  4854. case NPC_ANTIMAGIC:
  4855. clif_skill_nodamage(src,bl,skillid,skilllv,
  4856. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4857. break;
  4858. case HLIF_AVOID:
  4859. case HAMI_DEFENCE:
  4860. i = skill_get_time(skillid,skilllv);
  4861. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4862. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4863. break;
  4864. case NJ_BUNSINJYUTSU:
  4865. clif_skill_nodamage(src,bl,skillid,skilllv,
  4866. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4867. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4868. break;
  4869. /* Was modified to only affect targetted char. [Skotlex]
  4870. case HP_ASSUMPTIO:
  4871. if (flag&1)
  4872. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4873. else
  4874. {
  4875. map_foreachinrange(skill_area_sub, bl,
  4876. skill_get_splash(skillid, skilllv), BL_PC,
  4877. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4878. skill_castend_nodamage_id);
  4879. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4880. }
  4881. break;
  4882. */
  4883. case SM_ENDURE:
  4884. clif_skill_nodamage(src,bl,skillid,skilllv,
  4885. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4886. if (sd)
  4887. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4888. break;
  4889. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4890. if (sd && dstsd && dstsd->sc.count) {
  4891. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4892. dstsd->sc.data[SC_WATERWEAPON] ||
  4893. dstsd->sc.data[SC_WINDWEAPON] ||
  4894. dstsd->sc.data[SC_EARTHWEAPON] ||
  4895. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4896. dstsd->sc.data[SC_GHOSTWEAPON]
  4897. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4898. ) {
  4899. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4900. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4901. break;
  4902. }
  4903. }
  4904. clif_skill_nodamage(src,bl,skillid,skilllv,
  4905. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4906. break;
  4907. case LK_TENSIONRELAX:
  4908. clif_skill_nodamage(src,bl,skillid,skilllv,
  4909. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4910. skill_get_time(skillid,skilllv)));
  4911. break;
  4912. case MC_CHANGECART:
  4913. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4914. break;
  4915. case TK_MISSION:
  4916. if (sd) {
  4917. int id;
  4918. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  4919. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4920. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4921. break;
  4922. }
  4923. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4924. if (!id) {
  4925. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4926. break;
  4927. }
  4928. sd->mission_mobid = id;
  4929. sd->mission_count = 0;
  4930. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4931. clif_mission_info(sd, id, 0);
  4932. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4933. }
  4934. break;
  4935. case AC_CONCENTRATION:
  4936. {
  4937. clif_skill_nodamage(src,bl,skillid,skilllv,
  4938. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4939. map_foreachinrange( status_change_timer_sub, src,
  4940. skill_get_splash(skillid, skilllv), BL_CHAR,
  4941. src,NULL,type,tick);
  4942. }
  4943. break;
  4944. case SM_PROVOKE:
  4945. case SM_SELFPROVOKE:
  4946. case MER_PROVOKE:
  4947. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4948. {
  4949. map_freeblock_unlock();
  4950. return 1;
  4951. }
  4952. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4953. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4954. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4955. if( !i )
  4956. {
  4957. if( sd )
  4958. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4959. map_freeblock_unlock();
  4960. return 0;
  4961. }
  4962. unit_skillcastcancel(bl, 2);
  4963. if( tsc && tsc->count )
  4964. {
  4965. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4966. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4967. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4968. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4969. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4970. }
  4971. if( dstmd )
  4972. {
  4973. dstmd->state.provoke_flag = src->id;
  4974. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4975. }
  4976. break;
  4977. case ML_DEVOTION:
  4978. case CR_DEVOTION:
  4979. {
  4980. int count, lv;
  4981. if( !dstsd || (!sd && !mer) )
  4982. { // Only players can be devoted
  4983. if( sd )
  4984. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4985. break;
  4986. }
  4987. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4988. lv = -lv;
  4989. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4990. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4991. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4992. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4993. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4994. {
  4995. if( sd )
  4996. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4997. map_freeblock_unlock();
  4998. return 1;
  4999. }
  5000. i = 0;
  5001. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  5002. if( sd )
  5003. { // Player Devoting Player
  5004. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5005. if( i == count )
  5006. {
  5007. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5008. if( i == count )
  5009. { // No free slots, skill Fail
  5010. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  5011. map_freeblock_unlock();
  5012. return 1;
  5013. }
  5014. }
  5015. sd->devotion[i] = bl->id;
  5016. }
  5017. else
  5018. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5019. clif_skill_nodamage(src, bl, skillid, skilllv,
  5020. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  5021. clif_devotion(src, NULL);
  5022. }
  5023. break;
  5024. case MO_CALLSPIRITS:
  5025. if(sd) {
  5026. int limit = skilllv;
  5027. if( sd->sc.data[SC_RAISINGDRAGON] )
  5028. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5029. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5030. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  5031. }
  5032. break;
  5033. case CH_SOULCOLLECT:
  5034. if(sd) {
  5035. int limit = 5;
  5036. if( sd->sc.data[SC_RAISINGDRAGON] )
  5037. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5038. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5039. for (i = 0; i < limit; i++)
  5040. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  5041. }
  5042. break;
  5043. case MO_KITRANSLATION:
  5044. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  5045. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  5046. }
  5047. break;
  5048. case TK_TURNKICK:
  5049. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5050. if (skill_area_temp[1] != bl->id) {
  5051. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  5052. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5053. }
  5054. break;
  5055. case MO_ABSORBSPIRITS:
  5056. i = 0;
  5057. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  5058. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5059. i = dstsd->spiritball * 7;
  5060. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5061. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5062. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5063. i = 2 * dstmd->level;
  5064. mob_target(dstmd,src,0);
  5065. }
  5066. if (i) status_heal(src, 0, i, 3);
  5067. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  5068. break;
  5069. case AC_MAKINGARROW:
  5070. if(sd) {
  5071. clif_arrow_create_list(sd);
  5072. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5073. }
  5074. break;
  5075. case AM_PHARMACY:
  5076. if(sd) {
  5077. clif_skill_produce_mix_list(sd,skillid,22);
  5078. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5079. }
  5080. break;
  5081. case SA_CREATECON:
  5082. if(sd) {
  5083. clif_elementalconverter_list(sd);
  5084. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5085. }
  5086. break;
  5087. case BS_HAMMERFALL:
  5088. clif_skill_nodamage(src,bl,skillid,skilllv,
  5089. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  5090. break;
  5091. case RG_RAID:
  5092. skill_area_temp[1] = 0;
  5093. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5094. map_foreachinrange(skill_area_sub, bl,
  5095. skill_get_splash(skillid, skilllv), splash_target(src),
  5096. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5097. skill_castend_damage_id);
  5098. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5099. break;
  5100. case ASC_METEORASSAULT:
  5101. case GS_SPREADATTACK:
  5102. case RK_STORMBLAST:
  5103. case NC_AXETORNADO:
  5104. case GC_COUNTERSLASH:
  5105. case SR_SKYNETBLOW:
  5106. case SR_RAMPAGEBLASTER:
  5107. case SR_HOWLINGOFLION:
  5108. case KO_HAPPOKUNAI:
  5109. skill_area_temp[1] = 0;
  5110. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5111. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  5112. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5113. if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) )
  5114. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  5115. break;
  5116. case NC_EMERGENCYCOOL:
  5117. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5118. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5119. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5120. break;
  5121. case SR_WINDMILL:
  5122. case GN_CART_TORNADO:
  5123. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5124. case SR_EARTHSHAKER:
  5125. case NC_INFRAREDSCAN:
  5126. case NPC_EARTHQUAKE:
  5127. case NPC_VAMPIRE_GIFT:
  5128. case NPC_HELLJUDGEMENT:
  5129. case NPC_PULSESTRIKE:
  5130. case LG_MOONSLASHER:
  5131. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  5132. break;
  5133. case KN_BRANDISHSPEAR:
  5134. case ML_BRANDISH:
  5135. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  5136. break;
  5137. case WZ_SIGHTRASHER:
  5138. //Passive side of the attack.
  5139. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5141. map_foreachinrange(skill_area_sub,src,
  5142. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  5143. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5144. skill_castend_damage_id);
  5145. break;
  5146. case NJ_HYOUSYOURAKU:
  5147. case NJ_RAIGEKISAI:
  5148. case WZ_FROSTNOVA:
  5149. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5150. skill_area_temp[1] = 0;
  5151. map_foreachinrange(skill_attack_area, src,
  5152. skill_get_splash(skillid, skilllv), splash_target(src),
  5153. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5154. break;
  5155. case HVAN_EXPLOSION: //[orn]
  5156. case NPC_SELFDESTRUCTION:
  5157. //Self Destruction hits everyone in range (allies+enemies)
  5158. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5159. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5160. BCT_ENEMY:BCT_ALL;
  5161. clif_skill_nodamage(src, src, skillid, -1, 1);
  5162. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5163. map_foreachinrange(skill_area_sub, bl,
  5164. skill_get_splash(skillid, skilllv), splash_target(src),
  5165. src, skillid, skilllv, tick, flag|i,
  5166. skill_castend_damage_id);
  5167. map_addblock(src);
  5168. status_damage(src, src, sstatus->max_hp,0,0,1);
  5169. break;
  5170. case AL_ANGELUS:
  5171. case PR_MAGNIFICAT:
  5172. case PR_GLORIA:
  5173. case SN_WINDWALK:
  5174. case CASH_BLESSING:
  5175. case CASH_INCAGI:
  5176. case CASH_ASSUMPTIO:
  5177. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5178. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5179. else if( sd )
  5180. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5181. break;
  5182. case MER_MAGNIFICAT:
  5183. if( mer != NULL )
  5184. {
  5185. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5186. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5187. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5188. else if( mer->master && !(flag&1) )
  5189. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5190. }
  5191. break;
  5192. case BS_ADRENALINE:
  5193. case BS_ADRENALINE2:
  5194. case BS_WEAPONPERFECT:
  5195. case BS_OVERTHRUST:
  5196. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5197. clif_skill_nodamage(bl,bl,skillid,skilllv,
  5198. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  5199. } else if (sd) {
  5200. party_foreachsamemap(skill_area_sub,
  5201. sd,skill_get_splash(skillid, skilllv),
  5202. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  5203. skill_castend_nodamage_id);
  5204. }
  5205. break;
  5206. case BS_MAXIMIZE:
  5207. case NV_TRICKDEAD:
  5208. case CR_DEFENDER:
  5209. case ML_DEFENDER:
  5210. case CR_AUTOGUARD:
  5211. case ML_AUTOGUARD:
  5212. case TK_READYSTORM:
  5213. case TK_READYDOWN:
  5214. case TK_READYTURN:
  5215. case TK_READYCOUNTER:
  5216. case TK_DODGE:
  5217. case CR_SHRINK:
  5218. case SG_FUSION:
  5219. case GS_GATLINGFEVER:
  5220. if( tsce )
  5221. {
  5222. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5223. map_freeblock_unlock();
  5224. return 0;
  5225. }
  5226. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5227. break;
  5228. case SL_KAITE:
  5229. case SL_KAAHI:
  5230. case SL_KAIZEL:
  5231. case SL_KAUPE:
  5232. if (sd) {
  5233. if (!dstsd || !(
  5234. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5235. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5236. dstsd->status.char_id == sd->status.char_id ||
  5237. dstsd->status.char_id == sd->status.partner_id ||
  5238. dstsd->status.char_id == sd->status.child
  5239. )) {
  5240. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  5241. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5242. break;
  5243. }
  5244. }
  5245. clif_skill_nodamage(src,bl,skillid,skilllv,
  5246. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  5247. break;
  5248. case SM_AUTOBERSERK:
  5249. case MER_AUTOBERSERK:
  5250. if( tsce )
  5251. i = status_change_end(bl, type, INVALID_TIMER);
  5252. else
  5253. i = sc_start(bl,type,100,skilllv,60000);
  5254. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5255. break;
  5256. case TF_HIDING:
  5257. case ST_CHASEWALK:
  5258. case KO_YAMIKUMO:
  5259. if (tsce)
  5260. {
  5261. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5262. map_freeblock_unlock();
  5263. return 0;
  5264. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5265. //Mado Gear cannot hide
  5266. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5267. map_freeblock_unlock();
  5268. return 0;
  5269. }
  5270. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5271. break;
  5272. case TK_RUN:
  5273. if (tsce)
  5274. {
  5275. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5276. map_freeblock_unlock();
  5277. return 0;
  5278. }
  5279. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  5280. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5281. clif_walkok(sd); // So aegis has to resend the walk ok.
  5282. break;
  5283. case AS_CLOAKING:
  5284. case GC_CLOAKINGEXCEED:
  5285. case LG_FORCEOFVANGUARD:
  5286. case SC_REPRODUCE:
  5287. case SC_INVISIBILITY:
  5288. if (tsce) {
  5289. i = status_change_end(bl, type, INVALID_TIMER);
  5290. if( i )
  5291. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5292. else if( sd )
  5293. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5294. map_freeblock_unlock();
  5295. return 0;
  5296. }
  5297. case RA_CAMOUFLAGE:
  5298. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5299. if( i )
  5300. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5301. else if( sd )
  5302. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5303. break;
  5304. case BD_ADAPTATION:
  5305. if(tsc && tsc->data[SC_DANCING]){
  5306. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5307. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5308. }
  5309. break;
  5310. case BA_FROSTJOKER:
  5311. case DC_SCREAM:
  5312. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5313. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  5314. if (md) {
  5315. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5316. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5317. char temp[70];
  5318. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  5319. clif_message(&md->bl,temp);
  5320. }
  5321. break;
  5322. case BA_PANGVOICE:
  5323. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  5324. break;
  5325. case DC_WINKCHARM:
  5326. if( dstsd )
  5327. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  5328. else
  5329. if( dstmd )
  5330. {
  5331. if( status_get_lv(src) > status_get_lv(bl)
  5332. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5333. && !(tstatus->mode&MD_BOSS) )
  5334. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  5335. else
  5336. {
  5337. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5338. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5339. }
  5340. }
  5341. break;
  5342. case TF_STEAL:
  5343. if(sd) {
  5344. if(pc_steal_item(sd,bl,skilllv))
  5345. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5346. else
  5347. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  5348. }
  5349. break;
  5350. case RG_STEALCOIN:
  5351. if(sd) {
  5352. if(pc_steal_coin(sd,bl))
  5353. {
  5354. dstmd->state.provoke_flag = src->id;
  5355. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  5356. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5357. }
  5358. else
  5359. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5360. }
  5361. break;
  5362. case MG_STONECURSE:
  5363. {
  5364. int brate = 0;
  5365. if (tstatus->mode&MD_BOSS) {
  5366. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5367. break;
  5368. }
  5369. if(status_isimmune(bl) || !tsc)
  5370. break;
  5371. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5372. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5373. if (tsc->data[SC_STONE]) {
  5374. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5375. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5376. break;
  5377. }
  5378. if (sc_start4(bl,SC_STONE,(skilllv*4+20)+brate,
  5379. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  5380. skill_get_time2(skillid,skilllv)))
  5381. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5382. else if(sd) {
  5383. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5384. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5385. if (skilllv > 5)
  5386. { // not to consume items
  5387. map_freeblock_unlock();
  5388. return 0;
  5389. }
  5390. }
  5391. }
  5392. break;
  5393. case NV_FIRSTAID:
  5394. clif_skill_nodamage(src,bl,skillid,5,1);
  5395. status_heal(bl,5,0,0);
  5396. break;
  5397. case AL_CURE:
  5398. if(status_isimmune(bl)) {
  5399. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5400. break;
  5401. }
  5402. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5403. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5404. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5405. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5406. break;
  5407. case TF_DETOXIFY:
  5408. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5409. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5410. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5411. break;
  5412. case PR_STRECOVERY:
  5413. if(status_isimmune(bl)) {
  5414. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5415. break;
  5416. }
  5417. if (tsc && tsc->opt1) {
  5418. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5419. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5420. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5421. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5422. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5423. }
  5424. //Is this equation really right? It looks so... special.
  5425. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5426. {
  5427. status_change_start(bl, SC_BLIND,
  5428. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5429. 1,0,0,0,
  5430. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5431. }
  5432. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5433. if(dstmd)
  5434. mob_unlocktarget(dstmd,tick);
  5435. break;
  5436. // Mercenary Supportive Skills
  5437. case MER_BENEDICTION:
  5438. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5439. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5440. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5441. break;
  5442. case MER_COMPRESS:
  5443. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5444. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5445. break;
  5446. case MER_MENTALCURE:
  5447. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5448. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5449. break;
  5450. case MER_RECUPERATE:
  5451. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5452. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5453. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5454. break;
  5455. case MER_REGAIN:
  5456. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5457. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5458. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5459. break;
  5460. case MER_TENDER:
  5461. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5462. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5463. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5464. break;
  5465. case MER_SCAPEGOAT:
  5466. if( mer && mer->master )
  5467. {
  5468. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5469. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5470. }
  5471. break;
  5472. case MER_ESTIMATION:
  5473. if( !mer )
  5474. break;
  5475. sd = mer->master;
  5476. case WZ_ESTIMATION:
  5477. if( sd == NULL )
  5478. break;
  5479. if( dstsd )
  5480. { // Fail on Players
  5481. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5482. break;
  5483. }
  5484. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5485. break; // Cannot be Used on Emperium
  5486. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5487. clif_skill_estimation(sd, bl);
  5488. if( skillid == MER_ESTIMATION )
  5489. sd = NULL;
  5490. break;
  5491. case BS_REPAIRWEAPON:
  5492. if(sd && dstsd)
  5493. clif_item_repair_list(sd,dstsd,skilllv);
  5494. break;
  5495. case MC_IDENTIFY:
  5496. if(sd)
  5497. clif_item_identify_list(sd);
  5498. break;
  5499. // Weapon Refining [Celest]
  5500. case WS_WEAPONREFINE:
  5501. if(sd)
  5502. clif_item_refine_list(sd);
  5503. break;
  5504. case MC_VENDING:
  5505. if(sd)
  5506. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5507. if ( !pc_can_give_items(sd) )
  5508. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5509. else {
  5510. sd->state.prevend = 1;
  5511. clif_openvendingreq(sd,2+skilllv);
  5512. }
  5513. }
  5514. break;
  5515. case AL_TELEPORT:
  5516. if(sd)
  5517. {
  5518. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  5519. clif_skill_teleportmessage(sd,0);
  5520. break;
  5521. }
  5522. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  5523. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT));
  5524. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5525. break;
  5526. }
  5527. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  5528. {
  5529. if( skilllv == 1 )
  5530. pc_randomwarp(sd,CLR_TELEPORT);
  5531. else
  5532. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5533. break;
  5534. }
  5535. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5536. if( skilllv == 1 )
  5537. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  5538. else
  5539. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5540. } else
  5541. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5542. break;
  5543. case NPC_EXPULSION:
  5544. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5545. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5546. break;
  5547. case AL_HOLYWATER:
  5548. if(sd) {
  5549. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  5550. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5551. else
  5552. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5553. }
  5554. break;
  5555. case TF_PICKSTONE:
  5556. if(sd) {
  5557. int eflag;
  5558. struct item item_tmp;
  5559. struct block_list tbl;
  5560. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5561. memset(&item_tmp,0,sizeof(item_tmp));
  5562. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5563. item_tmp.nameid = ITEMID_STONE;
  5564. item_tmp.identify = 1;
  5565. tbl.id = 0;
  5566. clif_takeitem(&sd->bl,&tbl);
  5567. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5568. if(eflag) {
  5569. clif_additem(sd,0,0,eflag);
  5570. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5571. }
  5572. }
  5573. break;
  5574. case ASC_CDP:
  5575. if(sd) {
  5576. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5577. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5578. }
  5579. break;
  5580. case RG_STRIPWEAPON:
  5581. case RG_STRIPSHIELD:
  5582. case RG_STRIPARMOR:
  5583. case RG_STRIPHELM:
  5584. case ST_FULLSTRIP:
  5585. case GC_WEAPONCRUSH:
  5586. case SC_STRIPACCESSARY: {
  5587. unsigned short location = 0;
  5588. int d = 0;
  5589. //Rate in percent
  5590. if ( skillid == ST_FULLSTRIP ) {
  5591. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  5592. } else if( skillid == SC_STRIPACCESSARY ) {
  5593. i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
  5594. } else {
  5595. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  5596. }
  5597. if (i < 5) i = 5; //Minimum rate 5%
  5598. //Duration in ms
  5599. if( skillid == GC_WEAPONCRUSH){
  5600. d = skill_get_time(skillid,skilllv);
  5601. if(bl->type == BL_PC)
  5602. d += skilllv * 15 + (sstatus->dex - tstatus->dex);
  5603. else
  5604. d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5605. }else
  5606. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  5607. if (d < 0) d = 0; //Minimum duration 0ms
  5608. switch (skillid) {
  5609. case RG_STRIPWEAPON:
  5610. case GC_WEAPONCRUSH:
  5611. location = EQP_WEAPON;
  5612. break;
  5613. case RG_STRIPSHIELD:
  5614. location = EQP_SHIELD;
  5615. break;
  5616. case RG_STRIPARMOR:
  5617. location = EQP_ARMOR;
  5618. break;
  5619. case RG_STRIPHELM:
  5620. location = EQP_HELM;
  5621. break;
  5622. case ST_FULLSTRIP:
  5623. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5624. break;
  5625. case SC_STRIPACCESSARY:
  5626. location = EQP_ACC;
  5627. break;
  5628. }
  5629. //Special message when trying to use strip on FCP [Jobbie]
  5630. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5631. {
  5632. clif_gospel_info(sd, 0x28);
  5633. break;
  5634. }
  5635. //Attempts to strip at rate i and duration d
  5636. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  5637. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5638. //Nothing stripped.
  5639. if( sd && !i )
  5640. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5641. break;
  5642. }
  5643. case AM_BERSERKPITCHER:
  5644. case AM_POTIONPITCHER: {
  5645. int i,x,hp = 0,sp = 0,bonus=100;
  5646. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5647. map_freeblock_unlock();
  5648. return 1;
  5649. }
  5650. if( sd ) {
  5651. x = skilllv%11 - 1;
  5652. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  5653. if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) {
  5654. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5655. map_freeblock_unlock();
  5656. return 1;
  5657. }
  5658. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  5659. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5660. map_freeblock_unlock();
  5661. return 1;
  5662. }
  5663. if( skillid == AM_BERSERKPITCHER ) {
  5664. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5665. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5666. map_freeblock_unlock();
  5667. return 1;
  5668. }
  5669. }
  5670. potion_flag = 1;
  5671. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5672. potion_target = bl->id;
  5673. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5674. potion_flag = potion_target = 0;
  5675. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5676. bonus += sd->status.base_level;
  5677. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5678. hp = tstatus->max_hp * potion_per_hp / 100;
  5679. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5680. if( dstsd ) {
  5681. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5682. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5683. }
  5684. } else {
  5685. if( potion_hp > 0 ) {
  5686. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5687. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5688. if( dstsd )
  5689. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5690. }
  5691. if( potion_sp > 0 ) {
  5692. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5693. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5694. if( dstsd )
  5695. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5696. }
  5697. }
  5698. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5699. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5700. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5701. }
  5702. if( (i = pc_skillheal_bonus(sd, skillid)) ) {
  5703. hp += hp * i / 100;
  5704. sp += sp * i / 100;
  5705. }
  5706. } else {
  5707. hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
  5708. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5709. if( dstsd )
  5710. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5711. }
  5712. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) {
  5713. hp += hp * i / 100;
  5714. sp += sp * i / 100;
  5715. }
  5716. if( tsc && tsc->count ) {
  5717. if( tsc->data[SC_CRITICALWOUND] ) {
  5718. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5719. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5720. }
  5721. if( tsc->data[SC_DEATHHURT] ) {
  5722. hp -= hp * 20 / 100;
  5723. sp -= sp * 20 / 100;
  5724. }
  5725. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5726. hp += hp / 10;
  5727. sp += sp / 10;
  5728. }
  5729. }
  5730. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5731. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5732. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5733. if( sp > 0 )
  5734. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5735. #ifdef RENEWAL
  5736. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  5737. sp = 0;
  5738. #endif
  5739. status_heal(bl,hp,sp,0);
  5740. }
  5741. break;
  5742. case AM_CP_WEAPON:
  5743. case AM_CP_SHIELD:
  5744. case AM_CP_ARMOR:
  5745. case AM_CP_HELM:
  5746. {
  5747. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5748. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){
  5749. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5750. map_freeblock_unlock(); // Don't consume item requirements
  5751. return 0;
  5752. }
  5753. clif_skill_nodamage(src,bl,skillid,skilllv,
  5754. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5755. }
  5756. break;
  5757. case AM_TWILIGHT1:
  5758. if (sd) {
  5759. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5760. //Prepare 200 White Potions.
  5761. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5762. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5763. }
  5764. break;
  5765. case AM_TWILIGHT2:
  5766. if (sd) {
  5767. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5768. //Prepare 200 Slim White Potions.
  5769. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5770. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5771. }
  5772. break;
  5773. case AM_TWILIGHT3:
  5774. if (sd) {
  5775. int ebottle = pc_search_inventory(sd,713);
  5776. if( ebottle >= 0 )
  5777. ebottle = sd->status.inventory[ebottle].amount;
  5778. //check if you can produce all three, if not, then fail:
  5779. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5780. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5781. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5782. || ebottle < 200 //200 empty bottle are required at total.
  5783. ) {
  5784. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5785. break;
  5786. }
  5787. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5788. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5789. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5790. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5791. }
  5792. break;
  5793. case SA_DISPELL:
  5794. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5795. {
  5796. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5797. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5798. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5799. || rnd()%100 >= 50+10*skilllv
  5800. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5801. {
  5802. if (sd)
  5803. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5804. break;
  5805. }
  5806. if(status_isimmune(bl) || !tsc || !tsc->count)
  5807. break;
  5808. for(i=0;i<SC_MAX;i++)
  5809. {
  5810. if (!tsc->data[i])
  5811. continue;
  5812. switch (i) {
  5813. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5814. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5815. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5816. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5817. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5818. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5819. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5820. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5821. case SC_EDP: case SC_AUTOBERSERK:
  5822. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5823. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5824. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5825. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5826. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5827. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5828. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5829. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5830. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5831. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5832. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5833. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5834. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5835. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5836. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5837. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5838. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5839. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5840. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5841. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5842. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5843. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5844. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5845. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5846. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5847. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5848. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  5849. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  5850. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  5851. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  5852. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  5853. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  5854. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  5855. #ifdef RENEWAL
  5856. case SC_EXTREMITYFIST2:
  5857. #endif
  5858. continue;
  5859. /**
  5860. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5861. **/
  5862. case SC_WHISTLE:
  5863. case SC_ASSNCROS:
  5864. case SC_POEMBRAGI:
  5865. case SC_APPLEIDUN:
  5866. case SC_HUMMING:
  5867. case SC_DONTFORGETME:
  5868. case SC_FORTUNE:
  5869. case SC_SERVICE4U:
  5870. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5871. continue;
  5872. break;
  5873. case SC_ASSUMPTIO:
  5874. if( bl->type == BL_MOB )
  5875. continue;
  5876. break;
  5877. }
  5878. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5879. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5880. }
  5881. break;
  5882. }
  5883. //Affect all targets on splash area.
  5884. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5885. src, skillid, skilllv, tick, flag|1,
  5886. skill_castend_damage_id);
  5887. break;
  5888. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5889. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5890. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5891. break;
  5892. case TK_HIGHJUMP:
  5893. {
  5894. int x,y, dir = unit_getdir(src);
  5895. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5896. if( map[src->m].flag.noteleport &&
  5897. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5898. ) {
  5899. x = src->x;
  5900. y = src->y;
  5901. } else {
  5902. x = src->x + dirx[dir]*skilllv*2;
  5903. y = src->y + diry[dir]*skilllv*2;
  5904. }
  5905. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5906. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5907. clif_slide(src,x,y);
  5908. unit_movepos(src, x, y, 1, 0);
  5909. }
  5910. }
  5911. break;
  5912. case SA_CASTCANCEL:
  5913. case SO_SPELLFIST:
  5914. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5915. unit_skillcastcancel(src,1);
  5916. if(sd) {
  5917. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5918. if( skillid == SO_SPELLFIST ){
  5919. sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
  5920. sd->skillid_old = sd->skilllv_old = 0;
  5921. break;
  5922. }
  5923. sp = sp * (90 - (skilllv-1)*20) / 100;
  5924. if(sp < 0) sp = 0;
  5925. status_zap(src, 0, sp);
  5926. }
  5927. break;
  5928. case SA_SPELLBREAKER:
  5929. {
  5930. int sp;
  5931. if(tsc && tsc->data[SC_MAGICROD]) {
  5932. sp = skill_get_sp(skillid,skilllv);
  5933. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5934. if(sp < 1) sp = 1;
  5935. status_heal(bl,0,sp,2);
  5936. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5937. } else {
  5938. struct unit_data *ud = unit_bl2ud(bl);
  5939. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5940. if (!ud || ud->skilltimer == INVALID_TIMER)
  5941. break; //Nothing to cancel.
  5942. bl_skillid = ud->skillid;
  5943. bl_skilllv = ud->skilllv;
  5944. if (tstatus->mode & MD_BOSS)
  5945. { //Only 10% success chance against bosses. [Skotlex]
  5946. if (rnd()%100 < 90)
  5947. {
  5948. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5949. break;
  5950. }
  5951. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5952. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5953. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5954. unit_skillcastcancel(bl,0);
  5955. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5956. status_zap(bl, hp, sp);
  5957. if (hp && skilllv >= 5)
  5958. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5959. else
  5960. hp = 0;
  5961. if (sp) //Recover some of the SP used
  5962. sp = sp*(25*(skilllv-1))/100;
  5963. if(hp || sp)
  5964. status_heal(src, hp, sp, 2);
  5965. }
  5966. }
  5967. break;
  5968. case SA_MAGICROD:
  5969. clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
  5970. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5971. break;
  5972. case SA_AUTOSPELL:
  5973. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5974. if(sd)
  5975. clif_autospell(sd,skilllv);
  5976. else {
  5977. int maxlv=1,spellid=0;
  5978. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5979. if(skilllv >= 10) {
  5980. spellid = MG_FROSTDIVER;
  5981. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5982. // maxlv = 10;
  5983. // else
  5984. maxlv = skilllv - 9;
  5985. }
  5986. else if(skilllv >=8) {
  5987. spellid = MG_FIREBALL;
  5988. maxlv = skilllv - 7;
  5989. }
  5990. else if(skilllv >=5) {
  5991. spellid = MG_SOULSTRIKE;
  5992. maxlv = skilllv - 4;
  5993. }
  5994. else if(skilllv >=2) {
  5995. int i = rnd()%3;
  5996. spellid = spellarray[i];
  5997. maxlv = skilllv - 1;
  5998. }
  5999. else if(skilllv > 0) {
  6000. spellid = MG_NAPALMBEAT;
  6001. maxlv = 3;
  6002. }
  6003. if(spellid > 0)
  6004. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  6005. skill_get_time(SA_AUTOSPELL,skilllv));
  6006. }
  6007. break;
  6008. case BS_GREED:
  6009. if(sd){
  6010. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6011. map_foreachinrange(skill_greed,bl,
  6012. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  6013. }
  6014. break;
  6015. case SA_ELEMENTWATER:
  6016. case SA_ELEMENTFIRE:
  6017. case SA_ELEMENTGROUND:
  6018. case SA_ELEMENTWIND:
  6019. if(sd && !dstmd) //Only works on monsters.
  6020. break;
  6021. if(tstatus->mode&MD_BOSS)
  6022. break;
  6023. case NPC_ATTRICHANGE:
  6024. case NPC_CHANGEWATER:
  6025. case NPC_CHANGEGROUND:
  6026. case NPC_CHANGEFIRE:
  6027. case NPC_CHANGEWIND:
  6028. case NPC_CHANGEPOISON:
  6029. case NPC_CHANGEHOLY:
  6030. case NPC_CHANGEDARKNESS:
  6031. case NPC_CHANGETELEKINESIS:
  6032. clif_skill_nodamage(src,bl,skillid,skilllv,
  6033. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  6034. skill_get_time(skillid, skilllv)));
  6035. break;
  6036. case NPC_CHANGEUNDEAD:
  6037. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6038. //TO-DO This is ugly, fix it
  6039. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6040. clif_skill_nodamage(src,bl,skillid,skilllv,
  6041. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  6042. skill_get_time(skillid, skilllv)));
  6043. break;
  6044. case NPC_PROVOCATION:
  6045. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6046. if (md) mob_unlocktarget(md, tick);
  6047. break;
  6048. case NPC_KEEPING:
  6049. case NPC_BARRIER:
  6050. {
  6051. int skill_time = skill_get_time(skillid,skilllv);
  6052. struct unit_data *ud = unit_bl2ud(bl);
  6053. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  6054. sc_start(bl,type,100,skilllv,skill_time))
  6055. && ud) { //Disable attacking/acting/moving for skill's duration.
  6056. ud->attackabletime =
  6057. ud->canact_tick =
  6058. ud->canmove_tick = tick + skill_time;
  6059. }
  6060. }
  6061. break;
  6062. case NPC_REBIRTH:
  6063. if( md && md->state.rebirth )
  6064. break; // only works once
  6065. sc_start(bl,type,100,skilllv,-1);
  6066. break;
  6067. case NPC_DARKBLESSING:
  6068. clif_skill_nodamage(src,bl,skillid,skilllv,
  6069. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  6070. break;
  6071. case NPC_LICK:
  6072. status_zap(bl, 0, 100);
  6073. clif_skill_nodamage(src,bl,skillid,skilllv,
  6074. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  6075. break;
  6076. case NPC_SUICIDE:
  6077. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6078. status_kill(src); //When suiciding, neither exp nor drops is given.
  6079. break;
  6080. case NPC_SUMMONSLAVE:
  6081. case NPC_SUMMONMONSTER:
  6082. if(md && md->skillidx >= 0)
  6083. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  6084. break;
  6085. case NPC_CALLSLAVE:
  6086. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6087. break;
  6088. case NPC_RANDOMMOVE:
  6089. if (md) {
  6090. md->next_walktime = tick - 1;
  6091. mob_randomwalk(md,tick);
  6092. }
  6093. break;
  6094. case NPC_SPEEDUP:
  6095. {
  6096. // or does it increase casting rate? just a guess xD
  6097. int i = SC_ASPDPOTION0 + skilllv - 1;
  6098. if (i > SC_ASPDPOTION3)
  6099. i = SC_ASPDPOTION3;
  6100. clif_skill_nodamage(src,bl,skillid,skilllv,
  6101. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  6102. }
  6103. break;
  6104. case NPC_REVENGE:
  6105. // not really needed... but adding here anyway ^^
  6106. if (md && md->master_id > 0) {
  6107. struct block_list *mbl, *tbl;
  6108. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6109. (tbl = battle_gettargeted(mbl)) == NULL)
  6110. break;
  6111. md->state.provoke_flag = tbl->id;
  6112. mob_target(md, tbl, sstatus->rhw.range);
  6113. }
  6114. break;
  6115. case NPC_RUN:
  6116. {
  6117. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6118. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6119. unit_stop_attack(src);
  6120. //Run skillv tiles overriding the can-move check.
  6121. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  6122. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6123. }
  6124. break;
  6125. case NPC_TRANSFORMATION:
  6126. case NPC_METAMORPHOSIS:
  6127. if(md && md->skillidx >= 0) {
  6128. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  6129. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  6130. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  6131. if (class_) mob_class_change(md, class_);
  6132. }
  6133. break;
  6134. case NPC_EMOTION_ON:
  6135. case NPC_EMOTION:
  6136. //va[0] is the emotion to use.
  6137. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6138. //val[1] 'sets' the mode
  6139. //val[2] adds to the current mode
  6140. //val[3] removes from the current mode
  6141. //val[4] if set, asks to delete the previous mode change.
  6142. if(md && md->skillidx >= 0 && tsc)
  6143. {
  6144. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  6145. if(md->db->skill[md->skillidx].val[4] && tsce)
  6146. status_change_end(bl, type, INVALID_TIMER);
  6147. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  6148. sc_start4(src, type, 100, skilllv,
  6149. md->db->skill[md->skillidx].val[1],
  6150. md->db->skill[md->skillidx].val[2],
  6151. md->db->skill[md->skillidx].val[3],
  6152. skill_get_time(skillid, skilllv));
  6153. }
  6154. break;
  6155. case NPC_POWERUP:
  6156. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  6157. clif_skill_nodamage(src,bl,skillid,skilllv,
  6158. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6159. break;
  6160. case NPC_AGIUP:
  6161. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  6162. clif_skill_nodamage(src,bl,skillid,skilllv,
  6163. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6164. break;
  6165. case NPC_INVISIBLE:
  6166. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6167. clif_skill_nodamage(src,bl,skillid,skilllv,
  6168. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  6169. break;
  6170. case NPC_SIEGEMODE:
  6171. // not sure what it does
  6172. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6173. break;
  6174. case WE_MALE:
  6175. {
  6176. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  6177. 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]
  6178. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  6179. }
  6180. break;
  6181. case WE_FEMALE:
  6182. {
  6183. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  6184. 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]
  6185. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  6186. }
  6187. break;
  6188. // parent-baby skills
  6189. case WE_BABY:
  6190. if(sd){
  6191. struct map_session_data *f_sd = pc_get_father(sd);
  6192. struct map_session_data *m_sd = pc_get_mother(sd);
  6193. // if neither was found
  6194. if(!f_sd && !m_sd){
  6195. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6196. map_freeblock_unlock();
  6197. return 0;
  6198. }
  6199. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  6200. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6201. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6202. }
  6203. break;
  6204. case PF_HPCONVERSION:
  6205. {
  6206. int hp, sp;
  6207. hp = sstatus->max_hp/10;
  6208. sp = hp * 10 * skilllv / 100;
  6209. if (!status_charge(src,hp,0)) {
  6210. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6211. break;
  6212. }
  6213. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6214. status_heal(bl,0,sp,2);
  6215. }
  6216. break;
  6217. case MA_REMOVETRAP:
  6218. case HT_REMOVETRAP:
  6219. {
  6220. struct skill_unit* su;
  6221. struct skill_unit_group* sg;
  6222. su = BL_CAST(BL_SKILL, bl);
  6223. // Mercenaries can remove any trap
  6224. // Players can only remove their own traps or traps on Vs maps.
  6225. 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) )
  6226. {
  6227. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6228. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6229. { // prevent picking up expired traps
  6230. if( battle_config.skill_removetrap_type )
  6231. { // get back all items used to deploy the trap
  6232. for( i = 0; i < 10; i++ )
  6233. {
  6234. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6235. {
  6236. int flag;
  6237. struct item item_tmp;
  6238. memset(&item_tmp,0,sizeof(item_tmp));
  6239. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6240. item_tmp.identify = 1;
  6241. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6242. {
  6243. clif_additem(sd,0,0,flag);
  6244. 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);
  6245. }
  6246. }
  6247. }
  6248. }
  6249. else
  6250. { // get back 1 trap
  6251. struct item item_tmp;
  6252. memset(&item_tmp,0,sizeof(item_tmp));
  6253. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6254. item_tmp.identify = 1;
  6255. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6256. {
  6257. clif_additem(sd,0,0,flag);
  6258. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6259. }
  6260. }
  6261. }
  6262. skill_delunit(su);
  6263. }else if(sd)
  6264. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6265. }
  6266. break;
  6267. case HT_SPRINGTRAP:
  6268. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6269. {
  6270. struct skill_unit *su=NULL;
  6271. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6272. switch(su->group->unit_id){
  6273. case UNT_ANKLESNARE: // ankle snare
  6274. if (su->group->val2 != 0)
  6275. // if it is already trapping something don't spring it,
  6276. // remove trap should be used instead
  6277. break;
  6278. // otherwise fallthrough to below
  6279. case UNT_BLASTMINE:
  6280. case UNT_SKIDTRAP:
  6281. case UNT_LANDMINE:
  6282. case UNT_SHOCKWAVE:
  6283. case UNT_SANDMAN:
  6284. case UNT_FLASHER:
  6285. case UNT_FREEZINGTRAP:
  6286. case UNT_CLAYMORETRAP:
  6287. case UNT_TALKIEBOX:
  6288. su->group->unit_id = UNT_USED_TRAPS;
  6289. clif_changetraplook(bl, UNT_USED_TRAPS);
  6290. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6291. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6292. }
  6293. }
  6294. }
  6295. break;
  6296. case BD_ENCORE:
  6297. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6298. if(sd)
  6299. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  6300. break;
  6301. case AS_SPLASHER:
  6302. if(tstatus->mode&MD_BOSS
  6303. /**
  6304. * Renewal dropped the 3/4 hp requirement
  6305. **/
  6306. #ifndef RENEWAL
  6307. || tstatus-> hp > tstatus->max_hp*3/4
  6308. #endif
  6309. ) {
  6310. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6311. map_freeblock_unlock();
  6312. return 1;
  6313. }
  6314. clif_skill_nodamage(src,bl,skillid,skilllv,
  6315. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  6316. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  6317. break;
  6318. case PF_MINDBREAKER:
  6319. {
  6320. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6321. {
  6322. map_freeblock_unlock();
  6323. return 1;
  6324. }
  6325. if (tsce)
  6326. { //HelloKitty2 (?) explained that this silently fails when target is
  6327. //already inflicted. [Skotlex]
  6328. map_freeblock_unlock();
  6329. return 1;
  6330. }
  6331. //Has a 55% + skilllv*5% success chance.
