skill.c 622 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  59. **/
  60. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  61. struct skill_usave {
  62. uint16 skill_id, skill_lv;
  63. };
  64. struct s_skill_db skill_db[MAX_SKILL_DB];
  65. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  66. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  67. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  68. struct s_skill_improvise_db {
  69. uint16 skill_id;
  70. short per;//1-10000
  71. };
  72. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  73. struct s_skill_changematerial_db {
  74. int itemid;
  75. short rate;
  76. int qty[5];
  77. short qty_rate[5];
  78. };
  79. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  80. //Warlock
  81. struct s_skill_spellbook_db {
  82. int nameid;
  83. uint16 skill_id;
  84. int point;
  85. };
  86. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  87. //Guillotine Cross
  88. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  89. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  90. int firewall_unit_pos;
  91. int icewall_unit_pos;
  92. int earthstrain_unit_pos;
  93. //early declaration
  94. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  95. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  96. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  97. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  98. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  99. //Since only mob-casted splash skills can hit ice-walls
  100. static inline int splash_target(struct block_list* bl) {
  101. #ifndef RENEWAL
  102. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  103. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  104. return BL_SKILL|BL_CHAR;
  105. #endif
  106. }
  107. /// Returns the id of the skill, or 0 if not found.
  108. int skill_name2id(const char* name) {
  109. if( name == NULL )
  110. return 0;
  111. return strdb_iget(skilldb_name2id, name);
  112. }
  113. /// Maps skill ids to skill db offsets.
  114. /// Returns the skill's array index, or 0 (Unknown Skill).
  115. int skill_get_index( uint16 skill_id ) {
  116. // avoid ranges reserved for mapping guild/homun/mercenary skills
  117. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  118. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  119. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  120. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  121. return 0;
  122. // map skill id to skill db index
  123. if( skill_id >= GD_SKILLBASE )
  124. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  125. else if( skill_id >= EL_SKILLBASE )
  126. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  127. else if( skill_id >= MC_SKILLBASE )
  128. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  129. else if( skill_id >= HM_SKILLBASE )
  130. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  131. // validate result
  132. if( !skill_id || skill_id >= MAX_SKILL_DB )
  133. return 0;
  134. return skill_id;
  135. }
  136. const char* skill_get_name( uint16 skill_id ) {
  137. return skill_db[skill_get_index(skill_id)].name;
  138. }
  139. const char* skill_get_desc( uint16 skill_id ) {
  140. return skill_db[skill_get_index(skill_id)].desc;
  141. }
  142. /// out of bounds error checking [celest]
  143. static void skill_chk(int16 *skill_id) {
  144. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  145. }
  146. // checks/adjusts level
  147. static void skill_chk2(int16 *skill_lv) {
  148. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  149. }
  150. // checks/adjusts index. make sure we don't use negative index
  151. static void skill_chk3(int *idx) {
  152. if (*idx < 0) *idx = 0;
  153. }
  154. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  155. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  156. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  157. // Skill DB
  158. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  159. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  160. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  161. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  162. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  163. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  164. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  165. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  166. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  167. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  168. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  169. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  170. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  172. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  173. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  174. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  175. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  177. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  180. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  181. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  182. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  183. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  184. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  185. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  186. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  187. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  189. #ifdef RENEWAL_CAST
  190. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  191. #endif
  192. // Skill requirements
  193. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  194. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  195. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  196. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  197. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  198. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  199. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  200. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  201. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  202. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  203. //int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  204. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  205. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  207. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  208. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  209. int skill_tree_get_max(uint16 skill_id, int b_class)
  210. {
  211. int i;
  212. b_class = pc_class2idx(b_class);
  213. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  214. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  215. return skill_tree[b_class][i].max;
  216. else
  217. return skill_get_max(skill_id);
  218. }
  219. int skill_get_cooldown_(struct map_session_data *sd, int id, int lv) {
  220. int i, cooldown;
  221. int idx = skill_get_index (id);
  222. if (!idx) return 0;
  223. cooldown = 0;
  224. if (skill_db[idx].cooldown[lv - 1])
  225. cooldown = skill_db[idx].cooldown[lv - 1];
  226. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
  227. if (sd->skillcooldown[i].id == id) {
  228. cooldown += sd->skillcooldown[i].val;
  229. if (cooldown < 0)
  230. cooldown = 0;
  231. break;
  232. }
  233. }
  234. return cooldown;
  235. }
  236. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  237. int skill_check_target_c_marker(struct block_list *bl,va_list ap);
  238. int skill_attack_area(struct block_list *bl,va_list ap);
  239. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  240. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  241. int skill_greed(struct block_list *bl, va_list ap);
  242. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  243. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  244. static int skill_trap_splash(struct block_list *bl, va_list ap);
  245. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  246. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  247. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  248. static int skill_unit_effect(struct block_list *bl,va_list ap);
  249. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  250. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  251. int skill_get_casttype (uint16 skill_id) {
  252. int inf = skill_get_inf(skill_id);
  253. if (inf&(INF_GROUND_SKILL))
  254. return CAST_GROUND;
  255. if (inf&INF_SUPPORT_SKILL)
  256. return CAST_NODAMAGE;
  257. if (inf&INF_SELF_SKILL) {
  258. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  259. return CAST_DAMAGE; //Combo skill.
  260. return CAST_NODAMAGE;
  261. }
  262. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  263. return CAST_NODAMAGE;
  264. return CAST_DAMAGE;
  265. }
  266. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  267. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  268. int range, inf3=0;
  269. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  270. return 9; //Mobs have a range of 9 regardless of skill used.
  271. range = skill_get_range(skill_id, skill_lv);
  272. if( range < 0 ) {
  273. if( battle_config.use_weapon_skill_range&bl->type )
  274. return status_get_range(bl);
  275. range *=-1;
  276. }
  277. inf3 = skill_get_inf3(skill_id);
  278. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  279. if( bl->type == BL_PC ) {
  280. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  281. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  282. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  283. } else
  284. range += 10; //Assume level 10?
  285. }
  286. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  287. if( bl->type == BL_PC ) {
  288. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  289. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  290. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  291. }
  292. }
  293. if( !range && bl->type != BL_PC )
  294. return 9; // Enable non players to use self skills on others. [Skotlex]
  295. return range;
  296. }
  297. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  298. int skill, hp;
  299. struct map_session_data *sd = BL_CAST(BL_PC, src);
  300. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  301. struct status_change *sc, *tsc;
  302. sc = status_get_sc(src);
  303. tsc = status_get_sc(target);
  304. switch( skill_id ) {
  305. case BA_APPLEIDUN:
  306. #ifdef RENEWAL
  307. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  308. #else
  309. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  310. #endif
  311. if( sd )
  312. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  313. break;
  314. case PR_SANCTUARY:
  315. hp = (skill_lv>6)?777:skill_lv*100;
  316. break;
  317. case NPC_EVILLAND:
  318. hp = (skill_lv>6)?666:skill_lv*100;
  319. break;
  320. default:
  321. if (skill_lv >= battle_config.max_heal_lv)
  322. return battle_config.max_heal;
  323. #ifdef RENEWAL
  324. /**
  325. * Renewal Heal Formula
  326. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  327. **/
  328. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? (sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv) / 10;
  329. #else
  330. 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));
  331. #endif
  332. if (skill_id == AB_HIGHNESSHEAL)
  333. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  334. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  335. hp += hp * skill * 2 / 100;
  336. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  337. hp += hp * skill * 2 / 100;
  338. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  339. hp *= 2;
  340. break;
  341. }
  342. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  343. hp >>= 1;
  344. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  345. hp += hp*skill/100;
  346. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  347. hp += hp*skill/100;
  348. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  349. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  350. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  351. if( tsc && tsc->count ) {
  352. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  353. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  354. if( heal && tsc->data[SC_DEATHHURT] )
  355. hp -= hp * 20/100;
  356. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  357. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  358. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  359. hp += hp / 10;
  360. }
  361. #ifdef RENEWAL
  362. // MATK part of the RE heal formula [malufett]
  363. // Note: in this part matk bonuses from items or skills are not applied
  364. switch( skill_id ) {
  365. case BA_APPLEIDUN: case PR_SANCTUARY:
  366. case NPC_EVILLAND: break;
  367. default:
  368. {
  369. struct status_data *status = status_get_status_data(src);
  370. int min, max;
  371. min = max = status_base_matk(status, status_get_lv(src));
  372. if( status->rhw.matk > 0 ){
  373. int wMatk, variance;
  374. wMatk = status->rhw.matk;
  375. variance = wMatk * status->rhw.wlv / 10;
  376. min += wMatk - variance;
  377. max += wMatk + variance;
  378. }
  379. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  380. min = max;
  381. if( sd && sd->right_weapon.overrefine > 0 ){
  382. min++;
  383. max += sd->right_weapon.overrefine - 1;
  384. }
  385. if(max > min)
  386. hp += min+rnd()%(max-min);
  387. else
  388. hp += min;
  389. }
  390. }
  391. #endif
  392. return hp;
  393. }
  394. /** Making plagiarize check its own function
  395. * @param sd: Player who will copy the skill
  396. * @param skill_id: Target skill
  397. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  398. * @author Aru -for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  399. */
  400. static char skill_isCopyable (struct map_session_data *sd, uint16 skill_id) {
  401. int idx = skill_get_index(skill_id);
  402. // Only copy skill that player doesn't have or the skill is old clone
  403. if (sd->status.skill[skill_id].id != 0 && sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED)
  404. return 0;
  405. // Never copy NPC/Wedding Skills
  406. if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  407. return 0;
  408. // Added so plagarize can't copy agi/bless if you're undead since it damages you
  409. // NOTE: Is this still needed since we use skill_copyable_db now?