  6332. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  6333. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  6334. {
  6335. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6336. map_freeblock_unlock();
  6337. return 0;
  6338. }
  6339. unit_skillcastcancel(bl,0);
  6340. if(tsc && tsc->count){
  6341. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6342. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6343. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6344. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6345. }
  6346. if(dstmd)
  6347. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  6348. }
  6349. break;
  6350. case PF_SOULCHANGE:
  6351. {
  6352. unsigned int sp1 = 0, sp2 = 0;
  6353. if (dstmd) {
  6354. if (dstmd->state.soul_change_flag) {
  6355. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6356. break;
  6357. }
  6358. dstmd->state.soul_change_flag = 1;
  6359. sp2 = sstatus->max_sp * 3 /100;
  6360. status_heal(src, 0, sp2, 2);
  6361. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6362. break;
  6363. }
  6364. sp1 = sstatus->sp;
  6365. sp2 = tstatus->sp;
  6366. #ifdef RENEWAL
  6367. sp1 = sp1 / 2;
  6368. sp2 = sp2 / 2;
  6369. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6370. sp1 = tstatus->sp;
  6371. #endif
  6372. status_set_sp(src, sp2, 3);
  6373. status_set_sp(bl, sp1, 3);
  6374. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6375. }
  6376. break;
  6377. // Slim Pitcher
  6378. case CR_SLIMPITCHER:
  6379. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6380. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6381. break;
  6382. if (potion_hp || potion_sp) {
  6383. int hp = potion_hp, sp = potion_sp;
  6384. hp = hp * (100 + (tstatus->vit<<1))/100;
  6385. sp = sp * (100 + (tstatus->int_<<1))/100;
  6386. if (dstsd) {
  6387. if (hp)
  6388. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6389. if (sp)
  6390. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6391. }
  6392. if( tsc && tsc->count ) {
  6393. if (tsc->data[SC_CRITICALWOUND]) {
  6394. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6395. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6396. }
  6397. if (tsc->data[SC_DEATHHURT]) {
  6398. hp -= hp * 20 / 100;
  6399. sp -= sp * 20 / 100;
  6400. }
  6401. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6402. hp += hp / 10;
  6403. sp += sp / 10;
  6404. }
  6405. }
  6406. if(hp > 0)
  6407. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6408. if(sp > 0)
  6409. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6410. status_heal(bl,hp,sp,0);
  6411. }
  6412. break;
  6413. // Full Chemical Protection
  6414. case CR_FULLPROTECTION:
  6415. {
  6416. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6417. int i, s = 0, skilltime = skill_get_time(skillid,skilllv);
  6418. for (i=0 ; i<4; i++) {
  6419. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6420. continue;
  6421. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  6422. s++;
  6423. }
  6424. if( sd && !s ){
  6425. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6426. map_freeblock_unlock(); // Don't consume item requirements
  6427. return 0;
  6428. }
  6429. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6430. }
  6431. break;
  6432. case RG_CLEANER: //AppleGirl
  6433. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6434. break;
  6435. case CG_LONGINGFREEDOM:
  6436. {
  6437. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6438. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6439. {
  6440. clif_skill_nodamage(src,bl,skillid,skilllv,
  6441. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6442. }
  6443. }
  6444. break;
  6445. case CG_TAROTCARD:
  6446. {
  6447. int eff, count = -1;
  6448. if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6449. {
  6450. if( sd )
  6451. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6452. map_freeblock_unlock();
  6453. return 0;
  6454. }
  6455. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  6456. do {
  6457. eff = rnd() % 14;
  6458. clif_specialeffect(bl, 523 + eff, AREA);
  6459. switch (eff)
  6460. {
  6461. case 0: // heals SP to 0
  6462. status_percent_damage(src, bl, 0, 100, false);
  6463. break;
  6464. case 1: // matk halved
  6465. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6466. break;
  6467. case 2: // all buffs removed
  6468. status_change_clear_buffs(bl,1);
  6469. break;
  6470. case 3: // 1000 damage, random armor destroyed
  6471. {
  6472. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6473. status_fix_damage(src, bl, 1000, 0);
  6474. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6475. if( !status_isdead(bl) )
  6476. skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
  6477. }
  6478. break;
  6479. case 4: // atk halved
  6480. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6481. break;
  6482. case 5: // 2000HP heal, random teleported
  6483. status_heal(src, 2000, 0, 0);
  6484. if( !map_flag_vs(bl->m) )
  6485. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6486. break;
  6487. case 6: // random 2 other effects
  6488. if (count == -1)
  6489. count = 3;
  6490. else
  6491. count++; //Should not retrigger this one.
  6492. break;
  6493. case 7: // stop freeze or stoned
  6494. {
  6495. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6496. sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  6497. }
  6498. break;
  6499. case 8: // curse coma and poison
  6500. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  6501. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  6502. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  6503. break;
  6504. case 9: // confusion
  6505. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  6506. break;
  6507. case 10: // 6666 damage, atk matk halved, cursed
  6508. status_fix_damage(src, bl, 6666, 0);
  6509. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6510. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6511. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6512. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  6513. break;
  6514. case 11: // 4444 damage
  6515. status_fix_damage(src, bl, 4444, 0);
  6516. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6517. break;
  6518. case 12: // stun
  6519. sc_start(bl,SC_STUN,100,skilllv,5000);
  6520. break;
  6521. case 13: // atk,matk,hit,flee,def reduced
  6522. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6523. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6524. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  6525. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  6526. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  6527. break;
  6528. default:
  6529. break;
  6530. }
  6531. } while ((--count) > 0);
  6532. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6533. }
  6534. break;
  6535. case SL_ALCHEMIST:
  6536. case SL_ASSASIN:
  6537. case SL_BARDDANCER:
  6538. case SL_BLACKSMITH:
  6539. case SL_CRUSADER:
  6540. case SL_HUNTER:
  6541. case SL_KNIGHT:
  6542. case SL_MONK:
  6543. case SL_PRIEST:
  6544. case SL_ROGUE:
  6545. case SL_SAGE:
  6546. case SL_SOULLINKER:
  6547. case SL_STAR:
  6548. case SL_SUPERNOVICE:
  6549. case SL_WIZARD:
  6550. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6551. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6552. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6553. break;
  6554. }
  6555. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6556. { //Erase death count 1% of the casts
  6557. dstsd->die_counter = 0;
  6558. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6559. clif_specialeffect(bl, 0x152, AREA);
  6560. //SC_SPIRIT invokes status_calc_pc for us.
  6561. }
  6562. clif_skill_nodamage(src,bl,skillid,skilllv,
  6563. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6564. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6565. break;
  6566. case SL_HIGH:
  6567. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6568. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6569. break;
  6570. }
  6571. clif_skill_nodamage(src,bl,skillid,skilllv,
  6572. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6573. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6574. break;
  6575. case SL_SWOO:
  6576. if (tsce) {
  6577. if(sd)
  6578. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6579. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,10000,8);
  6580. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  6581. break;
  6582. }
  6583. case SL_SKA: // [marquis007]
  6584. case SL_SKE:
  6585. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6586. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6587. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  6588. break;
  6589. }
  6590. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6591. if (skillid == SL_SKE)
  6592. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6593. break;
  6594. // New guild skills [Celest]
  6595. case GD_BATTLEORDER:
  6596. if(flag&1) {
  6597. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6598. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6599. } else if (status_get_guild_id(src)) {
  6600. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6601. map_foreachinrange(skill_area_sub, src,
  6602. skill_get_splash(skillid, skilllv), BL_PC,
  6603. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6604. skill_castend_nodamage_id);
  6605. if (sd)
  6606. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6607. }
  6608. break;
  6609. case GD_REGENERATION:
  6610. if(flag&1) {
  6611. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6612. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6613. } else if (status_get_guild_id(src)) {
  6614. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6615. map_foreachinrange(skill_area_sub, src,
  6616. skill_get_splash(skillid, skilllv), BL_PC,
  6617. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6618. skill_castend_nodamage_id);
  6619. if (sd)
  6620. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6621. }
  6622. break;
  6623. case GD_RESTORE:
  6624. if(flag&1) {
  6625. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6626. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6627. } else if (status_get_guild_id(src)) {
  6628. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6629. map_foreachinrange(skill_area_sub, src,
  6630. skill_get_splash(skillid, skilllv), BL_PC,
  6631. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6632. skill_castend_nodamage_id);
  6633. if (sd)
  6634. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6635. }
  6636. break;
  6637. case GD_EMERGENCYCALL:
  6638. {
  6639. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6640. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6641. int j = 0;
  6642. struct guild *g = NULL;
  6643. // i don't know if it actually summons in a circle, but oh well. ;P
  6644. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6645. if (!g)
  6646. break;
  6647. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6648. for(i = 0; i < g->max_member; i++, j++) {
  6649. if (j>8) j=0;
  6650. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6651. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6652. continue;
  6653. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6654. dx[j] = dy[j] = 0;
  6655. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6656. }
  6657. }
  6658. if (sd)
  6659. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6660. }
  6661. break;
  6662. case SG_FEEL:
  6663. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6664. if (sd) {
  6665. if(!sd->feel_map[skilllv-1].index)
  6666. clif_feel_req(sd->fd,sd, skilllv);
  6667. else
  6668. clif_feel_info(sd, skilllv-1, 1);
  6669. }
  6670. break;
  6671. case SG_HATE:
  6672. if (sd) {
  6673. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6674. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  6675. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6676. }
  6677. break;
  6678. case GS_GLITTERING:
  6679. if(sd) {
  6680. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6681. if(rnd()%100 < (20+10*skilllv))
  6682. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  6683. else if(sd->spiritball > 0)
  6684. pc_delspiritball(sd,1,0);
  6685. }
  6686. break;
  6687. case GS_CRACKER:
  6688. /* per official standards, this skill works on players and mobs. */
  6689. if (sd && (dstsd || dstmd))
  6690. {
  6691. i =65 -5*distance_bl(src,bl); //Base rate
  6692. if (i < 30) i = 30;
  6693. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6694. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  6695. }
  6696. break;
  6697. case AM_CALLHOMUN: //[orn]
  6698. if (sd && !merc_call_homunculus(sd))
  6699. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6700. break;
  6701. case AM_REST:
  6702. if (sd) {
  6703. if (merc_hom_vaporize(sd,1))
  6704. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6705. else
  6706. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6707. }
  6708. break;
  6709. case HAMI_CASTLE: //[orn]
  6710. if(rnd()%100 < 20*skilllv && src != bl)
  6711. {
  6712. int x,y;
  6713. x = src->x;
  6714. y = src->y;
  6715. if (hd)
  6716. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6717. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6718. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  6719. clif_slide(src,bl->x,bl->y) ;
  6720. if (unit_movepos(bl,x,y,0,0))
  6721. {
  6722. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  6723. clif_slide(bl,x,y) ;
  6724. }
  6725. //TODO: Shouldn't also players and the like switch targets?
  6726. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6727. AREA_SIZE, BL_MOB, bl, src);
  6728. }
  6729. }
  6730. // Failed
  6731. else if (hd && hd->master)
  6732. clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
  6733. else if (sd)
  6734. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6735. break;
  6736. case HVAN_CHAOTIC: //[orn]
  6737. {
  6738. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6739. int r = rnd()%100;
  6740. i = (skilllv-1)%5;
  6741. if(r<per[i][0]) //Self
  6742. bl = src;
  6743. else if(r<per[i][1]) //Master
  6744. bl = battle_get_master(src);
  6745. else //Enemy
  6746. bl = map_id2bl(battle_gettarget(src));
  6747. if (!bl) bl = src;
  6748. i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
  6749. //Eh? why double skill packet?
  6750. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6751. clif_skill_nodamage(src,bl,skillid,i,1);
  6752. status_heal(bl, i, 0, 0);
  6753. }
  6754. break;
  6755. //Homun single-target support skills [orn]
  6756. case HAMI_BLOODLUST:
  6757. case HFLI_FLEET:
  6758. case HFLI_SPEED:
  6759. case HLIF_CHANGE:
  6760. case MH_ANGRIFFS_MODUS:
  6761. case MH_GOLDENE_FERSE:
  6762. clif_skill_nodamage(src,bl,skillid,skilllv,
  6763. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6764. if (hd)
  6765. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6766. break;
  6767. case NPC_DRAGONFEAR:
  6768. if (flag&1) {
  6769. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6770. int j;
  6771. j = i = rnd()%ARRAYLENGTH(sc);
  6772. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  6773. i++;
  6774. if ( i == ARRAYLENGTH(sc) )
  6775. i = 0;
  6776. if (i == j)
  6777. break;
  6778. }
  6779. break;
  6780. }
  6781. case NPC_WIDEBLEEDING:
  6782. case NPC_WIDECONFUSE:
  6783. case NPC_WIDECURSE:
  6784. case NPC_WIDEFREEZE:
  6785. case NPC_WIDESLEEP:
  6786. case NPC_WIDESILENCE:
  6787. case NPC_WIDESTONE:
  6788. case NPC_WIDESTUN:
  6789. case NPC_SLOWCAST:
  6790. case NPC_WIDEHELLDIGNITY:
  6791. if (flag&1)
  6792. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6793. else {
  6794. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6795. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6796. map_foreachinrange(skill_area_sub, bl,
  6797. skill_get_splash(skillid, skilllv),BL_CHAR,
  6798. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6799. skill_castend_nodamage_id);
  6800. }
  6801. break;
  6802. case NPC_WIDESOULDRAIN:
  6803. if (flag&1)
  6804. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6805. else {
  6806. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6807. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6808. map_foreachinrange(skill_area_sub, bl,
  6809. skill_get_splash(skillid, skilllv),BL_CHAR,
  6810. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6811. skill_castend_nodamage_id);
  6812. }
  6813. break;
  6814. case ALL_PARTYFLEE:
  6815. if( sd && !(flag&1) )
  6816. {
  6817. if( !sd->status.party_id )
  6818. {
  6819. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6820. break;
  6821. }
  6822. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6823. }
  6824. else
  6825. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6826. break;
  6827. case NPC_TALK:
  6828. case ALL_WEWISH:
  6829. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6830. break;
  6831. case ALL_BUYING_STORE:
  6832. if( sd )
  6833. {// players only, skill allows 5 buying slots
  6834. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6835. }
  6836. break;
  6837. case RK_ENCHANTBLADE:
  6838. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6839. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6840. break;
  6841. case RK_DRAGONHOWLING:
  6842. if( flag&1)
  6843. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6844. else
  6845. {
  6846. skill_area_temp[2] = 0;
  6847. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6848. map_foreachinrange(skill_area_sub, src,
  6849. skill_get_splash(skillid,skilllv),BL_CHAR,
  6850. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6851. skill_castend_nodamage_id);
  6852. }
  6853. break;
  6854. case RK_IGNITIONBREAK:
  6855. case LG_EARTHDRIVE:
  6856. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6857. i = skill_get_splash(skillid,skilllv);
  6858. if( skillid == LG_EARTHDRIVE ) {
  6859. int dummy = 1;
  6860. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  6861. }
  6862. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6863. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6864. break;
  6865. case RK_STONEHARDSKIN:
  6866. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6867. {
  6868. int heal = sstatus->hp / 4; // 25% HP
  6869. if( status_charge(bl,heal,0) )
  6870. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6871. else
  6872. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6873. }
  6874. break;
  6875. case RK_REFRESH:
  6876. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6877. {
  6878. int heal = status_get_max_hp(bl) * 25 / 100;
  6879. clif_skill_nodamage(src,bl,skillid,skilllv,
  6880. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6881. status_heal(bl,heal,0,1);
  6882. status_change_clear_buffs(bl,4);
  6883. }
  6884. break;
  6885. case RK_MILLENNIUMSHIELD:
  6886. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6887. {
  6888. short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
  6889. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6890. clif_millenniumshield(sd,shields);
  6891. clif_skill_nodamage(src,bl,skillid,1,1);
  6892. }
  6893. break;
  6894. case RK_GIANTGROWTH:
  6895. case RK_VITALITYACTIVATION:
  6896. case RK_ABUNDANCE:
  6897. case RK_CRUSHSTRIKE:
  6898. if( sd )
  6899. {
  6900. int lv = 1; // RK_GIANTGROWTH
  6901. if( skillid == RK_VITALITYACTIVATION )
  6902. lv = 2;
  6903. else if( skillid == RK_ABUNDANCE )
  6904. lv = 6;
  6905. else if( skillid == RK_CRUSHSTRIKE )
  6906. lv = 7;
  6907. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6908. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6909. }
  6910. break;
  6911. case RK_FIGHTINGSPIRIT:
  6912. if( flag&1 ) {
  6913. if( src == bl )
  6914. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6915. else
  6916. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6917. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6918. if( sd->status.party_id ) {
  6919. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6920. skill_area_temp[5] = 7 * i; // ATK
  6921. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6922. } else
  6923. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6924. }
  6925. clif_skill_nodamage(src,bl,skillid,1,1);
  6926. break;
  6927. /**
  6928. * Guilotine Cross
  6929. **/
  6930. case GC_ROLLINGCUTTER:
  6931. {
  6932. short count = 1;
  6933. skill_area_temp[2] = 0;
  6934. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6935. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6936. { // Every time the skill is casted the status change is reseted adding a counter.
  6937. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6938. if( count > 10 )
  6939. count = 10; // Max coounter
  6940. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6941. }
  6942. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6943. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6944. }
  6945. break;
  6946. case GC_WEAPONBLOCKING:
  6947. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6948. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6949. else
  6950. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6951. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6952. break;
  6953. case GC_CREATENEWPOISON:
  6954. if( sd )
  6955. {
  6956. clif_skill_produce_mix_list(sd,skillid,25);
  6957. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6958. }
  6959. break;
  6960. case GC_POISONINGWEAPON:
  6961. if( sd ) {
  6962. clif_poison_list(sd,skilllv);
  6963. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6964. }
  6965. break;
  6966. case GC_ANTIDOTE:
  6967. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6968. if( tsc )
  6969. {
  6970. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6971. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6972. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6973. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6974. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6975. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6976. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6977. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6978. }
  6979. break;
  6980. case GC_PHANTOMMENACE:
  6981. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6983. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6984. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6985. break;
  6986. case GC_HALLUCINATIONWALK:
  6987. {
  6988. int heal = status_get_max_hp(bl) / 10;
  6989. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6990. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6991. break;
  6992. }
  6993. if( !status_charge(bl,heal,0) )
  6994. {
  6995. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6996. break;
  6997. }
  6998. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6999. }
  7000. break;
  7001. /**
  7002. * Arch Bishop
  7003. **/
  7004. case AB_ANCILLA:
  7005. if( sd ) {
  7006. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7007. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  7008. }
  7009. break;
  7010. case AB_CLEMENTIA:
  7011. case AB_CANTO:
  7012. {
  7013. int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
  7014. int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
  7015. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7016. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  7017. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  7018. else if( sd )
  7019. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7020. }
  7021. break;
  7022. case AB_PRAEFATIO:
  7023. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7024. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  7025. else if( sd )
  7026. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7027. break;
  7028. case AB_CHEAL:
  7029. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7030. {
  7031. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  7032. {
  7033. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7034. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7035. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7036. clif_skill_nodamage(bl, bl, skillid, i, 1);
  7037. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7038. i = ~i + 1;
  7039. status_heal(bl, i, 0, 0);
  7040. }
  7041. }
  7042. else if( sd )
  7043. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7044. break;
  7045. case AB_ORATIO:
  7046. if( flag&1 )
  7047. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  7048. else
  7049. {
  7050. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  7051. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7052. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7053. }
  7054. break;
  7055. case AB_LAUDAAGNUS:
  7056. if( flag&1 || sd == NULL ) {
  7057. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7058. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7059. // Success Chance: (40 + 10 * Skill Level) %
  7060. if( rnd()%100 > 40+10*skilllv ) break;
  7061. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7062. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7063. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7064. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7065. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7066. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7067. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7068. clif_skill_nodamage(bl, bl, skillid, skilllv,
  7069. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7070. } else if( sd )
  7071. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  7072. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7073. break;
  7074. case AB_LAUDARAMUS:
  7075. if( flag&1 || sd == NULL ) {
  7076. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
  7077. // Success Chance: (40 + 10 * Skill Level) %
  7078. if( rnd()%100 > 40+10*skilllv ) break;
  7079. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7080. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7081. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7082. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7083. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7084. clif_skill_nodamage(bl, bl, skillid, skilllv,
  7085. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7086. } else if( sd )
  7087. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  7088. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7089. break;
  7090. case AB_CLEARANCE:
  7091. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  7092. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7093. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7094. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv)
  7095. {
  7096. if (sd)
  7097. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7098. break;
  7099. }
  7100. if(status_isimmune(bl) || !tsc || !tsc->count)
  7101. break;
  7102. for(i=0;i<SC_MAX;i++)
  7103. {
  7104. if (!tsc->data[i])
  7105. continue;
  7106. switch (i) {
  7107. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7108. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7109. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7110. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7111. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7112. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7113. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7114. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7115. case SC_SPIRIT: case SC_AUTOBERSERK:
  7116. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7117. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7118. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7119. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7120. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7121. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7122. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7123. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7124. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7125. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7126. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7127. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7128. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7129. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7130. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7131. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7132. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7133. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7134. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7135. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7136. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7137. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7138. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7139. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7140. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7141. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7142. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7143. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7144. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7145. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7146. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7147. #ifdef RENEWAL
  7148. case SC_EXTREMITYFIST2:
  7149. #endif
  7150. continue;
  7151. case SC_ASSUMPTIO:
  7152. if( bl->type == BL_MOB )
  7153. continue;
  7154. break;
  7155. }
  7156. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7157. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7158. }
  7159. break;
  7160. }
  7161. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  7162. break;
  7163. case AB_SILENTIUM:
  7164. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7165. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  7166. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7167. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7168. break;
  7169. /**
  7170. * Warlock
  7171. **/
  7172. case WL_STASIS:
  7173. if( flag&1 )
  7174. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7175. else
  7176. {
  7177. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7178. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7179. }
  7180. break;
  7181. case WL_WHITEIMPRISON:
  7182. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
  7183. {
  7184. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7185. if(src == bl ) rate = 100; // Success Chance: On self, 100%
  7186. else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
  7187. else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
  7188. if( !(tsc && tsc->data[type]) ){
  7189. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
  7190. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  7191. }
  7192. if( sd && i )
  7193. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  7194. else if(sd)
  7195. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7196. }else if( sd )
  7197. clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
  7198. break;
  7199. case WL_FROSTMISTY:
  7200. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7201. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7202. break;
  7203. case WL_JACKFROST:
  7204. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7205. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7206. break;
  7207. case WL_MARSHOFABYSS:
  7208. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7209. clif_skill_nodamage(src, bl, skillid, skilllv,
  7210. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7211. skill_get_time(skillid, skilllv)));
  7212. break;
  7213. case WL_SIENNAEXECRATE:
  7214. if( status_isimmune(bl) || !tsc )
  7215. break;
  7216. if( flag&1 ) {
  7217. if( bl->id == skill_area_temp[1] )
  7218. break; // Already work on this target
  7219. if( tsc && tsc->data[SC_STONE] )
  7220. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7221. else
  7222. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7223. } else {
  7224. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  7225. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7226. if( rnd()%100 < rate ) { // Success on First Target
  7227. if( !tsc->data[SC_STONE] )
  7228. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7229. else {
  7230. rate = 1;
  7231. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7232. }
  7233. if( rate ) {
  7234. skill_area_temp[1] = bl->id;
  7235. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7236. }
  7237. // Doesn't send failure packet if it fails on defense.
  7238. }
  7239. else if( sd ) // Failure on Rate
  7240. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7241. }
  7242. break;
  7243. case WL_SUMMONFB:
  7244. case WL_SUMMONBL:
  7245. case WL_SUMMONWB:
  7246. case WL_SUMMONSTONE:
  7247. {
  7248. short element = 0, sctype = 0, pos = -1;
  7249. struct status_change *sc = status_get_sc(src);
  7250. if( !sc ) break;
  7251. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7252. {
  7253. if( !sctype && !sc->data[i] )
  7254. sctype = i; // Take the free SC
  7255. if( sc->data[i] )
  7256. pos = max(sc->data[i]->val2,pos);
  7257. }
  7258. if( !sctype )
  7259. {
  7260. if( sd ) // No free slots to put SC
  7261. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
  7262. break;
  7263. }
  7264. pos++; // Used in val2 for SC. Indicates the order of this ball
  7265. switch( skillid )
  7266. { // Set val1. The SC element for this ball
  7267. case WL_SUMMONFB: element = WLS_FIRE; break;
  7268. case WL_SUMMONBL: element = WLS_WIND; break;
  7269. case WL_SUMMONWB: element = WLS_WATER; break;
  7270. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7271. }
  7272. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  7273. clif_skill_nodamage(src,bl,skillid,0,0);
  7274. }
  7275. break;
  7276. case WL_READING_SB:
  7277. if( sd ) {
  7278. struct status_change *sc = status_get_sc(bl);
  7279. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7280. if( sc && !sc->data[i] )
  7281. break;
  7282. if( i == SC_MAXSPELLBOOK ) {
  7283. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7284. break;
  7285. }
  7286. sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7287. clif_spellbook_list(sd);
  7288. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7289. }
  7290. break;
  7291. /**
  7292. * Ranger
  7293. **/
  7294. case RA_FEARBREEZE:
  7295. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7296. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7297. break;
  7298. case RA_WUGMASTERY:
  7299. if( sd ) {
  7300. if( !pc_iswug(sd) )
  7301. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7302. else
  7303. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7304. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7305. }
  7306. break;
  7307. case RA_WUGRIDER:
  7308. if( sd ) {
  7309. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7310. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7311. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7312. } else if( pc_isridingwug(sd) ) {
  7313. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7314. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7315. }
  7316. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7317. }
  7318. break;
  7319. case RA_WUGDASH:
  7320. if( tsce ) {
  7321. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  7322. map_freeblock_unlock();
  7323. return 0;
  7324. }
  7325. if( sd && pc_isridingwug(sd) ) {
  7326. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  7327. clif_walkok(sd);
  7328. }
  7329. break;
  7330. case RA_SENSITIVEKEEN:
  7331. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7332. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7333. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7334. break;
  7335. /**
  7336. * Mechanic
  7337. **/
  7338. case NC_F_SIDESLIDE:
  7339. case NC_B_SIDESLIDE:
  7340. {
  7341. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7342. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  7343. clif_slide(src,src->x,src->y);
  7344. clif_fixpos(src); //Aegis sent this packet
  7345. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7346. }
  7347. break;
  7348. case NC_SELFDESTRUCTION:
  7349. if( sd ) {
  7350. if( pc_ismadogear(sd) )
  7351. pc_setmadogear(sd, 0);
  7352. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7353. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  7354. status_set_sp(src, 0, 0);
  7355. }
  7356. break;
  7357. case NC_ANALYZE:
  7358. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7359. clif_skill_nodamage(src, bl, skillid, skilllv,
  7360. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  7361. if( sd ) pc_overheat(sd,1);
  7362. break;
  7363. case NC_MAGNETICFIELD:
  7364. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  7365. {
  7366. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7367. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7368. if (sd) pc_overheat(sd,1);
  7369. }
  7370. clif_skill_nodamage(src,src,skillid,skilllv,i);
  7371. break;
  7372. case NC_REPAIR:
  7373. if( sd )
  7374. {
  7375. int heal;
  7376. if( dstsd && pc_ismadogear(dstsd) )
  7377. {
  7378. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  7379. status_heal(bl,heal,0,2);
  7380. } else {
  7381. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  7382. status_heal(src,heal,0,2);
  7383. }
  7384. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7385. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  7386. }
  7387. break;
  7388. case NC_DISJOINT:
  7389. {
  7390. if( bl->type != BL_MOB ) break;
  7391. md = map_id2md(bl->id);
  7392. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7393. status_kill(bl);
  7394. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7395. }
  7396. break;
  7397. case SC_AUTOSHADOWSPELL:
  7398. if( sd ) {
  7399. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7400. sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7401. clif_autoshadowspell_list(sd);
  7402. clif_skill_nodamage(src,bl,skillid,1,1);
  7403. }
  7404. else
  7405. clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7406. }
  7407. break;
  7408. case SC_SHADOWFORM:
  7409. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7410. if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) )
  7411. dstsd->shadowform_id = src->id;
  7412. }
  7413. else if( sd )
  7414. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7415. break;
  7416. case SC_BODYPAINT:
  7417. if( flag&1 ) {
  7418. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7419. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7420. tsc->data[SC__INVISIBILITY]) ) {
  7421. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7422. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7423. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7424. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7425. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7426. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7427. sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  7428. }
  7429. } else {
  7430. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7431. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7432. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7433. }
  7434. break;
  7435. case SC_ENERVATION:
  7436. case SC_GROOMY:
  7437. case SC_LAZINESS:
  7438. case SC_UNLUCKY:
  7439. case SC_WEAKNESS:
  7440. if( !(tsc && tsc->data[type]) ) {
  7441. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7442. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7443. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7444. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7445. clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
  7446. } else if( sd )
  7447. clif_skill_fail(sd,skillid,0,0);
  7448. break;
  7449. case SC_IGNORANCE:
  7450. if( !(tsc && tsc->data[type]) ) {
  7451. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7452. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7453. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7454. if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
  7455. int sp = 200 * skilllv;
  7456. if( dstmd ) sp = dstmd->level * 2;
  7457. if( status_zap(bl,0,sp) )
  7458. status_heal(src,0,sp/2,3);
  7459. }
  7460. else if( sd ) clif_skill_fail(sd,skillid,0,0);
  7461. } else if( sd )
  7462. clif_skill_fail(sd,skillid,0,0);
  7463. break;
  7464. case LG_TRAMPLE:
  7465. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7466. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
  7467. break;
  7468. case LG_REFLECTDAMAGE:
  7469. if( tsc && tsc->data[type] )
  7470. status_change_end(bl,type,INVALID_TIMER);
  7471. else
  7472. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7473. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7474. break;
  7475. case LG_SHIELDSPELL:
  7476. if( flag&1 ) {
  7477. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7478. sc_start(bl,SC_SILENCE,100,skilllv,duration);
  7479. } else if( sd ) {
  7480. int opt = skilllv;
  7481. int rate = rnd()%100;
  7482. int val, brate;
  7483. switch( skilllv ) {
  7484. case 1:
  7485. {
  7486. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7487. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7488. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7489. break;
  7490. }
  7491. brate = shield_data->def * 10;
  7492. if( rate < 50 )
  7493. opt = 1;
  7494. else if( rate < 75 )
  7495. opt = 2;
  7496. else
  7497. opt = 3;
  7498. switch( opt ) {
  7499. case 1:
  7500. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7501. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7502. if( rate < brate )
  7503. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7504. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7505. break;
  7506. case 2:
  7507. val = shield_data->def / 10; // % Reflected damage.
  7508. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7509. break;
  7510. case 3:
  7511. val = shield_data->def; // Attack increase.
  7512. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7513. break;
  7514. }
  7515. }
  7516. break;
  7517. case 2:
  7518. brate = sd->bonus.shieldmdef * 20;
  7519. if( rate < 30 )
  7520. opt = 1;
  7521. else if( rate < 60 )
  7522. opt = 2;
  7523. else
  7524. opt = 3;
  7525. switch( opt ) {
  7526. case 1:
  7527. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7528. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7529. if( rate < brate )
  7530. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7531. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7532. break;
  7533. case 2:
  7534. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7535. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7536. if( rate < brate )
  7537. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7538. break;
  7539. case 3:
  7540. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7541. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
  7542. sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7543. break;
  7544. }
  7545. break;
  7546. case 3:
  7547. {
  7548. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7549. if( !it ) { // No shield?
  7550. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7551. break;
  7552. }
  7553. brate = it->refine * 5;
  7554. if( rate < 25 )
  7555. opt = 1;
  7556. else if( rate < 50 )
  7557. opt = 2;
  7558. else
  7559. opt = 3;
  7560. switch( opt ) {
  7561. case 1:
  7562. val = 105 * it->refine / 10;
  7563. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
  7564. break;
  7565. case 2: case 3:
  7566. if( rate < brate )
  7567. {
  7568. val = sstatus->max_hp * (11 + it->refine) / 100;
  7569. status_heal(bl, val, 0, 3);
  7570. }
  7571. break;
  7572. /*case 3:
  7573. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7574. break;*/
  7575. }
  7576. }
  7577. break;
  7578. }
  7579. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7580. }
  7581. break;
  7582. case LG_PIETY:
  7583. if( flag&1 )
  7584. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7585. else {
  7586. skill_area_temp[2] = 0;
  7587. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7588. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7589. }
  7590. break;
  7591. case LG_INSPIRATION:
  7592. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7593. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7594. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7595. clif_updatestatus(sd,SP_BASEEXP);
  7596. clif_updatestatus(sd,SP_JOBEXP);
  7597. }
  7598. clif_skill_nodamage(bl,src,skillid,skilllv,
  7599. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7600. break;
  7601. case SR_CURSEDCIRCLE:
  7602. if( flag&1 ) {
  7603. if( is_boss(bl) ) break;
  7604. if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
  7605. if( bl->type == BL_MOB )
  7606. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7607. unit_stop_attack(bl);
  7608. clif_bladestop(src, bl->id, 1);
  7609. map_freeblock_unlock();
  7610. return 1;
  7611. }
  7612. } else {
  7613. int count = 0;
  7614. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7615. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  7616. BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7617. if( sd ) pc_delspiritball(sd, count, 0);
  7618. clif_skill_nodamage(src, src, skillid, skilllv,
  7619. sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
  7620. }
  7621. break;
  7622. case SR_RAISINGDRAGON:
  7623. if( sd ) {
  7624. short max = 5 + skilllv;
  7625. sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
  7626. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7627. pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
  7628. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
  7629. }
  7630. break;
  7631. case SR_ASSIMILATEPOWER:
  7632. if( flag&1 ) {
  7633. i = 0;
  7634. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7635. {
  7636. i = dstsd->spiritball; //1%sp per spiritball.
  7637. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7638. }
  7639. if( i ) status_percent_heal(src, 0, i);
  7640. clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
  7641. } else {
  7642. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7643. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7644. }
  7645. break;
  7646. case SR_POWERVELOCITY:
  7647. if( !dstsd )
  7648. break;
  7649. if( sd && dstsd->spiritball <= 5 ) {
  7650. for(i = 0; i <= 5; i++) {
  7651. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7652. pc_delspiritball(sd, sd->spiritball, 0);
  7653. }
  7654. }
  7655. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7656. break;
  7657. case SR_GENTLETOUCH_CURE:
  7658. {
  7659. int heal;
  7660. if( status_isimmune(bl) )
  7661. {
  7662. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  7663. break;
  7664. }
  7665. heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
  7666. status_heal(bl, heal, 0, 0);
  7667. if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7668. {
  7669. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7670. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7671. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7672. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7673. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7674. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7675. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7676. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7677. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7678. }
  7679. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7680. }
  7681. break;
  7682. case SR_GENTLETOUCH_CHANGE:
  7683. case SR_GENTLETOUCH_REVITALIZE:
  7684. clif_skill_nodamage(src,bl,skillid,skilllv,
  7685. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
  7686. break;
  7687. case WA_SWING_DANCE:
  7688. case WA_MOONLIT_SERENADE:
  7689. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7690. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7691. else if( sd ) { // Only shows effects on caster.
  7692. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7693. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7694. }
  7695. break;
  7696. case WA_SYMPHONY_OF_LOVER:
  7697. case MI_RUSH_WINDMILL:
  7698. case MI_ECHOSONG:
  7699. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7700. sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
  7701. else if( sd ) { // Only shows effects on caster.
  7702. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7703. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7704. }
  7705. break;
  7706. case MI_HARMONIZE:
  7707. if( src != bl )
  7708. clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7709. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7710. break;
  7711. case WM_DEADHILLHERE:
  7712. if( bl->type == BL_PC ) {
  7713. if( !status_isdead(bl) )
  7714. break;
  7715. if( rnd()%100 < 88 + 2 * skilllv ) {
  7716. int heal = tstatus->sp;
  7717. if( heal <= 0 )
  7718. heal = 1;
  7719. tstatus->hp = heal;
  7720. tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
  7721. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7722. pc_revive((TBL_PC*)bl,heal,0);
  7723. clif_resurrection(bl,1);
  7724. }
  7725. }
  7726. break;
  7727. case WM_SIRCLEOFNATURE:
  7728. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7729. case WM_VOICEOFSIREN:
  7730. if( skillid != WM_SIRCLEOFNATURE )
  7731. flag &= ~BCT_SELF;
  7732. if( flag&1 ) {
  7733. sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
  7734. } else {
  7735. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7736. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7737. }
  7738. break;
  7739. case WM_GLOOMYDAY:
  7740. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7741. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7742. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7743. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7744. {
  7745. sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
  7746. break;
  7747. }
  7748. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7749. break;
  7750. case WM_SATURDAY_NIGHT_FEVER:
  7751. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7752. if( !(tsc && tsc->data[type]) )
  7753. sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
  7754. } else if( flag&2 ) {
  7755. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7756. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7757. } else if( sd ) {
  7758. short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4;
  7759. if( !sd->status.party_id || (rnd()%100 > chance)) {
  7760. clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
  7761. break;
  7762. }
  7763. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
  7764. BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7765. flag |= 2;
  7766. else
  7767. flag |= 1;
  7768. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7769. clif_skill_nodamage(src, bl, skillid, skilllv,
  7770. sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
  7771. if( flag&2 ) // Dealed here to prevent conflicts
  7772. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7773. }
  7774. break;
  7775. case WM_SONG_OF_MANA:
  7776. case WM_DANCE_WITH_WUG:
  7777. case WM_LERADS_DEW:
  7778. if( flag&1 ) { // These affect to to all party members near the caster.
  7779. struct status_change *sc = status_get_sc(src);
  7780. if( sc && sc->data[type] ) {
  7781. sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
  7782. }
  7783. } else if( sd ) {
  7784. short lv = (short)skilllv;
  7785. int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
  7786. if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
  7787. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7788. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7789. }
  7790. break;
  7791. case WM_MELODYOFSINK:
  7792. case WM_BEYOND_OF_WARCRY:
  7793. case WM_UNLIMITED_HUMMING_VOICE:
  7794. if( flag&1 ) {
  7795. sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
  7796. } else { // These affect to all targets arround the caster.
  7797. short lv = (short)skilllv;
  7798. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
  7799. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7800. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7801. }
  7802. break;
  7803. case WM_RANDOMIZESPELL: {
  7804. int improv_skillid = 0, improv_skilllv;
  7805. do {
  7806. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7807. improv_skillid = skill_improvise_db[i].skillid;
  7808. } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7809. improv_skilllv = 4 + skilllv;
  7810. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7811. if( sd ) {
  7812. sd->state.abra_flag = 2;
  7813. sd->skillitem = improv_skillid;
  7814. sd->skillitemlv = improv_skilllv;
  7815. clif_item_skill(sd, improv_skillid, improv_skilllv);
  7816. } else {
  7817. struct unit_data *ud = unit_bl2ud(src);
  7818. int inf = skill_get_inf(improv_skillid);
  7819. int target_id = 0;
  7820. if (!ud) break;
  7821. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7822. if (src->type == BL_PET)
  7823. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7824. if (!bl) bl = src;
  7825. unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
  7826. } else {
  7827. if (ud->target)
  7828. target_id = ud->target;
  7829. else switch (src->type) {
  7830. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7831. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7832. }
  7833. if (!target_id)
  7834. break;
  7835. if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
  7836. bl = map_id2bl(target_id);
  7837. if (!bl) bl = src;
  7838. unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
  7839. } else
  7840. unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
  7841. }
  7842. }
  7843. }
  7844. break;
  7845. case RETURN_TO_ELDICASTES:
  7846. case ALL_GUARDIAN_RECALL:
  7847. if( sd )
  7848. {
  7849. short x, y; // Destiny position.
  7850. unsigned short mapindex;
  7851. if( skillid == RETURN_TO_ELDICASTES)
  7852. {
  7853. x = 198;
  7854. y = 187;
  7855. mapindex = mapindex_name2id(MAP_DICASTES);
  7856. }
  7857. else
  7858. {
  7859. x = 44;
  7860. y = 151;
  7861. mapindex = mapindex_name2id(MAP_MORA);
  7862. }
  7863. if(!mapindex)
  7864. { //Given map not found?
  7865. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7866. map_freeblock_unlock();
  7867. return 0;
  7868. }
  7869. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  7870. }
  7871. break;
  7872. case GM_SANDMAN:
  7873. if( tsc ) {
  7874. if( tsc->opt1 == OPT1_SLEEP )
  7875. tsc->opt1 = 0;
  7876. else
  7877. tsc->opt1 = OPT1_SLEEP;
  7878. clif_changeoption(bl);
  7879. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7880. }
  7881. break;
  7882. case SO_ARRULLO:
  7883. if( flag&1 )
  7884. sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
  7885. else {
  7886. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7887. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7888. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7889. }
  7890. break;
  7891. case SO_SUMMON_AGNI:
  7892. case SO_SUMMON_AQUA:
  7893. case SO_SUMMON_VENTUS:
  7894. case SO_SUMMON_TERA:
  7895. if( sd ) {
  7896. int elemental_class = skill_get_elemental_type(skillid,skilllv);
  7897. // Remove previous elemental fisrt.
  7898. if( sd->ed )
  7899. elemental_delete(sd->ed,0);
  7900. // Summoning the new one.
  7901. if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
  7902. clif_skill_fail(sd,skillid,0,0);
  7903. break;
  7904. }
  7905. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7906. }
  7907. break;
  7908. case SO_EL_CONTROL:
  7909. if( sd ) {
  7910. int mode = EL_MODE_PASSIVE; // Standard mode.
  7911. if( !sd->ed ) break;
  7912. if( skilllv == 4 ) {// At level 4 delete elementals.
  7913. elemental_delete(sd->ed, 0);
  7914. break;
  7915. }
  7916. switch( skilllv ) {// Select mode bassed on skill level used.
  7917. case 2: mode = EL_MODE_ASSIST; break;
  7918. case 3: mode = EL_MODE_AGGRESSIVE; break;
  7919. }
  7920. if( !elemental_change_mode(sd->ed,mode) ) {
  7921. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7922. break;
  7923. }
  7924. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7925. }
  7926. break;
  7927. case SO_EL_ACTION:
  7928. if( sd ) {
  7929. int duration = 3000;
  7930. if( !sd->ed ) break;
  7931. sd->skillid_old = skillid;
  7932. elemental_action(sd->ed, bl, tick);
  7933. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7934. switch(sd->ed->db->class_){
  7935. case 2115:case 2124:
  7936. case 2118:case 2121:
  7937. duration = 6000;
  7938. break;
  7939. case 2116:case 2119:
  7940. case 2122:case 2125:
  7941. duration = 9000;
  7942. break;
  7943. }
  7944. skill_blockpc_start(sd, skillid, duration);
  7945. }
  7946. break;
  7947. case SO_EL_CURE:
  7948. if( sd ) {
  7949. struct elemental_data *ed = sd->ed;
  7950. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  7951. int e_hp, e_sp;
  7952. if( !ed ) break;
  7953. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  7954. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7955. break;
  7956. }
  7957. e_hp = ed->battle_status.max_hp * 10 / 100;
  7958. e_sp = ed->battle_status.max_sp * 10 / 100;
  7959. status_heal(&ed->bl,e_hp,e_sp,3);
  7960. clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
  7961. }
  7962. break;
  7963. case GN_CHANGEMATERIAL:
  7964. case SO_EL_ANALYSIS:
  7965. if( sd ) {
  7966. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7967. clif_skill_itemlistwindow(sd,skillid,skilllv);
  7968. }
  7969. break;
  7970. case GN_BLOOD_SUCKER:
  7971. {
  7972. struct status_change *sc = status_get_sc(src);
  7973. if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) {
  7974. if( tsc && tsc->data[type] ){
  7975. (sc->bs_counter)--;
  7976. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  7977. }
  7978. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7979. sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
  7980. (sc->bs_counter)++;
  7981. } else if( sd ) {
  7982. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7983. break;
  7984. }
  7985. }
  7986. break;
  7987. case GN_MANDRAGORA:
  7988. if( flag&1 ) {
  7989. if ( clif_skill_nodamage(bl, src, skillid, skilllv,
  7990. sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
  7991. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100);
  7992. } else
  7993. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7994. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7995. break;
  7996. case GN_SLINGITEM:
  7997. if( sd ) {
  7998. short ammo_id;
  7999. i = sd->equip_index[EQI_AMMO];
  8000. if( i <= 0 )
  8001. break; // No ammo.
  8002. ammo_id = sd->inventory_data[i]->nameid;
  8003. if( ammo_id <= 0 )
  8004. break;
  8005. sd->itemid = ammo_id;
  8006. if( itemdb_is_GNbomb(ammo_id) ) {
  8007. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8008. if( ammo_id == 13263 )
  8009. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8010. else
  8011. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
  8012. } else //Otherwise, it fails, shows animation and removes items.
  8013. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  8014. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8015. struct script_code *script = sd->inventory_data[i]->script;
  8016. if( !script )
  8017. break;
  8018. if( dstsd )
  8019. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8020. else
  8021. run_script(script,0,src->id,0);
  8022. }
  8023. }
  8024. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8025. clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
  8026. break;
  8027. case GN_MIX_COOKING:
  8028. case GN_MAKEBOMB:
  8029. case GN_S_PHARMACY:
  8030. if( sd ) {
  8031. int qty = 1;
  8032. sd->skillid_old = skillid;
  8033. sd->skilllv_old = skilllv;
  8034. if( skillid != GN_S_PHARMACY && skilllv > 1 )
  8035. qty = 10;
  8036. clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6);
  8037. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8038. }
  8039. break;
  8040. case EL_CIRCLE_OF_FIRE:
  8041. case EL_PYROTECHNIC:
  8042. case EL_HEATER:
  8043. case EL_TROPIC:
  8044. case EL_AQUAPLAY:
  8045. case EL_COOLER:
  8046. case EL_CHILLY_AIR:
  8047. case EL_GUST:
  8048. case EL_BLAST:
  8049. case EL_WILD_STORM:
  8050. case EL_PETROLOGY:
  8051. case EL_CURSED_SOIL:
  8052. case EL_UPHEAVAL:
  8053. case EL_FIRE_CLOAK:
  8054. case EL_WATER_DROP:
  8055. case EL_WIND_CURTAIN:
  8056. case EL_SOLID_SKIN:
  8057. case EL_STONE_SHIELD:
  8058. case EL_WIND_STEP: {
  8059. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8060. if( ele ) {
  8061. sc_type type2 = type-1;
  8062. struct status_change *sc = status_get_sc(&ele->bl);
  8063. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8064. elemental_clean_single_effect(ele, skillid);
  8065. } else {
  8066. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8067. clif_skill_damage(src, ( skillid == EL_GUST || skillid == EL_BLAST || skillid == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8068. if( skillid == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8069. skill_blown(src,bl,(rnd()%skill_get_blewcount(skillid,skilllv))+1,rand()%8,0);
  8070. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  8071. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  8072. }
  8073. }
  8074. }
  8075. break;
  8076. case EL_FIRE_MANTLE:
  8077. case EL_WATER_BARRIER:
  8078. case EL_ZEPHYR:
  8079. case EL_POWER_OF_GAIA:
  8080. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8081. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8082. skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
  8083. break;
  8084. case EL_WATER_SCREEN: {
  8085. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8086. if( ele ) {
  8087. struct status_change *sc = status_get_sc(&ele->bl);
  8088. sc_type type2 = type-1;
  8089. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8090. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8091. elemental_clean_single_effect(ele, skillid);
  8092. } else {
  8093. // This not heals at the end.
  8094. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8095. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  8096. sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
  8097. }
  8098. }
  8099. }
  8100. break;
  8101. case KO_KAHU_ENTEN:
  8102. case KO_HYOUHU_HUBUKI:
  8103. case KO_KAZEHU_SEIRAN:
  8104. case KO_DOHU_KOUKAI:
  8105. if(sd) {
  8106. int ttype = skill_get_ele(skillid, skilllv);
  8107. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  8108. pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype);
  8109. }
  8110. break;
  8111. case KO_ZANZOU:
  8112. if(sd){
  8113. struct mob_data *md;
  8114. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8115. if( md )
  8116. {
  8117. md->master_id = src->id;
  8118. md->special_state.ai = AI_ZANZOU;
  8119. if( md->deletetimer != INVALID_TIMER )
  8120. delete_timer(md->deletetimer, mob_timer_delete);
  8121. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8122. mob_spawn( md );
  8123. pc_setinvincibletimer(sd,500);// unlock target lock
  8124. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8125. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  8126. }
  8127. }
  8128. break;
  8129. case KO_KYOUGAKU:
  8130. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8131. clif_skill_nodamage(src,bl,skillid,skilllv,
  8132. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8133. }else if( sd )
  8134. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8135. break;
  8136. case KO_JYUSATSU:
  8137. if( dstsd && tsc && !tsc->data[type] &&
  8138. rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8139. clif_skill_nodamage(src,bl,skillid,skilllv,
  8140. status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
  8141. status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
  8142. if( status_get_lv(bl) <= status_get_lv(src) )
  8143. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  8144. }else if( sd )
  8145. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8146. break;
  8147. case KO_GENWAKU:
  8148. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8149. int x = src->x, y = src->y;
  8150. if( sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8151. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8152. break;
  8153. }
  8154. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8155. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8156. clif_slide(src,bl->x,bl->y) ;
  8157. sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8158. if (unit_movepos(bl,x,y,0,0))
  8159. {
  8160. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
  8161. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8162. clif_sitting(bl); //Avoid sitting sync problem
  8163. clif_slide(bl,x,y) ;
  8164. sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8165. }
  8166. }
  8167. }
  8168. break;
  8169. case OB_AKAITSUKI:
  8170. case OB_OBOROGENSOU:
  8171. if( sd && ( (skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8172. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8173. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8174. break;
  8175. }
  8176. case KO_IZAYOI:
  8177. case OB_ZANGETSU:
  8178. case KG_KYOMU:
  8179. case KG_KAGEMUSYA:
  8180. clif_skill_nodamage(src,bl,skillid,skilllv,
  8181. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8182. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8183. break;
  8184. case KG_KAGEHUMI:
  8185. if( flag&1 ){
  8186. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8187. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8188. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8189. sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8190. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8191. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8192. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8193. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8194. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8195. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8196. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8197. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8198. }
  8199. if( skill_area_temp[2] == 1 ){
  8200. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8201. sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  8202. }
  8203. }else{
  8204. skill_area_temp[2] = 0;
  8205. 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_nodamage_id);
  8206. }
  8207. break;
  8208. case MH_SILENT_BREEZE: {
  8209. struct status_change *ssc = status_get_sc(src);
  8210. struct block_list *m_bl = battle_get_master(src);
  8211. const enum sc_type scs[] = {
  8212. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8213. };
  8214. int heal;
  8215. if(tsc){
  8216. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8217. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8218. }
  8219. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8220. status_change_start(bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8221. }
  8222. heal = status_get_matk_min(src)*4;
  8223. status_heal(bl, heal, 0, 7);
  8224. //now inflict silence on everyone
  8225. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8226. status_change_start(src, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8227. if(m_bl){
  8228. struct status_change *msc = status_get_sc(m_bl);
  8229. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8230. status_change_start(m_bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8231. }
  8232. if (hd)
  8233. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8234. }
  8235. break;
  8236. case MH_OVERED_BOOST:
  8237. if (hd){
  8238. struct block_list *s_bl = battle_get_master(src);
  8239. if(hd->homunculus.hunger>50) //reduce hunger
  8240. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8241. else
  8242. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8243. if(s_bl && s_bl->type==BL_PC){
  8244. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8245. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8246. sc_start(s_bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); //gene bonus
  8247. }
  8248. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8249. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8250. }
  8251. break;
  8252. case MH_GRANITIC_ARMOR:
  8253. case MH_PYROCLASTIC: {
  8254. struct block_list *s_bl = battle_get_master(src);
  8255. if(s_bl) sc_start2(s_bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); //start on master
  8256. sc_start2(bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv));
  8257. if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8258. }
  8259. break;
  8260. case MH_LIGHT_OF_REGENE:
  8261. if(hd){
  8262. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8263. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8264. }
  8265. //don't break need to start status and start block timer
  8266. case MH_STYLE_CHANGE:
  8267. case MH_MAGMA_FLOW:
  8268. case MH_PAIN_KILLER:
  8269. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8270. if (hd)
  8271. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8272. break;
  8273. case MH_SUMMON_LEGION:
  8274. {
  8275. int summons[5] = {1004, 1303, 1303, 1994, 1994};
  8276. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8277. struct mob_data *md;
  8278. int i;
  8279. for(i=0; i<qty[skilllv - 1]; i++){ //easy way
  8280. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skilllv - 1], "", SZ_SMALL, AI_ATTACK);
  8281. if (md) {
  8282. md->master_id = src->id;
  8283. if (md->deletetimer != INVALID_TIMER)
  8284. delete_timer(md->deletetimer, mob_timer_delete);
  8285. md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8286. mob_spawn(md); //Now it is ready for spawning.
  8287. sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
  8288. }
  8289. }
  8290. if (hd)
  8291. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8292. }
  8293. break;
  8294. default:
  8295. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  8296. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8297. map_freeblock_unlock();
  8298. return 1;
  8299. }
  8300. if(skillid != SR_CURSEDCIRCLE){
  8301. struct status_change *sc = status_get_sc(src);
  8302. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8303. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8304. }
  8305. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8306. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8307. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  8308. }
  8309. if( sd && !(flag&1) )
  8310. {// ensure that the skill last-cast tick is recorded
  8311. sd->canskill_tick = gettick();
  8312. if( sd->state.arrow_atk )
  8313. {// consume arrow on last invocation to this skill.
  8314. battle_consume_ammo(sd, skillid, skilllv);
  8315. }
  8316. skill_onskillusage(sd, bl, skillid, tick);
  8317. // perform skill requirement consumption
  8318. skill_consume_requirement(sd,skillid,skilllv,2);
  8319. }
  8320. map_freeblock_unlock();
  8321. return 0;
  8322. }
  8323. /*==========================================
  8324. *
  8325. *------------------------------------------*/
  8326. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8327. {
  8328. struct block_list *target, *src;
  8329. struct map_session_data *sd;
  8330. struct mob_data *md;
  8331. struct unit_data *ud;
  8332. struct status_change *sc = NULL;
  8333. int inf,inf2,flag = 0;
  8334. src = map_id2bl(id);
  8335. if( src == NULL )
  8336. {
  8337. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8338. return 0;// not found
  8339. }
  8340. ud = unit_bl2ud(src);
  8341. if( ud == NULL )
  8342. {
  8343. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8344. return 0;// ???
  8345. }
  8346. sd = BL_CAST(BL_PC, src);
  8347. md = BL_CAST(BL_MOB, src);
  8348. if( src->prev == NULL ) {
  8349. ud->skilltimer = INVALID_TIMER;
  8350. return 0;
  8351. }
  8352. if(ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8353. if( ud->skilltimer != tid ) {
  8354. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8355. ud->skilltimer = INVALID_TIMER;
  8356. return 0;
  8357. }
  8358. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
  8359. {// restore original walk speed
  8360. ud->skilltimer = INVALID_TIMER;
  8361. status_calc_bl(&sd->bl, SCB_SPEED);
  8362. }
  8363. ud->skilltimer = INVALID_TIMER;
  8364. }
  8365. if (ud->skilltarget == id)
  8366. target = src;
  8367. else
  8368. target = map_id2bl(ud->skilltarget);
  8369. // Use a do so that you can break out of it when the skill fails.
  8370. do {
  8371. if(!target || target->prev==NULL) break;
  8372. if(src->m != target->m || status_isdead(src)) break;
  8373. switch (ud->skillid) {
  8374. //These should become skill_castend_pos
  8375. case WE_CALLPARTNER:
  8376. if(sd) clif_callpartner(sd);
  8377. case WE_CALLPARENT:
  8378. case WE_CALLBABY:
  8379. case AM_RESURRECTHOMUN:
  8380. case PF_SPIDERWEB:
  8381. //Find a random spot to place the skill. [Skotlex]
  8382. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  8383. ud->skillx = target->x + inf2;
  8384. ud->skilly = target->y + inf2;
  8385. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8386. ud->skillx = target->x;
  8387. ud->skilly = target->y;
  8388. }
  8389. ud->skilltimer=tid;
  8390. return skill_castend_pos(tid,tick,id,data);
  8391. case GN_WALLOFTHORN:
  8392. ud->skillx = target->x;
  8393. ud->skilly = target->y;
  8394. ud->skilltimer = tid;
  8395. return skill_castend_pos(tid,tick,id,data);
  8396. }
  8397. if(ud->skillid == RG_BACKSTAP) {
  8398. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8399. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8400. break;
  8401. }
  8402. }
  8403. if( ud->skillid == PR_TURNUNDEAD )
  8404. {
  8405. struct status_data *tstatus = status_get_status_data(target);
  8406. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8407. break;
  8408. }
  8409. if( ud->skillid == RA_WUGSTRIKE ){
  8410. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8411. break;
  8412. }
  8413. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  8414. {
  8415. sc = status_get_sc(target);
  8416. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8417. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8418. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  8419. break;
  8420. }
  8421. }
  8422. else
  8423. { // Check target validity.
  8424. inf = skill_get_inf(ud->skillid);
  8425. inf2 = skill_get_inf2(ud->skillid);
  8426. if(inf&INF_ATTACK_SKILL ||
  8427. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8428. ) // Casted through combo.
  8429. inf = BCT_ENEMY; //Offensive skill.
  8430. else if(inf2&INF2_NO_ENEMY)
  8431. inf = BCT_NOENEMY;
  8432. else
  8433. inf = 0;
  8434. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8435. {
  8436. inf |=
  8437. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8438. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8439. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8440. inf &= ~BCT_NEUTRAL;
  8441. }
  8442. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  8443. {
  8444. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8445. break;
  8446. }
  8447. else if (inf && battle_check_target(src, target, inf) <= 0){
  8448. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8449. break;
  8450. }
  8451. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8452. sc->data[SC_FOGWALL] &&
  8453. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  8454. if (sd) clif_skill_fail(sd, ud->skillid, USESKILL_FAIL_LEVEL, 0);
  8455. break;
  8456. }
  8457. }
  8458. //Avoid doing double checks for instant-cast skills.
  8459. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  8460. break;
  8461. if(md) {
  8462. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8463. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8464. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8465. }
  8466. if(src != target && battle_config.skill_add_range &&
  8467. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  8468. {
  8469. if (sd) {
  8470. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8471. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8472. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8473. }
  8474. break;
  8475. }
  8476. if( sd )
  8477. {
  8478. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8479. break;
  8480. else
  8481. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8482. }
  8483. #ifdef OFFICIAL_WALKPATH
  8484. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8485. break;
  8486. #endif
  8487. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8488. break;
  8489. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  8490. {
  8491. ud->state.running = 0;
  8492. status_change_end(src, SC_RUN, INVALID_TIMER);
  8493. flag = 1;
  8494. }
  8495. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  8496. unit_stop_walking(src,1);
  8497. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8498. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8499. if (sd) { //Cooldown application
  8500. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8501. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8502. if (sd->skillcooldown[i].id == ud->skillid){
  8503. cooldown += sd->skillcooldown[i].val;
  8504. break;
  8505. }
  8506. }
  8507. if(cooldown)
  8508. skill_blockpc_start(sd, ud->skillid, cooldown);
  8509. }
  8510. if( battle_config.display_status_timers && sd )
  8511. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8512. if( sd )
  8513. {
  8514. switch( ud->skillid )
  8515. {
  8516. case GS_DESPERADO:
  8517. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  8518. break;
  8519. case CR_GRANDCROSS:
  8520. case NPC_GRANDDARKNESS:
  8521. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8522. {
  8523. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8524. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  8525. break;
  8526. }
  8527. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  8528. break;
  8529. }
  8530. }
  8531. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  8532. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8533. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8534. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8535. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  8536. map_freeblock_lock();
  8537. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8538. skill_toggle_magicpower(src, ud->skillid);
  8539. if( ud->skillid != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8540. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8541. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  8542. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8543. else
  8544. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8545. sc = status_get_sc(src);
  8546. if(sc && sc->count) {
  8547. if(sc->data[SC_SPIRIT] &&
  8548. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8549. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  8550. ud->skillid != WZ_WATERBALL)
  8551. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8552. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  8553. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8554. }
  8555. if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8556. sd->skillitem = sd->skillitemlv = 0;
  8557. if (ud->skilltimer == INVALID_TIMER) {
  8558. if(md) md->skillidx = -1;
  8559. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8560. ud->skilllv = ud->skilltarget = 0;
  8561. }
  8562. map_freeblock_unlock();
  8563. return 1;
  8564. } while(0);
  8565. //Skill failed.
  8566. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8567. { //When Asura fails... (except when it fails from Fog of Wall)
  8568. //Consume SP/spheres
  8569. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  8570. status_set_sp(src, 0, 0);
  8571. sc = &sd->sc;
  8572. if (sc->count)
  8573. { //End states
  8574. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8575. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8576. #ifdef RENEWAL
  8577. sc_start(src, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv));
  8578. #endif
  8579. }
  8580. if (target && target->m == src->m)
  8581. { //Move character to target anyway.
  8582. int dx,dy;
  8583. dx = target->x - src->x;
  8584. dy = target->y - src->y;
  8585. if(dx > 0) dx++;
  8586. else if(dx < 0) dx--;
  8587. if (dy > 0) dy++;
  8588. else if(dy < 0) dy--;
  8589. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  8590. { //Display movement + animation.
  8591. clif_slide(src,src->x,src->y);
  8592. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  8593. }
  8594. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8595. }
  8596. }
  8597. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  8598. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8599. ud->canact_tick = tick;
  8600. //You can't place a skill failed packet here because it would be
  8601. //sent in ALL cases, even cases where skill_check_condition fails
  8602. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8603. if(sd)
  8604. sd->skillitem = sd->skillitemlv = 0;
  8605. else if(md)
  8606. md->skillidx = -1;
  8607. return 0;
  8608. }
  8609. /*==========================================
  8610. *
  8611. *------------------------------------------*/
  8612. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8613. {
  8614. struct block_list* src = map_id2bl(id);
  8615. int maxcount;
  8616. struct map_session_data *sd;
  8617. struct unit_data *ud = unit_bl2ud(src);
  8618. struct mob_data *md;
  8619. nullpo_ret(ud);
  8620. sd = BL_CAST(BL_PC , src);
  8621. md = BL_CAST(BL_MOB, src);
  8622. if( src->prev == NULL ) {
  8623. ud->skilltimer = INVALID_TIMER;
  8624. return 0;
  8625. }
  8626. if( ud->skilltimer != tid )
  8627. {
  8628. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8629. ud->skilltimer = INVALID_TIMER;
  8630. return 0;
  8631. }
  8632. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
  8633. {// restore original walk speed
  8634. ud->skilltimer = INVALID_TIMER;
  8635. status_calc_bl(&sd->bl, SCB_SPEED);
  8636. }
  8637. ud->skilltimer = INVALID_TIMER;
  8638. do {
  8639. if( status_isdead(src) )
  8640. break;
  8641. if( !(src->type&battle_config.skill_reiteration) &&
  8642. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  8643. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8644. )
  8645. {
  8646. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8647. break;
  8648. }
  8649. if( src->type&battle_config.skill_nofootset &&
  8650. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  8651. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8652. )
  8653. {
  8654. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8655. break;
  8656. }
  8657. if( src->type&battle_config.land_skill_limit &&
  8658. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  8659. ) {
  8660. int i;
  8661. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8662. if(ud->skillunit[i]->skill_id == ud->skillid)
  8663. maxcount--;
  8664. }
  8665. if( maxcount == 0 )
  8666. {
  8667. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8668. break;
  8669. }
  8670. }
  8671. if(tid != INVALID_TIMER)
  8672. { //Avoid double checks on instant cast skills. [Skotlex]
  8673. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  8674. break;
  8675. if(battle_config.skill_add_range &&
  8676. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  8677. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8678. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8679. break;
  8680. }
  8681. }
  8682. if( sd )
  8683. {
  8684. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8685. break;
  8686. else
  8687. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8688. }
  8689. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8690. break;
  8691. if(md) {
  8692. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8693. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8694. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8695. }
  8696. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8697. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8698. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  8699. if (ud->walktimer != INVALID_TIMER)
  8700. unit_stop_walking(src,1);
  8701. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8702. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  8703. if (sd) { //Cooldown application
  8704. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8705. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8706. if (sd->skillcooldown[i].id == ud->skillid){
  8707. cooldown += sd->skillcooldown[i].val;
  8708. break;
  8709. }
  8710. }
  8711. if(cooldown)
  8712. skill_blockpc_start(sd, ud->skillid, cooldown);
  8713. }
  8714. if( battle_config.display_status_timers && sd )
  8715. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8716. // if( sd )
  8717. // {
  8718. // switch( ud->skillid )
  8719. // {
  8720. // case ????:
  8721. // sd->canequip_tick = tick + ????;
  8722. // break;
  8723. // }
  8724. // }
  8725. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8726. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8727. map_freeblock_lock();
  8728. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  8729. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8730. sd->skillitem = sd->skillitemlv = 0;
  8731. if (ud->skilltimer == INVALID_TIMER) {
  8732. if (md) md->skillidx = -1;
  8733. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8734. ud->skilllv = ud->skillx = ud->skilly = 0;
  8735. }
  8736. map_freeblock_unlock();
  8737. return 1;
  8738. } while(0);
  8739. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8740. ud->canact_tick = tick;
  8741. ud->skillid = ud->skilllv = 0;
  8742. if(sd)
  8743. sd->skillitem = sd->skillitemlv = 0;
  8744. else if(md)
  8745. md->skillidx = -1;
  8746. return 0;
  8747. }
  8748. /*==========================================
  8749. *
  8750. *------------------------------------------*/
  8751. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  8752. {
  8753. struct map_session_data* sd;
  8754. struct status_change* sc;
  8755. struct status_change_entry *sce;
  8756. struct skill_unit_group* sg;
  8757. enum sc_type type;
  8758. int i;
  8759. //if(skilllv <= 0) return 0;
  8760. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8761. nullpo_ret(src);
  8762. if(status_isdead(src))
  8763. return 0;
  8764. sd = BL_CAST(BL_PC, src);
  8765. sc = status_get_sc(src);
  8766. type = status_skill2sc(skillid);
  8767. sce = (sc && type != -1)?sc->data[type]:NULL;
  8768. switch (skillid) { //Skill effect.
  8769. case WZ_METEOR:
  8770. case MO_BODYRELOCATION:
  8771. case CR_CULTIVATION:
  8772. case HW_GANBANTEIN:
  8773. case LG_EARTHDRIVE:
  8774. break; //Effect is displayed on respective switch case.
  8775. default:
  8776. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  8777. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8778. else
  8779. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8780. }
  8781. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8782. skill_toggle_magicpower(src, skillid);
  8783. switch(skillid)
  8784. {
  8785. case PR_BENEDICTIO:
  8786. skill_area_temp[1] = src->id;
  8787. i = skill_get_splash(skillid, skilllv);
  8788. map_foreachinarea(skill_area_sub,
  8789. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8790. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  8791. skill_castend_nodamage_id);
  8792. map_foreachinarea(skill_area_sub,
  8793. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8794. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  8795. skill_castend_damage_id);
  8796. break;
  8797. case BS_HAMMERFALL:
  8798. i = skill_get_splash(skillid, skilllv);
  8799. map_foreachinarea (skill_area_sub,
  8800. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8801. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  8802. skill_castend_nodamage_id);
  8803. break;
  8804. case HT_DETECTING:
  8805. i = skill_get_splash(skillid, skilllv);
  8806. map_foreachinarea( status_change_timer_sub,
  8807. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8808. src,NULL,SC_SIGHT,tick);
  8809. if(battle_config.traps_setting&1)
  8810. map_foreachinarea( skill_reveal_trap,
  8811. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8812. break;
  8813. case SR_RIDEINLIGHTNING:
  8814. i = skill_get_splash(skillid, skilllv);
  8815. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8816. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  8817. break;
  8818. case SA_VOLCANO:
  8819. case SA_DELUGE:
  8820. case SA_VIOLENTGALE:
  8821. { //Does not consumes if the skill is already active. [Skotlex]
  8822. struct skill_unit_group *sg;
  8823. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  8824. {
  8825. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  8826. {
  8827. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8828. return 0; // not to consume items
  8829. }
  8830. else
  8831. sg->limit = 0; //Disable it.
  8832. }
  8833. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8834. break;
  8835. }
  8836. case MG_SAFETYWALL:
  8837. case MG_FIREWALL:
  8838. case MG_THUNDERSTORM:
  8839. case AL_PNEUMA:
  8840. case WZ_ICEWALL:
  8841. case WZ_FIREPILLAR:
  8842. case WZ_QUAGMIRE:
  8843. case WZ_VERMILION:
  8844. case WZ_STORMGUST:
  8845. case WZ_HEAVENDRIVE:
  8846. case PR_SANCTUARY:
  8847. case PR_MAGNUS:
  8848. case CR_GRANDCROSS:
  8849. case NPC_GRANDDARKNESS:
  8850. case HT_SKIDTRAP:
  8851. case MA_SKIDTRAP:
  8852. case HT_LANDMINE:
  8853. case MA_LANDMINE:
  8854. case HT_ANKLESNARE:
  8855. case HT_SHOCKWAVE:
  8856. case HT_SANDMAN:
  8857. case MA_SANDMAN:
  8858. case HT_FLASHER:
  8859. case HT_FREEZINGTRAP:
  8860. case MA_FREEZINGTRAP:
  8861. case HT_BLASTMINE:
  8862. case HT_CLAYMORETRAP:
  8863. case AS_VENOMDUST:
  8864. case AM_DEMONSTRATION:
  8865. case PF_FOGWALL:
  8866. case PF_SPIDERWEB:
  8867. case HT_TALKIEBOX:
  8868. case WE_CALLPARTNER:
  8869. case WE_CALLPARENT:
  8870. case WE_CALLBABY:
  8871. case AC_SHOWER: //Ground-placed skill implementation.
  8872. case MA_SHOWER:
  8873. case SA_LANDPROTECTOR:
  8874. case BD_LULLABY:
  8875. case BD_RICHMANKIM:
  8876. case BD_ETERNALCHAOS:
  8877. case BD_DRUMBATTLEFIELD:
  8878. case BD_RINGNIBELUNGEN:
  8879. case BD_ROKISWEIL:
  8880. case BD_INTOABYSS:
  8881. case BD_SIEGFRIED:
  8882. case BA_DISSONANCE:
  8883. case BA_POEMBRAGI:
  8884. case BA_WHISTLE:
  8885. case BA_ASSASSINCROSS:
  8886. case BA_APPLEIDUN:
  8887. case DC_UGLYDANCE:
  8888. case DC_HUMMING:
  8889. case DC_DONTFORGETME:
  8890. case DC_FORTUNEKISS:
  8891. case DC_SERVICEFORYOU:
  8892. case CG_MOONLIT:
  8893. case GS_DESPERADO:
  8894. case NJ_KAENSIN:
  8895. case NJ_BAKUENRYU:
  8896. case NJ_SUITON:
  8897. case NJ_HYOUSYOURAKU:
  8898. case NJ_RAIGEKISAI:
  8899. case NJ_KAMAITACHI:
  8900. #ifdef RENEWAL
  8901. case NJ_HUUMA:
  8902. #endif
  8903. case NPC_EVILLAND:
  8904. case RA_ELECTRICSHOCKER:
  8905. case RA_CLUSTERBOMB:
  8906. case RA_MAGENTATRAP:
  8907. case RA_COBALTTRAP:
  8908. case RA_MAIZETRAP:
  8909. case RA_VERDURETRAP:
  8910. case RA_FIRINGTRAP:
  8911. case RA_ICEBOUNDTRAP:
  8912. case SC_MANHOLE:
  8913. case SC_DIMENSIONDOOR:
  8914. case SC_CHAOSPANIC:
  8915. case SC_MAELSTROM:
  8916. case WM_REVERBERATION:
  8917. case WM_SEVERE_RAINSTORM:
  8918. case WM_POEMOFNETHERWORLD:
  8919. case SO_PSYCHIC_WAVE:
  8920. case SO_VACUUM_EXTREME:
  8921. case GN_WALLOFTHORN:
  8922. case GN_THORNS_TRAP:
  8923. case GN_DEMONIC_FIRE:
  8924. case GN_HELLS_PLANT:
  8925. case SO_EARTHGRAVE:
  8926. case SO_DIAMONDDUST:
  8927. case SO_FIRE_INSIGNIA:
  8928. case SO_WATER_INSIGNIA:
  8929. case SO_WIND_INSIGNIA:
  8930. case SO_EARTH_INSIGNIA:
  8931. case KO_HUUMARANKA:
  8932. case KO_MUCHANAGE:
  8933. case KO_BAKURETSU:
  8934. case KO_ZENKAI:
  8935. case MH_LAVA_SLIDE:
  8936. case MH_VOLCANIC_ASH:
  8937. case MH_POISON_MIST:
  8938. case MH_STEINWAND:
  8939. case MH_XENO_SLASHER:
  8940. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  8941. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  8942. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8943. break;
  8944. case RG_GRAFFITI: /* Graffiti [Valaris] */
  8945. skill_clear_unitgroup(src);
  8946. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8947. flag|=1;
  8948. break;
  8949. case HP_BASILICA:
  8950. if( sc->data[SC_BASILICA] )
  8951. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  8952. else
  8953. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  8954. skill_clear_unitgroup(src);
  8955. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  8956. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  8957. flag|=1;
  8958. }
  8959. break;
  8960. case CG_HERMODE:
  8961. skill_clear_unitgroup(src);
  8962. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8963. sc_start4(src,SC_DANCING,100,
  8964. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  8965. flag|=1;
  8966. break;
  8967. case RG_CLEANER: // [Valaris]
  8968. i = skill_get_splash(skillid, skilllv);
  8969. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  8970. break;
  8971. case SO_WARMER:
  8972. flag|= 8;
  8973. case SO_CLOUD_KILL:
  8974. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8975. break;
  8976. case WZ_METEOR: {
  8977. int area = skill_get_splash(skillid, skilllv);
  8978. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  8979. for( i = 0; i < 2 + (skilllv>>1); i++ ) {
  8980. // Creates a random Cell in the Splash Area
  8981. tmpx = x - area + rnd()%(area * 2 + 1);
  8982. tmpy = y - area + rnd()%(area * 2 + 1);
  8983. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  8984. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  8985. if( i > 0 )
  8986. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
  8987. x1 = tmpx;
  8988. y1 = tmpy;
  8989. }
  8990. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
  8991. }
  8992. break;
  8993. case AL_WARP:
  8994. if(sd)
  8995. {
  8996. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  8997. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  8998. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  8999. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  9000. );
  9001. }
  9002. return 0; // not to consume item.
  9003. case MO_BODYRELOCATION:
  9004. if (unit_movepos(src, x, y, 1, 1)) {
  9005. #if PACKETVER >= 20111005
  9006. clif_snap(src, src->x, src->y);
  9007. #else
  9008. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  9009. #endif
  9010. if (sd)
  9011. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9012. }
  9013. break;
  9014. case NJ_SHADOWJUMP:
  9015. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9016. unit_movepos(src, x, y, 1, 0);
  9017. clif_slide(src,x,y);
  9018. }
  9019. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9020. break;
  9021. case AM_SPHEREMINE:
  9022. case AM_CANNIBALIZE:
  9023. {
  9024. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9025. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9026. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  9027. struct mob_data *md;
  9028. // Correct info, don't change any of this! [celest]
  9029. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9030. if (md) {
  9031. md->master_id = src->id;
  9032. md->special_state.ai = (skillid == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9033. if( md->deletetimer != INVALID_TIMER )
  9034. delete_timer(md->deletetimer, mob_timer_delete);
  9035. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  9036. mob_spawn (md); //Now it is ready for spawning.
  9037. }
  9038. }
  9039. break;
  9040. // Slim Pitcher [Celest]
  9041. case CR_SLIMPITCHER:
  9042. if (sd) {
  9043. int i = skilllv%11 - 1;
  9044. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  9045. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  9046. {
  9047. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9048. return 1;
  9049. }
  9050. potion_flag = 1;
  9051. potion_hp = 0;
  9052. potion_sp = 0;
  9053. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9054. potion_flag = 0;
  9055. //Apply skill bonuses
  9056. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9057. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9058. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9059. + pc_skillheal_bonus(sd, skillid);
  9060. potion_hp = potion_hp * (100+i)/100;
  9061. potion_sp = potion_sp * (100+i)/100;
  9062. if(potion_hp > 0 || potion_sp > 0) {
  9063. i = skill_get_splash(skillid, skilllv);
  9064. map_foreachinarea(skill_area_sub,
  9065. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9066. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9067. skill_castend_nodamage_id);
  9068. }
  9069. } else {
  9070. int i = skilllv%11 - 1;
  9071. struct item_data *item;
  9072. i = skill_db[skillid].itemid[i];
  9073. item = itemdb_search(i);
  9074. potion_flag = 1;
  9075. potion_hp = 0;
  9076. potion_sp = 0;
  9077. run_script(item->script,0,src->id,0);
  9078. potion_flag = 0;
  9079. i = skill_get_max(CR_SLIMPITCHER)*10;
  9080. potion_hp = potion_hp * (100+i)/100;
  9081. potion_sp = potion_sp * (100+i)/100;
  9082. if(potion_hp > 0 || potion_sp > 0) {
  9083. i = skill_get_splash(skillid, skilllv);
  9084. map_foreachinarea(skill_area_sub,
  9085. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9086. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9087. skill_castend_nodamage_id);
  9088. }
  9089. }
  9090. break;
  9091. case HW_GANBANTEIN:
  9092. if (rnd()%100 < 80) {
  9093. int dummy = 1;
  9094. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  9095. i = skill_get_splash(skillid, skilllv);
  9096. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9097. } else {
  9098. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9099. return 1;
  9100. }
  9101. break;
  9102. case HW_GRAVITATION:
  9103. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  9104. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  9105. flag|=1;
  9106. break;
  9107. // Plant Cultivation [Celest]
  9108. case CR_CULTIVATION:
  9109. if (sd) {
  9110. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9111. {
  9112. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9113. return 1;
  9114. }
  9115. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  9116. if (rnd()%100 < 50) {
  9117. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9118. } else {
  9119. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9120. int i;
  9121. if (!md) break;
  9122. if ((i = skill_get_time(skillid, skilllv)) > 0)
  9123. {
  9124. if( md->deletetimer != INVALID_TIMER )
  9125. delete_timer(md->deletetimer, mob_timer_delete);
  9126. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9127. }
  9128. mob_spawn (md);
  9129. }
  9130. }
  9131. break;
  9132. case SG_SUN_WARM:
  9133. case SG_MOON_WARM:
  9134. case SG_STAR_WARM:
  9135. skill_clear_unitgroup(src);
  9136. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  9137. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9138. flag|=1;
  9139. break;
  9140. case PA_GOSPEL:
  9141. if (sce && sce->val4 == BCT_SELF)
  9142. {
  9143. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9144. return 0;
  9145. }
  9146. else
  9147. {
  9148. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  9149. if (!sg) break;
  9150. if (sce)
  9151. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9152. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  9153. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  9154. }
  9155. break;
  9156. case NJ_TATAMIGAESHI:
  9157. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  9158. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  9159. break;
  9160. case AM_RESURRECTHOMUN: //[orn]
  9161. if (sd)
  9162. {
  9163. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  9164. {
  9165. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9166. break;
  9167. }
  9168. }
  9169. break;
  9170. case RK_WINDCUTTER:
  9171. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  9172. case NC_COLDSLOWER:
  9173. case NC_ARMSCANNON:
  9174. case RK_DRAGONBREATH:
  9175. case WM_LULLABY_DEEPSLEEP:
  9176. i = skill_get_splash(skillid,skilllv);
  9177. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9178. src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
  9179. break;
  9180. /**
  9181. * Guilotine Cross
  9182. **/
  9183. case GC_POISONSMOKE:
  9184. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9185. if( sd )
  9186. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9187. return 0;
  9188. }
  9189. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  9190. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  9191. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9192. break;
  9193. /**
  9194. * Arch Bishop
  9195. **/
  9196. case AB_EPICLESIS:
  9197. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  9198. i = sg->unit->range;
  9199. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  9200. }
  9201. break;
  9202. /**
  9203. * Warlock
  9204. **/
  9205. case WL_COMET:
  9206. if( sc ) {
  9207. sc->comet_x = x;
  9208. sc->comet_y = y;
  9209. }
  9210. i = skill_get_splash(skillid,skilllv);
  9211. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9212. break;
  9213. case WL_EARTHSTRAIN:
  9214. {
  9215. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  9216. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9217. for( i = 1; i <= wave; i++ )
  9218. {
  9219. switch( dir ){
  9220. case 0: case 1: case 7: sy = y + i; break;
  9221. case 3: case 4: case 5: sy = y - i; break;
  9222. case 2: sx = x - i; break;
  9223. case 6: sx = x + i; break;
  9224. }
  9225. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
  9226. }
  9227. }
  9228. break;
  9229. /**
  9230. * Ranger
  9231. **/
  9232. case RA_DETONATOR:
  9233. i = skill_get_splash(skillid, skilllv);
  9234. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9235. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  9236. break;
  9237. /**
  9238. * Mechanic
  9239. **/
  9240. case NC_NEUTRALBARRIER:
  9241. case NC_STEALTHFIELD:
  9242. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9243. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9244. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  9245. if( sd ) pc_overheat(sd,1);
  9246. }
  9247. break;
  9248. case NC_SILVERSNIPER:
  9249. {
  9250. int class_ = 2042;
  9251. struct mob_data *md;
  9252. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9253. if( md )
  9254. {
  9255. md->master_id = src->id;
  9256. md->special_state.ai = AI_FLORA;
  9257. if( md->deletetimer != INVALID_TIMER )
  9258. delete_timer(md->deletetimer, mob_timer_delete);
  9259. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  9260. mob_spawn( md );
  9261. }
  9262. }
  9263. break;
  9264. case NC_MAGICDECOY:
  9265. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  9266. break;
  9267. case SC_FEINTBOMB:
  9268. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9269. skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
  9270. if( skill_blown(src,src,6,unit_getdir(src),0) )
  9271. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  9272. break;
  9273. case LG_OVERBRAND:
  9274. {
  9275. int width;//according to data from irowiki it actually is a square
  9276. for( width = 0; width < 7; width++ )
  9277. for( i = 0; i < 7; i++ )
  9278. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9279. for( width = 0; width < 7; width++ )
  9280. for( i = 0; i < 7; i++ )
  9281. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9282. }
  9283. break;
  9284. case LG_BANDING:
  9285. if( sc && sc->data[SC_BANDING] )
  9286. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9287. else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9288. sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9289. if( sd ) pc_banding(sd,skilllv);
  9290. }
  9291. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9292. break;
  9293. case LG_RAYOFGENESIS:
  9294. if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
  9295. i = skill_get_splash(skillid,skilllv);
  9296. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9297. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9298. } else if( sd )
  9299. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  9300. break;
  9301. case WM_DOMINION_IMPULSE:
  9302. i = skill_get_splash(skillid, skilllv);
  9303. map_foreachinarea( skill_ative_reverberation,
  9304. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9305. break;
  9306. case WM_GREAT_ECHO:
  9307. flag|=1; // Should counsume 1 item per skill usage.
  9308. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9309. break;
  9310. case GN_CRAZYWEED: {
  9311. int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv);
  9312. short x1 = 0, y1 = 0;
  9313. for( i = 0; i < 3 + (skilllv/2); i++ ) {
  9314. x1 = x - area + rnd()%(area * 2 + 1);
  9315. y1 = y - area + rnd()%(area * 2 + 1);
  9316. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0);
  9317. }
  9318. }
  9319. break;
  9320. case GN_FIRE_EXPANSION: {
  9321. int i;
  9322. struct unit_data *ud = unit_bl2ud(src);
  9323. if( !ud ) break;
  9324. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9325. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9326. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9327. switch( skilllv ) {
  9328. case 3:
  9329. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9330. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9331. break;
  9332. case 4:
  9333. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9334. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9335. break;
  9336. case 5:
  9337. map_foreachinarea(skill_area_sub, src->m,
  9338. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9339. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9340. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9341. skill_delunit(ud->skillunit[i]->unit);
  9342. break;
  9343. default:
  9344. ud->skillunit[i]->unit->val2 = skilllv;
  9345. ud->skillunit[i]->unit->group->val2 = skilllv;
  9346. break;
  9347. }
  9348. }
  9349. }
  9350. }
  9351. break;
  9352. case SO_FIREWALK:
  9353. case SO_ELECTRICWALK:
  9354. if( sc && sc->data[type] )
  9355. status_change_end(src,type,INVALID_TIMER);
  9356. clif_skill_nodamage(src, src ,skillid, skilllv,
  9357. sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
  9358. break;
  9359. case SC_BLOODYLUST: //set in another group so instance will move if recasted
  9360. flag |= 33;
  9361. skill_unitsetting(src, skillid, skilllv, x, y, 0);
  9362. break;
  9363. case KO_MAKIBISHI:
  9364. for( i = 0; i < (skilllv+2); i++ ) {
  9365. x = src->x - 1 + rnd()%3;
  9366. y = src->y - 1 + rnd()%3;
  9367. skill_unitsetting(src,skillid,skilllv,x,y,0);
  9368. }
  9369. break;
  9370. default:
  9371. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  9372. return 1;
  9373. }
  9374. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9375. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9376. if( sd )
  9377. {// ensure that the skill last-cast tick is recorded
  9378. sd->canskill_tick = gettick();
  9379. if( sd->state.arrow_atk && !(flag&1) )
  9380. {// consume arrow if this is a ground skill
  9381. battle_consume_ammo(sd, skillid, skilllv);
  9382. }
  9383. // perform skill requirement consumption
  9384. skill_consume_requirement(sd,skillid,skilllv,2);
  9385. }
  9386. return 0;
  9387. }
  9388. /*==========================================
  9389. *
  9390. *------------------------------------------*/
  9391. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  9392. {
  9393. nullpo_ret(sd);
  9394. //Simplify skill_failed code.