  410. if (skill_get_inf3(skill_id)&INF3_DIS_PLAGIA)
  411. return 0;
  412. // Check if the skill is copyable by class
  413. if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) {
  414. uint16 job_allowed;
  415. job_allowed = skill_db[idx].copyable.joballowed;
  416. while (1) {
  417. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  418. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  419. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  420. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  421. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  422. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  423. return 0;
  424. }
  425. }
  426. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  427. if (skill_db[idx].copyable.plagiarism && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  428. return 1;
  429. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  430. if (skill_db[idx].copyable.reproduce && pc_checkskill(sd,SC_REPRODUCE) && (&sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1))
  431. return 2;
  432. return 0;
  433. }
  434. // [MouseJstr] - skill ok to cast? and when?
  435. //done before check_condition_begin, requirement
  436. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  437. {
  438. int16 idx,m;
  439. nullpo_retr(1,sd);
  440. m = sd->bl.m;
  441. idx = skill_get_index(skill_id);
  442. if (idx == 0)
  443. return true; // invalid skill id
  444. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  445. return false; // can do any damn thing they want
  446. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  447. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  448. // Epoque:
  449. // This code will compare the player's attack motion value which is influenced by ASPD before
  450. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  451. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  452. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  453. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  454. {// attempted to cast a skill before the attack motion has finished
  455. return true;
  456. }
  457. if (skill_blockpc_get(sd, skill_id) != -1){
  458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  459. return true;
  460. }
  461. /**
  462. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  463. * 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
  464. **/
  465. if( sd->skillitem == skill_id )
  466. return false;
  467. // Check skill restrictions [Celest]
  468. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  469. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  470. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  471. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  472. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  473. clif_msg(sd, 0x536); // This skill cannot be used within this area
  474. return true;
  475. }
  476. if( sd->sc.option&OPTION_MOUNTING )
  477. return true;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  478. switch (skill_id) {
  479. case AL_WARP:
  480. case RETURN_TO_ELDICASTES:
  481. case ALL_GUARDIAN_RECALL:
  482. case ECLAGE_RECALL:
  483. if(map[m].flag.nowarp) {
  484. clif_skill_teleportmessage(sd,0);
  485. return true;
  486. }
  487. return false;
  488. case AL_TELEPORT:
  489. case SC_FATALMENACE:
  490. case SC_DIMENSIONDOOR:
  491. case ALL_ODINS_RECALL:
  492. if(map[m].flag.noteleport) {
  493. clif_skill_teleportmessage(sd,0);
  494. return true;
  495. }
  496. return false; // gonna be checked in 'skill_castend_nodamage_id'
  497. case WE_CALLPARTNER:
  498. case WE_CALLPARENT:
  499. case WE_CALLBABY:
  500. if (map[m].flag.nomemo) {
  501. clif_skill_teleportmessage(sd,1);
  502. return true;
  503. }
  504. break;
  505. case MC_VENDING:
  506. case ALL_BUYING_STORE:
  507. if( map[sd->bl.m].flag.novending ) {
  508. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  510. return true;
  511. }
  512. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  513. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  515. return true;
  516. }
  517. if( npc_isnear(&sd->bl) ) {
  518. // uncomment to send msg_txt.
  519. //char output[150];
  520. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  521. //clif_displaymessage(sd->fd, output);
  522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  523. return true;
  524. }
  525. case MC_IDENTIFY:
  526. return false; // always allowed
  527. case WZ_ICEWALL:
  528. // noicewall flag [Valaris]
  529. if (map[m].flag.noicewall) {
  530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  531. return true;
  532. }
  533. break;
  534. case GC_DARKILLUSION:
  535. if( map_flag_gvg(m) ) {
  536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  537. return true;
  538. }
  539. break;
  540. case GD_EMERGENCYCALL:
  541. case GD_ITEMEMERGENCYCALL:
  542. if (
  543. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  544. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  545. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  546. ) {
  547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  548. return true;
  549. }
  550. break;
  551. case BS_GREED:
  552. case WS_CARTBOOST:
  553. case BS_HAMMERFALL:
  554. case BS_ADRENALINE:
  555. case MC_CARTREVOLUTION:
  556. case MC_MAMMONITE:
  557. case WS_MELTDOWN:
  558. case MG_SIGHT:
  559. case TF_HIDING:
  560. /**
  561. * These skills cannot be used while in mado gear (credits to Xantara)
  562. **/
  563. if( pc_ismadogear(sd) ) {
  564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  565. return true;
  566. }
  567. break;
  568. case WM_SIRCLEOFNATURE:
  569. case WM_SOUND_OF_DESTRUCTION:
  570. case SC_MANHOLE:
  571. case WM_LULLABY_DEEPSLEEP:
  572. case WM_SATURDAY_NIGHT_FEVER:
  573. if( !map_flag_vs(m) ) {
  574. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  575. return true;
  576. }
  577. break;
  578. }
  579. return (map[m].flag.noskill);
  580. }
  581. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  582. {
  583. uint16 idx = skill_get_index(skill_id);
  584. nullpo_retr(1,hd);
  585. if (idx == 0)
  586. return true; // invalid skill id
  587. if (hd->blockskill[idx] > 0)
  588. return true;
  589. switch(skill_id) {
  590. case MH_LIGHT_OF_REGENE: //must be cordial
  591. if(hd->homunculus.intimacy <= 750) return true;
  592. break;
  593. case MH_OVERED_BOOST: //if we starving
  594. if(hd->homunculus.hunger <= 1) return true;
  595. break;
  596. case MH_GOLDENE_FERSE: //cant be used with angriff
  597. if(hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  598. break;
  599. case MH_ANGRIFFS_MODUS:
  600. if(hd->sc.data[SC_GOLDENE_FERSE]) return true;
  601. break;
  602. case MH_TINDER_BREAKER: //must be in grappling mode
  603. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  604. || !hd->homunculus.spiritball) return true;
  605. break;
  606. case MH_SONIC_CRAW: //must be in fighting mode
  607. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  608. || !hd->homunculus.spiritball) return true;
  609. break;
  610. case MH_SILVERVEIN_RUSH:
  611. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  612. || hd->homunculus.spiritball < 2) return true;
  613. break;
  614. case MH_MIDNIGHT_FRENZY:
  615. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  616. || !hd->homunculus.spiritball) return true;
  617. break;
  618. case MH_CBC:
  619. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  620. || hd->homunculus.spiritball < 2) return true;
  621. break;
  622. case MH_EQC:
  623. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  624. || hd->homunculus.spiritball < 3) return true;
  625. break;
  626. }
  627. //Use master's criteria.