  9395. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9396. if(skill_num != sd->menuskill_id)
  9397. return 0;
  9398. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9399. skill_failed(sd);
  9400. return 0;
  9401. }
  9402. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9403. skill_failed(sd);
  9404. return 0;
  9405. }
  9406. if(sd->sc.count && (
  9407. sd->sc.data[SC_SILENCE] ||
  9408. sd->sc.data[SC_ROKISWEIL] ||
  9409. sd->sc.data[SC_AUTOCOUNTER] ||
  9410. sd->sc.data[SC_STEELBODY] ||
  9411. (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9412. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
  9413. sd->sc.data[SC_BASILICA] ||
  9414. sd->sc.data[SC_MARIONETTE] ||
  9415. sd->sc.data[SC_WHITEIMPRISON] ||
  9416. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) ||
  9417. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) ||
  9418. sd->sc.data[SC_OBLIVIONCURSE] ||
  9419. sd->sc.data[SC__MANHOLE] ||
  9420. (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
  9421. )) {
  9422. skill_failed(sd);
  9423. return 0;
  9424. }
  9425. pc_stop_attack(sd);
  9426. pc_stop_walking(sd,0);
  9427. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9428. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  9429. if(strcmp(map,"cancel")==0) {
  9430. skill_failed(sd);
  9431. return 0;
  9432. }
  9433. switch(skill_num)
  9434. {
  9435. case AL_TELEPORT:
  9436. if(strcmp(map,"Random")==0)
  9437. pc_randomwarp(sd,CLR_TELEPORT);
  9438. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9439. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9440. break;
  9441. case AL_WARP:
  9442. {
  9443. const struct point *p[4];
  9444. struct skill_unit_group *group;
  9445. int i, lv, wx, wy;
  9446. int maxcount=0;
  9447. int x,y;
  9448. unsigned short mapindex;
  9449. mapindex = mapindex_name2id((char*)map);
  9450. if(!mapindex) { //Given map not found?
  9451. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9452. skill_failed(sd);
  9453. return 0;
  9454. }
  9455. p[0] = &sd->status.save_point;
  9456. p[1] = &sd->status.memo_point[0];
  9457. p[2] = &sd->status.memo_point[1];
  9458. p[3] = &sd->status.memo_point[2];
  9459. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  9460. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9461. if(sd->ud.skillunit[i]->skill_id == skill_num)
  9462. maxcount--;
  9463. }
  9464. if(!maxcount) {
  9465. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9466. skill_failed(sd);
  9467. return 0;
  9468. }
  9469. }
  9470. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  9471. wx = sd->menuskill_val>>16;
  9472. wy = sd->menuskill_val&0xffff;
  9473. if( lv <= 0 ) return 0;
  9474. if( lv > 4 ) lv = 4; // crash prevention
  9475. // check if the chosen map exists in the memo list
  9476. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9477. if( i < lv ) {
  9478. x=p[i]->x;
  9479. y=p[i]->y;
  9480. } else {
  9481. skill_failed(sd);
  9482. return 0;
  9483. }
  9484. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9485. { // This checks versus skillid/skilllv...
  9486. skill_failed(sd);
  9487. return 0;
  9488. }
  9489. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9490. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9491. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  9492. skill_failed(sd);
  9493. return 0;
  9494. }
  9495. group->val1 = (group->val1<<16)|(short)0;
  9496. // record the destination coordinates
  9497. group->val2 = (x<<16)|y;
  9498. group->val3 = mapindex;
  9499. }
  9500. break;
  9501. }
  9502. sd->menuskill_id = sd->menuskill_val = 0;
  9503. return 0;
  9504. #undef skill_failed
  9505. }
  9506. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9507. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9508. {
  9509. struct skill_unit* target = (struct skill_unit*)bl;
  9510. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9511. int flag = va_arg(ap, int);
  9512. if (src == target)
  9513. return 0;
  9514. if (!target->group || !(target->group->state.song_dance&0x1))
  9515. return 0;
  9516. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9517. return 0;
  9518. if (flag) //Set dissonance
  9519. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9520. else //Remove dissonance
  9521. target->val2 &= ~UF_ENSEMBLE;
  9522. clif_skill_setunit(target); //Update look of affected cell.
  9523. return 1;
  9524. }
  9525. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9526. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9527. //When 1, this unit has been positioned, so start the cancel effect.
  9528. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9529. {
  9530. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9531. return 0;
  9532. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9533. return 0; //Nothing to remove, this unit is not overlapped.
  9534. if (unit->val1 != unit->group->skill_id)
  9535. { //Reset state
  9536. unit->val1 = unit->group->skill_id;
  9537. unit->val2 &= ~UF_ENSEMBLE;
  9538. }
  9539. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9540. }
  9541. /*==========================================
  9542. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9543. * Flag: 0 - Convert, 1 - Revert.
  9544. *------------------------------------------*/
  9545. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9546. {
  9547. static int prevflag = 1; // by default the backup is empty
  9548. static struct skill_unit_group backup;
  9549. struct skill_unit_group* group = unit->group;
  9550. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9551. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9552. return false;
  9553. if( flag == prevflag )
  9554. {// protection against attempts to read an empty backup / write to a full backup
  9555. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9556. flag ? "read an empty backup" : "write to a full backup",
  9557. group->skill_id, group->skill_lv, group->src_id);
  9558. return false;
  9559. }
  9560. prevflag = flag;
  9561. if( !flag )
  9562. { //Transform
  9563. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9564. // backup
  9565. backup.skill_id = group->skill_id;
  9566. backup.skill_lv = group->skill_lv;
  9567. backup.unit_id = group->unit_id;
  9568. backup.target_flag = group->target_flag;
  9569. backup.bl_flag = group->bl_flag;
  9570. backup.interval = group->interval;
  9571. // replace
  9572. group->skill_id = skillid;
  9573. group->skill_lv = 1;
  9574. group->unit_id = skill_get_unit_id(skillid,0);
  9575. group->target_flag = skill_get_unit_target(skillid);
  9576. group->bl_flag = skill_get_unit_bl_target(skillid);
  9577. group->interval = skill_get_unit_interval(skillid);
  9578. }
  9579. else
  9580. { //Restore
  9581. group->skill_id = backup.skill_id;
  9582. group->skill_lv = backup.skill_lv;
  9583. group->unit_id = backup.unit_id;
  9584. group->target_flag = backup.target_flag;
  9585. group->bl_flag = backup.bl_flag;
  9586. group->interval = backup.interval;
  9587. }
  9588. return true;
  9589. }
  9590. /**
  9591. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9592. **/
  9593. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9594. struct block_list *target = NULL;
  9595. struct mob_data *md = ((TBL_MOB*)bl);
  9596. nullpo_ret(bl);
  9597. nullpo_ret(md);
  9598. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9599. return 0;
  9600. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9601. return 0;
  9602. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9603. mob_unlocktarget(md,gettick());
  9604. mob_stop_walking(md,1);
  9605. }
  9606. return 0;
  9607. }
  9608. /*==========================================
  9609. * Initializes and sets a ground skill.
  9610. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9611. *------------------------------------------*/
  9612. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  9613. {
  9614. struct skill_unit_group *group;
  9615. int i,limit,val1=0,val2=0,val3=0;
  9616. int target,interval,range,unit_flag,req_item=0;
  9617. struct s_skill_unit_layout *layout;
  9618. struct map_session_data *sd;
  9619. struct status_data *status;
  9620. struct status_change *sc;
  9621. int active_flag=1;
  9622. int subunt=0;
  9623. nullpo_retr(NULL, src);
  9624. limit = skill_get_time(skillid,skilllv);
  9625. range = skill_get_unit_range(skillid,skilllv);
  9626. interval = skill_get_unit_interval(skillid);
  9627. target = skill_get_unit_target(skillid);
  9628. unit_flag = skill_get_unit_flag(skillid);
  9629. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  9630. sd = BL_CAST(BL_PC, src);
  9631. status = status_get_status_data(src);
  9632. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9633. switch( skillid ) {
  9634. case MH_STEINWAND:
  9635. val2 = 4 + skilllv; //nb of attack blocked
  9636. break;
  9637. case MG_SAFETYWALL:
  9638. #ifdef RENEWAL
  9639. /**
  9640. * According to data provided in RE, SW life is equal to 3 times caster's health
  9641. **/
  9642. val2 = status_get_max_hp(src) * 3;
  9643. #else
  9644. val2 = skilllv+1;
  9645. #endif
  9646. break;
  9647. case MG_FIREWALL:
  9648. if(sc && sc->data[SC_VIOLENTGALE])
  9649. limit = limit*3/2;
  9650. val2=4+skilllv;
  9651. break;
  9652. case AL_WARP:
  9653. val1=skilllv+6;
  9654. if(!(flag&1))
  9655. limit=2000;
  9656. else // previous implementation (not used anymore)
  9657. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9658. if( src->type != BL_SKILL ) return NULL;
  9659. group = ((TBL_SKILL*)src)->group;
  9660. src = map_id2bl(group->src_id);
  9661. if( !src ) return NULL;
  9662. val2 = group->val2; //Copy the (x,y) position you warp to
  9663. val3 = group->val3; //as well as the mapindex to warp to.
  9664. }
  9665. break;
  9666. case HP_BASILICA:
  9667. val1 = src->id; // Store caster id.
  9668. break;
  9669. case PR_SANCTUARY:
  9670. case NPC_EVILLAND:
  9671. val1=(skilllv+3)*2;
  9672. break;
  9673. case WZ_FIREPILLAR:
  9674. if((flag&1)!=0)
  9675. limit=1000;
  9676. val1=skilllv+2;
  9677. break;
  9678. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9679. case AM_DEMONSTRATION:
  9680. case GN_HELLS_PLANT:
  9681. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9682. && (src->type&battle_config.vs_traps_bctall))
  9683. target = BCT_ALL;
  9684. break;
  9685. case HT_SHOCKWAVE:
  9686. val1=skilllv*15+10;
  9687. case HT_SANDMAN:
  9688. case MA_SANDMAN:
  9689. case HT_CLAYMORETRAP:
  9690. case HT_SKIDTRAP:
  9691. case MA_SKIDTRAP:
  9692. case HT_LANDMINE:
  9693. case MA_LANDMINE:
  9694. case HT_ANKLESNARE:
  9695. case HT_FLASHER:
  9696. case HT_FREEZINGTRAP:
  9697. case MA_FREEZINGTRAP:
  9698. case HT_BLASTMINE:
  9699. /**
  9700. * Ranger
  9701. **/
  9702. case RA_ELECTRICSHOCKER:
  9703. case RA_CLUSTERBOMB:
  9704. case RA_MAGENTATRAP:
  9705. case RA_COBALTTRAP:
  9706. case RA_MAIZETRAP:
  9707. case RA_VERDURETRAP:
  9708. case RA_FIRINGTRAP:
  9709. case RA_ICEBOUNDTRAP:
  9710. {
  9711. struct skill_condition req = skill_get_requirement(sd,skillid,skilllv);
  9712. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9713. if( req.itemid[i] )
  9714. req_item = req.itemid[i];
  9715. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9716. limit *= 4; // longer trap times in WOE [celest]
  9717. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9718. target = BCT_ALL;
  9719. }
  9720. break;
  9721. case SA_LANDPROTECTOR:
  9722. case SA_VOLCANO:
  9723. case SA_DELUGE:
  9724. case SA_VIOLENTGALE:
  9725. {
  9726. struct skill_unit_group *old_sg;
  9727. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9728. { //HelloKitty confirmed that these are interchangeable,
  9729. //so you can change element and not consume gemstones.
  9730. if ((
  9731. old_sg->skill_id == SA_VOLCANO ||
  9732. old_sg->skill_id == SA_DELUGE ||
  9733. old_sg->skill_id == SA_VIOLENTGALE
  9734. ) && old_sg->limit > 0)
  9735. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9736. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9737. if (limit < 0) //This can happen...
  9738. limit = skill_get_time(skillid,skilllv);
  9739. }
  9740. skill_clear_group(src,1);
  9741. }
  9742. break;
  9743. }
  9744. case BA_DISSONANCE:
  9745. case DC_UGLYDANCE:
  9746. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9747. break;
  9748. case BA_WHISTLE:
  9749. val1 = skilllv +status->agi/10; // Flee increase
  9750. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  9751. if(sd){
  9752. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9753. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9754. }
  9755. break;
  9756. case DC_HUMMING:
  9757. val1 = 2*skilllv+status->dex/10; // Hit increase
  9758. #ifdef RENEWAL
  9759. val1 *= 2;
  9760. #endif
  9761. if(sd)
  9762. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9763. break;
  9764. case BA_POEMBRAGI:
  9765. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  9766. //For some reason at level 10 the base delay reduction is 50%.
  9767. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  9768. if(sd){
  9769. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9770. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9771. }
  9772. break;
  9773. case DC_DONTFORGETME:
  9774. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  9775. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  9776. if(sd){
  9777. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9778. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9779. }
  9780. break;
  9781. case BA_APPLEIDUN:
  9782. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  9783. if(sd)
  9784. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9785. break;
  9786. case DC_SERVICEFORYOU:
  9787. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9788. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  9789. if(sd){
  9790. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9791. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9792. }
  9793. break;
  9794. case BA_ASSASSINCROSS:
  9795. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  9796. if(sd)
  9797. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9798. break;
  9799. case DC_FORTUNEKISS:
  9800. val1 = 10+skilllv+(status->luk/10); // Critical increase
  9801. if(sd)
  9802. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9803. val1*=10; //Because every 10 crit is an actual cri point.
  9804. break;
  9805. case BD_DRUMBATTLEFIELD:
  9806. #ifdef RENEWAL
  9807. val1 = (skilllv+5)*25; //Watk increase
  9808. val2 = skilllv*10; //Def increase
  9809. #else
  9810. val1 = (skilllv+1)*25; //Watk increase
  9811. val2 = (skilllv+1)*2; //Def increase
  9812. #endif
  9813. break;
  9814. case BD_RINGNIBELUNGEN:
  9815. val1 = (skilllv+2)*25; //Watk increase
  9816. break;
  9817. case BD_RICHMANKIM:
  9818. val1 = 25 + 11*skilllv; //Exp increase bonus.
  9819. break;
  9820. case BD_SIEGFRIED:
  9821. val1 = 55 + skilllv*5; //Elemental Resistance
  9822. val2 = skilllv*10; //Status ailment resistance
  9823. break;
  9824. case WE_CALLPARTNER:
  9825. if (sd) val1 = sd->status.partner_id;
  9826. break;
  9827. case WE_CALLPARENT:
  9828. if (sd) {
  9829. val1 = sd->status.father;
  9830. val2 = sd->status.mother;
  9831. }
  9832. break;
  9833. case WE_CALLBABY:
  9834. if (sd) val1 = sd->status.child;
  9835. break;
  9836. case NJ_KAENSIN:
  9837. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  9838. val2 = (skilllv+1)/2 + 4;
  9839. break;
  9840. case NJ_SUITON:
  9841. skill_clear_group(src, 1);
  9842. break;
  9843. case GS_GROUNDDRIFT:
  9844. {
  9845. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  9846. val1 = status->rhw.ele;
  9847. if (!val1)
  9848. val1=element[rnd()%5];
  9849. switch (val1)
  9850. {
  9851. case ELE_FIRE:
  9852. subunt++;
  9853. case ELE_WATER:
  9854. subunt++;
  9855. case ELE_POISON:
  9856. subunt++;
  9857. case ELE_DARK:
  9858. subunt++;
  9859. case ELE_WIND:
  9860. break;
  9861. default:
  9862. subunt=rnd()%5;
  9863. break;
  9864. }
  9865. break;
  9866. }
  9867. case GC_POISONSMOKE:
  9868. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  9869. return NULL;
  9870. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  9871. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  9872. limit = 4000 + 2000 * skilllv;
  9873. break;
  9874. case GD_LEADERSHIP:
  9875. case GD_GLORYWOUNDS:
  9876. case GD_SOULCOLD:
  9877. case GD_HAWKEYES:
  9878. limit = 1000000;//it doesn't matter
  9879. break;
  9880. case LG_BANDING:
  9881. limit = -1;
  9882. break;
  9883. case WM_REVERBERATION:
  9884. interval = limit;
  9885. val2 = 1;
  9886. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  9887. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9888. return NULL;
  9889. break;
  9890. case SO_CLOUD_KILL:
  9891. skill_clear_group(src, 4);
  9892. break;
  9893. case SO_WARMER:
  9894. skill_clear_group(src, 8);
  9895. break;
  9896. case SO_VACUUM_EXTREME:
  9897. range++;
  9898. break;
  9899. case SC_BLOODYLUST:
  9900. skill_clear_group(src, 32);
  9901. break;
  9902. case GN_WALLOFTHORN:
  9903. if( flag&1 )
  9904. limit = 3000;
  9905. val3 = (x<<16)|y;
  9906. break;
  9907. case KO_ZENKAI:
  9908. if( sd ){
  9909. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  9910. if( i < 5 ){
  9911. val1 = sd->talisman[i]; // no. of aura
  9912. val2 = i; // aura type
  9913. limit += val1 * 1000;
  9914. subunt = i - 1;
  9915. pc_del_talisman(sd, sd->talisman[i], i);
  9916. }
  9917. }
  9918. break;
  9919. }
  9920. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  9921. group->val1=val1;
  9922. group->val2=val2;
  9923. group->val3=val3;
  9924. group->target_flag=target;
  9925. group->bl_flag= skill_get_unit_bl_target(skillid);
  9926. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  9927. 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
  9928. group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0;
  9929. group->item_id = req_item;
  9930. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  9931. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  9932. active_flag = 0;
  9933. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  9934. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  9935. if (sd)
  9936. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  9937. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  9938. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  9939. }
  9940. if (group->state.song_dance) {
  9941. if(sd){
  9942. sd->skillid_dance = skillid;
  9943. sd->skilllv_dance = skilllv;
  9944. }
  9945. if (
  9946. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  9947. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  9948. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  9949. )
  9950. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9951. }
  9952. limit = group->limit;
  9953. for( i = 0; i < layout->count; i++ )
  9954. {
  9955. struct skill_unit *unit;
  9956. int ux = x + layout->dx[i];
  9957. int uy = y + layout->dy[i];
  9958. int val1 = skilllv;
  9959. int val2 = 0;
  9960. int alive = 1;
  9961. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  9962. continue; // don't place skill units on walls (except for songs/dances/encores)
  9963. 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) )
  9964. continue; // no path between cell and center of casting.
  9965. switch( skillid )
  9966. {
  9967. case MG_FIREWALL:
  9968. case NJ_KAENSIN:
  9969. val2=group->val2;
  9970. break;
  9971. case WZ_ICEWALL:
  9972. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  9973. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  9974. break;
  9975. case HT_LANDMINE:
  9976. case MA_LANDMINE:
  9977. case HT_ANKLESNARE:
  9978. case HT_SHOCKWAVE:
  9979. case HT_SANDMAN:
  9980. case MA_SANDMAN:
  9981. case HT_FLASHER:
  9982. case HT_FREEZINGTRAP:
  9983. case MA_FREEZINGTRAP:
  9984. case HT_TALKIEBOX:
  9985. case HT_SKIDTRAP:
  9986. case MA_SKIDTRAP:
  9987. case HT_CLAYMORETRAP:
  9988. case HT_BLASTMINE:
  9989. /**
  9990. * Ranger
  9991. **/
  9992. case RA_ELECTRICSHOCKER:
  9993. case RA_CLUSTERBOMB:
  9994. case RA_MAGENTATRAP:
  9995. case RA_COBALTTRAP:
  9996. case RA_MAIZETRAP:
  9997. case RA_VERDURETRAP:
  9998. case RA_FIRINGTRAP:
  9999. case RA_ICEBOUNDTRAP:
  10000. val1 = 3500;
  10001. break;
  10002. case GS_DESPERADO:
  10003. val1 = abs(layout->dx[i]);
  10004. val2 = abs(layout->dy[i]);
  10005. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10006. if (val2 > val1) val1 = val2;
  10007. if (val1) val1--;
  10008. val1 = 36 -12*val1;
  10009. } else //Diagonal edges
  10010. val1 = 28 -4*val1 -4*val2;
  10011. if (val1 < 1) val1 = 1;
  10012. val2 = 0;
  10013. break;
  10014. case WM_REVERBERATION:
  10015. val1 = 1 + skilllv;
  10016. break;
  10017. case GN_WALLOFTHORN:
  10018. val1 = 1000 * skilllv; // Need official value. [LimitLine]
  10019. break;
  10020. default:
  10021. if (group->state.song_dance&0x1)
  10022. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10023. break;
  10024. }
  10025. if (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10026. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10027. if( range <= 0 )
  10028. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src);
  10029. if( !alive )
  10030. continue;
  10031. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10032. unit->limit=limit;
  10033. unit->range=range;
  10034. if (skillid == PF_FOGWALL && alive == 2)
  10035. { //Double duration of cells on top of Deluge/Suiton
  10036. unit->limit *= 2;
  10037. group->limit = unit->limit;
  10038. }
  10039. // execute on all targets standing on this cell
  10040. if (range==0 && active_flag)
  10041. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10042. }
  10043. if (!group->alive_count)
  10044. { //No cells? Something that was blocked completely by Land Protector?
  10045. skill_delunitgroup(group);
  10046. return NULL;
  10047. }
  10048. //success, unit created.
  10049. switch( skillid ) {
  10050. case WZ_ICEWALL:
  10051. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10052. break;
  10053. case NJ_TATAMIGAESHI: //Store number of tiles.
  10054. group->val1 = group->alive_count;
  10055. break;
  10056. }
  10057. return group;
  10058. }
  10059. /*==========================================
  10060. *
  10061. *------------------------------------------*/
  10062. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10063. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10064. {
  10065. struct skill_unit_group *sg;
  10066. struct block_list *ss;
  10067. struct status_change *sc;
  10068. struct status_change_entry *sce;
  10069. enum sc_type type;
  10070. int skillid;
  10071. nullpo_ret(src);
  10072. nullpo_ret(bl);
  10073. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10074. return 0;
  10075. nullpo_ret(sg=src->group);
  10076. nullpo_ret(ss=map_id2bl(sg->src_id));
  10077. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  10078. return 0; //AoE skills are ineffective. [Skotlex]
  10079. sc = status_get_sc(bl);
  10080. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10081. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10082. type = status_skill2sc(sg->skill_id);
  10083. sce = (sc && type != -1)?sc->data[type]:NULL;
  10084. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10085. switch (sg->unit_id)
  10086. {
  10087. case UNT_SPIDERWEB:
  10088. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  10089. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10090. sc->data[SC_SPIDERWEB]->val2++;
  10091. break;
  10092. }
  10093. else if( sc )
  10094. {
  10095. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10096. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  10097. {
  10098. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10099. if( td )
  10100. sec = DIFF_TICK(td->tick, tick);
  10101. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10102. clif_fixpos(bl);
  10103. sg->val2 = bl->id;
  10104. }
  10105. else
  10106. sec = 3000; //Couldn't trap it?
  10107. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10108. }
  10109. break;
  10110. case UNT_SAFETYWALL:
  10111. if (!sce)
  10112. sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10113. break;
  10114. case UNT_PNEUMA:
  10115. case UNT_CHAOSPANIC:
  10116. case UNT_MAELSTROM:
  10117. if (!sce)
  10118. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10119. break;
  10120. case UNT_BLOODYLUST:
  10121. if (sg->src_id == bl->id)
  10122. break; //Does not affect the caster.
  10123. if (!sce) {
  10124. TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
  10125. if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
  10126. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10127. sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10128. else {
  10129. if (sd) sd->bloodylust_tick = gettick();
  10130. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10131. sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10132. }
  10133. }
  10134. break;
  10135. case UNT_WARP_WAITING: {
  10136. int working = sg->val1&0xffff;
  10137. if(bl->type==BL_PC && !working){
  10138. struct map_session_data *sd = (struct map_session_data *)bl;
  10139. if((!sd->chatID || battle_config.chat_warpportal)
  10140. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10141. {
  10142. int x = sg->val2>>16;
  10143. int y = sg->val2&0xffff;
  10144. int count = sg->val1>>16;
  10145. unsigned short m = sg->val3;
  10146. if( --count <= 0 )
  10147. skill_delunitgroup(sg);
  10148. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10149. working = 1;/* we break it because officials break it, lovely stuff. */
  10150. sg->val1 = (count<<16)|working;
  10151. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10152. }
  10153. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10154. int m = map_mapindex2mapid(sg->val3);
  10155. if (m < 0) break; //Map not available on this map-server.
  10156. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10157. }
  10158. }
  10159. break;
  10160. case UNT_QUAGMIRE:
  10161. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10162. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10163. break;
  10164. case UNT_VOLCANO:
  10165. case UNT_DELUGE:
  10166. case UNT_VIOLENTGALE:
  10167. if(!sce)
  10168. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  10169. break;
  10170. case UNT_SUITON:
  10171. if(!sce)
  10172. sc_start4(bl,type,100,sg->skill_lv,
  10173. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10174. 0,0,sg->limit);
  10175. break;
  10176. case UNT_HERMODE:
  10177. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10178. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10179. case UNT_RICHMANKIM:
  10180. case UNT_ETERNALCHAOS:
  10181. case UNT_DRUMBATTLEFIELD:
  10182. case UNT_RINGNIBELUNGEN:
  10183. case UNT_ROKISWEIL:
  10184. case UNT_INTOABYSS:
  10185. case UNT_SIEGFRIED:
  10186. //Needed to check when a dancer/bard leaves their ensemble area.
  10187. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10188. return skillid;
  10189. if (!sce)
  10190. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10191. break;
  10192. case UNT_WHISTLE:
  10193. case UNT_ASSASSINCROSS:
  10194. case UNT_POEMBRAGI:
  10195. case UNT_APPLEIDUN:
  10196. case UNT_HUMMING:
  10197. case UNT_DONTFORGETME:
  10198. case UNT_FORTUNEKISS:
  10199. case UNT_SERVICEFORYOU:
  10200. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10201. return 0;
  10202. if (!sc) return 0;
  10203. if (!sce)
  10204. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10205. else if (sce->val4 == 1) {
  10206. //Readjust timers since the effect will not last long.
  10207. sce->val4 = 0;
  10208. delete_timer(sce->timer, status_change_timer);
  10209. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  10210. }
  10211. break;
  10212. case UNT_FOGWALL:
  10213. if (!sce)
  10214. {
  10215. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10216. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10217. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10218. }
  10219. break;
  10220. case UNT_GRAVITATION:
  10221. if (!sce)
  10222. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10223. break;
  10224. // officially, icewall has no problems existing on occupied cells [ultramage]
  10225. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10226. // src->val1 = 0;
  10227. // if(src->limit + sg->tick > tick + 700)
  10228. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10229. // break;
  10230. case UNT_MOONLIT:
  10231. //Knockback out of area if affected char isn't in Moonlit effect
  10232. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10233. break;
  10234. if (ss == bl) //Also needed to prevent infinite loop crash.
  10235. break;
  10236. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10237. break;
  10238. case UNT_WALLOFTHORN:
  10239. if( status_get_mode(bl)&MD_BOSS )
  10240. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10241. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10242. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10243. break;
  10244. case UNT_VOLCANIC_ASH:
  10245. if (!sce)
  10246. sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  10247. break;
  10248. case UNT_GD_LEADERSHIP:
  10249. case UNT_GD_GLORYWOUNDS:
  10250. case UNT_GD_SOULCOLD:
  10251. case UNT_GD_HAWKEYES:
  10252. if ( !sce )
  10253. sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
  10254. break;
  10255. }
  10256. return skillid;
  10257. }
  10258. /*==========================================
  10259. *
  10260. *------------------------------------------*/
  10261. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10262. {
  10263. struct skill_unit_group *sg;
  10264. struct block_list *ss;
  10265. TBL_PC* tsd;
  10266. struct status_data *tstatus;
  10267. struct status_change *tsc;
  10268. struct skill_unit_group_tickset *ts;
  10269. enum sc_type type;
  10270. int skillid;
  10271. int diff=0;
  10272. nullpo_ret(src);
  10273. nullpo_ret(bl);
  10274. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10275. return 0;
  10276. nullpo_ret(sg=src->group);
  10277. nullpo_ret(ss=map_id2bl(sg->src_id));
  10278. tsd = BL_CAST(BL_PC, bl);
  10279. tsc = status_get_sc(bl);
  10280. if ( tsc && tsc->data[SC_HOVERING] )
  10281. return 0; //Under hovering characters are immune to trap and ground target skills.
  10282. tstatus = status_get_status_data(bl);
  10283. type = status_skill2sc(sg->skill_id);
  10284. skillid = sg->skill_id;
  10285. if (sg->interval == -1) {
  10286. switch (sg->unit_id) {
  10287. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10288. case UNT_FIREPILLAR_ACTIVE:
  10289. case UNT_ELECTRICSHOCKER:
  10290. case UNT_MANHOLE:
  10291. return 0;
  10292. default:
  10293. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10294. return 0;
  10295. }
  10296. }
  10297. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10298. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10299. diff = DIFF_TICK(tick,ts->tick);
  10300. if (diff < 0)
  10301. return 0;
  10302. ts->tick = tick+sg->interval;
  10303. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10304. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10305. }
  10306. switch (sg->unit_id)
  10307. {
  10308. case UNT_FIREWALL:
  10309. case UNT_KAEN:
  10310. {
  10311. int count=0;
  10312. const int x = bl->x, y = bl->y;
  10313. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10314. break;
  10315. //Take into account these hit more times than the timer interval can handle.
  10316. do
  10317. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10318. while(--src->val2 && x == bl->x && y == bl->y &&
  10319. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10320. if (src->val2<=0)
  10321. skill_delunit(src);
  10322. }
  10323. break;
  10324. case UNT_SANCTUARY:
  10325. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10326. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10327. 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) )
  10328. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10329. }
  10330. else
  10331. {
  10332. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10333. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10334. #ifdef RENEWAL
  10335. if( md && md->class_ == MOBID_EMPERIUM )
  10336. break;
  10337. #endif
  10338. if( md && mob_is_battleground(md) )
  10339. break;
  10340. if( tstatus->hp >= tstatus->max_hp )
  10341. break;
  10342. if( status_isimmune(bl) )
  10343. heal = 0;
  10344. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10345. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10346. heal = ~heal + 1;
  10347. status_heal(bl, heal, 0, 0);
  10348. if( diff >= 500 )
  10349. sg->val1--;
  10350. }
  10351. if( sg->val1 <= 0 )
  10352. skill_delunitgroup(sg);
  10353. break;
  10354. case UNT_EVILLAND:
  10355. //Will heal demon and undead element monsters, but not players.
  10356. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10357. { //Damage enemies
  10358. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10359. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10360. } else {
  10361. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10362. if (tstatus->hp >= tstatus->max_hp)
  10363. break;
  10364. if (status_isimmune(bl))
  10365. heal = 0;
  10366. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10367. status_heal(bl, heal, 0, 0);
  10368. }
  10369. break;
  10370. case UNT_MAGNUS:
  10371. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10372. break;
  10373. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10374. break;
  10375. case UNT_DUMMYSKILL:
  10376. switch (sg->skill_id)
  10377. {
  10378. case SG_SUN_WARM: //SG skills [Komurka]
  10379. case SG_MOON_WARM:
  10380. case SG_STAR_WARM:
  10381. {
  10382. int count = 0;
  10383. const int x = bl->x, y = bl->y;
  10384. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10385. do
  10386. {
  10387. if( bl->type == BL_PC )
  10388. status_zap(bl, 0, 15); // sp damage to players
  10389. else // mobs
  10390. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10391. {
  10392. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10393. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10394. }
  10395. else
  10396. { //should end when out of sp.
  10397. sg->limit = DIFF_TICK(tick,sg->tick);
  10398. break;
  10399. }
  10400. } while( x == bl->x && y == bl->y &&
  10401. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10402. }
  10403. break;
  10404. /**
  10405. * The storm gust counter was dropped in renewal
  10406. **/
  10407. #ifndef RENEWAL
  10408. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10409. if (tsc)
  10410. tsc->sg_counter++; //SG hit counter.
  10411. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10412. tsc->sg_counter=0; //Attack absorbed.
  10413. break;
  10414. #endif
  10415. case GS_DESPERADO:
  10416. if (rnd()%100 < src->val1)
  10417. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10418. break;
  10419. case GN_CRAZYWEED_ATK:
  10420. if( bl->type == BL_SKILL ){
  10421. struct skill_unit *su = (struct skill_unit *)bl;
  10422. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10423. break;
  10424. }
  10425. default:
  10426. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10427. }
  10428. break;
  10429. case UNT_FIREPILLAR_WAITING:
  10430. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10431. skill_delunit(src);
  10432. break;
  10433. case UNT_SKIDTRAP:
  10434. {
  10435. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10436. sg->unit_id = UNT_USED_TRAPS;
  10437. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10438. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10439. }
  10440. break;
  10441. case UNT_ANKLESNARE:
  10442. case UNT_MANHOLE:
  10443. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10444. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10445. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10446. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10447. if( td )
  10448. sec = DIFF_TICK(td->tick, tick);
  10449. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10450. clif_fixpos(bl);
  10451. sg->val2 = bl->id;
  10452. } else
  10453. sec = 3000; //Couldn't trap it?
  10454. if( sg->unit_id == UNT_ANKLESNARE ) {
  10455. clif_skillunit_update(&src->bl);
  10456. /**
  10457. * If you're snared from a trap that was invisible this makes the trap be
  10458. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10459. * bugreport:3961
  10460. **/
  10461. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10462. }
  10463. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10464. sg->interval = -1;
  10465. src->range = 0;
  10466. }
  10467. break;
  10468. case UNT_ELECTRICSHOCKER:
  10469. if( bl->id != ss->id ) {
  10470. if( status_get_mode(bl)&MD_BOSS )
  10471. break;
  10472. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  10473. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10474. clif_fixpos(bl);
  10475. }
  10476. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10477. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10478. }
  10479. break;
  10480. case UNT_VENOMDUST:
  10481. if(tsc && !tsc->data[type])
  10482. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10483. break;
  10484. case UNT_MAGENTATRAP:
  10485. case UNT_COBALTTRAP:
  10486. case UNT_MAIZETRAP:
  10487. case UNT_VERDURETRAP:
  10488. if( bl->type == BL_PC )// it won't work on players
  10489. break;
  10490. case UNT_FIRINGTRAP:
  10491. case UNT_ICEBOUNDTRAP:
  10492. case UNT_CLUSTERBOMB:
  10493. if( bl->id == ss->id )// it won't trigger on caster
  10494. break;
  10495. case UNT_LANDMINE:
  10496. case UNT_CLAYMORETRAP:
  10497. case UNT_BLASTMINE:
  10498. case UNT_SHOCKWAVE:
  10499. case UNT_SANDMAN:
  10500. case UNT_FLASHER:
  10501. case UNT_FREEZINGTRAP:
  10502. case UNT_FIREPILLAR_ACTIVE:
  10503. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10504. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10505. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10506. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10507. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10508. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10509. break;
  10510. case UNT_TALKIEBOX:
  10511. if (sg->src_id == bl->id)
  10512. break;
  10513. if (sg->val2 == 0){
  10514. clif_talkiebox(&src->bl, sg->valstr);
  10515. sg->unit_id = UNT_USED_TRAPS;
  10516. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10517. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10518. sg->val2 = -1;
  10519. }
  10520. break;
  10521. case UNT_LULLABY:
  10522. if (ss->id == bl->id)
  10523. break;
  10524. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10525. break;
  10526. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10527. if (ss->id != bl->id)
  10528. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10529. break;
  10530. case UNT_DISSONANCE:
  10531. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10532. break;
  10533. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10534. {
  10535. int heal;
  10536. #ifdef RENEWAL
  10537. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10538. if( md && md->class_ == MOBID_EMPERIUM )
  10539. break;
  10540. #endif
  10541. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10542. break; // affects self only when soullinked
  10543. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10544. if( tsc->data[SC_AKAITSUKI] && heal )
  10545. heal = ~heal + 1;
  10546. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10547. status_heal(bl, heal, 0, 0);
  10548. break;
  10549. }
  10550. case UNT_TATAMIGAESHI:
  10551. case UNT_DEMONSTRATION:
  10552. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10553. break;
  10554. case UNT_GOSPEL:
  10555. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10556. break;
  10557. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10558. { // Support Effect only on party, not guild
  10559. int heal;
  10560. int i = rnd()%13; // Positive buff count
  10561. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10562. switch (i)
  10563. {
  10564. case 0: // Heal 1~9999 HP
  10565. heal = rnd() %9999+1;
  10566. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10567. status_heal(bl,heal,0,0);
  10568. break;
  10569. case 1: // End all negative status
  10570. status_change_clear_buffs(bl,6);
  10571. if (tsd) clif_gospel_info(tsd, 0x15);
  10572. break;
  10573. case 2: // Immunity to all status
  10574. sc_start(bl,SC_SCRESIST,100,100,time);
  10575. if (tsd) clif_gospel_info(tsd, 0x16);
  10576. break;
  10577. case 3: // MaxHP +100%
  10578. sc_start(bl,SC_INCMHPRATE,100,100,time);
  10579. if (tsd) clif_gospel_info(tsd, 0x17);
  10580. break;
  10581. case 4: // MaxSP +100%
  10582. sc_start(bl,SC_INCMSPRATE,100,100,time);
  10583. if (tsd) clif_gospel_info(tsd, 0x18);
  10584. break;
  10585. case 5: // All stats +20
  10586. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  10587. if (tsd) clif_gospel_info(tsd, 0x19);
  10588. break;
  10589. case 6: // Level 10 Blessing
  10590. sc_start(bl,SC_BLESSING,100,10,time);
  10591. break;
  10592. case 7: // Level 10 Increase AGI
  10593. sc_start(bl,SC_INCREASEAGI,100,10,time);
  10594. break;
  10595. case 8: // Enchant weapon with Holy element
  10596. sc_start(bl,SC_ASPERSIO,100,1,time);
  10597. if (tsd) clif_gospel_info(tsd, 0x1c);
  10598. break;
  10599. case 9: // Enchant armor with Holy element
  10600. sc_start(bl,SC_BENEDICTIO,100,1,time);
  10601. if (tsd) clif_gospel_info(tsd, 0x1d);
  10602. break;
  10603. case 10: // DEF +25%
  10604. sc_start(bl,SC_INCDEFRATE,100,25,time);
  10605. if (tsd) clif_gospel_info(tsd, 0x1e);
  10606. break;
  10607. case 11: // ATK +100%
  10608. sc_start(bl,SC_INCATKRATE,100,100,time);
  10609. if (tsd) clif_gospel_info(tsd, 0x1f);
  10610. break;
  10611. case 12: // HIT/Flee +50
  10612. sc_start(bl,SC_INCHIT,100,50,time);
  10613. sc_start(bl,SC_INCFLEE,100,50,time);
  10614. if (tsd) clif_gospel_info(tsd, 0x20);
  10615. break;
  10616. }
  10617. }
  10618. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10619. { // Offensive Effect
  10620. int i = rnd()%9; // Negative buff count
  10621. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10622. switch (i)
  10623. {
  10624. case 0: // Deal 1~9999 damage
  10625. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10626. break;
  10627. case 1: // Curse
  10628. sc_start(bl,SC_CURSE,100,1,time);
  10629. break;
  10630. case 2: // Blind
  10631. sc_start(bl,SC_BLIND,100,1,time);
  10632. break;
  10633. case 3: // Poison
  10634. sc_start(bl,SC_POISON,100,1,time);
  10635. break;
  10636. case 4: // Level 10 Provoke
  10637. sc_start(bl,SC_PROVOKE,100,10,time);
  10638. break;
  10639. case 5: // DEF -100%
  10640. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  10641. break;
  10642. case 6: // ATK -100%
  10643. sc_start(bl,SC_INCATKRATE,100,-100,time);
  10644. break;
  10645. case 7: // Flee -100%
  10646. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  10647. break;
  10648. case 8: // Speed/ASPD -25%
  10649. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10650. break;
  10651. }
  10652. }
  10653. break;
  10654. case UNT_BASILICA:
  10655. {
  10656. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10657. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10658. { // knock-back any enemy except Boss
  10659. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10660. clif_fixpos(bl);
  10661. }
  10662. if( sg->src_id != bl->id && i <= 0 )
  10663. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10664. }
  10665. break;
  10666. case UNT_GRAVITATION:
  10667. case UNT_EARTHSTRAIN:
  10668. case UNT_FIREWALK:
  10669. case UNT_ELECTRICWALK:
  10670. case UNT_PSYCHIC_WAVE:
  10671. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10672. break;
  10673. case UNT_GROUNDDRIFT_WIND:
  10674. case UNT_GROUNDDRIFT_DARK:
  10675. case UNT_GROUNDDRIFT_POISON:
  10676. case UNT_GROUNDDRIFT_WATER:
  10677. case UNT_GROUNDDRIFT_FIRE:
  10678. map_foreachinrange(skill_trap_splash,&src->bl,
  10679. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10680. &src->bl,tick);
  10681. sg->unit_id = UNT_USED_TRAPS;
  10682. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10683. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10684. break;
  10685. /**
  10686. * 3rd stuff
  10687. **/
  10688. case UNT_POISONSMOKE:
  10689. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10690. sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10691. break;
  10692. case UNT_EPICLESIS:
  10693. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10694. {
  10695. if( ++sg->val2 % 3 == 0 ) {
  10696. int hp, sp;
  10697. switch( sg->skill_lv )
  10698. {
  10699. case 1: case 2: hp = 3; sp = 2; break;
  10700. case 3: case 4: hp = 4; sp = 3; break;
  10701. case 5: default: hp = 5; sp = 4; break;
  10702. }
  10703. hp = tstatus->max_hp * hp / 100;
  10704. sp = tstatus->max_sp * sp / 100;
  10705. status_heal(bl, hp, sp, 2);
  10706. sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10707. }
  10708. // Reveal hidden players every 5 seconds.
  10709. if( sg->val2 % 5 == 0 ) {
  10710. // TODO: check if other hidden status can be removed.
  10711. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10712. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10713. }
  10714. }
  10715. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10716. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10717. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10718. break;
  10719. case UNT_STEALTHFIELD:
  10720. if( bl->id == sg->src_id )
  10721. break; // Dont work on Self (video shows that)
  10722. case UNT_NEUTRALBARRIER:
  10723. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  10724. break;
  10725. case UNT_DIMENSIONDOOR:
  10726. if( tsd && !map[bl->m].flag.noteleport )
  10727. pc_randomwarp(tsd,3);
  10728. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10729. unit_warp(bl,-1,-1,-1,3);
  10730. break;
  10731. case UNT_REVERBERATION:
  10732. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10733. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10734. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10735. sg->unit_id = UNT_USED_TRAPS;
  10736. break;
  10737. case UNT_SEVERE_RAINSTORM:
  10738. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10739. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10740. break;
  10741. case UNT_NETHERWORLD:
  10742. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
  10743. if( !(tsc && tsc->data[type]) ){
  10744. sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10745. sg->limit = DIFF_TICK(tick,sg->tick);
  10746. sg->unit_id = UNT_USED_TRAPS;
  10747. }
  10748. }
  10749. break;
  10750. case UNT_THORNS_TRAP:
  10751. if( tsc ) {
  10752. if( !sg->val2 ) {
  10753. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10754. if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
  10755. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10756. if( td )
  10757. sec = DIFF_TICK(td->tick, tick);
  10758. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10759. clif_fixpos(bl);
  10760. sg->val2 = bl->id;
  10761. } else
  10762. sec = 3000; // Couldn't trap it?
  10763. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10764. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10765. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10766. }
  10767. break;
  10768. case UNT_DEMONIC_FIRE: {
  10769. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10770. switch( sg->val2 ) {
  10771. case 1:
  10772. case 2:
  10773. default:
  10774. sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10775. skill_get_time2(sg->skill_id, sg->skill_lv));
  10776. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10777. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10778. break;
  10779. case 3:
  10780. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10781. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10782. break;
  10783. }
  10784. }
  10785. break;
  10786. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10787. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10788. break;
  10789. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10790. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10791. break;
  10792. case UNT_HELLS_PLANT:
  10793. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10794. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10795. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10796. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10797. break;
  10798. case UNT_CLOUD_KILL:
  10799. if(tsc && !tsc->data[type])
  10800. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10801. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10802. break;
  10803. case UNT_WARMER:
  10804. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10805. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10806. struct status_change *ssc = status_get_sc(ss);
  10807. if( ssc && ssc->data[SC_HEATER_OPTION] )
  10808. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  10809. if( tstatus->hp != tstatus->max_hp )
  10810. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  10811. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  10812. hp = ~hp + 1;
  10813. status_heal(bl, hp, 0, 0);
  10814. sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10815. }
  10816. break;
  10817. case UNT_FIRE_INSIGNIA:
  10818. case UNT_WATER_INSIGNIA:
  10819. case UNT_WIND_INSIGNIA:
  10820. case UNT_EARTH_INSIGNIA:
  10821. case UNT_ZEPHYR:
  10822. sc_start(bl,type, 100, sg->skill_lv, sg->interval);
  10823. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  10824. int hp = tstatus->max_hp / 100; //+1% each 5s
  10825. if ((sg->val3) % 5) { //each 5s
  10826. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  10827. status_heal(bl, hp, 0, 2);
  10828. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  10829. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  10830. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  10831. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  10832. ){
  10833. status_heal(bl, -hp, 0, 0);
  10834. }
  10835. }
  10836. sg->val3++; //timer
  10837. if (sg->val3 > 5) sg->val3 = 0;
  10838. }
  10839. break;
  10840. case UNT_VACUUM_EXTREME:
  10841. {// TODO: official behavior in gvg area. [malufett]
  10842. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  10843. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  10844. if( tsc && !tsc->data[type] &&
  10845. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  10846. sc_start(bl, type, 100, sg->skill_lv, sec);
  10847. if( unit_is_walking(bl) && // wait until target stop walking
  10848. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  10849. break;
  10850. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  10851. break;
  10852. if( unit_is_walking(bl) &&
  10853. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  10854. unit_stop_walking(bl,1);
  10855. if( !unit_is_walking(bl) &&
  10856. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  10857. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  10858. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10859. clif_fixpos(bl);
  10860. }
  10861. }
  10862. break;
  10863. case UNT_FIRE_MANTLE:
  10864. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10865. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10866. break;
  10867. case UNT_ZENKAI_WATER:
  10868. case UNT_ZENKAI_LAND:
  10869. case UNT_ZENKAI_FIRE:
  10870. case UNT_ZENKAI_WIND:
  10871. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  10872. switch( sg->unit_id ){
  10873. case UNT_ZENKAI_WATER:
  10874. sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10875. sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10876. sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10877. break;
  10878. case UNT_ZENKAI_LAND:
  10879. sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10880. sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10881. break;
  10882. case UNT_ZENKAI_FIRE:
  10883. sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10884. break;
  10885. case UNT_ZENKAI_WIND:
  10886. sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10887. sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10888. sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10889. break;
  10890. }
  10891. }else
  10892. sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  10893. break;
  10894. case UNT_MAKIBISHI:
  10895. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10896. sg->limit = DIFF_TICK(tick, sg->tick);
  10897. sg->unit_id = UNT_USED_TRAPS;
  10898. break;
  10899. case UNT_LAVA_SLIDE:
  10900. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10901. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  10902. sg->limit = DIFF_TICK(tick, sg->tick);
  10903. break;
  10904. case UNT_POISON_MIST:
  10905. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10906. status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  10907. break;
  10908. }
  10909. if (bl->type == BL_MOB && ss != bl)
  10910. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  10911. return skillid;
  10912. }
  10913. /*==========================================
  10914. * Triggered when a char steps out of a skill cell
  10915. *------------------------------------------*/
  10916. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10917. {
  10918. struct skill_unit_group *sg;
  10919. struct status_change *sc;
  10920. struct status_change_entry *sce;
  10921. enum sc_type type;
  10922. nullpo_ret(src);
  10923. nullpo_ret(bl);
  10924. nullpo_ret(sg=src->group);
  10925. sc = status_get_sc(bl);
  10926. type = status_skill2sc(sg->skill_id);
  10927. sce = (sc && type != -1)?sc->data[type]:NULL;
  10928. if( bl->prev==NULL ||
  10929. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  10930. return 0;
  10931. switch(sg->unit_id){
  10932. case UNT_SAFETYWALL:
  10933. case UNT_PNEUMA:
  10934. case UNT_EPICLESIS://Arch Bishop
  10935. case UNT_NEUTRALBARRIER:
  10936. case UNT_STEALTHFIELD:
  10937. if (sce)
  10938. status_change_end(bl, type, INVALID_TIMER);
  10939. break;
  10940. case UNT_BASILICA:
  10941. if( sce && sce->val4 == src->bl.id )
  10942. status_change_end(bl, type, INVALID_TIMER);
  10943. break;
  10944. case UNT_HERMODE: //Clear Hermode if the owner moved.
  10945. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  10946. status_change_end(bl, type, INVALID_TIMER);
  10947. break;
  10948. case UNT_SPIDERWEB:
  10949. {
  10950. struct block_list *target = map_id2bl(sg->val2);
  10951. if (target && target==bl)
  10952. {
  10953. if (sce && sce->val3 == sg->group_id)
  10954. status_change_end(bl, type, INVALID_TIMER);
  10955. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10956. }
  10957. break;
  10958. }
  10959. }
  10960. return sg->skill_id;
  10961. }
  10962. /*==========================================
  10963. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  10964. *------------------------------------------*/
  10965. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  10966. {
  10967. struct status_change *sc;
  10968. struct status_change_entry *sce;
  10969. enum sc_type type;
  10970. sc = status_get_sc(bl);
  10971. if (sc && !sc->count)
  10972. sc = NULL;
  10973. type = status_skill2sc(skill_id);
  10974. sce = (sc && type != -1)?sc->data[type]:NULL;
  10975. switch (skill_id)
  10976. {
  10977. case WZ_QUAGMIRE:
  10978. if (bl->type==BL_MOB)
  10979. break;
  10980. if (sce)
  10981. status_change_end(bl, type, INVALID_TIMER);
  10982. break;
  10983. case BD_LULLABY:
  10984. case BD_RICHMANKIM:
  10985. case BD_ETERNALCHAOS:
  10986. case BD_DRUMBATTLEFIELD:
  10987. case BD_RINGNIBELUNGEN:
  10988. case BD_ROKISWEIL:
  10989. case BD_INTOABYSS:
  10990. case BD_SIEGFRIED:
  10991. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  10992. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  10993. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  10994. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  10995. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  10996. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  10997. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  10998. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10999. }
  11000. case MH_STEINWAND:
  11001. case MG_SAFETYWALL:
  11002. case AL_PNEUMA:
  11003. case SA_VOLCANO:
  11004. case SA_DELUGE:
  11005. case SA_VIOLENTGALE:
  11006. case CG_HERMODE:
  11007. case HW_GRAVITATION:
  11008. case NJ_SUITON:
  11009. case SC_MAELSTROM:
  11010. case EL_WATER_BARRIER:
  11011. case EL_ZEPHYR:
  11012. case EL_POWER_OF_GAIA:
  11013. case SO_FIRE_INSIGNIA:
  11014. case SO_WATER_INSIGNIA:
  11015. case SO_WIND_INSIGNIA:
  11016. case SO_EARTH_INSIGNIA:
  11017. if (sce)
  11018. status_change_end(bl, type, INVALID_TIMER);
  11019. break;
  11020. case SC_BLOODYLUST:
  11021. if (sce) {
  11022. status_change_end(bl, type, INVALID_TIMER);
  11023. status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
  11024. }
  11025. break;
  11026. case BA_POEMBRAGI:
  11027. case BA_WHISTLE:
  11028. case BA_ASSASSINCROSS:
  11029. case BA_APPLEIDUN:
  11030. case DC_HUMMING:
  11031. case DC_DONTFORGETME:
  11032. case DC_FORTUNEKISS:
  11033. case DC_SERVICEFORYOU:
  11034. if (sce)
  11035. {
  11036. delete_timer(sce->timer, status_change_timer);
  11037. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  11038. //not possible on our current implementation.
  11039. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11040. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  11041. }
  11042. break;
  11043. case PF_FOGWALL:
  11044. if (sce)
  11045. {
  11046. status_change_end(bl, type, INVALID_TIMER);
  11047. if ((sce=sc->data[SC_BLIND]))
  11048. {
  11049. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  11050. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  11051. else {
  11052. delete_timer(sce->timer, status_change_timer);
  11053. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11054. }
  11055. }
  11056. }
  11057. break;
  11058. case GD_LEADERSHIP:
  11059. case GD_GLORYWOUNDS:
  11060. case GD_SOULCOLD:
  11061. case GD_HAWKEYES:
  11062. if( !(sce && sce->val4) )
  11063. status_change_end(bl, type, INVALID_TIMER);
  11064. break;
  11065. }
  11066. return skill_id;
  11067. }
  11068. /*==========================================
  11069. * Invoked when a unit cell has been placed/removed/deleted.
  11070. * flag values:
  11071. * flag&1: Invoke onplace function (otherwise invoke onout)
  11072. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11073. *------------------------------------------*/
  11074. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11075. {
  11076. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11077. struct skill_unit_group* group = unit->group;
  11078. unsigned int tick = va_arg(ap,unsigned int);
  11079. unsigned int flag = va_arg(ap,unsigned int);
  11080. int skill_id;
  11081. bool dissonance;
  11082. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11083. return 0;
  11084. nullpo_ret(group);
  11085. dissonance = skill_dance_switch(unit, 0);
  11086. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11087. skill_id = group->skill_id;
  11088. //Target-type check.
  11089. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) {
  11090. if( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) )
  11091. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11092. } else {
  11093. if( flag&1 )
  11094. skill_unit_onplace(unit,bl,tick);
  11095. else
  11096. skill_unit_onout(unit,bl,tick);
  11097. if( flag&4 )
  11098. skill_unit_onleft(skill_id, bl, tick);
  11099. }
  11100. if( dissonance ) skill_dance_switch(unit, 1);
  11101. return 0;
  11102. }
  11103. /*==========================================
  11104. *
  11105. *------------------------------------------*/
  11106. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  11107. {
  11108. struct skill_unit_group *sg;
  11109. nullpo_ret(src);
  11110. nullpo_ret(sg=src->group);
  11111. switch( sg->unit_id ) {
  11112. case UNT_BLASTMINE:
  11113. case UNT_SKIDTRAP:
  11114. case UNT_LANDMINE:
  11115. case UNT_SHOCKWAVE:
  11116. case UNT_SANDMAN:
  11117. case UNT_FLASHER:
  11118. case UNT_CLAYMORETRAP:
  11119. case UNT_FREEZINGTRAP:
  11120. case UNT_TALKIEBOX:
  11121. case UNT_ANKLESNARE:
  11122. case UNT_ICEWALL:
  11123. case UNT_REVERBERATION:
  11124. case UNT_WALLOFTHORN:
  11125. src->val1-=damage;
  11126. break;
  11127. default:
  11128. damage = 0;
  11129. break;
  11130. }
  11131. return damage;
  11132. }
  11133. /*==========================================
  11134. *
  11135. *------------------------------------------*/
  11136. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11137. {
  11138. int *c, skillid;
  11139. struct block_list *src;
  11140. struct map_session_data *sd;
  11141. struct map_session_data *tsd;
  11142. int *p_sd; //Contains the list of characters found.
  11143. nullpo_ret(bl);
  11144. nullpo_ret(tsd=(struct map_session_data*)bl);
  11145. nullpo_ret(src=va_arg(ap,struct block_list *));
  11146. nullpo_ret(sd=(struct map_session_data*)src);
  11147. c=va_arg(ap,int *);
  11148. p_sd = va_arg(ap, int *);
  11149. skillid = va_arg(ap,int);
  11150. if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL) )
  11151. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  11152. if (bl == src)
  11153. return 0;
  11154. if(pc_isdead(tsd))
  11155. return 0;
  11156. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  11157. return 0;
  11158. if( skill_get_inf2(skillid)&INF2_CHORUS_SKILL ) {
  11159. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  11160. p_sd[(*c)++] = tsd->bl.id;
  11161. return 1;
  11162. } else {
  11163. switch(skillid) {
  11164. case PR_BENEDICTIO: {
  11165. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  11166. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  11167. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  11168. && sd->status.sp >= 10)
  11169. p_sd[(*c)++]=tsd->bl.id;
  11170. return 1;
  11171. }
  11172. case AB_ADORAMUS:
  11173. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  11174. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  11175. p_sd[(*c)++] = tsd->bl.id;
  11176. return 1;
  11177. case WL_COMET:
  11178. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  11179. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  11180. p_sd[(*c)++] = tsd->bl.id;
  11181. return 1;
  11182. case LG_RAYOFGENESIS:
  11183. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  11184. tsd->sc.data[SC_BANDING] )
  11185. p_sd[(*c)++] = tsd->bl.id;
  11186. return 1;
  11187. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  11188. {
  11189. int skilllv;
  11190. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  11191. return 0;
  11192. if (sd->status.sex != tsd->status.sex &&
  11193. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  11194. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  11195. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  11196. sd->status.party_id && tsd->status.party_id &&
  11197. sd->status.party_id == tsd->status.party_id &&
  11198. !tsd->sc.data[SC_DANCING])
  11199. {
  11200. p_sd[(*c)++]=tsd->bl.id;
  11201. return skilllv;
  11202. } else {
  11203. return 0;
  11204. }
  11205. }
  11206. break;
  11207. }
  11208. }
  11209. return 0;
  11210. }
  11211. /*==========================================
  11212. * Checks and stores partners for ensemble skills [Skotlex]
  11213. *------------------------------------------*/
  11214. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  11215. {
  11216. static int c=0;
  11217. static int p_sd[2] = { 0, 0 };
  11218. int i;
  11219. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  11220. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  11221. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  11222. if (cast_flag) { //Execute the skill on the partners.
  11223. struct map_session_data* tsd;
  11224. switch (skill_id) {
  11225. case PR_BENEDICTIO:
  11226. for (i = 0; i < c; i++) {
  11227. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  11228. status_charge(&tsd->bl, 0, 10);
  11229. }
  11230. return c;
  11231. case AB_ADORAMUS:
  11232. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  11233. i = 2 * (*skill_lv);
  11234. status_charge(&tsd->bl, 0, i);
  11235. }
  11236. break;
  11237. case WM_GREAT_ECHO:
  11238. for( i = 0; i < c; i++ ) {
  11239. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  11240. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  11241. }
  11242. break;
  11243. default: //Warning: Assuming Ensemble skills here (for speed)
  11244. if( is_chorus )
  11245. break;//Chorus skills are not to be parsed as ensambles
  11246. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  11247. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  11248. 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);
  11249. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  11250. tsd->skillid_dance = skill_id;
  11251. tsd->skilllv_dance = *skill_lv;
  11252. }
  11253. return c;
  11254. }
  11255. }
  11256. //Else: new search for partners.
  11257. c = 0;
  11258. memset (p_sd, 0, sizeof(p_sd));
  11259. if( is_chorus )
  11260. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11261. else
  11262. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11263. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11264. *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.
  11265. return c;
  11266. }
  11267. /*==========================================
  11268. *
  11269. *------------------------------------------*/
  11270. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11271. {
  11272. int *c,src_id,mob_class,skill;
  11273. struct mob_data *md;
  11274. md=(struct mob_data*)bl;
  11275. src_id=va_arg(ap,int);
  11276. mob_class=va_arg(ap,int);
  11277. skill=va_arg(ap,int);
  11278. c=va_arg(ap,int *);
  11279. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
  11280. return 0; //Non alchemist summoned mobs have nothing to do here.
  11281. if(md->class_==mob_class)
  11282. (*c)++;
  11283. return 1;
  11284. }
  11285. /*==========================================
  11286. * Determines if a given skill should be made to consume ammo
  11287. * when used by the player. [Skotlex]
  11288. *------------------------------------------*/
  11289. int skill_isammotype (struct map_session_data *sd, int skill)
  11290. {
  11291. return (
  11292. battle_config.arrow_decrement==2 &&
  11293. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11294. skill != HT_PHANTASMIC &&
  11295. skill_get_type(skill) == BF_WEAPON &&
  11296. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11297. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11298. );
  11299. }
  11300. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) {
  11301. struct status_data *status;
  11302. struct status_change *sc;
  11303. struct skill_condition require;
  11304. int i;
  11305. nullpo_ret(sd);
  11306. if (lv <= 0 || sd->chatID) return 0;
  11307. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  11308. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11309. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11310. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11311. return 1;
  11312. }
  11313. switch( sd->menuskill_id ) {
  11314. case AM_PHARMACY:
  11315. switch( skill ) {
  11316. case AM_PHARMACY:
  11317. case AC_MAKINGARROW:
  11318. case BS_REPAIRWEAPON:
  11319. case AM_TWILIGHT1:
  11320. case AM_TWILIGHT2:
  11321. case AM_TWILIGHT3:
  11322. return 0;
  11323. }
  11324. break;
  11325. case GN_MIX_COOKING:
  11326. case GN_MAKEBOMB:
  11327. case GN_S_PHARMACY:
  11328. case GN_CHANGEMATERIAL:
  11329. if( sd->menuskill_id != skill )
  11330. return 0;
  11331. break;
  11332. }
  11333. status = &sd->battle_status;
  11334. sc = &sd->sc;
  11335. if( !sc->count )
  11336. sc = NULL;
  11337. if( sd->skillitem == skill )
  11338. {
  11339. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11340. sd->state.abra_flag = 0;
  11341. else
  11342. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11343. if( (i = sd->itemindex) == -1 ||
  11344. sd->status.inventory[i].nameid != sd->itemid ||
  11345. sd->inventory_data[i] == NULL ||
  11346. !sd->inventory_data[i]->flag.delay_consume ||
  11347. sd->status.inventory[i].amount < 1
  11348. )
  11349. { //Something went wrong, item exploit?
  11350. sd->itemid = sd->itemindex = -1;
  11351. return 0;
  11352. }
  11353. //Consume
  11354. sd->itemid = sd->itemindex = -1;
  11355. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11356. ; //Do not consume item.
  11357. else if( sd->status.inventory[i].expire_time == 0 )
  11358. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11359. }
  11360. return 1;
  11361. }
  11362. if( pc_is90overweight(sd) )
  11363. {
  11364. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11365. return 0;
  11366. }
  11367. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11368. return 0;
  11369. switch( skill ) { // Turn off check.
  11370. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11371. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11372. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11373. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
  11374. if( sc && sc->data[status_skill2sc(skill)] )
  11375. return 1;
  11376. }
  11377. // Check the skills that can be used while mounted on a warg
  11378. if( pc_isridingwug(sd) ) {
  11379. switch( skill ) {
  11380. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11381. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11382. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11383. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11384. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11385. break;
  11386. default: // in official there is no message.
  11387. return 0;
  11388. }
  11389. }
  11390. if( pc_ismadogear(sd) ) {
  11391. switch( skill ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11392. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11393. case BS_HAMMERFALL: case WS_CARTBOOST:
  11394. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11395. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11396. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11397. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11398. case BS_ADRENALINE2: case NC_POWERSWING:
  11399. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11400. case BS_GREED:
  11401. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11402. return 0;
  11403. default: //Only Mechanic exlcusive skill can be used.
  11404. break;
  11405. }
  11406. }
  11407. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  11408. return 0;
  11409. require = skill_get_requirement(sd,skill,lv);
  11410. //Can only update state when weapon/arrow info is checked.
  11411. sd->state.arrow_atk = require.ammo?1:0;
  11412. // perform skill-specific checks (and actions)
  11413. switch( skill ) {
  11414. case SO_SPELLFIST:
  11415. if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){
  11416. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11417. return 0;
  11418. }
  11419. case SA_CASTCANCEL:
  11420. if(sd->ud.skilltimer == INVALID_TIMER) {
  11421. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11422. return 0;
  11423. }
  11424. break;
  11425. case AL_WARP:
  11426. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11427. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_WARP));
  11428. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  11429. return 0;
  11430. }
  11431. break;
  11432. case MO_CALLSPIRITS:
  11433. if(sc && sc->data[SC_RAISINGDRAGON])
  11434. lv += sc->data[SC_RAISINGDRAGON]->val1;
  11435. if(sd->spiritball >= lv) {
  11436. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11437. return 0;
  11438. }
  11439. break;
  11440. case MO_FINGEROFFENSIVE:
  11441. case GS_FLING:
  11442. case SR_RAMPAGEBLASTER:
  11443. case SR_RIDEINLIGHTNING:
  11444. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11445. sd->spiritball_old = require.spiritball = sd->spiritball;
  11446. else
  11447. sd->spiritball_old = require.spiritball;
  11448. break;
  11449. case MO_CHAINCOMBO:
  11450. if(!sc)
  11451. return 0;
  11452. if(sc->data[SC_BLADESTOP])
  11453. break;
  11454. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11455. break;
  11456. return 0;
  11457. case MO_COMBOFINISH:
  11458. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11459. return 0;
  11460. break;
  11461. case CH_TIGERFIST:
  11462. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11463. return 0;
  11464. break;
  11465. case CH_CHAINCRUSH:
  11466. if(!(sc && sc->data[SC_COMBO]))
  11467. return 0;
  11468. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11469. return 0;
  11470. break;
  11471. case MO_EXTREMITYFIST:
  11472. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11473. // return 0;
  11474. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11475. break;
  11476. if( sc && sc->data[SC_COMBO] )
  11477. {
  11478. switch(sc->data[SC_COMBO]->val1) {
  11479. case MO_COMBOFINISH:
  11480. case CH_TIGERFIST:
  11481. case CH_CHAINCRUSH:
  11482. break;
  11483. default:
  11484. return 0;
  11485. }
  11486. }
  11487. else if( !unit_can_move(&sd->bl) )
  11488. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11489. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11490. return 0;
  11491. }
  11492. break;
  11493. case TK_MISSION:
  11494. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  11495. {// Cannot be used by Non-Taekwon classes
  11496. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11497. return 0;
  11498. }
  11499. break;
  11500. case TK_READYCOUNTER:
  11501. case TK_READYDOWN:
  11502. case TK_READYSTORM:
  11503. case TK_READYTURN:
  11504. case TK_JUMPKICK:
  11505. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  11506. {// Soul Linkers cannot use this skill
  11507. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11508. return 0;
  11509. }
  11510. break;
  11511. case TK_TURNKICK:
  11512. case TK_STORMKICK:
  11513. case TK_DOWNKICK:
  11514. case TK_COUNTER:
  11515. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11516. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11517. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11518. return 0; //Combo needs to be ready
  11519. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11520. //Do not repeat a kick.
  11521. if (sc->data[SC_COMBO]->val3 != skill)
  11522. break;
  11523. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11524. return 0;
  11525. }
  11526. if(sc->data[SC_COMBO]->val1 != skill && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11527. unit_cancel_combo(&sd->bl);
  11528. return 0;
  11529. }
  11530. break; //Combo ready.
  11531. case BD_ADAPTATION:
  11532. {
  11533. int time;
  11534. if(!(sc && sc->data[SC_DANCING]))
  11535. {
  11536. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11537. return 0;
  11538. }
  11539. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11540. if (skill_get_time(
  11541. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11542. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11543. - time < skill_get_time2(skill,lv))
  11544. {
  11545. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11546. return 0;
  11547. }
  11548. }
  11549. break;
  11550. case PR_BENEDICTIO:
  11551. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  11552. {
  11553. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11554. return 0;
  11555. }
  11556. break;
  11557. case SL_SMA:
  11558. if(!(sc && sc->data[SC_SMA]))
  11559. return 0;
  11560. break;
  11561. case HT_POWER:
  11562. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  11563. return 0;
  11564. break;
  11565. case CG_HERMODE:
  11566. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  11567. {
  11568. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11569. return 0;
  11570. }
  11571. break;
  11572. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11573. {
  11574. int i,x,y,range = skill_get_splash(skill, lv)+1;
  11575. int size = range*2+1;
  11576. for (i=0;i<size*size;i++) {
  11577. x = sd->bl.x+(i%size-range);
  11578. y = sd->bl.y+(i/size-range);
  11579. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11580. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11581. return 0;
  11582. }
  11583. }
  11584. }
  11585. break;
  11586. case PR_REDEMPTIO:
  11587. {
  11588. int exp;
  11589. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11590. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11591. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11592. return 0;
  11593. }
  11594. break;
  11595. }
  11596. case AM_TWILIGHT2:
  11597. case AM_TWILIGHT3:
  11598. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  11599. {
  11600. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11601. return 0;
  11602. }
  11603. break;
  11604. case SG_SUN_WARM:
  11605. case SG_MOON_WARM:
  11606. case SG_STAR_WARM:
  11607. if (sc && sc->data[SC_MIRACLE])
  11608. break;
  11609. i = skill-SG_SUN_WARM;
  11610. if (sd->bl.m == sd->feel_map[i].m)
  11611. break;
  11612. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11613. return 0;
  11614. break;
  11615. case SG_SUN_COMFORT:
  11616. case SG_MOON_COMFORT:
  11617. case SG_STAR_COMFORT:
  11618. if (sc && sc->data[SC_MIRACLE])
  11619. break;
  11620. i = skill-SG_SUN_COMFORT;
  11621. if (sd->bl.m == sd->feel_map[i].m &&
  11622. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11623. break;
  11624. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11625. return 0;
  11626. case SG_FUSION:
  11627. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11628. break;
  11629. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11630. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11631. if( require.sp > 0 )
  11632. {
  11633. if (status->sp < (unsigned int)require.sp)
  11634. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11635. else
  11636. status_zap(&sd->bl, 0, require.sp);
  11637. }
  11638. return 0;
  11639. case GD_BATTLEORDER:
  11640. case GD_REGENERATION:
  11641. case GD_RESTORE:
  11642. if (!map_flag_gvg2(sd->bl.m)) {
  11643. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11644. return 0;
  11645. }
  11646. case GD_EMERGENCYCALL:
  11647. // other checks were already done in skillnotok()
  11648. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11649. return 0;
  11650. break;
  11651. case GS_GLITTERING:
  11652. if(sd->spiritball >= 10) {
  11653. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11654. return 0;
  11655. }
  11656. break;
  11657. case NJ_ISSEN:
  11658. if (status->hp < 2) {
  11659. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11660. return 0;
  11661. }
  11662. case NJ_BUNSINJYUTSU:
  11663. if (!(sc && sc->data[SC_NEN])) {
  11664. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11665. return 0;
  11666. }
  11667. break;
  11668. case NJ_ZENYNAGE:
  11669. case KO_MUCHANAGE:
  11670. if(sd->status.zeny < require.zeny) {
  11671. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11672. return 0;
  11673. }
  11674. break;
  11675. case PF_HPCONVERSION:
  11676. if (status->sp == status->max_sp)
  11677. return 0; //Unusable when at full SP.
  11678. break;
  11679. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11680. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11681. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11682. return 0;
  11683. }
  11684. break;
  11685. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11686. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11687. {
  11688. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11689. return 0;
  11690. }
  11691. break;
  11692. /**
  11693. * Arch Bishop
  11694. **/
  11695. case AB_ANCILLA:
  11696. {
  11697. int count = 0;
  11698. for( i = 0; i < MAX_INVENTORY; i ++ )
  11699. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11700. count += sd->status.inventory[i].amount;
  11701. if( count >= 3 ) {
  11702. clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11703. return 0;
  11704. }
  11705. }
  11706. break;
  11707. /**
  11708. * Keeping as a note:
  11709. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11710. **/
  11711. //case AB_LAUDAAGNUS:
  11712. //case AB_LAUDARAMUS:
  11713. // if( !sd->status.party_id ) {
  11714. // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11715. // return 0;
  11716. // }
  11717. // break;
  11718. case AB_ADORAMUS:
  11719. /**
  11720. * Warlock
  11721. **/
  11722. case WL_COMET:
  11723. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11724. {
  11725. //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11726. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11727. return 0;
  11728. }
  11729. break;
  11730. case WL_SUMMONFB:
  11731. case WL_SUMMONBL:
  11732. case WL_SUMMONWB:
  11733. case WL_SUMMONSTONE:
  11734. if( sc )
  11735. {
  11736. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11737. if( i == SC_SPHERE_5+1 )
  11738. { // No more free slots
  11739. clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
  11740. return 0;
  11741. }
  11742. }
  11743. break;
  11744. /**
  11745. * Guilotine Cross
  11746. **/
  11747. case GC_HALLUCINATIONWALK:
  11748. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11749. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11750. return 0;
  11751. }
  11752. break;
  11753. case GC_COUNTERSLASH:
  11754. case GC_WEAPONCRUSH:
  11755. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11756. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11757. return 0;
  11758. }
  11759. break;
  11760. /**
  11761. * Ranger
  11762. **/
  11763. case RA_WUGMASTERY:
  11764. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11765. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11766. return 0;
  11767. }
  11768. break;
  11769. case RA_WUGSTRIKE:
  11770. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  11771. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11772. return 0;
  11773. }
  11774. break;
  11775. case RA_WUGRIDER:
  11776. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11777. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11778. return 0;
  11779. }
  11780. break;
  11781. case RA_WUGDASH:
  11782. if(!pc_isridingwug(sd)) {
  11783. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11784. return 0;
  11785. }
  11786. break;
  11787. /**
  11788. * Royal Guard
  11789. **/
  11790. case LG_BANDING:
  11791. if( sc && sc->data[SC_INSPIRATION] ) {
  11792. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11793. return 0;
  11794. }
  11795. break;
  11796. case LG_PRESTIGE:
  11797. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  11798. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11799. return 0;
  11800. }
  11801. break;
  11802. case LG_RAGEBURST:
  11803. if( sd->spiritball == 0 ) {
  11804. clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
  11805. return 0;
  11806. }
  11807. sd->spiritball_old = require.spiritball = sd->spiritball;
  11808. break;
  11809. case LG_RAYOFGENESIS:
  11810. if( sc && sc->data[SC_INSPIRATION] )
  11811. return 1; // Don't check for partner.
  11812. if( !(sc && sc->data[SC_BANDING]) ) {
  11813. clif_skill_fail(sd,skill,USESKILL_FAIL,0);
  11814. return 0;
  11815. } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
  11816. return 0; // Just fails, no msg here.
  11817. break;
  11818. case LG_HESPERUSLIT:
  11819. if( !sc || !sc->data[SC_BANDING] ) {
  11820. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11821. return 0;
  11822. }
  11823. break;
  11824. case SR_FALLENEMPIRE:
  11825. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  11826. return 0;
  11827. break;
  11828. case SR_CRESCENTELBOW:
  11829. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  11830. clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0);
  11831. return 0;
  11832. }
  11833. break;
  11834. case SR_CURSEDCIRCLE:
  11835. if (map_flag_gvg(sd->bl.m)) {
  11836. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill, lv), BL_MOB,
  11837. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  11838. char output[128];
  11839. sprintf(output, "You're too close to a stone or emperium to do this skill");
  11840. clif_colormes(sd, COLOR_RED, output);
  11841. return 0;
  11842. }
  11843. }
  11844. if( sd->spiritball > 0 )
  11845. sd->spiritball_old = require.spiritball = sd->spiritball;
  11846. else {
  11847. clif_skill_fail(sd,skill,0,0);
  11848. return 0;
  11849. }
  11850. break;
  11851. case SR_GATEOFHELL:
  11852. if( sd->spiritball > 0 )
  11853. sd->spiritball_old = require.spiritball;
  11854. break;
  11855. case SC_MANHOLE:
  11856. case SC_DIMENSIONDOOR:
  11857. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  11858. clif_skill_fail(sd,skill,0,0);
  11859. return 0;
  11860. }
  11861. break;
  11862. case WM_GREAT_ECHO: {
  11863. int count;
  11864. count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
  11865. if( count < 1 ) {
  11866. clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0);
  11867. return 0;
  11868. } else
  11869. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  11870. }
  11871. break;
  11872. case SO_FIREWALK:
  11873. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  11874. if( sc && sc->data[SC_PROPERTYWALK] &&
  11875. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  11876. clif_skill_fail(sd,skill,0x0,0);
  11877. return 0;
  11878. }
  11879. break;
  11880. case SO_EL_CONTROL:
  11881. if( !sd->status.ele_id || !sd->ed ) {
  11882. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11883. return 0;
  11884. }
  11885. break;
  11886. case RETURN_TO_ELDICASTES:
  11887. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  11888. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11889. return 0;
  11890. }
  11891. break;
  11892. case LG_REFLECTDAMAGE:
  11893. case CR_REFLECTSHIELD:
  11894. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  11895. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11896. return 0;
  11897. }
  11898. break;
  11899. case KO_KAHU_ENTEN:
  11900. case KO_HYOUHU_HUBUKI:
  11901. case KO_KAZEHU_SEIRAN:
  11902. case KO_DOHU_KOUKAI:
  11903. {
  11904. int ttype = skill_get_ele(skill, lv);
  11905. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  11906. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
  11907. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  11908. return 0;
  11909. }
  11910. }
  11911. break;
  11912. case KO_KAIHOU:
  11913. case KO_ZENKAI:
  11914. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11915. if( i > 4 ) {
  11916. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11917. return 0;
  11918. }
  11919. break;
  11920. }
  11921. switch(require.state) {
  11922. case ST_HIDING:
  11923. if(!(sc && sc->option&OPTION_HIDE)) {
  11924. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11925. return 0;
  11926. }
  11927. break;
  11928. case ST_CLOAKING:
  11929. if(!pc_iscloaking(sd)) {
  11930. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11931. return 0;
  11932. }
  11933. break;
  11934. case ST_HIDDEN:
  11935. if(!pc_ishiding(sd)) {
  11936. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11937. return 0;
  11938. }
  11939. break;
  11940. case ST_RIDING:
  11941. if(!pc_isriding(sd)) {
  11942. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11943. return 0;
  11944. }
  11945. break;
  11946. case ST_FALCON:
  11947. if(!pc_isfalcon(sd)) {
  11948. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11949. return 0;
  11950. }
  11951. break;
  11952. case ST_CARTBOOST:
  11953. if(!(sc && sc->data[SC_CARTBOOST])) {
  11954. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11955. return 0;
  11956. }
  11957. case ST_CART:
  11958. if(!pc_iscarton(sd)) {
  11959. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11960. return 0;
  11961. }
  11962. break;
  11963. case ST_SHIELD:
  11964. if(sd->status.shield <= 0) {
  11965. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11966. return 0;
  11967. }
  11968. break;
  11969. case ST_SIGHT:
  11970. if(!(sc && sc->data[SC_SIGHT])) {
  11971. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11972. return 0;
  11973. }
  11974. break;
  11975. case ST_EXPLOSIONSPIRITS:
  11976. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  11977. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11978. return 0;
  11979. }
  11980. break;
  11981. case ST_RECOV_WEIGHT_RATE:
  11982. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  11983. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11984. return 0;
  11985. }
  11986. break;
  11987. case ST_MOVE_ENABLE:
  11988. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  11989. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  11990. if (!unit_can_move(&sd->bl)) {
  11991. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11992. return 0;
  11993. }
  11994. break;
  11995. case ST_WATER:
  11996. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  11997. break;
  11998. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  11999. break;
  12000. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12001. return 0;
  12002. /**
  12003. * Rune Knight
  12004. **/
  12005. case ST_RIDINGDRAGON:
  12006. if( !pc_isridingdragon(sd) ) {
  12007. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12008. return 0;
  12009. }
  12010. break;
  12011. /**
  12012. * Wug
  12013. **/
  12014. case ST_WUG:
  12015. if( !pc_iswug(sd) ) {
  12016. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12017. return 0;
  12018. }
  12019. break;
  12020. /**
  12021. * Riding Wug
  12022. **/
  12023. case ST_RIDINGWUG:
  12024. if( !pc_isridingwug(sd) ){
  12025. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12026. return 0;
  12027. }
  12028. break;
  12029. /**
  12030. * Mechanic
  12031. **/
  12032. case ST_MADO:
  12033. if( !pc_ismadogear(sd) ) {
  12034. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12035. return 0;
  12036. }
  12037. break;
  12038. /**
  12039. * Sorcerer
  12040. **/
  12041. case ST_ELEMENTALSPIRIT:
  12042. if(!sd->ed) {
  12043. clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
  12044. return 0;
  12045. }
  12046. break;
  12047. case ST_POISONINGWEAPON:
  12048. if (!(sc && sc->data[SC_POISONINGWEAPON])) {
  12049. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12050. return 0;
  12051. }
  12052. break;
  12053. case ST_ROLLINGCUTTER:
  12054. if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
  12055. clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
  12056. return 0;
  12057. }
  12058. break;
  12059. }
  12060. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12061. //mhp is the max-hp-requirement, that is,
  12062. //you must have this % or less of HP to cast it.
  12063. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12064. return 0;
  12065. }
  12066. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12067. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12068. return 0;
  12069. }
  12070. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12071. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12072. return 0;
  12073. }
  12074. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12075. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  12076. return 0;
  12077. }
  12078. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  12079. clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
  12080. return 0;
  12081. }
  12082. return 1;
  12083. }
  12084. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  12085. {
  12086. struct skill_condition require;
  12087. struct status_data *status;
  12088. int i;
  12089. int index[MAX_SKILL_ITEM_REQUIRE];
  12090. nullpo_ret(sd);
  12091. if( lv <= 0 || sd->chatID )
  12092. return 0;
  12093. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) {
  12094. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12095. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  12096. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12097. return 1;
  12098. }
  12099. switch( sd->menuskill_id ) { // Cast start or cast end??
  12100. case AM_PHARMACY:
  12101. switch( skill ) {
  12102. case AM_PHARMACY:
  12103. case AC_MAKINGARROW:
  12104. case BS_REPAIRWEAPON:
  12105. case AM_TWILIGHT1:
  12106. case AM_TWILIGHT2:
  12107. case AM_TWILIGHT3:
  12108. return 0;
  12109. }
  12110. break;
  12111. case GN_MIX_COOKING:
  12112. case GN_MAKEBOMB:
  12113. case GN_S_PHARMACY:
  12114. case GN_CHANGEMATERIAL:
  12115. if( sd->menuskill_id != skill )
  12116. return 0;
  12117. break;
  12118. }
  12119. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  12120. return 1;
  12121. if( pc_is90overweight(sd) ) {
  12122. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  12123. return 0;
  12124. }
  12125. // perform skill-specific checks (and actions)
  12126. switch( skill ) {
  12127. case PR_BENEDICTIO:
  12128. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  12129. break;
  12130. case AM_CANNIBALIZE:
  12131. case AM_SPHEREMINE: {
  12132. int c=0;
  12133. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  12134. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  12135. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  12136. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  12137. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  12138. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  12139. if(c >= maxcount ||
  12140. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  12141. { //Fails when: exceed max limit. There are other plant types already out.
  12142. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12143. return 0;
  12144. }
  12145. }
  12146. break;
  12147. }
  12148. case NC_SILVERSNIPER:
  12149. case NC_MAGICDECOY: {
  12150. int c = 0, j;
  12151. int maxcount = skill_get_maxcount(skill,lv);
  12152. int mob_class = 2042;
  12153. if( skill == NC_MAGICDECOY )
  12154. mob_class = 2043;
  12155. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  12156. if( skill == NC_MAGICDECOY ) {
  12157. for( j = mob_class; j <= 2046; j++ )
  12158. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  12159. } else
  12160. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  12161. if( c >= maxcount ) {
  12162. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  12163. return 0;
  12164. }
  12165. }
  12166. }
  12167. break;
  12168. case KO_ZANZOU: {
  12169. int c = 0;
  12170. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill, &c);
  12171. if( c >= skill_get_maxcount(skill,lv) || c != i)
  12172. {
  12173. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  12174. return 0;
  12175. }
  12176. }
  12177. break;
  12178. }
  12179. status = &sd->battle_status;
  12180. require = skill_get_requirement(sd,skill,lv);
  12181. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  12182. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12183. return 0;
  12184. }
  12185. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12186. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12187. return 0;
  12188. }
  12189. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  12190. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  12191. clif_arrow_fail(sd,0);
  12192. return 0;
  12193. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  12194. char e_msg[100];
  12195. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  12196. skill_get_desc(skill),
  12197. require.ammo_qty,
  12198. itemdb_jname(sd->status.inventory[i].nameid));
  12199. clif_colormes(sd,COLOR_RED,e_msg);
  12200. return 0;
  12201. }
  12202. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  12203. //which is the closest we have to wrong ammo type. [Skotlex]
  12204. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  12205. //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12206. return 0;
  12207. }
  12208. }
  12209. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  12210. if( !require.itemid[i] )
  12211. continue;
  12212. index[i] = pc_search_inventory(sd,require.itemid[i]);
  12213. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  12214. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  12215. clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  12216. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  12217. clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  12218. else
  12219. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12220. return 0;
  12221. }
  12222. }
  12223. return 1;
  12224. }
  12225. // type&2: consume items (after skill was used)
  12226. // type&1: consume the others (before skill was used)
  12227. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  12228. {
  12229. struct skill_condition req;
  12230. nullpo_ret(sd);
  12231. req = skill_get_requirement(sd,skill,lv);
  12232. if( type&1 )
  12233. {
  12234. if( skill == CG_TAROTCARD || sd->state.autocast )
  12235. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  12236. if(req.hp || req.sp)
  12237. status_zap(&sd->bl, req.hp, req.sp);
  12238. if(req.spiritball > 0)
  12239. pc_delspiritball(sd,req.spiritball,0);
  12240. if(req.zeny > 0)
  12241. {
  12242. if( skill == NJ_ZENYNAGE )
  12243. req.zeny = 0; //Zeny is reduced on skill_attack.