  628. return skill_isNotOk(skill_id, hd->master);
  629. }
  630. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  631. {
  632. uint16 idx = skill_get_index(skill_id);
  633. nullpo_retr(1,md);
  634. if( idx == 0 )
  635. return true; // Invalid Skill ID
  636. if( md->blockskill[idx] > 0 )
  637. return true;
  638. return skill_isNotOk(skill_id, md->master);
  639. }
  640. /// Check if the skill can be casted near NPC or not [Cydh]
  641. /// NOTE: 'target' may be NULL if the skill is targetting ground/area
  642. bool skill_isNotOk_npcRange(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  643. int inf;
  644. if (!src || skill_get_index(skill_id) < 0)
  645. return false;
  646. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  647. return false;
  648. inf = skill_get_inf(skill_id);
  649. //if self skill
  650. if (inf&INF_SELF_SKILL) {
  651. pos_x = src->x;
  652. pos_y = src->y;
  653. }
  654. if (pos_x <= 0 || pos_y <= 0) {
  655. pos_x = src->x;
  656. pos_y = src->y;
  657. }
  658. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  659. }
  660. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  661. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  662. uint8 dir;
  663. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  664. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  665. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  666. }
  667. if (pos != -1) // simple single-definition layout
  668. return &skill_unit_layout[pos];
  669. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  670. if (skill_id == MG_FIREWALL)
  671. return &skill_unit_layout [firewall_unit_pos + dir];
  672. else if (skill_id == WZ_ICEWALL)
  673. return &skill_unit_layout [icewall_unit_pos + dir];
  674. else if( skill_id == WL_EARTHSTRAIN ) //Warlock
  675. return &skill_unit_layout [earthstrain_unit_pos + dir];
  676. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  677. return &skill_unit_layout[0]; // default 1x1 layout
  678. }
  679. /*==========================================
  680. * Add effect to skill when hit succesfully target
  681. *------------------------------------------*/
  682. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  683. {
  684. struct map_session_data *sd, *dstsd;
  685. struct mob_data *md, *dstmd;
  686. struct status_data *sstatus, *tstatus;
  687. struct status_change *sc, *tsc;
  688. enum sc_type status;
  689. int skill;
  690. int rate;
  691. nullpo_ret(src);
  692. nullpo_ret(bl);
  693. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  694. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  695. return 0;
  696. sd = BL_CAST(BL_PC, src);
  697. md = BL_CAST(BL_MOB, src);
  698. dstsd = BL_CAST(BL_PC, bl);
  699. dstmd = BL_CAST(BL_MOB, bl);
  700. sc = status_get_sc(src);
  701. tsc = status_get_sc(bl);
  702. sstatus = status_get_status_data(src);
  703. tstatus = status_get_status_data(bl);
  704. if (!tsc) //skill additional effect is about adding effects to the target...
  705. //So if the target can't be inflicted with statuses, this is pointless.
  706. return 0;
  707. if( sd )
  708. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  709. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  710. // Trigger status effects
  711. enum sc_type type;
  712. int i;
  713. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  714. rate = sd->addeff[i].rate;
  715. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  716. rate += sd->addeff[i].arrow_rate;
  717. if( !rate ) continue;
  718. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  719. // Trigger has attack type consideration.
  720. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  721. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  722. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  723. else
  724. continue;
  725. }
  726. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  727. // Trigger has range consideration.
  728. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  729. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  730. continue; //Range Failed.
  731. }
  732. type = sd->addeff[i].id;
  733. skill = skill_get_time2(status_sc2skill(type),7);
  734. if (sd->addeff[i].flag&ATF_TARGET)
  735. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  736. if (sd->addeff[i].flag&ATF_SELF)
  737. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  738. }
  739. }
  740. if( skill_id ) {
  741. // Trigger status effects on skills
  742. enum sc_type type;
  743. int i;
  744. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  745. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  746. continue;
  747. type = sd->addeff3[i].id;
  748. skill = skill_get_time2(status_sc2skill(type),7);
  749. if( sd->addeff3[i].target&ATF_TARGET )
  750. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  751. if( sd->addeff3[i].target&ATF_SELF )
  752. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  753. }
  754. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  755. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  756. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  757. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  758. clif_emotion(bl,E_OMG);
  759. }
  760. }
  761. }
  762. if( dmg_lv < ATK_DEF ) // no damage, return;
  763. return 0;
  764. switch(skill_id) {
  765. case 0:
  766. { // Normal attacks (no skill used)
  767. if( attack_type&BF_SKILL )
  768. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  769. if(sd) {
  770. // Automatic trigger of Blitz Beat
  771. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  772. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  773. rate=(sd->status.job_level+9)/10;
  774. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  775. }
  776. // Automatic trigger of Warg Strike [Jobbie]
  777. 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 )
  778. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  779. // Gank
  780. if(dstmd && sd->status.weapon != W_BOW &&
  781. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  782. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  783. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  784. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  785. else
  786. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  787. }
  788. // Chance to trigger Taekwon kicks [Dralnu]
  789. if(sc && !sc->data[SC_COMBO]) {
  790. if(sc->data[SC_READYSTORM] &&
  791. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  792. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  793. ; //Stance triggered
  794. else if(sc->data[SC_READYDOWN] &&
  795. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  796. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  797. ; //Stance triggered
  798. else if(sc->data[SC_READYTURN] &&
  799. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  800. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  801. ; //Stance triggered
  802. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  803. rate = 20;
  804. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  805. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  806. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  807. }
  808. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  809. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  810. }
  811. }
  812. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  813. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  814. }
  815. if (sc) {
  816. struct status_change_entry *sce;
  817. // Enchant Poison gives a chance to poison attacked enemies
  818. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  819. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  820. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  821. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  822. if((sce=sc->data[SC_EDP]))
  823. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  824. skill_get_time2(ASC_EDP,sce->val1));
  825. }
  826. }
  827. break;
  828. case SM_BASH:
  829. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  830. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  831. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  832. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  833. }
  834. break;
  835. case MER_CRASH:
  836. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  837. break;
  838. case AS_VENOMKNIFE:
  839. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  840. skill_lv = pc_checkskill(sd, TF_POISON);
  841. case TF_POISON:
  842. case AS_SPLASHER:
  843. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  844. && sd && skill_id==TF_POISON
  845. )
  846. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  847. break;
  848. case AS_SONICBLOW:
  849. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  850. break;
  851. case WZ_FIREPILLAR:
  852. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  853. break;
  854. case MG_FROSTDIVER:
  855. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  857. break;
  858. case WZ_FROSTNOVA:
  859. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  860. break;
  861. case WZ_STORMGUST:
  862. /**
  863. * Storm Gust counter was dropped in renewal
  864. **/
  865. #ifdef RENEWAL
  866. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  867. #else
  868. //On third hit, there is a 150% to freeze the target
  869. if(tsc->sg_counter >= 3 &&
  870. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  871. tsc->sg_counter = 0;
  872. /**
  873. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  874. **/
  875. else if( tsc->sg_counter > 250 )
  876. tsc->sg_counter = 0;
  877. #endif
  878. break;
  879. case WZ_METEOR:
  880. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  881. break;
  882. case WZ_VERMILION:
  883. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  884. break;
  885. case HT_FREEZINGTRAP:
  886. case MA_FREEZINGTRAP:
  887. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  888. break;
  889. case HT_FLASHER:
  890. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  891. break;
  892. case HT_LANDMINE:
  893. case MA_LANDMINE:
  894. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  895. break;
  896. case HT_SHOCKWAVE:
  897. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  898. break;
  899. case HT_SANDMAN:
  900. case MA_SANDMAN:
  901. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  902. break;
  903. case TF_SPRINKLESAND:
  904. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  905. break;
  906. case TF_THROWSTONE:
  907. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  908. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  909. break;
  910. case NPC_DARKCROSS:
  911. case CR_HOLYCROSS:
  912. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  913. break;
  914. case CR_GRANDCROSS:
  915. case NPC_GRANDDARKNESS:
  916. //Chance to cause blind status vs demon and undead element, but not against players
  917. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  918. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  919. attack_type |= BF_WEAPON;
  920. break;
  921. case AM_ACIDTERROR:
  922. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  923. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  924. clif_emotion(bl,E_OMG);
  925. break;
  926. case AM_DEMONSTRATION:
  927. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  928. break;
  929. case CR_SHIELDCHARGE:
  930. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  931. break;
  932. case PA_PRESSURE:
  933. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  934. break;
  935. case RG_RAID:
  936. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  937. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  938. #ifdef RENEWAL
  939. sc_start(src,bl,SC_RAID,100,7,5000);
  940. break;
  941. case RG_BACKSTAP:
  942. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  943. #endif
  944. break;
  945. case BA_FROSTJOKER:
  946. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  947. break;
  948. case DC_SCREAM:
  949. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  950. break;
  951. case BD_LULLABY:
  952. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  953. break;
  954. case DC_UGLYDANCE:
  955. rate = 5+5*skill_lv;
  956. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  957. rate += 5+skill;
  958. status_zap(bl, 0, rate);
  959. break;
  960. case SL_STUN:
  961. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  962. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  963. break;
  964. case NPC_PETRIFYATTACK:
  965. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  966. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  967. skill_get_time2(skill_id,skill_lv));
  968. break;
  969. case NPC_CURSEATTACK:
  970. case NPC_SLEEPATTACK:
  971. case NPC_BLINDATTACK:
  972. case NPC_POISON:
  973. case NPC_SILENCEATTACK:
  974. case NPC_STUNATTACK:
  975. case NPC_HELLPOWER:
  976. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  977. break;
  978. case NPC_ACIDBREATH:
  979. case NPC_ICEBREATH:
  980. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  981. break;
  982. case NPC_BLEEDING:
  983. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  984. break;
  985. case NPC_MENTALBREAKER:
  986. { //Based on observations by Tharis, Mental Breaker should do SP damage
  987. //equal to Matk*skLevel.