  12244. if( sd->status.zeny < req.zeny )
  12245. req.zeny = sd->status.zeny;
  12246. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  12247. }
  12248. }
  12249. if( type&2 )
  12250. {
  12251. struct status_change *sc = &sd->sc;
  12252. int n,i;
  12253. if( !sc->count )
  12254. sc = NULL;
  12255. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  12256. {
  12257. if( !req.itemid[i] )
  12258. continue;
  12259. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  12260. continue; //Gemstones are checked, but not substracted from inventory.
  12261. switch( skill ){
  12262. case SA_SEISMICWEAPON:
  12263. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  12264. continue;
  12265. break;
  12266. case SA_FLAMELAUNCHER:
  12267. case SA_VOLCANO:
  12268. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  12269. continue;
  12270. break;
  12271. case SA_FROSTWEAPON:
  12272. case SA_DELUGE:
  12273. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  12274. continue;
  12275. break;
  12276. case SA_LIGHTNINGLOADER:
  12277. case SA_VIOLENTGALE:
  12278. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  12279. continue;
  12280. break;
  12281. }
  12282. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  12283. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  12284. }
  12285. }
  12286. return 1;
  12287. }
  12288. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  12289. {
  12290. struct skill_condition req;
  12291. struct status_data *status;
  12292. struct status_change *sc;
  12293. int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12294. memset(&req,0,sizeof(req));
  12295. if( !sd )
  12296. return req;
  12297. if( sd->skillitem == skill )
  12298. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12299. sc = &sd->sc;
  12300. if( !sc->count )
  12301. sc = NULL;
  12302. switch( skill )
  12303. { // Turn off check.
  12304. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  12305. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  12306. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  12307. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
  12308. if( sc && sc->data[status_skill2sc(skill)] )
  12309. return req;
  12310. }
  12311. j = skill_get_index(skill);
  12312. if( j == 0 ) // invalid skill id
  12313. return req;
  12314. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  12315. return req;
  12316. status = &sd->battle_status;
  12317. req.hp = skill_db[j].hp[lv-1];
  12318. hp_rate = skill_db[j].hp_rate[lv-1];
  12319. if(hp_rate > 0)
  12320. req.hp += (status->hp * hp_rate)/100;
  12321. else
  12322. req.hp += (status->max_hp * (-hp_rate))/100;
  12323. req.sp = skill_db[j].sp[lv-1];
  12324. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  12325. req.sp /= 2;
  12326. sp_rate = skill_db[j].sp_rate[lv-1];
  12327. if(sp_rate > 0)
  12328. req.sp += (status->sp * sp_rate)/100;
  12329. else
  12330. req.sp += (status->max_sp * (-sp_rate))/100;
  12331. if( sd->dsprate != 100 )
  12332. req.sp = req.sp * sd->dsprate / 100;
  12333. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill);
  12334. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12335. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12336. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill);
  12337. if( i < ARRAYLENGTH(sd->skillusesp) )
  12338. req.sp -= sd->skillusesp[i].val;
  12339. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12340. if( sc ) {
  12341. if( sc->data[SC__LAZINESS] )
  12342. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12343. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  12344. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  12345. if( sc->data[SC_RECOGNIZEDSPELL] )
  12346. req.sp += req.sp / 4;
  12347. }
  12348. req.zeny = skill_db[j].zeny[lv-1];
  12349. if( sc && sc->data[SC__UNLUCKY] )
  12350. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12351. req.spiritball = skill_db[j].spiritball[lv-1];
  12352. req.state = skill_db[j].state;
  12353. req.mhp = skill_db[j].mhp[lv-1];
  12354. req.weapon = skill_db[j].weapon;
  12355. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  12356. if (req.ammo_qty)
  12357. req.ammo = skill_db[j].ammo;
  12358. if (!req.ammo && skill && skill_isammotype(sd, skill))
  12359. { //Assume this skill is using the weapon, therefore it requires arrows.
  12360. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12361. req.ammo_qty = 1;
  12362. }
  12363. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12364. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  12365. continue;
  12366. switch( skill ) {
  12367. case AM_CALLHOMUN:
  12368. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12369. continue;
  12370. break;
  12371. case NC_SHAPESHIFT:
  12372. if( i < 4 )
  12373. continue;
  12374. break;
  12375. case WZ_FIREPILLAR: // celest
  12376. if (lv <= 5) // no gems required at level 1-5
  12377. continue;
  12378. break;
  12379. case AB_ADORAMUS:
  12380. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  12381. continue;
  12382. break;
  12383. case WL_COMET:
  12384. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
  12385. continue;
  12386. break;
  12387. case GN_FIRE_EXPANSION:
  12388. if( i < 5 )
  12389. continue;
  12390. break;
  12391. case SO_SUMMON_AGNI:
  12392. case SO_SUMMON_AQUA:
  12393. case SO_SUMMON_VENTUS:
  12394. case SO_SUMMON_TERA:
  12395. case SO_WATER_INSIGNIA:
  12396. case SO_FIRE_INSIGNIA:
  12397. case SO_WIND_INSIGNIA:
  12398. case SO_EARTH_INSIGNIA:
  12399. if( i < 3 )
  12400. continue;
  12401. break;
  12402. }
  12403. req.itemid[i] = skill_db[j].itemid[i];
  12404. req.amount[i] = skill_db[j].amount[i];
  12405. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  12406. {
  12407. if( sd->special_state.no_gemstone )
  12408. { //Make it substract 1 gem rather than skipping the cost.
  12409. if( --req.amount[i] < 1 )
  12410. req.itemid[i] = 0;
  12411. }
  12412. if(sc && sc->data[SC_INTOABYSS])
  12413. {
  12414. if( skill != SA_ABRACADABRA )
  12415. req.itemid[i] = req.amount[i] = 0;
  12416. else if( --req.amount[i] < 1 )
  12417. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12418. }
  12419. }
  12420. if( skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12421. if( (j=pc_search_inventory(sd,req.itemid[i])) < 0 || ( j >= 0 && sd->status.inventory[j].amount < req.amount[i] ) ){
  12422. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12423. req.amount[i] = 1;
  12424. }
  12425. break;
  12426. }
  12427. }
  12428. /* requirements are level-dependent */
  12429. switch( skill ) {
  12430. case NC_SHAPESHIFT:
  12431. case GN_FIRE_EXPANSION:
  12432. case SO_SUMMON_AGNI:
  12433. case SO_SUMMON_AQUA:
  12434. case SO_SUMMON_VENTUS:
  12435. case SO_SUMMON_TERA:
  12436. case SO_WATER_INSIGNIA:
  12437. case SO_FIRE_INSIGNIA:
  12438. case SO_WIND_INSIGNIA:
  12439. case SO_EARTH_INSIGNIA:
  12440. req.itemid[lv-1] = skill_db[j].itemid[lv-1];
  12441. req.amount[lv-1] = skill_db[j].amount[lv-1];
  12442. break;
  12443. }
  12444. // Check for cost reductions due to skills & SCs
  12445. switch(skill) {
  12446. case MC_MAMMONITE:
  12447. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12448. req.zeny -= req.zeny*10/100;
  12449. break;
  12450. case AL_HOLYLIGHT:
  12451. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12452. req.sp *= 5;
  12453. break;
  12454. case SL_SMA:
  12455. case SL_STUN:
  12456. case SL_STIN:
  12457. {
  12458. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12459. if(kaina_lv==0 || sd->status.base_level<70)
  12460. break;
  12461. if(sd->status.base_level>=90)
  12462. req.sp -= req.sp*7*kaina_lv/100;
  12463. else if(sd->status.base_level>=80)
  12464. req.sp -= req.sp*5*kaina_lv/100;
  12465. else if(sd->status.base_level>=70)
  12466. req.sp -= req.sp*3*kaina_lv/100;
  12467. }
  12468. break;
  12469. case MO_TRIPLEATTACK:
  12470. case MO_CHAINCOMBO:
  12471. case MO_COMBOFINISH:
  12472. case CH_TIGERFIST:
  12473. case CH_CHAINCRUSH:
  12474. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12475. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12476. break;
  12477. case MO_BODYRELOCATION:
  12478. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12479. req.spiritball = 0;
  12480. break;
  12481. case MO_EXTREMITYFIST:
  12482. if( sc )
  12483. {
  12484. if( sc->data[SC_BLADESTOP] )
  12485. req.spiritball--;
  12486. else if( sc->data[SC_COMBO] )
  12487. {
  12488. switch( sc->data[SC_COMBO]->val1 )
  12489. {
  12490. case MO_COMBOFINISH:
  12491. req.spiritball = 4;
  12492. break;
  12493. case CH_TIGERFIST:
  12494. req.spiritball = 3;
  12495. break;
  12496. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12497. req.spiritball = sd->spiritball?sd->spiritball:1;
  12498. break;
  12499. }
  12500. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12501. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12502. }
  12503. break;
  12504. case SR_RAMPAGEBLASTER:
  12505. req.spiritball = sd->spiritball?sd->spiritball:15;
  12506. break;
  12507. case SR_GATEOFHELL:
  12508. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12509. req.sp -= req.sp * 10 / 100;
  12510. break;
  12511. case SO_SUMMON_AGNI:
  12512. case SO_SUMMON_AQUA:
  12513. case SO_SUMMON_VENTUS:
  12514. case SO_SUMMON_TERA:
  12515. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12516. break;
  12517. case SO_PSYCHIC_WAVE:
  12518. if( sc && sc->data[SC_BLAST_OPTION] )
  12519. req.sp += req.sp * 150 / 100;
  12520. break;
  12521. }
  12522. return req;
  12523. }
  12524. /*==========================================
  12525. * Does cast-time reductions based on dex, item bonuses and config setting
  12526. *------------------------------------------*/
  12527. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) {
  12528. int time = skill_get_cast(skill_id, skill_lv);
  12529. nullpo_ret(bl);
  12530. #ifndef RENEWAL_CAST
  12531. {
  12532. struct map_session_data *sd;
  12533. sd = BL_CAST(BL_PC, bl);
  12534. // calculate base cast time (reduced by dex)
  12535. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12536. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12537. if( scale > 0 ) // not instant cast
  12538. time = time * scale / battle_config.castrate_dex_scale;
  12539. else
  12540. return 0; // instant cast
  12541. }
  12542. // calculate cast time reduced by item/card bonuses
  12543. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12544. {
  12545. int i;
  12546. if( sd->castrate != 100 )
  12547. time = time * sd->castrate / 100;
  12548. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12549. {
  12550. if( sd->skillcast[i].id == skill_id )
  12551. {
  12552. time+= time * sd->skillcast[i].val / 100;
  12553. break;
  12554. }
  12555. }
  12556. }
  12557. }
  12558. #endif
  12559. // config cast time multiplier
  12560. if (battle_config.cast_rate != 100)
  12561. time = time * battle_config.cast_rate / 100;
  12562. // return final cast time
  12563. time = max(time, 0);
  12564. // ShowInfo("Castime castfix = %d\n",time);
  12565. return time;
  12566. }
  12567. /*==========================================
  12568. * Does cast-time reductions based on sc data.
  12569. *------------------------------------------*/
  12570. int skill_castfix_sc (struct block_list *bl, int time)
  12571. {
  12572. struct status_change *sc = status_get_sc(bl);
  12573. if( time < 0 )
  12574. return 0;
  12575. if (sc && sc->count) {
  12576. if (sc->data[SC_SLOWCAST])
  12577. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12578. if (sc->data[SC_PARALYSIS])
  12579. time += sc->data[SC_PARALYSIS]->val3;
  12580. if (sc->data[SC_SUFFRAGIUM]) {
  12581. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12582. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12583. }
  12584. if (sc->data[SC_MEMORIZE]) {
  12585. time>>=1;
  12586. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12587. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12588. }
  12589. if (sc->data[SC_POEMBRAGI])
  12590. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12591. if (sc->data[SC_IZAYOI])
  12592. time -= time * 50 / 100;
  12593. }
  12594. time = max(time, 0);
  12595. // ShowInfo("Castime castfix_sc = %d\n",time);
  12596. return time;
  12597. }
  12598. #ifdef RENEWAL_CAST
  12599. int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv)
  12600. {
  12601. struct status_change *sc = status_get_sc(bl);
  12602. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12603. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  12604. if( time < 0 )
  12605. return 0;
  12606. if( fixed == 0 ){
  12607. fixed = (int)time * 20 / 100; // fixed time
  12608. time = time * 80 / 100; // variable time
  12609. }else if( fixed < 0 ) // no fixed cast time
  12610. fixed = 0;
  12611. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  12612. if( sd->bonus.varcastrate < 0 )
  12613. VARCAST_REDUCTION(sd->bonus.varcastrate);
  12614. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  12615. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  12616. fixed += sd->skillfixcast[i].val;
  12617. break;
  12618. }
  12619. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  12620. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  12621. time += sd->skillvarcast[i].val;
  12622. break;
  12623. }
  12624. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12625. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  12626. if( (i=sd->skillcast[i].val) < 0)
  12627. VARCAST_REDUCTION(i);
  12628. break;
  12629. }
  12630. }
  12631. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  12632. // All variable cast additive bonuses must come first
  12633. if (sc->data[SC_SLOWCAST])
  12634. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  12635. // Variable cast reduction bonuses
  12636. if (sc->data[SC_SUFFRAGIUM]) {
  12637. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  12638. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12639. }
  12640. if (sc->data[SC_MEMORIZE]) {
  12641. VARCAST_REDUCTION(50);
  12642. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12643. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12644. }
  12645. if (sc->data[SC_POEMBRAGI])
  12646. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  12647. if (sc->data[SC_IZAYOI])
  12648. VARCAST_REDUCTION(50);
  12649. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  12650. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  12651. // Fixed cast reduction bonuses
  12652. if( sc->data[SC__LAZINESS] )
  12653. fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
  12654. if( sc->data[SC_SECRAMENT] )
  12655. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  12656. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  12657. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  12658. // Fixed cast non percentage bonuses
  12659. if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
  12660. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  12661. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12662. fixed = 0;
  12663. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  12664. fixed -= 1000;
  12665. }
  12666. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  12667. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  12668. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  12669. }
  12670. if( varcast_r < 0 ) // now compute overall factors
  12671. time = time * (1 - (float)varcast_r / 100);
  12672. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  12673. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  12674. // underflow checking/capping
  12675. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed;
  12676. // ShowInfo("Casttime vfcastfix = %d\n",time);
  12677. return (int)time;
  12678. }
  12679. #endif
  12680. /*==========================================
  12681. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  12682. *------------------------------------------*/
  12683. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  12684. {
  12685. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  12686. int time = skill_get_delay(skill_id, skill_lv);
  12687. struct map_session_data *sd;
  12688. struct status_change *sc = status_get_sc(bl);
  12689. nullpo_ret(bl);
  12690. sd = BL_CAST(BL_PC, bl);
  12691. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  12692. return 0; //Will use picked skill's delay.
  12693. if (bl->type&battle_config.no_skill_delay)
  12694. return battle_config.min_skill_delay_limit;
  12695. if (time < 0)
  12696. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  12697. // Delay reductions
  12698. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  12699. case MO_TRIPLEATTACK:
  12700. case MO_CHAINCOMBO:
  12701. case MO_COMBOFINISH:
  12702. case CH_TIGERFIST:
  12703. case CH_CHAINCRUSH:
  12704. case SR_DRAGONCOMBO:
  12705. case SR_FALLENEMPIRE:
  12706. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  12707. break;
  12708. case HP_BASILICA:
  12709. if( sc && !sc->data[SC_BASILICA] )
  12710. time = 0; // There is no Delay on Basilica creation, only on cancel
  12711. break;
  12712. default:
  12713. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  12714. { // if skill delay is allowed to be reduced by dex
  12715. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12716. if (scale > 0)
  12717. time = time * scale / battle_config.castrate_dex_scale;
  12718. else //To be capped later to minimum.
  12719. time = 0;
  12720. }
  12721. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12722. { // if skill delay is allowed to be reduced by agi
  12723. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12724. if (scale > 0)
  12725. time = time * scale / battle_config.castrate_dex_scale;
  12726. else //To be capped later to minimum.
  12727. time = 0;
  12728. }
  12729. }
  12730. if ( sc && sc->data[SC_SPIRIT] )
  12731. {
  12732. switch (skill_id) {
  12733. case CR_SHIELDBOOMERANG:
  12734. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12735. time /= 2;
  12736. break;
  12737. case AS_SONICBLOW:
  12738. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12739. time /= 2;
  12740. break;
  12741. }
  12742. }
  12743. if (!(delaynodex&2))
  12744. {
  12745. if (sc && sc->count) {
  12746. if (sc->data[SC_POEMBRAGI])
  12747. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12748. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  12749. time /= 2; // After Delay of Wind element spells reduced by 50%.
  12750. }
  12751. }
  12752. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12753. time = time * sd->delayrate / 100;
  12754. if (battle_config.delay_rate != 100)
  12755. time = time * battle_config.delay_rate / 100;
  12756. //min delay
  12757. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  12758. time = max(time, battle_config.min_skill_delay_limit);
  12759. // ShowInfo("Delay delayfix = %d\n",time);
  12760. return time;
  12761. }
  12762. /*=========================================
  12763. *
  12764. *-----------------------------------------*/
  12765. struct square {
  12766. int val1[5];
  12767. int val2[5];
  12768. };
  12769. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  12770. {
  12771. nullpo_retv(tc);
  12772. if(dir == 0){
  12773. tc->val1[0]=x-2;
  12774. tc->val1[1]=x-1;
  12775. tc->val1[2]=x;
  12776. tc->val1[3]=x+1;
  12777. tc->val1[4]=x+2;
  12778. tc->val2[0]=
  12779. tc->val2[1]=
  12780. tc->val2[2]=
  12781. tc->val2[3]=
  12782. tc->val2[4]=y-1;
  12783. }
  12784. else if(dir==2){
  12785. tc->val1[0]=
  12786. tc->val1[1]=
  12787. tc->val1[2]=
  12788. tc->val1[3]=
  12789. tc->val1[4]=x+1;
  12790. tc->val2[0]=y+2;
  12791. tc->val2[1]=y+1;
  12792. tc->val2[2]=y;
  12793. tc->val2[3]=y-1;
  12794. tc->val2[4]=y-2;
  12795. }
  12796. else if(dir==4){
  12797. tc->val1[0]=x-2;
  12798. tc->val1[1]=x-1;
  12799. tc->val1[2]=x;
  12800. tc->val1[3]=x+1;
  12801. tc->val1[4]=x+2;
  12802. tc->val2[0]=
  12803. tc->val2[1]=
  12804. tc->val2[2]=
  12805. tc->val2[3]=
  12806. tc->val2[4]=y+1;
  12807. }
  12808. else if(dir==6){
  12809. tc->val1[0]=
  12810. tc->val1[1]=
  12811. tc->val1[2]=
  12812. tc->val1[3]=
  12813. tc->val1[4]=x-1;
  12814. tc->val2[0]=y+2;
  12815. tc->val2[1]=y+1;
  12816. tc->val2[2]=y;
  12817. tc->val2[3]=y-1;
  12818. tc->val2[4]=y-2;
  12819. }
  12820. else if(dir==1){
  12821. tc->val1[0]=x-1;
  12822. tc->val1[1]=x;
  12823. tc->val1[2]=x+1;
  12824. tc->val1[3]=x+2;
  12825. tc->val1[4]=x+3;
  12826. tc->val2[0]=y-4;
  12827. tc->val2[1]=y-3;
  12828. tc->val2[2]=y-1;
  12829. tc->val2[3]=y;
  12830. tc->val2[4]=y+1;
  12831. }
  12832. else if(dir==3){
  12833. tc->val1[0]=x+3;
  12834. tc->val1[1]=x+2;
  12835. tc->val1[2]=x+1;
  12836. tc->val1[3]=x;
  12837. tc->val1[4]=x-1;
  12838. tc->val2[0]=y-1;
  12839. tc->val2[1]=y;
  12840. tc->val2[2]=y+1;
  12841. tc->val2[3]=y+2;
  12842. tc->val2[4]=y+3;
  12843. }
  12844. else if(dir==5){
  12845. tc->val1[0]=x+1;
  12846. tc->val1[1]=x;
  12847. tc->val1[2]=x-1;
  12848. tc->val1[3]=x-2;
  12849. tc->val1[4]=x-3;
  12850. tc->val2[0]=y+3;
  12851. tc->val2[1]=y+2;
  12852. tc->val2[2]=y+1;
  12853. tc->val2[3]=y;
  12854. tc->val2[4]=y-1;
  12855. }
  12856. else if(dir==7){
  12857. tc->val1[0]=x-3;
  12858. tc->val1[1]=x-2;
  12859. tc->val1[2]=x-1;
  12860. tc->val1[3]=x;
  12861. tc->val1[4]=x+1;
  12862. tc->val2[1]=y;
  12863. tc->val2[0]=y+1;
  12864. tc->val2[2]=y-1;
  12865. tc->val2[3]=y-2;
  12866. tc->val2[4]=y-3;
  12867. }
  12868. }
  12869. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  12870. {
  12871. int c;
  12872. nullpo_retv(tc);
  12873. for( c = 0; c < 5; c++ )
  12874. {
  12875. switch( dir )
  12876. {
  12877. case 0: tc->val2[c]+=are; break;
  12878. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  12879. case 2: tc->val1[c]-=are; break;
  12880. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  12881. case 4: tc->val2[c]-=are; break;
  12882. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  12883. case 6: tc->val1[c]+=are; break;
  12884. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  12885. }
  12886. }
  12887. }
  12888. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  12889. {
  12890. int c,n=4;
  12891. int dir = map_calc_dir(src,bl->x,bl->y);
  12892. struct square tc;
  12893. int x=bl->x,y=bl->y;
  12894. skill_brandishspear_first(&tc,dir,x,y);
  12895. skill_brandishspear_dir(&tc,dir,4);
  12896. skill_area_temp[1] = bl->id;
  12897. if(skilllv > 9){
  12898. for(c=1;c<4;c++){
  12899. map_foreachincell(skill_area_sub,
  12900. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12901. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12902. skill_castend_damage_id);
  12903. }
  12904. }
  12905. if(skilllv > 6){
  12906. skill_brandishspear_dir(&tc,dir,-1);
  12907. n--;
  12908. }else{
  12909. skill_brandishspear_dir(&tc,dir,-2);
  12910. n-=2;
  12911. }
  12912. if(skilllv > 3){
  12913. for(c=0;c<5;c++){
  12914. map_foreachincell(skill_area_sub,
  12915. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12916. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12917. skill_castend_damage_id);
  12918. if(skilllv > 6 && n==3 && c==4){
  12919. skill_brandishspear_dir(&tc,dir,-1);
  12920. n--;c=-1;
  12921. }
  12922. }
  12923. }
  12924. for(c=0;c<10;c++){
  12925. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  12926. map_foreachincell(skill_area_sub,
  12927. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  12928. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  12929. skill_castend_damage_id);
  12930. }
  12931. }
  12932. /*==========================================
  12933. * Weapon Repair [Celest/DracoRPG]
  12934. *------------------------------------------*/
  12935. void skill_repairweapon (struct map_session_data *sd, int idx) {
  12936. int material;
  12937. int materials[4] = { 1002, 998, 999, 756 };
  12938. struct item *item;
  12939. struct map_session_data *target_sd;
  12940. nullpo_retv(sd);
  12941. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  12942. return;
  12943. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  12944. return;
  12945. if( idx < 0 || idx >= MAX_INVENTORY )
  12946. return; //Invalid index??
  12947. item = &target_sd->status.inventory[idx];
  12948. if( item->nameid <= 0 || item->attribute == 0 )
  12949. return; //Again invalid item....
  12950. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  12951. clif_item_repaireffect(sd,idx,1);
  12952. return;
  12953. }
  12954. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  12955. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  12956. else
  12957. material = materials [2]; // Armors consume 1 Steel
  12958. if ( pc_search_inventory(sd,material) < 0 ) {
  12959. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12960. return;
  12961. }
  12962. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  12963. item->attribute = 0;/* clear broken state */
  12964. clif_equiplist(target_sd);
  12965. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  12966. clif_item_repaireffect(sd,idx,0);
  12967. if( sd != target_sd )
  12968. clif_item_repaireffect(target_sd,idx,0);
  12969. }
  12970. /*==========================================
  12971. * Item Appraisal
  12972. *------------------------------------------*/
  12973. void skill_identify (struct map_session_data *sd, int idx)
  12974. {
  12975. int flag=1;
  12976. nullpo_retv(sd);
  12977. if(idx >= 0 && idx < MAX_INVENTORY) {
  12978. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  12979. flag=0;
  12980. sd->status.inventory[idx].identify=1;
  12981. }
  12982. }
  12983. clif_item_identified(sd,idx,flag);
  12984. }
  12985. /*==========================================
  12986. * Weapon Refine [Celest]
  12987. *------------------------------------------*/
  12988. void skill_weaponrefine (struct map_session_data *sd, int idx)
  12989. {
  12990. nullpo_retv(sd);
  12991. if (idx >= 0 && idx < MAX_INVENTORY)
  12992. {
  12993. int i = 0, ep = 0, per;
  12994. int material[5] = { 0, 1010, 1011, 984, 984 };
  12995. struct item *item;
  12996. struct item_data *ditem = sd->inventory_data[idx];
  12997. item = &sd->status.inventory[idx];
  12998. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  12999. {
  13000. if( item->refine >= sd->menuskill_val
  13001. || item->refine >= 10 // if it's no longer refineable
  13002. || ditem->flag.no_refine // if the item isn't refinable
  13003. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  13004. {
  13005. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13006. return;
  13007. }
  13008. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  13009. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  13010. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  13011. if (per > rnd() % 100) {
  13012. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  13013. item->refine++;
  13014. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  13015. if(item->equip) {
  13016. ep = item->equip;
  13017. pc_unequipitem(sd,idx,3);
  13018. }
  13019. clif_refine(sd->fd,0,idx,item->refine);
  13020. clif_delitem(sd,idx,1,3);
  13021. clif_additem(sd,idx,1,0);
  13022. if (ep)
  13023. pc_equipitem(sd,idx,ep);
  13024. clif_misceffect(&sd->bl,3);
  13025. if(item->refine == 10 &&
  13026. item->card[0] == CARD0_FORGE &&
  13027. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  13028. { // Fame point system [DracoRPG]
  13029. switch(ditem->wlv){
  13030. case 1:
  13031. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  13032. break;
  13033. case 2:
  13034. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  13035. break;
  13036. case 3:
  13037. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  13038. break;
  13039. }
  13040. }
  13041. } else {
  13042. item->refine = 0;
  13043. if(item->equip)
  13044. pc_unequipitem(sd,idx,3);
  13045. clif_refine(sd->fd,1,idx,item->refine);
  13046. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  13047. clif_misceffect(&sd->bl,2);
  13048. clif_emotion(&sd->bl, E_OMG);
  13049. }
  13050. }
  13051. }
  13052. }
  13053. /*==========================================
  13054. *
  13055. *------------------------------------------*/
  13056. int skill_autospell (struct map_session_data *sd, int skillid)
  13057. {
  13058. int skilllv;
  13059. int maxlv=1,lv;
  13060. nullpo_ret(sd);
  13061. skilllv = sd->menuskill_val;
  13062. lv=pc_checkskill(sd,skillid);
  13063. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  13064. if(skillid==MG_NAPALMBEAT) maxlv=3;
  13065. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  13066. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  13067. maxlv =10; //Soul Linker bonus. [Skotlex]
  13068. else if(skilllv==2) maxlv=1;
  13069. else if(skilllv==3) maxlv=2;
  13070. else if(skilllv>=4) maxlv=3;
  13071. }
  13072. else if(skillid==MG_SOULSTRIKE){
  13073. if(skilllv==5) maxlv=1;
  13074. else if(skilllv==6) maxlv=2;
  13075. else if(skilllv>=7) maxlv=3;
  13076. }
  13077. else if(skillid==MG_FIREBALL){
  13078. if(skilllv==8) maxlv=1;
  13079. else if(skilllv>=9) maxlv=2;
  13080. }
  13081. else if(skillid==MG_FROSTDIVER) maxlv=1;
  13082. else return 0;
  13083. if(maxlv > lv)
  13084. maxlv = lv;
  13085. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  13086. skill_get_time(SA_AUTOSPELL,skilllv));
  13087. return 0;
  13088. }
  13089. /*==========================================
  13090. * Sitting skills functions.
  13091. *------------------------------------------*/
  13092. static int skill_sit_count (struct block_list *bl, va_list ap)
  13093. {
  13094. struct map_session_data *sd;
  13095. int type =va_arg(ap,int);
  13096. sd=(struct map_session_data*)bl;
  13097. if(!pc_issit(sd))
  13098. return 0;
  13099. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13100. return 1;
  13101. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  13102. return 1;
  13103. return 0;
  13104. }
  13105. static int skill_sit_in (struct block_list *bl, va_list ap)
  13106. {
  13107. struct map_session_data *sd;
  13108. int type =va_arg(ap,int);
  13109. sd=(struct map_session_data*)bl;
  13110. if(!pc_issit(sd))
  13111. return 0;
  13112. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13113. sd->state.gangsterparadise=1;
  13114. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  13115. {
  13116. sd->state.rest=1;
  13117. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13118. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13119. }
  13120. return 0;
  13121. }
  13122. static int skill_sit_out (struct block_list *bl, va_list ap)
  13123. {
  13124. struct map_session_data *sd;
  13125. int type =va_arg(ap,int);
  13126. sd=(struct map_session_data*)bl;
  13127. if(sd->state.gangsterparadise && type&1)
  13128. sd->state.gangsterparadise=0;
  13129. if(sd->state.rest && type&2) {
  13130. sd->state.rest=0;
  13131. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13132. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13133. }
  13134. return 0;
  13135. }
  13136. int skill_sit (struct map_session_data *sd, int type)
  13137. {
  13138. int flag = 0;
  13139. int range = 0, lv;
  13140. nullpo_ret(sd);
  13141. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  13142. flag|=1;
  13143. range = skill_get_splash(RG_GANGSTER, lv);
  13144. }
  13145. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  13146. flag|=2;
  13147. range = skill_get_splash(TK_HPTIME, lv);
  13148. }
  13149. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  13150. flag|=2;
  13151. range = skill_get_splash(TK_SPTIME, lv);
  13152. }
  13153. if( type ) {
  13154. clif_status_load(&sd->bl,SI_SIT,1);
  13155. } else {
  13156. clif_status_load(&sd->bl,SI_SIT,0);
  13157. }
  13158. if (!flag) return 0;
  13159. if(type) {
  13160. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  13161. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  13162. } else {
  13163. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  13164. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  13165. }
  13166. return 0;
  13167. }
  13168. /*==========================================
  13169. *
  13170. *------------------------------------------*/
  13171. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  13172. {
  13173. struct block_list *src;
  13174. int skillnum,skilllv;
  13175. unsigned int tick;
  13176. nullpo_ret(bl);
  13177. nullpo_ret(src=va_arg(ap,struct block_list*));
  13178. skillnum=va_arg(ap,int);
  13179. skilllv=va_arg(ap,int);
  13180. if(skilllv <= 0) return 0;
  13181. tick=va_arg(ap,unsigned int);
  13182. if (src == bl || status_isdead(bl))
  13183. return 0;
  13184. if (bl->type == BL_PC) {
  13185. struct map_session_data *sd = (struct map_session_data *)bl;
  13186. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  13187. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  13188. }
  13189. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  13190. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  13191. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  13192. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  13193. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  13194. return 0;
  13195. }
  13196. /*==========================================
  13197. *
  13198. *------------------------------------------*/
  13199. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  13200. {
  13201. int range = skill_get_unit_range(skill_num,skill_lv);
  13202. int x,y;
  13203. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  13204. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  13205. map_setcell(src->bl.m, x, y, cell, flag);
  13206. }
  13207. /*==========================================
  13208. *
  13209. *------------------------------------------*/
  13210. int skill_attack_area (struct block_list *bl, va_list ap)
  13211. {
  13212. struct block_list *src,*dsrc;
  13213. int atk_type,skillid,skilllv,flag,type;
  13214. unsigned int tick;
  13215. if(status_isdead(bl))
  13216. return 0;
  13217. atk_type = va_arg(ap,int);
  13218. src=va_arg(ap,struct block_list*);
  13219. dsrc=va_arg(ap,struct block_list*);
  13220. skillid=va_arg(ap,int);
  13221. skilllv=va_arg(ap,int);
  13222. tick=va_arg(ap,unsigned int);
  13223. flag=va_arg(ap,int);
  13224. type=va_arg(ap,int);
  13225. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  13226. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  13227. if(battle_check_target(dsrc,bl,type) <= 0 ||
  13228. !status_check_skilluse(NULL, bl, skillid, 2))
  13229. return 0;
  13230. switch (skillid) {
  13231. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  13232. case NPC_ACIDBREATH:
  13233. case NPC_DARKNESSBREATH:
  13234. case NPC_FIREBREATH:
  13235. case NPC_ICEBREATH:
  13236. case NPC_THUNDERBREATH:
  13237. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  13238. default:
  13239. //Area-splash, disable skill animation.
  13240. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  13241. }
  13242. }
  13243. /*==========================================
  13244. *
  13245. *------------------------------------------*/
  13246. int skill_clear_group (struct block_list *bl, int flag)
  13247. {
  13248. struct unit_data *ud = unit_bl2ud(bl);
  13249. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  13250. int i, count=0;
  13251. nullpo_ret(bl);
  13252. if (!ud) return 0;
  13253. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  13254. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13255. {
  13256. switch (ud->skillunit[i]->skill_id) {
  13257. case SA_DELUGE:
  13258. case SA_VOLCANO:
  13259. case SA_VIOLENTGALE:
  13260. case SA_LANDPROTECTOR:
  13261. case NJ_SUITON:
  13262. case NJ_KAENSIN:
  13263. if (flag&1)
  13264. group[count++]= ud->skillunit[i];
  13265. break;
  13266. case SO_WARMER:
  13267. if( flag&8 )
  13268. group[count++]= ud->skillunit[i];
  13269. break;
  13270. case SC_BLOODYLUST:
  13271. if (flag & 32)
  13272. group[count++] = ud->skillunit[i];
  13273. break;
  13274. default:
  13275. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  13276. group[count++]= ud->skillunit[i];
  13277. break;
  13278. }
  13279. }
  13280. for (i=0;i<count;i++)
  13281. skill_delunitgroup(group[i]);
  13282. return count;
  13283. }
  13284. /*==========================================
  13285. * Returns the first element field found [Skotlex]
  13286. *------------------------------------------*/
  13287. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  13288. {
  13289. struct unit_data *ud = unit_bl2ud(bl);
  13290. int i;
  13291. nullpo_ret(bl);
  13292. if (!ud) return NULL;
  13293. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  13294. switch (ud->skillunit[i]->skill_id) {
  13295. case SA_DELUGE:
  13296. case SA_VOLCANO:
  13297. case SA_VIOLENTGALE:
  13298. case SA_LANDPROTECTOR:
  13299. case NJ_SUITON:
  13300. case SO_WARMER:
  13301. case SC_BLOODYLUST:
  13302. return ud->skillunit[i];
  13303. }
  13304. }
  13305. return NULL;
  13306. }
  13307. // for graffiti cleaner [Valaris]
  13308. int skill_graffitiremover (struct block_list *bl, va_list ap)
  13309. {
  13310. struct skill_unit *unit=NULL;
  13311. nullpo_ret(bl);
  13312. nullpo_ret(ap);
  13313. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  13314. return 0;
  13315. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  13316. skill_delunit(unit);
  13317. return 0;
  13318. }
  13319. int skill_greed (struct block_list *bl, va_list ap)
  13320. {
  13321. struct block_list *src;
  13322. struct map_session_data *sd=NULL;
  13323. struct flooritem_data *fitem=NULL;
  13324. nullpo_ret(bl);
  13325. nullpo_ret(src = va_arg(ap, struct block_list *));
  13326. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13327. pc_takeitem(sd, fitem);
  13328. return 0;
  13329. }
  13330. //For Ranger's Detonator [Jobbie/3CeAM]
  13331. int skill_detonator(struct block_list *bl, va_list ap)
  13332. {
  13333. struct skill_unit *unit=NULL;
  13334. struct block_list *src;
  13335. int unit_id;
  13336. nullpo_ret(bl);
  13337. nullpo_ret(ap);
  13338. src = va_arg(ap,struct block_list *);
  13339. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13340. return 0;
  13341. if( unit->group->src_id != src->id )
  13342. return 0;
  13343. unit_id = unit->group->unit_id;
  13344. switch( unit_id )
  13345. { //List of Hunter and Ranger Traps that can be detonate.
  13346. case UNT_BLASTMINE:
  13347. case UNT_SANDMAN:
  13348. case UNT_CLAYMORETRAP:
  13349. case UNT_TALKIEBOX:
  13350. case UNT_CLUSTERBOMB:
  13351. case UNT_FIRINGTRAP:
  13352. case UNT_ICEBOUNDTRAP:
  13353. if( unit_id == UNT_TALKIEBOX )
  13354. {
  13355. clif_talkiebox(bl,unit->group->valstr);
  13356. unit->group->val2 = -1;
  13357. }
  13358. else
  13359. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  13360. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13361. unit->group->unit_id = UNT_USED_TRAPS;
  13362. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13363. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13364. break;
  13365. }
  13366. return 0;
  13367. }
  13368. /*==========================================
  13369. *
  13370. *------------------------------------------*/
  13371. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13372. {
  13373. int skillid;
  13374. int *alive;
  13375. struct skill_unit *unit;
  13376. skillid = va_arg(ap,int);
  13377. alive = va_arg(ap,int *);
  13378. unit = (struct skill_unit *)bl;
  13379. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13380. return 0;
  13381. switch (skillid) {
  13382. case SA_LANDPROTECTOR:
  13383. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13384. (*alive) = 0;
  13385. skill_delunit(unit);
  13386. return 1;
  13387. }
  13388. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps
  13389. skill_delunit(unit);
  13390. return 1;
  13391. }
  13392. break;
  13393. case HW_GANBANTEIN:
  13394. case LG_EARTHDRIVE:
  13395. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13396. skill_delunit(unit);
  13397. return 1;
  13398. }
  13399. break;
  13400. case SA_VOLCANO:
  13401. case SA_DELUGE:
  13402. case SA_VIOLENTGALE:
  13403. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13404. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13405. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13406. if (unit->range <= 0)
  13407. {
  13408. (*alive) = 0;
  13409. return 1;
  13410. }
  13411. /*
  13412. switch (unit->group->skill_id)
  13413. { //These cannot override each other.
  13414. case SA_VOLCANO:
  13415. case SA_DELUGE:
  13416. case SA_VIOLENTGALE:
  13417. (*alive) = 0;
  13418. return 1;
  13419. }
  13420. */
  13421. break;
  13422. case PF_FOGWALL:
  13423. switch(unit->group->skill_id) {
  13424. case SA_VOLCANO: //Can't be placed on top of these
  13425. case SA_VIOLENTGALE:
  13426. (*alive) = 0;
  13427. return 1;
  13428. case SA_DELUGE:
  13429. case NJ_SUITON:
  13430. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13431. (*alive) = 2;
  13432. break;
  13433. }
  13434. break;
  13435. case HP_BASILICA:
  13436. if (unit->group->skill_id == HP_BASILICA)
  13437. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13438. (*alive) = 0;
  13439. return 1;
  13440. }
  13441. break;
  13442. case GN_CRAZYWEED_ATK:
  13443. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13444. case UNT_WALLOFTHORN:
  13445. case UNT_THORNS_TRAP:
  13446. case UNT_BLOODYLUST:
  13447. case UNT_CHAOSPANIC:
  13448. case UNT_MAELSTROM:
  13449. case UNT_FIREPILLAR_ACTIVE:
  13450. case UNT_LANDPROTECTOR:
  13451. case UNT_VOLCANO:
  13452. case UNT_DELUGE:
  13453. case UNT_VIOLENTGALE:
  13454. case UNT_SAFETYWALL:
  13455. case UNT_PNEUMA:
  13456. skill_delunit(unit);
  13457. return 1;
  13458. }
  13459. break;
  13460. }
  13461. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13462. (*alive) = 0;
  13463. return 1;
  13464. }
  13465. return 0;
  13466. }
  13467. /*==========================================
  13468. *
  13469. *------------------------------------------*/
  13470. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13471. {
  13472. struct mob_data* md;
  13473. struct unit_data*ud = unit_bl2ud(bl);
  13474. struct block_list *from_bl;
  13475. struct block_list *to_bl;
  13476. md = (struct mob_data*)bl;
  13477. from_bl = va_arg(ap,struct block_list *);
  13478. to_bl = va_arg(ap,struct block_list *);
  13479. if(ud && ud->target == from_bl->id)
  13480. ud->target = to_bl->id;
  13481. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13482. md->target_id = to_bl->id;
  13483. return 0;
  13484. }
  13485. /*==========================================
  13486. *
  13487. *------------------------------------------*/
  13488. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13489. {
  13490. struct block_list *src;
  13491. int tick;
  13492. struct skill_unit *unit;
  13493. struct skill_unit_group *sg;
  13494. struct block_list *ss;
  13495. src = va_arg(ap,struct block_list *);
  13496. unit = (struct skill_unit *)src;
  13497. tick = va_arg(ap,int);
  13498. if( !unit->alive || bl->prev == NULL )
  13499. return 0;
  13500. nullpo_ret(sg = unit->group);
  13501. nullpo_ret(ss = map_id2bl(sg->src_id));
  13502. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13503. return 0;
  13504. switch(sg->unit_id){
  13505. case UNT_SHOCKWAVE:
  13506. case UNT_SANDMAN:
  13507. case UNT_FLASHER:
  13508. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13509. break;
  13510. case UNT_GROUNDDRIFT_WIND:
  13511. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13512. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13513. break;
  13514. case UNT_GROUNDDRIFT_DARK:
  13515. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13516. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13517. break;
  13518. case UNT_GROUNDDRIFT_POISON:
  13519. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13520. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13521. break;
  13522. case UNT_GROUNDDRIFT_WATER:
  13523. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13524. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13525. break;
  13526. case UNT_GROUNDDRIFT_FIRE:
  13527. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13528. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13529. break;
  13530. case UNT_ELECTRICSHOCKER:
  13531. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13532. break;
  13533. case UNT_FIRINGTRAP:
  13534. case UNT_ICEBOUNDTRAP:
  13535. case UNT_CLUSTERBOMB:
  13536. if( ss != bl )
  13537. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13538. break;
  13539. case UNT_MAGENTATRAP:
  13540. case UNT_COBALTTRAP:
  13541. case UNT_MAIZETRAP:
  13542. case UNT_VERDURETRAP:
  13543. if( bl->type != BL_PC && !is_boss(bl) )
  13544. sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  13545. break;
  13546. case UNT_REVERBERATION:
  13547. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  13548. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13549. break;
  13550. default:
  13551. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13552. break;
  13553. }
  13554. return 1;
  13555. }
  13556. /*==========================================
  13557. *
  13558. *------------------------------------------*/
  13559. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13560. {
  13561. struct status_change *sc;
  13562. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13563. int i;
  13564. nullpo_ret(bl);
  13565. nullpo_ret(sc= status_get_sc(bl));
  13566. if (!sc->count) return 0;
  13567. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13568. if (type != scs[i] && sc->data[scs[i]])
  13569. status_change_end(bl, scs[i], INVALID_TIMER);
  13570. return 0;
  13571. }
  13572. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13573. {
  13574. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13575. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13576. bool wall = true;
  13577. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13578. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13579. { //Check for walls.