  988. rate = sstatus->matk_min;
  989. if (rate < sstatus->matk_max)
  990. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  991. rate*=skill_lv;
  992. status_zap(bl, 0, rate);
  993. break;
  994. }
  995. // Equipment breaking monster skills [Celest]
  996. case NPC_WEAPONBRAKER:
  997. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  998. break;
  999. case NPC_ARMORBRAKE:
  1000. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1001. break;
  1002. case NPC_HELMBRAKE:
  1003. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1004. break;
  1005. case NPC_SHIELDBRAKE:
  1006. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1007. break;
  1008. case CH_TIGERFIST:
  1009. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1010. break;
  1011. case LK_SPIRALPIERCE:
  1012. case ML_SPIRALPIERCE:
  1013. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1014. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1015. break;
  1016. case ST_REJECTSWORD:
  1017. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1018. break;
  1019. case PF_FOGWALL:
  1020. if (src != bl && !tsc->data[SC_DELUGE])
  1021. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1022. break;
  1023. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1024. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1025. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1026. break;
  1027. case LK_JOINTBEAT:
  1028. status = status_skill2sc(skill_id);
  1029. if (tsc->jb_flag) {
  1030. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1031. tsc->jb_flag = 0;
  1032. }
  1033. break;
  1034. case ASC_METEORASSAULT:
  1035. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1036. switch(rnd()%3) {
  1037. case 0:
  1038. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1039. break;
  1040. case 1:
  1041. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1042. break;
  1043. default:
  1044. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1045. }
  1046. break;
  1047. case HW_NAPALMVULCAN:
  1048. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1049. break;
  1050. case WS_CARTTERMINATION: // Cart termination
  1051. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1052. break;
  1053. case CR_ACIDDEMONSTRATION:
  1054. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1055. break;
  1056. case TK_DOWNKICK:
  1057. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1058. break;
  1059. case TK_JUMPKICK:
  1060. // debuff the following statuses
  1061. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1062. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1063. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1064. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1065. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1066. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1067. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1068. }
  1069. break;
  1070. case TK_TURNKICK:
  1071. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1072. if(attack_type&BF_MISC) //70% base stun chance...
  1073. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1074. break;
  1075. case GS_BULLSEYE: //0.1% coma rate.
  1076. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1077. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1078. break;
  1079. case GS_PIERCINGSHOT:
  1080. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1081. break;
  1082. case NJ_HYOUSYOURAKU:
  1083. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1084. break;
  1085. case GS_FLING:
  1086. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1087. break;
  1088. case GS_DISARM:
  1089. rate = 3*skill_lv;
  1090. if (sstatus->dex > tstatus->dex)
  1091. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1092. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1093. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1094. break;
  1095. case NPC_EVILLAND:
  1096. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1097. break;
  1098. case NPC_HELLJUDGEMENT:
  1099. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1100. break;
  1101. case NPC_CRITICALWOUND:
  1102. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1103. break;
  1104. case RK_WINDCUTTER:
  1105. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1106. break;
  1107. case RK_DRAGONBREATH:
  1108. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1109. break;
  1110. case RK_DRAGONBREATH_WATER:
  1111. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1112. break;
  1113. case AB_ADORAMUS:
  1114. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1115. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1116. break;
  1117. case WL_CRIMSONROCK:
  1118. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1119. break;
  1120. case WL_COMET:
  1121. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1122. break;
  1123. case WL_EARTHSTRAIN:
  1124. {
  1125. int i;
  1126. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1127. for( i = 0; i < skill_lv; i++ )
  1128. skill_strip_equip(src,bl,pos[i],(5 + skill_lv) * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1129. }
  1130. break;
  1131. case WL_JACKFROST:
  1132. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1133. break;
  1134. case RA_WUGBITE:
  1135. sc_start(src,bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1136. break;
  1137. case RA_SENSITIVEKEEN:
  1138. if( rnd()%100 < 8 * skill_lv )
  1139. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
  1140. break;
  1141. case RA_FIRINGTRAP:
  1142. case RA_ICEBOUNDTRAP:
  1143. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1144. break;
  1145. case NC_PILEBUNKER:
  1146. //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1147. if( rnd()%100 < 5 + 15*skill_lv ) {
  1148. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1149. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1150. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1151. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1152. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1153. }
  1154. break;
  1155. case NC_FLAMELAUNCHER:
  1156. sc_start4(src,bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1157. break;
  1158. case NC_COLDSLOWER:
  1159. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1160. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1161. break;
  1162. case NC_POWERSWING:
  1163. status_change_start(src,bl,SC_STUN,1000,skill_lv,0,0,0,skill_get_time(skill_id, skill_lv),10);
  1164. if( rnd()%100 < 5*skill_lv )
  1165. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, sd?pc_checkskill(sd, NC_AXEBOOMERANG):1, tick, 1);
  1166. break;
  1167. case GC_WEAPONCRUSH:
  1168. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1169. break;
  1170. case LG_SHIELDPRESS:
  1171. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv));
  1172. break;
  1173. case LG_PINPOINTATTACK:
  1174. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1175. switch( skill_lv ) {
  1176. case 1:
  1177. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1178. break;
  1179. case 2:
  1180. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1181. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1182. break;
  1183. default:
  1184. skill_break_equip(src,bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1185. break;
  1186. }
  1187. break;
  1188. case LG_MOONSLASHER:
  1189. rate = 32 + 8 * skill_lv;
  1190. 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.
  1191. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1192. else if( dstmd && !is_boss(bl) )
  1193. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1194. break;
  1195. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1196. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1197. sc_start(src,bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv));
  1198. break;
  1199. case LG_EARTHDRIVE:
  1200. skill_break_equip(src,src, EQP_SHIELD, 500, BCT_SELF);
  1201. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1202. break;
  1203. case SR_DRAGONCOMBO:
  1204. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1205. break;
  1206. case SR_FALLENEMPIRE:
  1207. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1208. break;
  1209. case SR_WINDMILL:
  1210. if( dstsd )
  1211. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1212. else if( dstmd && !is_boss(bl) )
  1213. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1214. break;
  1215. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1216. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1217. break;
  1218. case SR_EARTHSHAKER:
  1219. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1220. break;
  1221. case SR_HOWLINGOFLION:
  1222. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1223. break;
  1224. case WM_SOUND_OF_DESTRUCTION:
  1225. if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
  1226. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1227. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1228. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1229. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1230. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1231. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1232. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1233. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1234. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1235. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1236. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1237. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1238. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1239. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1240. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1241. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1242. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1243. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1244. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1245. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1246. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1247. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1248. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1249. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1250. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1251. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1252. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1253. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1254. }
  1255. break;
  1256. case SO_EARTHGRAVE:
  1257. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1258. break;
  1259. case SO_DIAMONDDUST:
  1260. rate = 5 + 5 * skill_lv;
  1261. if( sc && sc->data[SC_COOLER_OPTION] )
  1262. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1263. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1264. break;
  1265. case SO_VARETYR_SPEAR:
  1266. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1267. break;
  1268. case GN_SLINGITEM_RANGEMELEEATK:
  1269. if( sd ) {
  1270. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1271. case 13261:
  1272. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
  1273. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
  1274. break;
  1275. case 13262:
  1276. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
  1277. break;
  1278. case 13264:
  1279. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1280. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
  1281. break;
  1282. }
  1283. sd->itemid = -1;
  1284. }
  1285. break;
  1286. case GN_HELLS_PLANT_ATK:
  1287. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1288. sc_start2(src,bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1289. break;
  1290. case EL_WIND_SLASH: // Non confirmed rate.
  1291. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1292. break;
  1293. case EL_STONE_HAMMER:
  1294. rate = 10 * skill_lv;
  1295. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1296. break;
  1297. case EL_ROCK_CRUSHER:
  1298. case EL_ROCK_CRUSHER_ATK:
  1299. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1300. break;
  1301. case EL_TYPOON_MIS:
  1302. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1303. break;
  1304. case KO_JYUMONJIKIRI: // needs more info
  1305. sc_start(src,bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
  1306. break;
  1307. case KO_MAKIBISHI:
  1308. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
  1309. break;
  1310. case MH_LAVA_SLIDE:
  1311. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1312. break;
  1313. case MH_STAHL_HORN:
  1314. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1315. break;
  1316. case MH_NEEDLE_OF_PARALYZE:
  1317. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1318. break;
  1319. case MH_SILVERVEIN_RUSH:
  1320. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1321. break;
  1322. case MH_MIDNIGHT_FRENZY:
  1323. {
  1324. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1325. int spiritball = (hd?hd->homunculus.spiritball:1);
  1326. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1327. }
  1328. break;
  1329. case MH_XENO_SLASHER:
  1330. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1331. break;
  1332. case WL_HELLINFERNO:
  1333. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1334. break;
  1335. case NC_MAGMA_ERUPTION:
  1336. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1337. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1338. break;
  1339. case GC_DARKCROW:
  1340. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1341. break;
  1342. case GN_ILLUSIONDOPING:
  1343. if( sc_start(src,bl,SC_ILLUSIONDOPING,10 * skill_lv,skill_lv,skill_get_time(skill_id, skill_lv)) ) //Custom rate
  1344. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id, skill_lv));
  1345. break;
  1346. case RL_MASS_SPIRAL:
  1347. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1348. break;
  1349. case RL_SLUGSHOT:
  1350. if (bl->type != BL_PC)
  1351. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1352. else if (dstsd) {
  1353. pc_setsit(dstsd);
  1354. clif_sitting(bl);
  1355. }
  1356. break;
  1357. case RL_BANISHING_BUSTER:
  1358. if (dstsd && tsc) {
  1359. uint16 i = 0;
  1360. uint8 n = skill_lv * 2 + 2; //4, 6, 8, 10, 12
  1361. for (i = 0; i < SC_MAX && n > 0; i++) {
  1362. if (tsc->data[i] && rnd()%400 < status_get_dex(src)) { //(custom)
  1363. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1364. n--;
  1365. }
  1366. }
  1367. }
  1368. break;
  1369. case RL_S_STORM:
  1370. if (dstsd) {
  1371. uint8 i = 0, n, rand_pos[EQI_MAX];
  1372. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1373. n = cap_value(skill_lv,2,ARRAYLENGTH(pos));
  1374. while (i < n) {
  1375. uint8 res = rnd()%ARRAYLENGTH(pos);
  1376. if (i && res == rand_pos[i-1]) //Make sure the value is not same with previous!
  1377. continue;
  1378. rand_pos[i] = res;
  1379. skill_break_equip(src,bl,pos[res],(status_get_dex(src)*skill_lv*10)-(status_get_agi(bl)*20),BCT_ENEMY); //(custom)
  1380. i++;
  1381. }
  1382. }
  1383. break;
  1384. case RL_AM_BLAST:
  1385. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1386. break;
  1387. case RL_B_TRAP:
  1388. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_B_TRAP])
  1389. status_change_end(bl,SC_B_TRAP,INVALID_TIMER);
  1390. break;
  1391. case RL_HAMMER_OF_GOD:
  1392. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1393. case RL_D_TAIL:
  1394. case RL_QD_SHOT:
  1395. status_change_end(bl,SC_C_MARKER,INVALID_TIMER);
  1396. if (sc->data[SC_QD_SHOT_READY])
  1397. status_change_end(bl,SC_QD_SHOT_READY,INVALID_TIMER);
  1398. break;
  1399. } //end switch skill_id
  1400. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1401. { //Pass heritage to Master for status causing effects. [Skotlex]
  1402. sd = map_id2sd(md->master_id);
  1403. src = sd?&sd->bl:src;
  1404. }
  1405. if( attack_type&BF_WEAPON )
  1406. { // Coma, Breaking Equipment
  1407. if( sd && sd->special_state.bonus_coma )
  1408. {
  1409. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1410. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1411. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1412. if (rate)
  1413. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1414. }
  1415. if( sd && battle_config.equip_self_break_rate )
  1416. { // Self weapon breaking
  1417. rate = battle_config.equip_natural_break_rate;
  1418. if( sc )
  1419. {
  1420. if(sc->data[SC_GIANTGROWTH])
  1421. rate += 10;
  1422. if(sc->data[SC_OVERTHRUST])
  1423. rate += 10;
  1424. if(sc->data[SC_MAXOVERTHRUST])
  1425. rate += 10;
  1426. }
  1427. if( rate )
  1428. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1429. }
  1430. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1431. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1432. // Target weapon breaking
  1433. rate = 0;
  1434. if( sd )
  1435. rate += sd->bonus.break_weapon_rate;
  1436. if( sc && sc->data[SC_MELTDOWN] )
  1437. rate += sc->data[SC_MELTDOWN]->val2;
  1438. if( rate )
  1439. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1440. // Target armor breaking
  1441. rate = 0;
  1442. if( sd )
  1443. rate += sd->bonus.break_armor_rate;
  1444. if( sc && sc->data[SC_MELTDOWN] )
  1445. rate += sc->data[SC_MELTDOWN]->val3;
  1446. if( rate )
  1447. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1448. }
  1449. if( sd && sd->def_set_race[tstatus->race].rate )
  1450. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1451. 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
  1452. if( sd && sd->def_set_race[tstatus->race].rate )
  1453. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1454. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
  1455. }
  1456. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1457. struct unit_data *ud = unit_bl2ud(src);
  1458. if( sc->data[SC_WILD_STORM_OPTION] )
  1459. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1460. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1461. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1462. else if( sc->data[SC_TROPIC_OPTION] )
  1463. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1464. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1465. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1466. else
  1467. skill = 0;
  1468. if ( rnd()%100 < 25 && skill ){
  1469. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1470. if (ud) {
  1471. rate = skill_delayfix(src, skill, skill_lv);
  1472. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1473. ud->canact_tick = tick+rate;