  13580. int i;
  13581. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13582. if( i == 8 )
  13583. wall = false;
  13584. }
  13585. if( sce )
  13586. {
  13587. if( !wall )
  13588. {
  13589. if( sce->val1 < 3 ) //End cloaking.
  13590. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13591. else
  13592. if( sce->val4&1 )
  13593. { //Remove wall bonus
  13594. sce->val4&=~1;
  13595. status_calc_bl(bl,SCB_SPEED);
  13596. }
  13597. }
  13598. else
  13599. {
  13600. if( !(sce->val4&1) )
  13601. { //Add wall speed bonus
  13602. sce->val4|=1;
  13603. status_calc_bl(bl,SCB_SPEED);
  13604. }
  13605. }
  13606. }
  13607. return wall;
  13608. }
  13609. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13610. {
  13611. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13612. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13613. bool wall = true;
  13614. if( bl->type == BL_PC )
  13615. { //Check for walls.
  13616. int i;
  13617. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13618. if( i == 8 )
  13619. wall = false;
  13620. }
  13621. if( sce )
  13622. {
  13623. if( !wall )
  13624. {
  13625. if( sce->val1 < 3 ) //End camouflage.
  13626. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13627. else
  13628. if( sce->val3&1 )
  13629. { //Remove wall bonus
  13630. sce->val3&=~1;
  13631. status_calc_bl(bl,SCB_SPEED);
  13632. }
  13633. }
  13634. }
  13635. return wall;
  13636. }
  13637. /*==========================================
  13638. *
  13639. *------------------------------------------*/
  13640. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13641. {
  13642. struct skill_unit *unit;
  13643. nullpo_retr(NULL, group);
  13644. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13645. nullpo_retr(NULL, unit=&group->unit[idx]);
  13646. if(!unit->alive)
  13647. group->alive_count++;
  13648. unit->bl.id=map_get_new_object_id();
  13649. unit->bl.type=BL_SKILL;
  13650. unit->bl.m=group->map;
  13651. unit->bl.x=x;
  13652. unit->bl.y=y;
  13653. unit->group=group;
  13654. unit->alive=1;
  13655. unit->val1=val1;
  13656. unit->val2=val2;
  13657. idb_put(skillunit_db, unit->bl.id, unit);
  13658. map_addiddb(&unit->bl);
  13659. map_addblock(&unit->bl);
  13660. // perform oninit actions
  13661. switch (group->skill_id) {
  13662. case WZ_ICEWALL:
  13663. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13664. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13665. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13666. map[unit->bl.m].icewall_num++;
  13667. break;
  13668. case SA_LANDPROTECTOR:
  13669. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13670. break;
  13671. case HP_BASILICA:
  13672. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13673. break;
  13674. case SC_MAELSTROM:
  13675. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13676. break;
  13677. default:
  13678. if (group->state.song_dance&0x1) //Check for dissonance.
  13679. skill_dance_overlap(unit, 1);
  13680. break;
  13681. }
  13682. clif_skill_setunit(unit);
  13683. return unit;
  13684. }
  13685. /*==========================================
  13686. *
  13687. *------------------------------------------*/
  13688. int skill_delunit (struct skill_unit* unit)
  13689. {
  13690. struct skill_unit_group *group;
  13691. nullpo_ret(unit);
  13692. if( !unit->alive )
  13693. return 0;
  13694. unit->alive=0;
  13695. nullpo_ret(group=unit->group);
  13696. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  13697. skill_dance_overlap(unit, 0);
  13698. // invoke onout event
  13699. if( !unit->range )
  13700. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  13701. // perform ondelete actions
  13702. switch (group->skill_id) {
  13703. case HT_ANKLESNARE: {
  13704. struct block_list* target = map_id2bl(group->val2);
  13705. if( target )
  13706. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  13707. }
  13708. break;
  13709. case WZ_ICEWALL:
  13710. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  13711. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  13712. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  13713. map[unit->bl.m].icewall_num--;
  13714. break;
  13715. case SA_LANDPROTECTOR:
  13716. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  13717. break;
  13718. case HP_BASILICA:
  13719. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  13720. break;
  13721. case RA_ELECTRICSHOCKER: {
  13722. struct block_list* target = map_id2bl(group->val2);
  13723. if( target )
  13724. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  13725. }
  13726. break;
  13727. case SC_MAELSTROM:
  13728. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  13729. break;
  13730. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13731. if( group->val2 ) { // Someone Traped
  13732. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13733. if( tsc && tsc->data[SC__MANHOLE] )
  13734. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13735. }
  13736. break;
  13737. }
  13738. clif_skill_delunit(unit);
  13739. unit->group=NULL;
  13740. map_delblock(&unit->bl); // don't free yet
  13741. map_deliddb(&unit->bl);
  13742. idb_remove(skillunit_db, unit->bl.id);
  13743. if(--group->alive_count==0)
  13744. skill_delunitgroup(group);
  13745. return 0;
  13746. }
  13747. /*==========================================
  13748. *
  13749. *------------------------------------------*/
  13750. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13751. /// Returns the target skill_unit_group or NULL if not found.
  13752. struct skill_unit_group* skill_id2group(int group_id)
  13753. {
  13754. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13755. }
  13756. static int skill_unit_group_newid = MAX_SKILL_DB;
  13757. /// Returns a new group_id that isn't being used in group_db.
  13758. /// Fatal error if nothing is available.
  13759. static int skill_get_new_group_id(void)
  13760. {
  13761. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13762. return skill_unit_group_newid++;// available
  13763. {// find next id
  13764. int base_id = skill_unit_group_newid;
  13765. while( base_id != ++skill_unit_group_newid )
  13766. {
  13767. if( skill_unit_group_newid < MAX_SKILL_DB )
  13768. skill_unit_group_newid = MAX_SKILL_DB;
  13769. if( skill_id2group(skill_unit_group_newid) == NULL )
  13770. return skill_unit_group_newid++;// available
  13771. }
  13772. // full loop, nothing available
  13773. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13774. exit(1);
  13775. }
  13776. }
  13777. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  13778. {
  13779. struct unit_data* ud = unit_bl2ud( src );
  13780. struct skill_unit_group* group;
  13781. int i;
  13782. if(skillid <= 0 || skilllv <= 0) return 0;
  13783. nullpo_retr(NULL, src);
  13784. nullpo_retr(NULL, ud);
  13785. // find a free spot to store the new unit group
  13786. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13787. if(i == MAX_SKILLUNITGROUP)
  13788. {
  13789. // array is full, make room by discarding oldest group
  13790. int j=0;
  13791. unsigned maxdiff=0,x,tick=gettick();
  13792. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13793. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13794. maxdiff=x;
  13795. j=i;
  13796. }
  13797. skill_delunitgroup(ud->skillunit[j]);
  13798. //Since elements must have shifted, we use the last slot.
  13799. i = MAX_SKILLUNITGROUP-1;
  13800. }
  13801. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  13802. group->src_id = src->id;
  13803. group->party_id = status_get_party_id(src);
  13804. group->guild_id = status_get_guild_id(src);
  13805. group->bg_id = bg_team_get_id(src);
  13806. group->group_id = skill_get_new_group_id();
  13807. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  13808. group->unit_count = count;
  13809. group->alive_count = 0;
  13810. group->val1 = 0;
  13811. group->val2 = 0;
  13812. group->val3 = 0;
  13813. group->skill_id = skillid;
  13814. group->skill_lv = skilllv;
  13815. group->unit_id = unit_id;
  13816. group->map = src->m;
  13817. group->limit = limit;
  13818. group->interval = interval;
  13819. group->tick = gettick();
  13820. group->valstr = NULL;
  13821. ud->skillunit[i] = group;
  13822. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  13823. group->tick += 1500;
  13824. idb_put(group_db, group->group_id, group);
  13825. return group;
  13826. }
  13827. /*==========================================
  13828. *
  13829. *------------------------------------------*/
  13830. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  13831. {
  13832. struct block_list* src;
  13833. struct unit_data *ud;
  13834. int i,j;
  13835. if( group == NULL )
  13836. {
  13837. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  13838. return 0;
  13839. }
  13840. src=map_id2bl(group->src_id);
  13841. ud = unit_bl2ud(src);
  13842. if(!src || !ud) {
  13843. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13844. return 0;
  13845. }
  13846. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  13847. switch( group->skill_id ) {
  13848. case BA_DISSONANCE:
  13849. case BA_POEMBRAGI:
  13850. case BA_WHISTLE:
  13851. case BA_ASSASSINCROSS:
  13852. case BA_APPLEIDUN:
  13853. case DC_UGLYDANCE:
  13854. case DC_HUMMING:
  13855. case DC_DONTFORGETME:
  13856. case DC_FORTUNEKISS:
  13857. case DC_SERVICEFORYOU:
  13858. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  13859. break;
  13860. }
  13861. }
  13862. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  13863. {
  13864. struct status_change* sc = status_get_sc(src);
  13865. if (sc && sc->data[SC_DANCING])
  13866. {
  13867. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  13868. status_change_end(src, SC_DANCING, INVALID_TIMER);
  13869. }
  13870. }
  13871. // end Gospel's status change on 'src'
  13872. // (needs to be done when the group is deleted by other means than skill deactivation)
  13873. if (group->unit_id == UNT_GOSPEL) {
  13874. struct status_change *sc = status_get_sc(src);
  13875. if(sc && sc->data[SC_GOSPEL]) {
  13876. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  13877. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  13878. }
  13879. }
  13880. switch( group->skill_id ) {
  13881. case SG_SUN_WARM:
  13882. case SG_MOON_WARM:
  13883. case SG_STAR_WARM:
  13884. {
  13885. struct status_change *sc = NULL;
  13886. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  13887. sc->data[SC_WARM]->val4 = 0;
  13888. status_change_end(src, SC_WARM, INVALID_TIMER);
  13889. }
  13890. }
  13891. break;
  13892. case NC_NEUTRALBARRIER:
  13893. {
  13894. struct status_change *sc = NULL;
  13895. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  13896. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  13897. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  13898. }
  13899. }
  13900. break;
  13901. case NC_STEALTHFIELD:
  13902. {
  13903. struct status_change *sc = NULL;
  13904. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  13905. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  13906. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  13907. }
  13908. }
  13909. break;
  13910. case LG_BANDING:
  13911. {
  13912. struct status_change *sc = NULL;
  13913. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  13914. sc->data[SC_BANDING]->val4 = 0;
  13915. status_change_end(src,SC_BANDING,INVALID_TIMER);
  13916. }
  13917. }
  13918. break;
  13919. }
  13920. if (src->type==BL_PC && group->state.ammo_consume)
  13921. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  13922. group->alive_count=0;
  13923. // remove all unit cells
  13924. if(group->unit != NULL)
  13925. for( i = 0; i < group->unit_count; i++ )
  13926. skill_delunit(&group->unit[i]);
  13927. // clear Talkie-box string
  13928. if( group->valstr != NULL )
  13929. {
  13930. aFree(group->valstr);
  13931. group->valstr = NULL;
  13932. }
  13933. idb_remove(group_db, group->group_id);
  13934. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  13935. group->unit=NULL;
  13936. group->group_id=0;
  13937. group->unit_count=0;
  13938. // locate this group, swap with the last entry and delete it
  13939. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  13940. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  13941. if( i < MAX_SKILLUNITGROUP )
  13942. {
  13943. ud->skillunit[i] = ud->skillunit[j];
  13944. ud->skillunit[j] = NULL;
  13945. ers_free(skill_unit_ers, group);
  13946. }
  13947. else
  13948. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13949. return 1;
  13950. }
  13951. /*==========================================
  13952. *
  13953. *------------------------------------------*/
  13954. int skill_clear_unitgroup (struct block_list *src)
  13955. {
  13956. struct unit_data *ud = unit_bl2ud(src);
  13957. nullpo_ret(ud);
  13958. while (ud->skillunit[0])
  13959. skill_delunitgroup(ud->skillunit[0]);
  13960. return 1;
  13961. }
  13962. /*==========================================
  13963. *
  13964. *------------------------------------------*/
  13965. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  13966. {
  13967. int i,j=-1,k,s,id;
  13968. struct unit_data *ud;
  13969. struct skill_unit_group_tickset *set;
  13970. nullpo_ret(bl);
  13971. if (group->interval==-1)
  13972. return NULL;
  13973. ud = unit_bl2ud(bl);
  13974. if (!ud) return NULL;
  13975. set = ud->skillunittick;
  13976. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  13977. id = s = group->skill_id;
  13978. else
  13979. id = s = group->group_id;
  13980. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  13981. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  13982. if (set[k].id == id)
  13983. return &set[k];
  13984. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  13985. j=k;
  13986. }
  13987. if (j == -1) {
  13988. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  13989. j = id % MAX_SKILLUNITGROUPTICKSET;
  13990. }
  13991. set[j].id = id;
  13992. set[j].tick = tick;
  13993. return &set[j];
  13994. }
  13995. /*==========================================
  13996. *
  13997. *------------------------------------------*/
  13998. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  13999. {
  14000. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  14001. struct skill_unit_group* group = unit->group;
  14002. unsigned int tick = va_arg(ap,unsigned int);
  14003. if( !unit->alive || bl->prev == NULL )
  14004. return 0;
  14005. nullpo_ret(group);
  14006. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  14007. return 0; //AoE skills are ineffective. [Skotlex]
  14008. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  14009. return 0;
  14010. skill_unit_onplace_timer(unit,bl,tick);
  14011. return 1;
  14012. }
  14013. /**
  14014. * @see DBApply
  14015. */
  14016. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  14017. {
  14018. struct skill_unit* unit = db_data2ptr(data);
  14019. struct skill_unit_group* group = unit->group;
  14020. unsigned int tick = va_arg(ap,unsigned int);
  14021. bool dissonance;
  14022. struct block_list* bl = &unit->bl;
  14023. if( !unit->alive )
  14024. return 0;
  14025. nullpo_ret(group);
  14026. // check for expiration
  14027. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  14028. {// skill unit expired (inlined from skill_unit_onlimit())
  14029. switch( group->unit_id )
  14030. {
  14031. case UNT_BLASTMINE:
  14032. #ifdef RENEWAL
  14033. case UNT_CLAYMORETRAP:
  14034. #endif
  14035. case UNT_GROUNDDRIFT_WIND:
  14036. case UNT_GROUNDDRIFT_DARK:
  14037. case UNT_GROUNDDRIFT_POISON:
  14038. case UNT_GROUNDDRIFT_WATER:
  14039. case UNT_GROUNDDRIFT_FIRE:
  14040. group->unit_id = UNT_USED_TRAPS;
  14041. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  14042. group->limit=DIFF_TICK(tick+1500,group->tick);
  14043. unit->limit=DIFF_TICK(tick+1500,group->tick);
  14044. break;
  14045. case UNT_ANKLESNARE:
  14046. case UNT_ELECTRICSHOCKER:
  14047. if( group->val2 > 0 ) {
  14048. // Used Trap don't returns back to item
  14049. skill_delunit(unit);
  14050. break;
  14051. }
  14052. case UNT_SKIDTRAP:
  14053. case UNT_LANDMINE:
  14054. case UNT_SHOCKWAVE:
  14055. case UNT_SANDMAN:
  14056. case UNT_FLASHER:
  14057. case UNT_FREEZINGTRAP:
  14058. #ifndef RENEWAL
  14059. case UNT_CLAYMORETRAP:
  14060. #endif
  14061. case UNT_TALKIEBOX:
  14062. case UNT_CLUSTERBOMB:
  14063. case UNT_MAGENTATRAP:
  14064. case UNT_COBALTTRAP:
  14065. case UNT_MAIZETRAP:
  14066. case UNT_VERDURETRAP:
  14067. case UNT_FIRINGTRAP:
  14068. case UNT_ICEBOUNDTRAP:
  14069. {
  14070. struct block_list* src;
  14071. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  14072. { // revert unit back into a trap
  14073. struct item item_tmp;
  14074. memset(&item_tmp,0,sizeof(item_tmp));
  14075. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  14076. item_tmp.identify = 1;
  14077. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  14078. }
  14079. skill_delunit(unit);
  14080. }
  14081. break;
  14082. case UNT_WARP_ACTIVE:
  14083. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  14084. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  14085. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  14086. // restart timers
  14087. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  14088. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  14089. // apply effect to all units standing on it
  14090. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14091. break;
  14092. case UNT_CALLFAMILY:
  14093. {
  14094. struct map_session_data *sd = NULL;
  14095. if(group->val1) {
  14096. sd = map_charid2sd(group->val1);
  14097. group->val1 = 0;
  14098. if (sd && !map[sd->bl.m].flag.nowarp)
  14099. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14100. }
  14101. if(group->val2) {
  14102. sd = map_charid2sd(group->val2);
  14103. group->val2 = 0;
  14104. if (sd && !map[sd->bl.m].flag.nowarp)
  14105. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14106. }
  14107. skill_delunit(unit);
  14108. }
  14109. break;
  14110. case UNT_REVERBERATION:
  14111. if( unit->val1 <= 0 ) { // If it was deactivated.
  14112. skill_delunit(unit);
  14113. break;
  14114. }
  14115. clif_changetraplook(bl,UNT_USED_TRAPS);
  14116. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14117. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14118. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14119. group->unit_id = UNT_USED_TRAPS;
  14120. break;
  14121. case UNT_FEINTBOMB: {
  14122. struct block_list *src = map_id2bl(group->src_id);
  14123. if( src )
  14124. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  14125. skill_delunit(unit);
  14126. break;
  14127. }
  14128. case UNT_BANDING:
  14129. {
  14130. struct block_list *src = map_id2bl(group->src_id);
  14131. struct status_change *sc;
  14132. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  14133. {
  14134. skill_delunit(unit);
  14135. break;
  14136. }
  14137. // This unit isn't removed while SC_BANDING is active.
  14138. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  14139. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  14140. }
  14141. break;
  14142. default:
  14143. skill_delunit(unit);
  14144. }
  14145. }
  14146. else
  14147. {// skill unit is still active
  14148. switch( group->unit_id )
  14149. {
  14150. case UNT_ICEWALL:
  14151. // icewall loses 50 hp every second
  14152. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  14153. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  14154. unit->limit = DIFF_TICK(tick+700,group->tick);
  14155. break;
  14156. case UNT_BLASTMINE:
  14157. case UNT_SKIDTRAP:
  14158. case UNT_LANDMINE:
  14159. case UNT_SHOCKWAVE:
  14160. case UNT_SANDMAN:
  14161. case UNT_FLASHER:
  14162. case UNT_CLAYMORETRAP:
  14163. case UNT_FREEZINGTRAP:
  14164. case UNT_TALKIEBOX:
  14165. case UNT_ANKLESNARE:
  14166. if( unit->val1 <= 0 ) {
  14167. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  14168. skill_delunit(unit);
  14169. else {
  14170. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  14171. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14172. group->unit_id = UNT_USED_TRAPS;
  14173. }
  14174. }
  14175. break;
  14176. case UNT_REVERBERATION:
  14177. if( unit->val1 <= 0 ){
  14178. clif_changetraplook(bl,UNT_USED_TRAPS);
  14179. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14180. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14181. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14182. group->unit_id = UNT_USED_TRAPS;
  14183. }
  14184. break;
  14185. case UNT_WALLOFTHORN:
  14186. if( unit->val1 <= 0 ) {
  14187. group->unit_id = UNT_USED_TRAPS;
  14188. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14189. }
  14190. break;
  14191. }
  14192. }
  14193. //Don't continue if unit or even group is expired and has been deleted.
  14194. if( !group || !unit->alive )
  14195. return 0;
  14196. dissonance = skill_dance_switch(unit, 0);
  14197. if( unit->range >= 0 && group->interval != -1 )
  14198. {
  14199. if( battle_config.skill_wall_check )
  14200. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14201. else
  14202. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14203. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  14204. group->unit_id = UNT_USED_TRAPS;
  14205. if( group->unit_id == UNT_TATAMIGAESHI )
  14206. {
  14207. unit->range = -1; //Disable processed cell.
  14208. if (--group->val1 <= 0) // number of live cells
  14209. { //All tiles were processed, disable skill.
  14210. group->target_flag=BCT_NOONE;
  14211. group->bl_flag= BL_NUL;
  14212. }
  14213. }
  14214. }
  14215. if( dissonance ) skill_dance_switch(unit, 1);
  14216. return 0;
  14217. }
  14218. /*==========================================
  14219. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  14220. *------------------------------------------*/
  14221. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  14222. {
  14223. map_freeblock_lock();
  14224. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  14225. map_freeblock_unlock();
  14226. return 0;
  14227. }
  14228. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  14229. /*==========================================
  14230. *
  14231. *------------------------------------------*/
  14232. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  14233. {
  14234. struct skill_unit* unit = (struct skill_unit *)bl;
  14235. struct skill_unit_group* group = unit->group;
  14236. struct block_list* target = va_arg(ap,struct block_list*);
  14237. unsigned int tick = va_arg(ap,unsigned int);
  14238. int flag = va_arg(ap,int);
  14239. bool dissonance;
  14240. int skill_id;
  14241. int i;
  14242. nullpo_ret(group);
  14243. if( !unit->alive || target->prev == NULL )
  14244. return 0;
  14245. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  14246. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  14247. dissonance = skill_dance_switch(unit, 0);
  14248. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14249. skill_id = unit->group->skill_id;
  14250. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  14251. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  14252. if( dissonance ) skill_dance_switch(unit, 1);
  14253. return 0;
  14254. }
  14255. //Target-type check.
  14256. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  14257. {
  14258. if( group->src_id == target->id && group->state.song_dance&0x2 )
  14259. { //Ensemble check to see if they went out/in of the area [Skotlex]
  14260. if( flag&1 )
  14261. {
  14262. if( flag&2 )
  14263. { //Clear this skill id.
  14264. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  14265. if( i < ARRAYLENGTH(skill_unit_temp) )
  14266. skill_unit_temp[i] = 0;
  14267. }
  14268. }
  14269. else
  14270. {
  14271. if( flag&2 )
  14272. { //Store this skill id.
  14273. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14274. if( i < ARRAYLENGTH(skill_unit_temp) )
  14275. skill_unit_temp[i] = skill_id;
  14276. else
  14277. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14278. }
  14279. }
  14280. if( flag&4 )
  14281. skill_unit_onleft(skill_id,target,tick);
  14282. }
  14283. if( dissonance ) skill_dance_switch(unit, 1);
  14284. return 0;
  14285. }
  14286. else
  14287. {
  14288. if( flag&1 )
  14289. {
  14290. int result = skill_unit_onplace(unit,target,tick);
  14291. if( flag&2 && result )
  14292. { //Clear skill ids we have stored in onout.
  14293. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  14294. if( i < ARRAYLENGTH(skill_unit_temp) )
  14295. skill_unit_temp[i] = 0;
  14296. }
  14297. }
  14298. else
  14299. {
  14300. int result = skill_unit_onout(unit,target,tick);
  14301. if( flag&2 && result )
  14302. { //Store this unit id.
  14303. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14304. if( i < ARRAYLENGTH(skill_unit_temp) )
  14305. skill_unit_temp[i] = skill_id;
  14306. else
  14307. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14308. }
  14309. }
  14310. //TODO: Normally, this is dangerous since the unit and group could be freed
  14311. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  14312. //cells do not get deleted within them. [Skotlex]
  14313. if( dissonance ) skill_dance_switch(unit, 1);
  14314. if( flag&4 )
  14315. skill_unit_onleft(skill_id,target,tick);
  14316. return 1;
  14317. }
  14318. }
  14319. /*==========================================
  14320. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14321. * Flag values:
  14322. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14323. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14324. * units to figure out when they have left a group.
  14325. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14326. *------------------------------------------*/
  14327. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  14328. {
  14329. nullpo_ret(bl);
  14330. if( bl->prev == NULL )
  14331. return 0;
  14332. if( flag&2 && !(flag&1) )
  14333. { //Onout, clear data
  14334. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14335. }
  14336. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14337. if( flag&2 && flag&1 )
  14338. { //Onplace, check any skill units you have left.
  14339. int i;
  14340. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14341. if( skill_unit_temp[i] )
  14342. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14343. }
  14344. return 0;
  14345. }
  14346. /*==========================================
  14347. *
  14348. *------------------------------------------*/
  14349. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  14350. {
  14351. int i,j;
  14352. unsigned int tick = gettick();
  14353. int *m_flag;
  14354. struct skill_unit *unit1;
  14355. struct skill_unit *unit2;
  14356. if (group == NULL)
  14357. return 0;
  14358. if (group->unit_count<=0)
  14359. return 0;
  14360. if (group->unit==NULL)
  14361. return 0;
  14362. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14363. return 0; //Ensembles may not be moved around.
  14364. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14365. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14366. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14367. // m_flag
  14368. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14369. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14370. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14371. // 3: Both 1+2.
  14372. for(i=0;i<group->unit_count;i++){
  14373. unit1=&group->unit[i];
  14374. if (!unit1->alive || unit1->bl.m!=m)
  14375. continue;
  14376. for(j=0;j<group->unit_count;j++){
  14377. unit2=&group->unit[j];
  14378. if (!unit2->alive)
  14379. continue;
  14380. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14381. m_flag[i] |= 0x1;
  14382. }
  14383. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14384. m_flag[i] |= 0x2;
  14385. }
  14386. }
  14387. }
  14388. j = 0;
  14389. for (i=0;i<group->unit_count;i++) {
  14390. unit1=&group->unit[i];
  14391. if (!unit1->alive)
  14392. continue;
  14393. if (!(m_flag[i]&0x2)) {
  14394. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14395. skill_dance_overlap(unit1, 0);
  14396. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14397. }
  14398. //Move Cell using "smart" criteria (avoid useless moving around)
  14399. switch(m_flag[i])
  14400. {
  14401. case 0:
  14402. //Cell moves independently, safely move it.
  14403. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14404. break;
  14405. case 1:
  14406. //Cell moves unto another cell, look for a replacement cell that won't collide
  14407. //and has no cell moving into it (flag == 2)
  14408. for(;j<group->unit_count;j++)
  14409. {
  14410. if(m_flag[j]!=2 || !group->unit[j].alive)
  14411. continue;
  14412. //Move to where this cell would had moved.
  14413. unit2 = &group->unit[j];
  14414. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14415. j++; //Skip this cell as we have used it.
  14416. break;
  14417. }
  14418. break;
  14419. case 2:
  14420. case 3:
  14421. break; //Don't move the cell as a cell will end on this tile anyway.
  14422. }
  14423. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14424. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14425. skill_dance_overlap(unit1, 1);
  14426. clif_skill_setunit(unit1);
  14427. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14428. }
  14429. }
  14430. aFree(m_flag);
  14431. return 0;
  14432. }
  14433. /*==========================================
  14434. *
  14435. *------------------------------------------*/
  14436. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14437. {
  14438. int i,j;
  14439. nullpo_ret(sd);
  14440. if(nameid<=0)
  14441. return 0;
  14442. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14443. if(skill_produce_db[i].nameid == nameid ){
  14444. if((j=skill_produce_db[i].req_skill)>0 &&
  14445. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14446. continue; // must iterate again to check other skills that produce it. [malufett]
  14447. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14448. continue; // special case
  14449. break;
  14450. }
  14451. }
  14452. if( i >= MAX_SKILL_PRODUCE_DB )
  14453. return 0;
  14454. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  14455. {// cannot carry the produced stuff
  14456. return 0;
  14457. }
  14458. if(trigger>=0){
  14459. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14460. if(skill_produce_db[i].itemlv!=trigger)
  14461. return 0;
  14462. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14463. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14464. return 0;
  14465. } else { // Weapon (itemlv must be higher or equal)
  14466. if(skill_produce_db[i].itemlv>trigger)
  14467. return 0;
  14468. }
  14469. }
  14470. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14471. int id,x,y;
  14472. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14473. continue;
  14474. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14475. if(pc_search_inventory(sd,id) < 0)
  14476. return 0;
  14477. }
  14478. else {
  14479. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14480. if( sd->status.inventory[y].nameid == id )
  14481. x+=sd->status.inventory[y].amount;
  14482. if(x<qty*skill_produce_db[i].mat_amount[j])
  14483. return 0;
  14484. }
  14485. }
  14486. return i+1;
  14487. }
  14488. /*==========================================
  14489. *
  14490. *------------------------------------------*/
  14491. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14492. {
  14493. int slot[3];
  14494. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0;
  14495. int num = -1; // exclude the recipe
  14496. struct status_data *status;
  14497. struct item_data* data;
  14498. nullpo_ret(sd);
  14499. status = status_get_status_data(&sd->bl);
  14500. if( sd->skillid_old == skill_id )
  14501. skilllv = sd->skilllv_old;
  14502. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14503. return 0;
  14504. idx--;
  14505. if (qty < 1)
  14506. qty = 1;
  14507. if (!skill_id) //A skill can be specified for some override cases.
  14508. skill_id = skill_produce_db[idx].req_skill;
  14509. if( skill_id == GC_RESEARCHNEWPOISON )
  14510. skill_id = GC_CREATENEWPOISON;
  14511. slot[0]=slot1;
  14512. slot[1]=slot2;
  14513. slot[2]=slot3;
  14514. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14515. int j;
  14516. if( slot[i]<=0 )
  14517. continue;
  14518. j = pc_search_inventory(sd,slot[i]);
  14519. if(j < 0)
  14520. continue;
  14521. if(slot[i]==1000){ /* Star Crumb */
  14522. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14523. sc++;
  14524. }
  14525. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14526. static const int ele_table[4]={3,1,4,2};
  14527. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14528. ele=ele_table[slot[i]-994];
  14529. }
  14530. }
  14531. if( skill_id == RK_RUNEMASTERY ) {
  14532. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14533. data = itemdb_search(nameid);
  14534. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14535. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14536. else temp_qty = 1;
  14537. if (data->stack.inventory) {
  14538. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14539. if( sd->status.inventory[i].nameid == nameid ) {
  14540. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14541. clif_msgtable(sd->fd,0x61b);
  14542. return 0;
  14543. } else {
  14544. /**
  14545. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14546. **/
  14547. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14548. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14549. }
  14550. break;
  14551. }
  14552. }
  14553. }
  14554. qty = temp_qty;
  14555. }
  14556. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14557. int j,id,x;
  14558. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14559. continue;
  14560. num++;
  14561. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14562. do{
  14563. int y=0;
  14564. j = pc_search_inventory(sd,id);
  14565. if(j >= 0){
  14566. y = sd->status.inventory[j].amount;
  14567. if(y>x)y=x;
  14568. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14569. } else
  14570. ShowError("skill_produce_mix: material item error\n");
  14571. x-=y;
  14572. }while( j>=0 && x>0 );
  14573. }
  14574. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14575. wlv = itemdb_wlv(nameid);
  14576. if(!equip) {
  14577. switch(skill_id){
  14578. case BS_IRON:
  14579. case BS_STEEL:
  14580. case BS_ENCHANTEDSTONE:
  14581. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14582. i = pc_checkskill(sd,skill_id);
  14583. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14584. switch(nameid){
  14585. case 998: // Iron
  14586. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14587. break;
  14588. case 999: // Steel
  14589. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14590. break;
  14591. case 1000: //Star Crumb
  14592. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14593. break;
  14594. default: // Enchanted Stones
  14595. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14596. break;
  14597. }
  14598. break;
  14599. case ASC_CDP:
  14600. make_per = (2000 + 40*status->dex + 20*status->luk);
  14601. break;
  14602. case AL_HOLYWATER:
  14603. /**
  14604. * Arch Bishop
  14605. **/
  14606. case AB_ANCILLA:
  14607. make_per = 100000; //100% success
  14608. break;
  14609. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14610. case AM_TWILIGHT1:
  14611. case AM_TWILIGHT2:
  14612. case AM_TWILIGHT3:
  14613. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14614. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14615. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14616. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14617. int skill;
  14618. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14619. make_per += skill*100; //+1% bonus per level
  14620. }
  14621. switch(nameid){
  14622. case 501: // Red Potion
  14623. case 503: // Yellow Potion
  14624. case 504: // White Potion
  14625. make_per += (1+rnd()%100)*10 + 2000;
  14626. break;
  14627. case 970: // Alcohol
  14628. make_per += (1+rnd()%100)*10 + 1000;
  14629. break;
  14630. case 7135: // Bottle Grenade
  14631. case 7136: // Acid Bottle
  14632. case 7137: // Plant Bottle
  14633. case 7138: // Marine Sphere Bottle
  14634. make_per += (1+rnd()%100)*10;
  14635. break;
  14636. case 546: // Condensed Yellow Potion
  14637. make_per -= (1+rnd()%50)*10;
  14638. break;
  14639. case 547: // Condensed White Potion
  14640. case 7139: // Glistening Coat
  14641. make_per -= (1+rnd()%100)*10;
  14642. break;
  14643. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14644. case 505: // Blue Potion
  14645. case 545: // Condensed Red Potion
  14646. case 605: // Anodyne
  14647. case 606: // Aloevera
  14648. default:
  14649. break;
  14650. }
  14651. if(battle_config.pp_rate != 100)
  14652. make_per = make_per * battle_config.pp_rate / 100;
  14653. break;
  14654. case SA_CREATECON: // Elemental Converter Creation
  14655. make_per = 100000; // should be 100% success rate
  14656. break;
  14657. /**
  14658. * Rune Knight
  14659. **/
  14660. case RK_RUNEMASTERY:
  14661. {
  14662. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  14663. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  14664. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  14665. int D = 0;
  14666. switch (nameid) { //rune rank it_diff 9 craftable rune
  14667. case ITEMID_BERKANA:
  14668. D = -2000;
  14669. break; //Rank S
  14670. case ITEMID_NAUTHIZ:
  14671. case ITEMID_URUZ:
  14672. D = -1500;
  14673. break; //Rank A
  14674. case ITEMID_ISA:
  14675. case ITEMID_WYRD:
  14676. D = -1000;
  14677. break; //Rank B
  14678. case ITEMID_RAIDO:
  14679. case ITEMID_THURISAZ:
  14680. case ITEMID_HAGALAZ:
  14681. case ITEMID_OTHILA:
  14682. D = -500;
  14683. break; //Rank C
  14684. default: D = -1500;
  14685. break; //not specified =-15%
  14686. }
  14687. make_per = A + B + C + D;
  14688. break;
  14689. }
  14690. /**
  14691. * Guilotine Cross
  14692. **/
  14693. case GC_CREATENEWPOISON:
  14694. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14695. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14696. break;
  14697. case GN_CHANGEMATERIAL:
  14698. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14699. if( skill_changematerial_db[i].itemid == nameid ){
  14700. make_per = skill_changematerial_db[i].rate * 10;
  14701. break;
  14702. }
  14703. break;
  14704. case GN_S_PHARMACY:
  14705. {
  14706. int difficulty = 0;
  14707. difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level)
  14708. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  14709. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  14710. switch(nameid){// difficulty factor
  14711. case 12422: case 12425:
  14712. case 12428:
  14713. difficulty += 10;
  14714. break;
  14715. case 6212: case 12426:
  14716. difficulty += 15;
  14717. break;
  14718. case 13264: case 12423:
  14719. case 12427: case 12436:
  14720. difficulty += 20;
  14721. break;
  14722. case 6210: case 6211:
  14723. case 12437:
  14724. difficulty += 30;
  14725. break;
  14726. case 12424: case 12475:
  14727. difficulty += 40;
  14728. break;
  14729. }
  14730. if( make_per >= 400 && make_per > difficulty)
  14731. qty = 10;
  14732. else if( make_per >= 300 && make_per > difficulty)
  14733. qty = 7;
  14734. else if( make_per >= 100 && make_per > difficulty)
  14735. qty = 6;
  14736. else if( make_per >= 1 && make_per > difficulty)
  14737. qty = 5;
  14738. else
  14739. qty = 4;
  14740. make_per = 10000;
  14741. }
  14742. break;
  14743. case GN_MAKEBOMB:
  14744. case GN_MIX_COOKING:
  14745. {
  14746. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  14747. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  14748. qty = ~(5 + rnd()%5) + 1;
  14749. switch(nameid){// difficulty factor
  14750. case 13260:
  14751. difficulty += 5;
  14752. break;
  14753. case 13261: case 13262:
  14754. difficulty += 10;
  14755. break;
  14756. case 12429: case 12430: case 12431:
  14757. case 12432: case 12433: case 12434:
  14758. case 13263:
  14759. difficulty += 15;
  14760. break;
  14761. case 13264:
  14762. difficulty += 20;
  14763. break;
  14764. }
  14765. if( make_per >= 30 && make_per > difficulty)
  14766. qty = 10 + rnd()%2;
  14767. else if( make_per >= 10 && make_per > difficulty)
  14768. qty = 10;
  14769. else if( make_per == 10 && make_per > difficulty)
  14770. qty = 8;
  14771. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  14772. ;// Food/Bomb creation fails.
  14773. else if( make_per >= 30 && make_per < difficulty)
  14774. qty = 5;
  14775. if( qty < 0 || (skilllv == 1 && make_per < difficulty)){
  14776. qty = ~qty + 1;
  14777. make_per = 0;
  14778. }else
  14779. make_per = 10000;
  14780. qty = (skilllv > 1 ? qty : 1);
  14781. }
  14782. break;
  14783. default:
  14784. if (sd->menuskill_id == AM_PHARMACY &&
  14785. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14786. { //Assume Cooking Dish
  14787. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14788. make_per = 10000; //100% Success
  14789. else
  14790. make_per = 1200 * (sd->menuskill_val - 10)
  14791. + 20 * (sd->status.base_level + 1)
  14792. + 20 * (status->dex + 1)
  14793. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14794. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14795. - 10 * (100 - status->luk + 1)
  14796. - 500 * (num - 1)
  14797. - 100 * (rnd()%4 + 1);
  14798. break;
  14799. }
  14800. make_per = 5000;
  14801. break;
  14802. }
  14803. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14804. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14805. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14806. 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
  14807. 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
  14808. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14809. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14810. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14811. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14812. if(battle_config.wp_rate != 100)
  14813. make_per = make_per * battle_config.wp_rate / 100;
  14814. }
  14815. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14816. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  14817. if(make_per < 1) make_per = 1;
  14818. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  14819. struct item tmp_item;
  14820. memset(&tmp_item,0,sizeof(tmp_item));
  14821. tmp_item.nameid=nameid;
  14822. tmp_item.amount=1;
  14823. tmp_item.identify=1;
  14824. if(equip){
  14825. tmp_item.card[0]=CARD0_FORGE;
  14826. tmp_item.card[1]=((sc*5)<<8)+ele;
  14827. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14828. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14829. } else {
  14830. //Flag is only used on the end, so it can be used here. [Skotlex]
  14831. switch (skill_id) {
  14832. case BS_DAGGER:
  14833. case BS_SWORD:
  14834. case BS_TWOHANDSWORD:
  14835. case BS_AXE:
  14836. case BS_MACE:
  14837. case BS_KNUCKLE:
  14838. case BS_SPEAR:
  14839. flag = battle_config.produce_item_name_input&0x1;
  14840. break;
  14841. case AM_PHARMACY:
  14842. case AM_TWILIGHT1:
  14843. case AM_TWILIGHT2:
  14844. case AM_TWILIGHT3:
  14845. flag = battle_config.produce_item_name_input&0x2;
  14846. break;
  14847. case AL_HOLYWATER:
  14848. /**
  14849. * Arch Bishop
  14850. **/
  14851. case AB_ANCILLA:
  14852. flag = battle_config.produce_item_name_input&0x8;
  14853. break;
  14854. case ASC_CDP:
  14855. flag = battle_config.produce_item_name_input&0x10;
  14856. break;
  14857. default:
  14858. flag = battle_config.produce_item_name_input&0x80;
  14859. break;
  14860. }
  14861. if (flag) {
  14862. tmp_item.card[0]=CARD0_CREATE;
  14863. tmp_item.card[1]=0;
  14864. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14865. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14866. }
  14867. }
  14868. // if(log_config.produce > 0)
  14869. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  14870. //TODO update PICKLOG
  14871. if(equip){
  14872. clif_produceeffect(sd,0,nameid);
  14873. clif_misceffect(&sd->bl,3);
  14874. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  14875. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  14876. } else {
  14877. int fame = 0;
  14878. tmp_item.amount = 0;
  14879. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  14880. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  14881. tmp_item.amount = qty;
  14882. break;
  14883. }
  14884. if (rnd()%10000 < make_per || qty == 1) { //Success
  14885. tmp_item.amount++;
  14886. if(nameid < 545 || nameid > 547)
  14887. continue;
  14888. if( skill_id != AM_PHARMACY &&
  14889. skill_id != AM_TWILIGHT1 &&
  14890. skill_id != AM_TWILIGHT2 &&
  14891. skill_id != AM_TWILIGHT3 )
  14892. continue;
  14893. //Add fame as needed.
  14894. switch(++sd->potion_success_counter) {
  14895. case 3:
  14896. fame+=1; // Success to prepare 3 Condensed Potions in a row
  14897. break;
  14898. case 5:
  14899. fame+=3; // Success to prepare 5 Condensed Potions in a row
  14900. break;
  14901. case 7:
  14902. fame+=10; // Success to prepare 7 Condensed Potions in a row
  14903. break;
  14904. case 10:
  14905. fame+=50; // Success to prepare 10 Condensed Potions in a row
  14906. sd->potion_success_counter = 0;
  14907. break;
  14908. }
  14909. } else //Failure
  14910. sd->potion_success_counter = 0;
  14911. }
  14912. if (fame)
  14913. pc_addfame(sd,fame);
  14914. //Visual effects and the like.
  14915. switch (skill_id) {
  14916. case AM_PHARMACY:
  14917. case AM_TWILIGHT1:
  14918. case AM_TWILIGHT2:
  14919. case AM_TWILIGHT3:
  14920. case ASC_CDP:
  14921. clif_produceeffect(sd,2,nameid);
  14922. clif_misceffect(&sd->bl,5);
  14923. break;
  14924. case BS_IRON:
  14925. case BS_STEEL:
  14926. case BS_ENCHANTEDSTONE:
  14927. clif_produceeffect(sd,0,nameid);
  14928. clif_misceffect(&sd->bl,3);
  14929. break;
  14930. case RK_RUNEMASTERY:
  14931. case GC_CREATENEWPOISON:
  14932. clif_produceeffect(sd,2,nameid);
  14933. clif_misceffect(&sd->bl,5);
  14934. break;
  14935. default: //Those that don't require a skill?
  14936. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  14937. { //Cooking items.
  14938. clif_specialeffect(&sd->bl, 608, AREA);
  14939. if( sd->cook_mastery < 1999 )
  14940. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  14941. }
  14942. break;
  14943. }
  14944. }
  14945. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  14946. int j, k = 0;
  14947. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14948. if( skill_changematerial_db[i].itemid == nameid ){
  14949. for(j=0; j<5; j++){
  14950. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  14951. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  14952. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14953. clif_additem(sd,0,0,flag);
  14954. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14955. }
  14956. k++;
  14957. }
  14958. }
  14959. break;
  14960. }
  14961. if( k ){
  14962. clif_msg_skill(sd,skill_id,0x627);
  14963. return 1;
  14964. }
  14965. } else if (tmp_item.amount) { //Success
  14966. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14967. clif_additem(sd,0,0,flag);
  14968. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14969. }
  14970. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  14971. clif_msg_skill(sd,skill_id,0x627);
  14972. return 1;
  14973. }
  14974. }
  14975. //Failure
  14976. // if(log_config.produce)
  14977. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  14978. //TODO update PICKLOG
  14979. if(equip){
  14980. clif_produceeffect(sd,1,nameid);
  14981. clif_misceffect(&sd->bl,2);
  14982. } else {
  14983. switch (skill_id) {
  14984. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  14985. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  14986. case AM_PHARMACY:
  14987. case AM_TWILIGHT1:
  14988. case AM_TWILIGHT2:
  14989. case AM_TWILIGHT3:
  14990. clif_produceeffect(sd,3,nameid);
  14991. clif_misceffect(&sd->bl,6);
  14992. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  14993. break;
  14994. case BS_IRON:
  14995. case BS_STEEL:
  14996. case BS_ENCHANTEDSTONE:
  14997. clif_produceeffect(sd,1,nameid);
  14998. clif_misceffect(&sd->bl,2);
  14999. break;
  15000. case RK_RUNEMASTERY:
  15001. case GC_CREATENEWPOISON:
  15002. clif_produceeffect(sd,3,nameid);
  15003. clif_misceffect(&sd->bl,6);
  15004. break;
  15005. case GN_MIX_COOKING: {
  15006. struct item tmp_item;
  15007. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  15008. int rate = rnd()%500;
  15009. memset(&tmp_item,0,sizeof(tmp_item));
  15010. if( rate < 50) i = 4;
  15011. else if( rate < 100) i = 2+rnd()%1;
  15012. else if( rate < 250 ) i = 1;
  15013. else if( rate < 500 ) i = 0;
  15014. tmp_item.nameid = compensation[i];
  15015. tmp_item.amount = qty;
  15016. tmp_item.identify = 1;
  15017. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  15018. clif_additem(sd,0,0,flag);
  15019. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15020. }
  15021. clif_msg_skill(sd,skill_id,0x628);
  15022. }
  15023. break;
  15024. case GN_MAKEBOMB:
  15025. case GN_S_PHARMACY:
  15026. case GN_CHANGEMATERIAL:
  15027. clif_msg_skill(sd,skill_id,0x628);
  15028. break;
  15029. default:
  15030. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  15031. { //Cooking items.
  15032. clif_specialeffect(&sd->bl, 609, AREA);
  15033. if( sd->cook_mastery > 0 )
  15034. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  15035. }
  15036. }
  15037. }
  15038. return 0;
  15039. }
  15040. int skill_arrow_create (struct map_session_data *sd, int nameid)
  15041. {
  15042. int i,j,flag,index=-1;
  15043. struct item tmp_item;
  15044. nullpo_ret(sd);
  15045. if(nameid <= 0)
  15046. return 1;
  15047. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  15048. if(nameid == skill_arrow_db[i].nameid) {
  15049. index = i;
  15050. break;
  15051. }
  15052. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  15053. return 1;
  15054. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  15055. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  15056. memset(&tmp_item,0,sizeof(tmp_item));
  15057. tmp_item.identify = 1;
  15058. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  15059. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  15060. if(battle_config.produce_item_name_input&0x4) {
  15061. tmp_item.card[0]=CARD0_CREATE;
  15062. tmp_item.card[1]=0;
  15063. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15064. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15065. }
  15066. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  15067. continue;
  15068. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15069. clif_additem(sd,0,0,flag);
  15070. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15071. }
  15072. }
  15073. return 0;
  15074. }
  15075. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  15076. sc_type type;
  15077. int chance, i;
  15078. nullpo_ret(sd);
  15079. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  15080. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15081. return 0;
  15082. }
  15083. switch( nameid )
  15084. { // t_lv used to take duration from skill_get_time2
  15085. case PO_PARALYSE: type = SC_PARALYSE; break;
  15086. case PO_PYREXIA: type = SC_PYREXIA; break;
  15087. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  15088. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  15089. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  15090. case PO_TOXIN: type = SC_TOXIN; break;
  15091. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  15092. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  15093. default:
  15094. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15095. return 0;
  15096. }
  15097. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  15098. sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  15099. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  15100. return 0;
  15101. }
  15102. static void skill_toggle_magicpower(struct block_list *bl, short skillid)
  15103. {
  15104. struct status_change *sc = status_get_sc(bl);
  15105. // non-offensive and non-magic skills do not affect the status
  15106. if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
  15107. return;
  15108. if (sc && sc->count && sc->data[SC_MAGICPOWER])
  15109. {
  15110. if (sc->data[SC_MAGICPOWER]->val4)
  15111. {
  15112. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  15113. }
  15114. else
  15115. {
  15116. sc->data[SC_MAGICPOWER]->val4 = 1;
  15117. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  15118. #ifndef RENEWAL
  15119. if(bl->type == BL_PC){// update current display.
  15120. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  15121. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  15122. }
  15123. #endif
  15124. }
  15125. }
  15126. }
  15127. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  15128. int x, y, i, class_, skill;
  15129. struct mob_data *md;
  15130. nullpo_ret(sd);
  15131. skill = sd->menuskill_val;
  15132. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  15133. {
  15134. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  15135. return 0;
  15136. }
  15137. // Spawn Position
  15138. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  15139. x = sd->sc.comet_x;
  15140. y = sd->sc.comet_y;
  15141. sd->sc.comet_x = sd->sc.comet_y = 0;
  15142. sd->menuskill_val = 0;
  15143. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  15144. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  15145. if( md ) {
  15146. md->master_id = sd->bl.id;
  15147. md->special_state.ai = AI_FLORA;
  15148. if( md->deletetimer != INVALID_TIMER )
  15149. delete_timer(md->deletetimer, mob_timer_delete);
  15150. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  15151. mob_spawn(md);
  15152. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  15153. }
  15154. return 0;
  15155. }
  15156. // Warlock Spellbooks. [LimitLine/3CeAM]
  15157. int skill_spellbook (struct map_session_data *sd, int nameid) {
  15158. int i, max_preserve, skill_id, point;
  15159. struct status_change *sc;
  15160. nullpo_ret(sd);
  15161. sc = status_get_sc(&sd->bl);
  15162. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  15163. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  15164. if( i > SC_MAXSPELLBOOK )
  15165. {
  15166. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  15167. return 0;
  15168. }
  15169. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  15170. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  15171. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
  15172. { // User don't know the skill
  15173. sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  15174. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  15175. return 0;
  15176. }
  15177. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  15178. point = skill_spellbook_db[i].point;
  15179. if( sc && sc->data[SC_READING_SB] ){
  15180. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  15181. {
  15182. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  15183. return 0;
  15184. }
  15185. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  15186. if( !sc->data[i] ){
  15187. sc->data[SC_READING_SB]->val2 += point; // increase points
  15188. sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15189. break;
  15190. }
  15191. }
  15192. }else{
  15193. sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  15194. sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15195. }
  15196. return 1;
  15197. }
  15198. int skill_select_menu(struct map_session_data *sd,int skill_id) {
  15199. int id, lv, prob, aslvl = 0;
  15200. nullpo_ret(sd);
  15201. if (sd->sc.data[SC_STOP]) {
  15202. aslvl = sd->sc.data[SC_STOP]->val1;
  15203. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  15204. }
  15205. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  15206. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  15207. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  15208. return 0;
  15209. }
  15210. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  15211. lv = min(lv,sd->status.skill[skill_id].lv);
  15212. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  15213. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  15214. return 0;
  15215. }
  15216. int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) {
  15217. int i;
  15218. nullpo_ret(sd);
  15219. nullpo_ret(item_list);
  15220. if( n <= 0 )
  15221. return 1;
  15222. for( i = 0; i < n; i++ ) {
  15223. int nameid, add_amount, del_amount, idx, product, flag;
  15224. struct item tmp_item;
  15225. idx = item_list[i*2+0]-2;
  15226. del_amount = item_list[i*2+1];
  15227. if( skill_lv == 2 )
  15228. del_amount -= (del_amount % 10);
  15229. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  15230. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  15231. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15232. return 1;
  15233. }
  15234. switch( nameid ) {
  15235. // Level 1
  15236. case 994: product = 990; break; // Flame Heart -> Red Blood.
  15237. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  15238. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  15239. case 997: product = 993; break; // Great Nature -> Green Live.
  15240. // Level 2
  15241. case 990: product = 994; break; // Red Blood -> Flame Heart.
  15242. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  15243. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  15244. case 993: product = 997; break; // Green Live -> Great Nature.
  15245. default:
  15246. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15247. return 1;
  15248. }
  15249. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  15250. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15251. return 1;
  15252. }
  15253. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  15254. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15255. return 1;
  15256. }
  15257. memset(&tmp_item,0,sizeof(tmp_item));
  15258. tmp_item.nameid = product;
  15259. tmp_item.amount = add_amount;
  15260. tmp_item.identify = 1;
  15261. if( tmp_item.amount ) {
  15262. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  15263. clif_additem(sd,0,0,flag);
  15264. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15265. }
  15266. }
  15267. }
  15268. return 0;
  15269. }
  15270. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  15271. int i, j, k, c, p = 0, nameid, amount;
  15272. nullpo_ret(sd);
  15273. nullpo_ret(item_list);
  15274. // Search for objects that can be created.
  15275. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  15276. if( skill_produce_db[i].itemlv == 26 ) {
  15277. p = 0;
  15278. do {
  15279. c = 0;
  15280. // Verification of overlap between the objects required and the list submitted.
  15281. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  15282. if( skill_produce_db[i].mat_id[j] > 0 ) {
  15283. for( k = 0; k < n; k++ ) {
  15284. int idx = item_list[k*2+0]-2;
  15285. nameid = sd->status.inventory[idx].nameid;
  15286. amount = item_list[k*2+1];
  15287. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15288. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  15289. return 0;
  15290. }
  15291. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  15292. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  15293. c++; // match
  15294. }
  15295. }
  15296. else
  15297. break; // No more items required
  15298. }
  15299. p++;
  15300. } while(n == j && c == n);
  15301. p--;
  15302. if ( p > 0 ) {
  15303. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  15304. return 1;
  15305. }
  15306. }
  15307. }
  15308. if( p == 0)
  15309. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  15310. return 0;
  15311. }
  15312. /**
  15313. * for Royal Guard's LG_TRAMPLE
  15314. **/
  15315. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  15316. struct skill_unit *su = (struct skill_unit *)bl;
  15317. struct skill_unit_group *sg;
  15318. unsigned int tick;
  15319. nullpo_ret(su);
  15320. tick = va_arg(ap, unsigned int);
  15321. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  15322. switch( sg->unit_id ) {
  15323. case UNT_LANDMINE:
  15324. case UNT_CLAYMORETRAP:
  15325. case UNT_BLASTMINE:
  15326. case UNT_SHOCKWAVE:
  15327. case UNT_SANDMAN:
  15328. case UNT_FLASHER:
  15329. case UNT_FREEZINGTRAP:
  15330. case UNT_CLUSTERBOMB:
  15331. case UNT_FIRINGTRAP:
  15332. case UNT_ICEBOUNDTRAP:
  15333. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  15334. break;
  15335. }
  15336. // Traps aren't recovered.
  15337. skill_delunit(su);
  15338. }
  15339. return 0;
  15340. }
  15341. /*==========================================
  15342. *
  15343. *------------------------------------------*/
  15344. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  15345. {
  15346. struct map_session_data *sd = map_id2sd(id);
  15347. struct skill_cd * cd = NULL;
  15348. if (data <= 0 || data >= MAX_SKILL)
  15349. return 0;
  15350. if (!sd) return 0;
  15351. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15352. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15353. int i,cursor;
  15354. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15355. cd->duration[cursor] = 0;
  15356. cd->skidx[cursor] = 0;
  15357. cd->nameid[cursor] = 0;
  15358. // compact the cool down list
  15359. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15360. if( cd->duration[i] == 0 )
  15361. continue;
  15362. if( cursor != i ) {
  15363. cd->duration[cursor] = cd->duration[i];
  15364. cd->skidx[cursor] = cd->skidx[i];
  15365. cd->nameid[cursor] = cd->nameid[i];
  15366. }
  15367. cursor++;
  15368. }
  15369. if( cursor == 0 )
  15370. idb_remove(skillcd_db,sd->status.char_id);
  15371. else
  15372. cd->cursor = cursor;
  15373. }
  15374. sd->blockskill[data] = 0;
  15375. return 1;
  15376. }
  15377. /**
  15378. * flags a singular skill as being blocked from persistent usage.
  15379. * @param sd the player the skill delay affects
  15380. * @param skillid the skill which should be delayed
  15381. * @param tick the length of time the delay should last
  15382. * @param load whether this assignment is being loaded upon player login
  15383. * @return 0 if successful, -1 otherwise
  15384. */
  15385. int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
  15386. {
  15387. int oskillid = skillid;
  15388. struct skill_cd* cd = NULL;
  15389. nullpo_retr (-1, sd);
  15390. skillid = skill_get_index(skillid);
  15391. if (skillid == 0)
  15392. return -1;
  15393. if (tick < 1) {
  15394. sd->blockskill[skillid] = 0;
  15395. return -1;
  15396. }
  15397. if( battle_config.display_status_timers )
  15398. clif_skill_cooldown(sd, skillid, tick);
  15399. if( !load )
  15400. {// not being loaded initially so ensure the skill delay is recorded
  15401. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
  15402. {// create a new skill cooldown object for map storage
  15403. CREATE( cd, struct skill_cd, 1 );
  15404. idb_put( skillcd_db, sd->status.char_id, cd );
  15405. }
  15406. // record the skill duration in the database map
  15407. cd->duration[cd->cursor] = tick;
  15408. cd->skidx[cd->cursor] = skillid;
  15409. cd->nameid[cd->cursor] = oskillid;
  15410. cd->cursor++;
  15411. }
  15412. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  15413. return 0;
  15414. }
  15415. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15416. {
  15417. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15418. if (data <= 0 || data >= MAX_SKILL)
  15419. return 0;
  15420. if (hd) hd->blockskill[data] = 0;
  15421. return 1;
  15422. }
  15423. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  15424. {
  15425. nullpo_retr (-1, hd);
  15426. skillid = skill_get_index(skillid);
  15427. if (skillid == 0)
  15428. return -1;
  15429. if (tick < 1) {
  15430. hd->blockskill[skillid] = 0;
  15431. return -1;
  15432. }
  15433. hd->blockskill[skillid] = 1;
  15434. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  15435. }
  15436. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15437. {
  15438. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15439. if( data <= 0 || data >= MAX_SKILL )
  15440. return 0;
  15441. if( md ) md->blockskill[data] = 0;
  15442. return 1;
  15443. }
  15444. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  15445. {
  15446. nullpo_retr (-1, md);
  15447. if( (skillid = skill_get_index(skillid)) == 0 )
  15448. return -1;
  15449. if( tick < 1 )
  15450. {
  15451. md->blockskill[skillid] = 0;
  15452. return -1;
  15453. }
  15454. md->blockskill[skillid] = 1;
  15455. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  15456. }
  15457. /**
  15458. * Adds a new skill unit entry for this player to recast after map load
  15459. **/
  15460. void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) {
  15461. struct skill_usave * sus = NULL;
  15462. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15463. idb_remove(skillusave_db,sd->status.char_id);
  15464. }
  15465. CREATE( sus, struct skill_usave, 1 );
  15466. idb_put( skillusave_db, sd->status.char_id, sus );
  15467. sus->skill_num = skill_num;
  15468. sus->skill_lv = skill_lv;
  15469. return;
  15470. }
  15471. void skill_usave_trigger(struct map_session_data *sd) {
  15472. struct skill_usave * sus = NULL;
  15473. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15474. return;
  15475. }
  15476. skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15477. idb_remove(skillusave_db,sd->status.char_id);
  15478. return;
  15479. }
  15480. /*
  15481. *
  15482. */
  15483. int skill_split_str (char *str, char **val, int num)
  15484. {
  15485. int i;
  15486. for( i = 0; i < num && str; i++ )
  15487. {
  15488. val[i] = str;
  15489. str = strchr(str,',');
  15490. if( str )
  15491. *str++=0;
  15492. }
  15493. return i;
  15494. }
  15495. /*
  15496. *
  15497. */
  15498. int skill_split_atoi (char *str, int *val)
  15499. {
  15500. int i, j, diff, step = 1;
  15501. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15502. if (!str) break;
  15503. val[i] = atoi(str);
  15504. str = strchr(str,':');
  15505. if (str)
  15506. *str++=0;
  15507. }
  15508. if(i==0) //No data found.
  15509. return 0;
  15510. if(i==1)
  15511. { //Single value, have the whole range have the same value.
  15512. for (; i < MAX_SKILL_LEVEL; i++)
  15513. val[i] = val[i-1];
  15514. return i;
  15515. }
  15516. //Check for linear change with increasing steps until we reach half of the data acquired.
  15517. for (step = 1; step <= i/2; step++)
  15518. {
  15519. diff = val[i-1] - val[i-step-1];
  15520. for(j = i-1; j >= step; j--)
  15521. if ((val[j]-val[j-step]) != diff)
  15522. break;
  15523. if (j>=step) //No match, try next step.
  15524. continue;
  15525. for(; i < MAX_SKILL_LEVEL; i++)
  15526. { //Apply linear increase
  15527. val[i] = val[i-step]+diff;
  15528. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15529. { val[i] = 1; diff = 0; step = 1; }
  15530. }
  15531. return i;
  15532. }
  15533. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15534. for (;i<MAX_SKILL_LEVEL; i++)
  15535. val[i] = val[i-1];
  15536. return i;
  15537. }
  15538. /*
  15539. *
  15540. */
  15541. void skill_init_unit_layout (void)
  15542. {
  15543. int i,j,size,pos = 0;
  15544. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15545. // standard square layouts go first
  15546. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15547. size = i*2+1;
  15548. skill_unit_layout[i].count = size*size;
  15549. for (j=0; j<size*size; j++) {
  15550. skill_unit_layout[i].dx[j] = (j%size-i);
  15551. skill_unit_layout[i].dy[j] = (j/size-i);
  15552. }
  15553. }
  15554. // afterwards add special ones
  15555. pos = i;
  15556. for (i=0;i<MAX_SKILL_DB;i++) {
  15557. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15558. continue;
  15559. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15560. int skill = i;
  15561. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15562. skill -= EL_SKILLRANGEMIN;
  15563. skill += EL_SKILLBASE;
  15564. }
  15565. if( skill == EL_FIRE_MANTLE ) {
  15566. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15567. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15568. skill_unit_layout[pos].count = 8;
  15569. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15570. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15571. }
  15572. } else {
  15573. switch (i) {
  15574. case MG_FIREWALL:
  15575. case WZ_ICEWALL:
  15576. case WL_EARTHSTRAIN://Warlock
  15577. // these will be handled later
  15578. break;
  15579. case PR_SANCTUARY:
  15580. case NPC_EVILLAND: {
  15581. static const int dx[] = {
  15582. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15583. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15584. static const int dy[]={
  15585. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15586. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15587. skill_unit_layout[pos].count = 21;
  15588. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15589. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15590. }
  15591. break;
  15592. case PR_MAGNUS: {
  15593. static const int dx[] = {
  15594. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15595. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15596. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15597. static const int dy[] = {
  15598. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15599. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15600. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15601. skill_unit_layout[pos].count = 33;
  15602. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15603. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15604. }
  15605. break;
  15606. case MH_POISON_MIST:
  15607. case AS_VENOMDUST: {
  15608. static const int dx[] = {-1, 0, 0, 0, 1};
  15609. static const int dy[] = { 0,-1, 0, 1, 0};
  15610. skill_unit_layout[pos].count = 5;
  15611. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15612. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15613. }
  15614. break;
  15615. case CR_GRANDCROSS:
  15616. case NPC_GRANDDARKNESS: {
  15617. static const int dx[] = {
  15618. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15619. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15620. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15621. static const int dy[] = {
  15622. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15623. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15624. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15625. skill_unit_layout[pos].count = 29;
  15626. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15627. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15628. }
  15629. break;
  15630. case PF_FOGWALL: {
  15631. static const int dx[] = {
  15632. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15633. static const int dy[] = {
  15634. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15635. skill_unit_layout[pos].count = 15;
  15636. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15637. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15638. }
  15639. break;
  15640. case PA_GOSPEL: {
  15641. static const int dx[] = {
  15642. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15643. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15644. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15645. -1, 0, 1};
  15646. static const int dy[] = {
  15647. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15648. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15649. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15650. 3, 3, 3};
  15651. skill_unit_layout[pos].count = 33;
  15652. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15653. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15654. }
  15655. break;
  15656. case NJ_KAENSIN: {
  15657. 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};
  15658. 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};
  15659. skill_unit_layout[pos].count = 24;
  15660. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15661. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15662. }
  15663. break;
  15664. case NJ_TATAMIGAESHI: {
  15665. //Level 1 (count 4, cross of 3x3)
  15666. static const int dx1[] = {-1, 1, 0, 0};
  15667. static const int dy1[] = { 0, 0,-1, 1};
  15668. //Level 2-3 (count 8, cross of 5x5)
  15669. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15670. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15671. //Level 4-5 (count 12, cross of 7x7
  15672. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15673. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15674. //lv1
  15675. j = 0;
  15676. skill_unit_layout[pos].count = 4;
  15677. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15678. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15679. skill_db[i].unit_layout_type[j] = pos;
  15680. //lv2/3
  15681. j++;
  15682. pos++;
  15683. skill_unit_layout[pos].count = 8;
  15684. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15685. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15686. skill_db[i].unit_layout_type[j] = pos;
  15687. skill_db[i].unit_layout_type[++j] = pos;
  15688. //lv4/5
  15689. j++;
  15690. pos++;
  15691. skill_unit_layout[pos].count = 12;
  15692. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15693. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15694. skill_db[i].unit_layout_type[j] = pos;
  15695. skill_db[i].unit_layout_type[++j] = pos;
  15696. //Fill in the rest using lv 5.
  15697. for (;j<MAX_SKILL_LEVEL;j++)
  15698. skill_db[i].unit_layout_type[j] = pos;
  15699. //Skip, this way the check below will fail and continue to the next skill.
  15700. pos++;
  15701. }
  15702. break;
  15703. case GN_WALLOFTHORN: {
  15704. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15705. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15706. skill_unit_layout[pos].count = 16;
  15707. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15708. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15709. }
  15710. break;
  15711. default:
  15712. ShowError("unknown unit layout at skill %d\n",i);
  15713. break;
  15714. }
  15715. }
  15716. if (!skill_unit_layout[pos].count)
  15717. continue;
  15718. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15719. skill_db[i].unit_layout_type[j] = pos;
  15720. pos++;
  15721. }
  15722. // firewall and icewall have 8 layouts (direction-dependent)
  15723. firewall_unit_pos = pos;
  15724. for (i=0;i<8;i++) {
  15725. if (i&1) {
  15726. skill_unit_layout[pos].count = 5;
  15727. if (i&0x2) {
  15728. int dx[] = {-1,-1, 0, 0, 1};
  15729. int dy[] = { 1, 0, 0,-1,-1};
  15730. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15731. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15732. } else {
  15733. int dx[] = { 1, 1 ,0, 0,-1};
  15734. int dy[] = { 1, 0, 0,-1,-1};
  15735. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15736. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15737. }
  15738. } else {
  15739. skill_unit_layout[pos].count = 3;
  15740. if (i%4==0) {
  15741. int dx[] = {-1, 0, 1};
  15742. int dy[] = { 0, 0, 0};
  15743. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15744. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15745. } else {
  15746. int dx[] = { 0, 0, 0};
  15747. int dy[] = {-1, 0, 1};
  15748. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15749. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15750. }
  15751. }
  15752. pos++;
  15753. }
  15754. icewall_unit_pos = pos;
  15755. for (i=0;i<8;i++) {
  15756. skill_unit_layout[pos].count = 5;
  15757. if (i&1) {
  15758. if (i&0x2) {
  15759. int dx[] = {-2,-1, 0, 1, 2};
  15760. int dy[] = { 2, 1, 0,-1,-2};
  15761. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15762. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15763. } else {
  15764. int dx[] = { 2, 1 ,0,-1,-2};
  15765. int dy[] = { 2, 1, 0,-1,-2};
  15766. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15767. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15768. }
  15769. } else {
  15770. if (i%4==0) {
  15771. int dx[] = {-2,-1, 0, 1, 2};
  15772. int dy[] = { 0, 0, 0, 0, 0};
  15773. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15774. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15775. } else {
  15776. int dx[] = { 0, 0, 0, 0, 0};
  15777. int dy[] = {-2,-1, 0, 1, 2};
  15778. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15779. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15780. }
  15781. }
  15782. pos++;
  15783. }
  15784. earthstrain_unit_pos = pos;
  15785. for( i = 0; i < 8; i++ )
  15786. { // For each Direction
  15787. skill_unit_layout[pos].count = 15;
  15788. switch( i )
  15789. {
  15790. case 0: case 1: case 3: case 4: case 5: case 7:
  15791. {
  15792. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15793. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15794. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15795. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15796. }
  15797. break;
  15798. case 2:
  15799. case 6:
  15800. {
  15801. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15802. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15803. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15804. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15805. }
  15806. break;
  15807. }
  15808. pos++;
  15809. }
  15810. }
  15811. int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
  15812. int inf = 0;
  15813. struct status_change *sc = status_get_sc(bl);
  15814. if( !sc || !bl || skillid < 1 )
  15815. return 0; // Can do it
  15816. switch(type){
  15817. case SC_STASIS:
  15818. inf = skill_get_inf2(skillid);
  15819. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15820. return 1; // Can't do it.
  15821. switch( skillid )
  15822. {
  15823. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15824. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15825. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15826. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15827. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15828. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15829. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15830. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  15831. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  15832. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  15833. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  15834. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  15835. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  15836. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  15837. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  15838. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  15839. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  15840. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  15841. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  15842. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  15843. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  15844. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  15845. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  15846. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  15847. // Skills that need to be confirmed.
  15848. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  15849. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  15850. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  15851. case SO_ARRULLO:
  15852. return 1; // Can't do it.
  15853. }
  15854. break;
  15855. case SC_KAGEHUMI:
  15856. switch(skillid){
  15857. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  15858. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  15859. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  15860. return 1; // needs more info
  15861. }
  15862. break;
  15863. }
  15864. return 0;
  15865. }
  15866. int skill_get_elemental_type( int skill_id , int skill_lv ) {
  15867. int type = 0;
  15868. switch( skill_id ) {
  15869. case SO_SUMMON_AGNI: type = 2114; break;
  15870. case SO_SUMMON_AQUA: type = 2117; break;
  15871. case SO_SUMMON_VENTUS: type = 2120; break;
  15872. case SO_SUMMON_TERA: type = 2123; break;
  15873. }
  15874. type += skill_lv - 1;
  15875. return type;
  15876. }
  15877. /**
  15878. * reload stored skill cooldowns when a player logs in.
  15879. * @param sd the affected player structure
  15880. */
  15881. void skill_cooldown_load(struct map_session_data * sd)
  15882. {
  15883. int i;
  15884. struct skill_cd* cd = NULL;
  15885. // always check to make sure the session properly exists
  15886. nullpo_retv(sd);
  15887. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
  15888. {// no skill cooldown is associated with this character
  15889. return;
  15890. }
  15891. // process each individual cooldown associated with the character
  15892. for( i = 0; i < cd->cursor; i++ )
  15893. {
  15894. // block the skill from usage but ensure it is not recorded (load = true)
  15895. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  15896. }
  15897. }
  15898. /*==========================================
  15899. * sub-function of DB reading.
  15900. * skill_db.txt
  15901. *------------------------------------------*/
  15902. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  15903. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  15904. int id = atoi(split[0]);
  15905. int i;
  15906. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  15907. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  15908. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  15909. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) {
  15910. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  15911. return false;
  15912. }
  15913. i = skill_get_index(id);
  15914. if( !i ) // invalid skill id
  15915. return false;
  15916. skill_split_atoi(split[1],skill_db[i].range);
  15917. skill_db[i].hit = atoi(split[2]);
  15918. skill_db[i].inf = atoi(split[3]);
  15919. skill_split_atoi(split[4],skill_db[i].element);
  15920. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  15921. skill_split_atoi(split[6],skill_db[i].splash);
  15922. skill_db[i].max = atoi(split[7]);
  15923. skill_split_atoi(split[8],skill_db[i].num);
  15924. if( strcmpi(split[9],"yes") == 0 )
  15925. skill_db[i].castcancel = 1;
  15926. else
  15927. skill_db[i].castcancel = 0;
  15928. skill_db[i].cast_def_rate = atoi(split[10]);
  15929. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  15930. skill_split_atoi(split[12],skill_db[i].maxcount);
  15931. if( strcmpi(split[13],"weapon") == 0 )
  15932. skill_db[i].skill_type = BF_WEAPON;
  15933. else if( strcmpi(split[13],"magic") == 0 )
  15934. skill_db[i].skill_type = BF_MAGIC;
  15935. else if( strcmpi(split[13],"misc") == 0 )
  15936. skill_db[i].skill_type = BF_MISC;
  15937. else
  15938. skill_db[i].skill_type = 0;
  15939. skill_split_atoi(split[14],skill_db[i].blewcount);
  15940. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  15941. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  15942. strdb_iput(skilldb_name2id, skill_db[i].name, id);
  15943. return true;
  15944. }
  15945. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  15946. {// 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
  15947. char* p;
  15948. int j;
  15949. int i = atoi(split[0]);
  15950. i = skill_get_index(i);
  15951. if( !i ) // invalid skill id
  15952. return false;
  15953. skill_split_atoi(split[1],skill_db[i].hp);
  15954. skill_split_atoi(split[2],skill_db[i].mhp);
  15955. skill_split_atoi(split[3],skill_db[i].sp);
  15956. skill_split_atoi(split[4],skill_db[i].hp_rate);
  15957. skill_split_atoi(split[5],skill_db[i].sp_rate);
  15958. skill_split_atoi(split[6],skill_db[i].zeny);
  15959. //Wich weapon type are required, see doc/item_db for types
  15960. p = split[7];
  15961. for( j = 0; j < 32; j++ )
  15962. {
  15963. int l = atoi(p);
  15964. if( l == 99 ) // Any weapon
  15965. {
  15966. skill_db[i].weapon = 0;
  15967. break;
  15968. }
  15969. else
  15970. skill_db[i].weapon |= 1<<l;
  15971. p = strchr(p,':');
  15972. if(!p)
  15973. break;
  15974. p++;
  15975. }
  15976. //FIXME: document this
  15977. p = split[8];
  15978. for( j = 0; j < 32; j++ )
  15979. {
  15980. int l = atoi(p);
  15981. if( l == 99 ) // Any ammo type
  15982. {
  15983. skill_db[i].ammo = 0xFFFFFFFF;
  15984. break;
  15985. }
  15986. else if( l ) // 0 stands for no requirement
  15987. skill_db[i].ammo |= 1<<l;
  15988. p = strchr(p,':');
  15989. if( !p )
  15990. break;
  15991. p++;
  15992. }
  15993. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  15994. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  15995. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  15996. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  15997. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  15998. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  15999. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  16000. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  16001. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  16002. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  16003. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  16004. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  16005. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  16006. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  16007. /**
  16008. * New States
  16009. **/
  16010. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  16011. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  16012. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  16013. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  16014. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  16015. else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[i].state = ST_POISONINGWEAPON;
  16016. else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[i].state = ST_ROLLINGCUTTER;
  16017. /**
  16018. * Unknown or no state
  16019. **/
  16020. else skill_db[i].state = ST_NONE;
  16021. skill_split_atoi(split[11],skill_db[i].spiritball);
  16022. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  16023. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  16024. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  16025. }
  16026. return true;
  16027. }
  16028. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  16029. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  16030. int i = atoi(split[0]);
  16031. i = skill_get_index(i);
  16032. if( !i ) // invalid skill id
  16033. return false;
  16034. skill_split_atoi(split[1],skill_db[i].cast);
  16035. skill_split_atoi(split[2],skill_db[i].delay);
  16036. skill_split_atoi(split[3],skill_db[i].walkdelay);
  16037. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  16038. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  16039. skill_split_atoi(split[6],skill_db[i].cooldown);
  16040. #ifdef RENEWAL_CAST
  16041. skill_split_atoi(split[7],skill_db[i].fixed_cast);
  16042. #endif
  16043. return true;
  16044. }
  16045. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  16046. {// Skill id,Cast,Delay (optional)
  16047. int i = atoi(split[0]);
  16048. i = skill_get_index(i);
  16049. if( !i ) // invalid skill id
  16050. return false;
  16051. skill_split_atoi(split[1],skill_db[i].castnodex);
  16052. if( split[2] ) // optional column
  16053. skill_split_atoi(split[2],skill_db[i].delaynodex);
  16054. return true;
  16055. }
  16056. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  16057. {// SkillID,Flag
  16058. int i = atoi(split[0]);
  16059. i = skill_get_index(i);
  16060. if( !i ) // invalid skill id
  16061. return false;
  16062. skill_db[i].nocast |= atoi(split[1]);
  16063. return true;
  16064. }
  16065. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  16066. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  16067. int i = atoi(split[0]);
  16068. i = skill_get_index(i);
  16069. if( !i ) // invalid skill id
  16070. return false;
  16071. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  16072. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  16073. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  16074. skill_split_atoi(split[4],skill_db[i].unit_range);
  16075. skill_db[i].unit_interval = atoi(split[5]);
  16076. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  16077. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  16078. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  16079. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  16080. else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD;
  16081. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  16082. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  16083. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  16084. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  16085. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  16086. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  16087. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  16088. skill_db[i].unit_target = BCT_NOENEMY;
  16089. //By default, target just characters.
  16090. skill_db[i].unit_target |= BL_CHAR;
  16091. if (skill_db[i].unit_flag&UF_NOPC)
  16092. skill_db[i].unit_target &= ~BL_PC;
  16093. if (skill_db[i].unit_flag&UF_NOMOB)
  16094. skill_db[i].unit_target &= ~BL_MOB;
  16095. if (skill_db[i].unit_flag&UF_SKILL)
  16096. skill_db[i].unit_target |= BL_SKILL;
  16097. return true;
  16098. }
  16099. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  16100. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  16101. int x,y;
  16102. int i = atoi(split[0]);
  16103. if( !i )
  16104. return false;
  16105. skill_produce_db[current].nameid = i;
  16106. skill_produce_db[current].itemlv = atoi(split[1]);
  16107. skill_produce_db[current].req_skill = atoi(split[2]);
  16108. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  16109. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  16110. {
  16111. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  16112. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  16113. }
  16114. return true;
  16115. }
  16116. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  16117. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  16118. int x,y;
  16119. int i = atoi(split[0]);
  16120. if( !i )
  16121. return false;
  16122. skill_arrow_db[current].nameid = i;
  16123. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  16124. {
  16125. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  16126. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  16127. }
  16128. return true;
  16129. }
  16130. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  16131. {// SkillID,PreservePoints
  16132. int skillid = atoi(split[0]),
  16133. points = atoi(split[1]),
  16134. nameid = atoi(split[2]);
  16135. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  16136. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  16137. if ( !skill_get_inf(skillid) )
  16138. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  16139. if( points < 1 )
  16140. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  16141. else
  16142. {
  16143. skill_spellbook_db[current].skillid = skillid;
  16144. skill_spellbook_db[current].point = points;
  16145. skill_spellbook_db[current].nameid = nameid;
  16146. return true;
  16147. }
  16148. return false;
  16149. }
  16150. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  16151. {// SkillID
  16152. int i = atoi(split[0]);
  16153. short j = atoi(split[1]);
  16154. if( !skill_get_index(i) || !skill_get_max(i) ) {
  16155. ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
  16156. return false;
  16157. }
  16158. if ( !skill_get_inf(i) ) {
  16159. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16160. return false;
  16161. }
  16162. if( j < 1 ) {
  16163. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
  16164. return false;
  16165. }
  16166. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  16167. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  16168. }
  16169. skill_improvise_db[current].skillid = i;
  16170. skill_improvise_db[current].per = j; // Still need confirm it.
  16171. return true;
  16172. }
  16173. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  16174. {
  16175. int i = atoi(split[0]);
  16176. if( !skill_get_index(i) || !skill_get_max(i) )
  16177. {
  16178. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  16179. return false;
  16180. }
  16181. if ( !skill_get_inf(i) )
  16182. {
  16183. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16184. return false;
  16185. }
  16186. skill_magicmushroom_db[current].skillid = i;
  16187. return true;
  16188. }
  16189. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  16190. int skillid = atoi(split[0]);
  16191. skillid = skill_get_index(skillid);
  16192. if( !skillid )
  16193. return false;
  16194. skill_reproduce_db[skillid] = true;
  16195. return true;
  16196. }
  16197. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  16198. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  16199. int i = atoi(split[0]);
  16200. if( !skill_get_index(i) || !skill_get_max(i) )
  16201. {
  16202. ShowError("abra_db: Invalid skill ID %d\n", i);
  16203. return false;
  16204. }
  16205. if ( !skill_get_inf(i) )
  16206. {
  16207. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16208. return false;
  16209. }
  16210. skill_abra_db[current].skillid = i;
  16211. skill_abra_db[current].req_lv = atoi(split[2]);
  16212. skill_abra_db[current].per = atoi(split[3]);
  16213. return true;
  16214. }
  16215. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  16216. {// SkillID
  16217. int i = atoi(split[0]);
  16218. short j = atoi(split[1]);
  16219. int x,y;
  16220. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  16221. if( skill_produce_db[x].nameid == i )
  16222. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  16223. break;
  16224. }
  16225. if( x >= MAX_SKILL_PRODUCE_DB ){
  16226. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i);
  16227. return false;
  16228. }
  16229. if( current >= MAX_SKILL_PRODUCE_DB ) {
  16230. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  16231. }
  16232. skill_changematerial_db[current].itemid = i;
  16233. skill_changematerial_db[current].rate = j;
  16234. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  16235. {
  16236. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  16237. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  16238. }
  16239. return true;
  16240. }
  16241. /*===============================
  16242. * DB reading.
  16243. * skill_db.txt
  16244. * skill_require_db.txt
  16245. * skill_cast_db.txt
  16246. * skill_castnodex_db.txt
  16247. * skill_nocast_db.txt
  16248. * skill_unit_db.txt
  16249. * produce_db.txt
  16250. * create_arrow_db.txt
  16251. * abra_db.txt
  16252. *------------------------------*/
  16253. static void skill_readdb(void)
  16254. {
  16255. // init skill db structures
  16256. db_clear(skilldb_name2id);
  16257. memset(skill_db,0,sizeof(skill_db));
  16258. memset(skill_produce_db,0,sizeof(skill_produce_db));
  16259. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  16260. memset(skill_abra_db,0,sizeof(skill_abra_db));
  16261. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  16262. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  16263. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  16264. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  16265. // load skill databases
  16266. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  16267. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  16268. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  16269. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  16270. #ifdef RENEWAL_CAST
  16271. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  16272. #else
  16273. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  16274. #endif
  16275. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  16276. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  16277. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  16278. skill_init_unit_layout();
  16279. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  16280. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  16281. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  16282. //Warlock
  16283. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  16284. //Guillotine Cross
  16285. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  16286. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  16287. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  16288. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  16289. }
  16290. void skill_reload (void) {
  16291. struct s_mapiterator *iter;
  16292. struct map_session_data *sd;
  16293. skill_readdb();
  16294. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  16295. iter = mapit_getallusers();
  16296. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  16297. clif_skillinfoblock(sd);
  16298. mapit_free(iter);
  16299. }
  16300. /*==========================================
  16301. *
  16302. *------------------------------------------*/
  16303. int do_init_skill (void)
  16304. {
  16305. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  16306. skill_readdb();
  16307. group_db = idb_alloc(DB_OPT_BASE);
  16308. skillunit_db = idb_alloc(DB_OPT_BASE);
  16309. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16310. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16311. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  16312. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  16313. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  16314. add_timer_func_list(skill_castend_id,"skill_castend_id");
  16315. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  16316. add_timer_func_list(skill_timerskill,"skill_timerskill");
  16317. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  16318. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  16319. return 0;
  16320. }
  16321. int do_final_skill(void)
  16322. {
  16323. db_destroy(skilldb_name2id);
  16324. db_destroy(group_db);
  16325. db_destroy(skillunit_db);
  16326. db_destroy(skillcd_db);
  16327. db_destroy(skillusave_db);
  16328. ers_destroy(skill_unit_ers);
  16329. ers_destroy(skill_timer_ers);
  16330. return 0;
  16331. }