  1474. if ( battle_config.display_status_timers )
  1475. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1476. }
  1477. }
  1478. }
  1479. }
  1480. // Autospell when attacking
  1481. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1482. {
  1483. struct block_list *tbl;
  1484. struct unit_data *ud;
  1485. int i, skill_lv, type;
  1486. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1487. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1488. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1489. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1490. continue; // one or more trigger conditions were not fulfilled
  1491. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1492. sd->state.autocast = 1;
  1493. if ( skill_isNotOk(skill, sd) )
  1494. continue;
  1495. sd->state.autocast = 0;
  1496. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1497. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1498. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1499. if (rnd()%1000 >= rate)
  1500. continue;
  1501. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1502. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1503. int maxcount = 0;
  1504. if( !(BL_PC&battle_config.skill_reiteration) &&
  1505. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1506. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1507. )
  1508. continue;
  1509. if( BL_PC&battle_config.skill_nofootset &&
  1510. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1511. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv,false)
  1512. )
  1513. continue;
  1514. if( BL_PC&battle_config.land_skill_limit &&
  1515. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1516. ) {
  1517. int v;
  1518. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1519. if(sd->ud.skillunit[v]->skill_id == skill)
  1520. maxcount--;
  1521. }
  1522. if( maxcount == 0 )
  1523. continue;
  1524. }
  1525. }
  1526. if( battle_config.autospell_check_range &&
  1527. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1528. continue;
  1529. if (skill == AS_SONICBLOW)
  1530. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1531. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1532. type = CAST_GROUND;
  1533. sd->state.autocast = 1;
  1534. skill_consume_requirement(sd,skill,skill_lv,1);
  1535. skill_toggle_magicpower(src, skill);
  1536. switch (type) {
  1537. case CAST_GROUND:
  1538. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1539. break;
  1540. case CAST_NODAMAGE:
  1541. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1542. break;
  1543. case CAST_DAMAGE:
  1544. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1545. break;
  1546. }
  1547. sd->state.autocast = 0;
  1548. //Set canact delay. [Skotlex]
  1549. ud = unit_bl2ud(src);
  1550. if (ud) {
  1551. rate = skill_delayfix(src, skill, skill_lv);
  1552. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1553. ud->canact_tick = tick+rate;
  1554. if ( battle_config.display_status_timers && sd )
  1555. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1556. }
  1557. }
  1558. }
  1559. }
  1560. //Autobonus when attacking
  1561. if( sd && sd->autobonus[0].rate )
  1562. {
  1563. int i;
  1564. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1565. {
  1566. if( rnd()%1000 >= sd->autobonus[i].rate )
  1567. continue;
  1568. if( sd->autobonus[i].active != INVALID_TIMER )
  1569. continue;
  1570. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1571. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1572. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1573. continue; // one or more trigger conditions were not fulfilled
  1574. pc_exeautobonus(sd,&sd->autobonus[i]);
  1575. }
  1576. }
  1577. //Polymorph
  1578. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1579. dstmd && !(tstatus->mode&MD_BOSS) &&
  1580. (rnd()%10000 < sd->bonus.classchange))
  1581. {
  1582. struct mob_db *mob;
  1583. int class_;
  1584. skill = 0;
  1585. do {
  1586. do {
  1587. class_ = rnd() % MAX_MOB_DB;
  1588. } while (!mobdb_checkid(class_));
  1589. rate = rnd() % 1000000;
  1590. mob = mob_db(class_);
  1591. } while (
  1592. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1593. (skill++) < 2000);
  1594. if (skill < 2000)
  1595. mob_class_change(dstmd,class_);
  1596. }
  1597. return 0;
  1598. }
  1599. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1600. uint8 i;
  1601. struct block_list *tbl;
  1602. if( sd == NULL || !skill_id )
  1603. return 0;
  1604. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1605. int skill, skill_lv, type;
  1606. if( sd->autospell3[i].flag != skill_id )
  1607. continue;
  1608. if( sd->autospell3[i].lock )
  1609. continue; // autospell already being executed
  1610. skill = sd->autospell3[i].id;
  1611. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1612. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1613. continue;
  1614. sd->state.autocast = 0;
  1615. if( skill >= 0 && bl == NULL )
  1616. continue; // No target
  1617. if( rnd()%1000 >= sd->autospell3[i].rate )
  1618. continue;
  1619. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1620. if( skill < 0 ) {
  1621. tbl = &sd->bl;
  1622. skill *= -1;
  1623. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1624. }
  1625. else
  1626. tbl = bl;
  1627. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1628. int maxcount = 0;
  1629. if( !(BL_PC&battle_config.skill_reiteration) &&
  1630. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1631. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1632. continue;
  1633. if( BL_PC&battle_config.skill_nofootset &&
  1634. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1635. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1636. continue;
  1637. if( BL_PC&battle_config.land_skill_limit &&
  1638. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1639. {
  1640. int v;
  1641. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1642. if(sd->ud.skillunit[v]->skill_id == skill)
  1643. maxcount--;
  1644. }
  1645. if( maxcount == 0 )
  1646. continue;
  1647. }
  1648. }
  1649. if( battle_config.autospell_check_range &&
  1650. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1651. continue;
  1652. sd->state.autocast = 1;
  1653. sd->autospell3[i].lock = true;
  1654. skill_consume_requirement(sd,skill,skill_lv,1);
  1655. switch( type ) {
  1656. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1657. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1658. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1659. }
  1660. sd->autospell3[i].lock = false;
  1661. sd->state.autocast = 0;
  1662. }
  1663. if( sd && sd->autobonus3[0].rate ) {
  1664. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1665. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1666. continue;
  1667. if( sd->autobonus3[i].active != INVALID_TIMER )
  1668. continue;
  1669. if( sd->autobonus3[i].atk_type != skill_id )
  1670. continue;
  1671. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1672. }
  1673. }
  1674. return 1;
  1675. }
  1676. /* Splitted off from skill_additional_effect, which is never called when the
  1677. * attack skill kills the enemy. Place in this function counter status effects
  1678. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1679. * from cards) that will take effect on the source, not the target. [Skotlex]
  1680. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1681. * type of skills, so not every instance of skill_additional_effect needs a call
  1682. * to this one.
  1683. */
  1684. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1685. {
  1686. int rate;
  1687. struct map_session_data *sd=NULL;
  1688. struct map_session_data *dstsd=NULL;
  1689. nullpo_ret(src);
  1690. nullpo_ret(bl);
  1691. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1692. sd = BL_CAST(BL_PC, src);
  1693. dstsd = BL_CAST(BL_PC, bl);
  1694. if(dstsd && attack_type&BF_WEAPON)
  1695. { //Counter effects.
  1696. enum sc_type type;
  1697. int i, time;
  1698. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1699. {
  1700. rate = dstsd->addeff2[i].rate;
  1701. if (attack_type&BF_LONG)
  1702. rate+=dstsd->addeff2[i].arrow_rate;
  1703. if (!rate) continue;
  1704. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1705. { //Trigger has range consideration.
  1706. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1707. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1708. continue; //Range Failed.
  1709. }
  1710. type = dstsd->addeff2[i].id;
  1711. time = skill_get_time2(status_sc2skill(type),7);
  1712. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1713. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1714. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1715. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1716. }
  1717. }
  1718. switch(skill_id){
  1719. case MO_EXTREMITYFIST:
  1720. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1721. break;
  1722. case GS_FULLBUSTER:
  1723. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1724. break;
  1725. case HFLI_SBR44: //[orn]
  1726. case HVAN_EXPLOSION:
  1727. if(src->type == BL_HOM){
  1728. TBL_HOM *hd = (TBL_HOM*)src;
  1729. hd->homunculus.intimacy = 200;
  1730. if (hd->master)
  1731. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1732. }
  1733. break;
  1734. case CR_GRANDCROSS:
  1735. case NPC_GRANDDARKNESS:
  1736. attack_type |= BF_WEAPON;
  1737. break;
  1738. }
  1739. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1740. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1741. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,0);
  1742. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1743. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1744. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1745. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1746. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1747. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1748. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1749. }
  1750. if( sd && status_isdead(bl) ) {
  1751. int sp = 0, hp = 0;
  1752. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1753. sp += sd->bonus.sp_gain_value;
  1754. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1755. hp += sd->bonus.hp_gain_value;
  1756. }
  1757. if( attack_type&BF_MAGIC ) {
  1758. sp += sd->bonus.magic_sp_gain_value;
  1759. hp += sd->bonus.magic_hp_gain_value;
  1760. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1761. struct status_change *sc = NULL;
  1762. if( ( sc = status_get_sc(src) ) ) {
  1763. if(sc->data[SC_SPIRIT] &&
  1764. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1765. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1766. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1767. }
  1768. }
  1769. }
  1770. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1771. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1772. }
  1773. }
  1774. // Trigger counter-spells to retaliate against damage causing skills.
  1775. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1776. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1777. {
  1778. struct block_list *tbl;
  1779. struct unit_data *ud;
  1780. int i, skill_id, skill_lv, rate, type;
  1781. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1782. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1783. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1784. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1785. continue; // one or more trigger conditions were not fulfilled
  1786. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1787. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1788. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1789. rate = dstsd->autospell2[i].rate;
  1790. if (attack_type&BF_LONG)
  1791. rate>>=1;
  1792. dstsd->state.autocast = 1;
  1793. if ( skill_isNotOk(skill_id, dstsd) )
  1794. continue;
  1795. dstsd->state.autocast = 0;
  1796. if (rnd()%1000 >= rate)
  1797. continue;
  1798. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1799. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1800. int maxcount = 0;
  1801. if( !(BL_PC&battle_config.skill_reiteration) &&
  1802. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1803. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1804. )
  1805. continue;
  1806. if( BL_PC&battle_config.skill_nofootset &&
  1807. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1808. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv,false)
  1809. )
  1810. continue;
  1811. if( BL_PC&battle_config.land_skill_limit &&
  1812. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1813. ) {
  1814. int v;
  1815. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1816. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1817. maxcount--;
  1818. }
  1819. if( maxcount == 0 ) {
  1820. continue;
  1821. }
  1822. }
  1823. }
  1824. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1825. continue;
  1826. dstsd->state.autocast = 1;
  1827. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1828. switch (type) {
  1829. case CAST_GROUND:
  1830. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1831. break;
  1832. case CAST_NODAMAGE:
  1833. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1834. break;
  1835. case CAST_DAMAGE:
  1836. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1837. break;
  1838. }
  1839. dstsd->state.autocast = 0;
  1840. //Set canact delay. [Skotlex]
  1841. ud = unit_bl2ud(bl);
  1842. if (ud) {
  1843. rate = skill_delayfix(bl, skill_id, skill_lv);
  1844. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1845. ud->canact_tick = tick+rate;
  1846. if ( battle_config.display_status_timers && dstsd )
  1847. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1848. }
  1849. }
  1850. }
  1851. }
  1852. //Autobonus when attacked
  1853. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1854. int i;
  1855. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1856. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1857. continue;
  1858. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1859. continue;
  1860. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1861. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1862. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  1863. continue; // one or more trigger conditions were not fulfilled
  1864. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1865. }
  1866. }
  1867. return 0;
  1868. }
  1869. /*=========================================================================
  1870. Breaks equipment. On-non players causes the corresponding strip effect.
  1871. - rate goes from 0 to 10000 (100.00%)
  1872. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1873. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1874. --------------------------------------------------------------------------*/
  1875. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  1876. {
  1877. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1878. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1879. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1880. struct status_change *sc = status_get_sc(bl);
  1881. int i;
  1882. TBL_PC *sd;
  1883. sd = BL_CAST(BL_PC, bl);
  1884. if (sc && !sc->count)
  1885. sc = NULL;
  1886. if (sd) {
  1887. if (sd->bonus.unbreakable_equip)
  1888. where &= ~sd->bonus.unbreakable_equip;
  1889. if (sd->bonus.unbreakable)
  1890. rate -= rate*sd->bonus.unbreakable/100;
  1891. if (where&EQP_WEAPON) {
  1892. switch (sd->status.weapon) {
  1893. case W_FIST: //Bare fists should not break :P
  1894. case W_1HAXE:
  1895. case W_2HAXE:
  1896. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1897. case W_2HMACE:
  1898. case W_STAFF:
  1899. case W_2HSTAFF:
  1900. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1901. case W_HUUMA:
  1902. where &= ~EQP_WEAPON;
  1903. }
  1904. }
  1905. }
  1906. if (flag&BCT_ENEMY) {
  1907. if (battle_config.equip_skill_break_rate != 100)
  1908. rate = rate*battle_config.equip_skill_break_rate/100;
  1909. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1910. if (battle_config.equip_self_break_rate != 100)
  1911. rate = rate*battle_config.equip_self_break_rate/100;
  1912. }
  1913. for (i = 0; i < 4; i++) {
  1914. if (where&where_list[i]) {
  1915. if (sc && sc->count && sc->data[scdef[i]])
  1916. where&=~where_list[i];
  1917. else if (rnd()%10000 >= rate)
  1918. where&=~where_list[i];
  1919. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1920. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1921. }
  1922. }
  1923. if (!where) //Nothing to break.
  1924. return 0;
  1925. if (sd) {
  1926. for (i = 0; i < EQI_MAX; i++) {
  1927. int j = sd->equip_index[i];
  1928. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1929. continue;
  1930. switch(i) {
  1931. case EQI_HEAD_TOP: //Upper Head
  1932. flag = (where&EQP_HELM);
  1933. break;
  1934. case EQI_ARMOR: //Body
  1935. flag = (where&EQP_ARMOR);
  1936. break;
  1937. case EQI_HAND_R: //Left/Right hands
  1938. case EQI_HAND_L:
  1939. flag = (
  1940. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1941. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1942. break;
  1943. case EQI_SHOES:
  1944. flag = (where&EQP_SHOES);
  1945. break;
  1946. case EQI_GARMENT:
  1947. flag = (where&EQP_GARMENT);
  1948. break;
  1949. default:
  1950. continue;
  1951. }
  1952. if (flag) {
  1953. sd->status.inventory[j].attribute = 1;
  1954. pc_unequipitem(sd, j, 3);
  1955. }
  1956. }
  1957. clif_equiplist(sd);
  1958. }
  1959. return where; //Return list of pieces broken.
  1960. }
  1961. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1962. {
  1963. struct status_change *sc;
  1964. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1965. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1966. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  1967. int i;
  1968. if (rnd()%100 >= rate)
  1969. return 0;
  1970. sc = status_get_sc(bl);
  1971. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1972. return 0;
  1973. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1974. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  1975. where&=~pos[i];
  1976. }
  1977. if (!where) return 0;
  1978. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1979. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  1980. where&=~pos[i];
  1981. }
  1982. return where?1:0;
  1983. }
  1984. //Early declaration
  1985. static int skill_area_temp[8];
  1986. /*=========================================================================
  1987. Used to knock back players, monsters, traps, etc
  1988. - 'count' is the number of squares to knock back
  1989. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1990. - if 'flag&0x1', position update packets must not be sent.
  1991. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1992. -------------------------------------------------------------------------*/
  1993. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  1994. int dx = 0, dy = 0;
  1995. struct skill_unit* su = NULL;
  1996. nullpo_ret(src);
  1997. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1998. return 0; //No knocking back in WoE
  1999. if (count == 0)
  2000. return 0; //Actual knockback distance is 0.
  2001. switch (target->type) {
  2002. case BL_MOB: {
  2003. struct mob_data* md = BL_CAST(BL_MOB, target);
  2004. if( md->mob_id == MOBID_EMPERIUM )
  2005. return 0;
  2006. //Bosses or imune can't be knocked-back
  2007. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  2008. return 0;
  2009. }
  2010. break;
  2011. case BL_PC: {
  2012. struct map_session_data *sd = BL_CAST(BL_PC, target);
  2013. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  2014. return 0; // Basilica caster can't be knocked-back by normal monsters.
  2015. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  2016. return 0;
  2017. }
  2018. break;
  2019. case BL_SKILL:
  2020. su = (struct skill_unit *)target;
  2021. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  2022. return 0; // ankle snare cannot be knocked back
  2023. break;
  2024. }
  2025. if (dir == -1) // <optimized>: do the computation here instead of outside
  2026. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  2027. if (dir >= 0 && dir < 8)
  2028. { // take the reversed 'direction' and reverse it
  2029. dx = -dirx[dir];
  2030. dy = -diry[dir];
  2031. }
  2032. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  2033. }
  2034. //Checks if 'bl' should reflect back a spell cast by 'src'.
  2035. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2036. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2037. {
  2038. struct status_change *sc = status_get_sc(bl);
  2039. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2040. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2041. return 0;
  2042. // item-based reflection
  2043. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2044. return 1;
  2045. if( is_boss(src) )
  2046. return 0;
  2047. // status-based reflection
  2048. if( !sc || sc->count == 0 )
  2049. return 0;
  2050. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2051. return 1;
  2052. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2053. {// Kaite only works against non-players if they are low-level.
  2054. clif_specialeffect(bl, 438, AREA);
  2055. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2056. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2057. return 2;
  2058. }
  2059. return 0;
  2060. }
  2061. /*
  2062. * Combo handler, start stop combo status
  2063. */
  2064. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2065. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2066. switch (skill_id) {
  2067. case MH_MIDNIGHT_FRENZY:
  2068. case MH_EQC:{
  2069. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2070. int idx = skill_id2 - HM_SKILLBASE;
  2071. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2072. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2073. sd = hd->master;
  2074. hd->homunculus.hskill[idx].flag= flag;
  2075. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2076. }
  2077. break;
  2078. case MO_COMBOFINISH:
  2079. case CH_TIGERFIST:
  2080. case CH_CHAINCRUSH:
  2081. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2082. break;
  2083. case TK_JUMPKICK:
  2084. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2085. break;
  2086. case MO_TRIPLEATTACK:
  2087. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2088. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2089. break;
  2090. case SR_FALLENEMPIRE:
  2091. if (sd){
  2092. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2093. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2094. }
  2095. break;
  2096. }
  2097. }
  2098. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2099. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2100. struct status_change_entry *sce;
  2101. TBL_PC *sd = BL_CAST(BL_PC,src);
  2102. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2103. struct status_change *sc = status_get_sc(src);
  2104. if(sc == NULL) return;
  2105. //End previous combo state after skill is invoked
  2106. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2107. switch (skill_id) {
  2108. case TK_TURNKICK:
  2109. case TK_STORMKICK:
  2110. case TK_DOWNKICK:
  2111. case TK_COUNTER:
  2112. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2113. sce->val1 = skill_id; //Update combo-skill
  2114. sce->val3 = skill_id;
  2115. if( sce->timer != INVALID_TIMER )
  2116. delete_timer(sce->timer, status_change_timer);
  2117. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2118. break;
  2119. }
  2120. unit_cancel_combo(src); // Cancel combo wait
  2121. break;
  2122. default:
  2123. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2124. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2125. }
  2126. }
  2127. //start new combo
  2128. if(sd){ //player only
  2129. switch(skill_id) {
  2130. case MO_TRIPLEATTACK:
  2131. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2132. duration=1;
  2133. break;
  2134. case MO_CHAINCOMBO:
  2135. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2136. duration=1;
  2137. break;
  2138. case MO_COMBOFINISH:
  2139. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2140. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2141. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2142. duration=1;
  2143. case CH_TIGERFIST:
  2144. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2145. duration=1;
  2146. case CH_CHAINCRUSH:
  2147. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2148. duration=1;
  2149. break;
  2150. case AC_DOUBLE: {
  2151. unsigned char race = status_get_race(bl);
  2152. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2153. duration = 2000;
  2154. break;
  2155. }
  2156. case SR_DRAGONCOMBO:
  2157. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2158. duration = 1;
  2159. break;
  2160. case SR_FALLENEMPIRE:
  2161. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2162. duration = 1;
  2163. break;
  2164. }
  2165. }
  2166. else { //other
  2167. switch(skill_id) {
  2168. case MH_TINDER_BREAKER:
  2169. case MH_CBC:
  2170. case MH_SONIC_CRAW:
  2171. case MH_SILVERVEIN_RUSH:
  2172. if(hd->homunculus.spiritball > 0) duration = 2000;
  2173. delay=1;
  2174. break;
  2175. case MH_EQC:
  2176. case MH_MIDNIGHT_FRENZY:
  2177. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2178. delay=1;
  2179. break;
  2180. }
  2181. }
  2182. if (duration) { //Possible to chain
  2183. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2184. duration = max(1,duration);
  2185. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2186. clif_combo_delay(src, duration);
  2187. }
  2188. }
  2189. /** Copy skill by Plagiarism or Reproduce
  2190. * @param src: The caster
  2191. * @param bl: The target
  2192. * @param skill_id: Skill that casted
  2193. * @param skill_lv: Skill level of the casted skill
  2194. */
  2195. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv){
  2196. TBL_PC *tsd = BL_CAST(BL_PC,bl);
  2197. if (!tsd || !pc_checkskill(tsd,RG_PLAGIARISM) || !pc_checkskill(tsd,SC_REPRODUCE))
  2198. return;
  2199. else {
  2200. short copy_flag;
  2201. // Copy Referal: dummy skills should point to their source upon copying
  2202. switch (skill_id) {
  2203. case AB_DUPLELIGHT_MELEE:
  2204. case AB_DUPLELIGHT_MAGIC:
  2205. skill_id = AB_DUPLELIGHT;
  2206. break;
  2207. case WL_CHAINLIGHTNING_ATK:
  2208. skill_id = WL_CHAINLIGHTNING;
  2209. break;
  2210. case WM_REVERBERATION_MELEE:
  2211. case WM_REVERBERATION_MAGIC:
  2212. skill_id = WM_REVERBERATION;
  2213. break;
  2214. case WM_SEVERE_RAINSTORM_MELEE:
  2215. skill_id = WM_SEVERE_RAINSTORM;
  2216. break;
  2217. case GN_CRAZYWEED_ATK:
  2218. skill_id = GN_CRAZYWEED;
  2219. break;
  2220. case GN_HELLS_PLANT_ATK:
  2221. skill_id = GN_HELLS_PLANT;
  2222. break;
  2223. case LG_OVERBRAND_BRANDISH:
  2224. case LG_OVERBRAND_PLUSATK:
  2225. skill_id = LG_OVERBRAND;
  2226. break;
  2227. }
  2228. copy_flag = skill_isCopyable(tsd,skill_id);
  2229. if (copy_flag != 1 && copy_flag != 2) //Skill cannot be copied
  2230. return;
  2231. else {
  2232. uint8 lv;
  2233. if (copy_flag == 2) { //Copied by Reproduce
  2234. struct status_change *tsc = status_get_sc(bl);
  2235. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1; //Already did this SC check on skill_isCopyable()
  2236. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2237. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2238. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2239. tsd->status.skill[tsd->reproduceskill_id].flag = SKILL_FLAG_PERMANENT;
  2240. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2241. }
  2242. lv = min(lv,skill_get_max(skill_id)); //Level dependent and limitation.
  2243. tsd->reproduceskill_id = skill_id;
  2244. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2245. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2246. }
  2247. else if (copy_flag == 1) { //Copied by Plagiarism
  2248. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED) {
  2249. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2250. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2251. tsd->status.skill[tsd->cloneskill_id].flag = SKILL_FLAG_PERMANENT;
  2252. clif_deleteskill(tsd,tsd->cloneskill_id);
  2253. }
  2254. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skill_lv)
  2255. skill_lv = lv;
  2256. tsd->cloneskill_id = skill_id;
  2257. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2258. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2259. }
  2260. else
  2261. return;
  2262. tsd->status.skill[skill_id].id = skill_id;
  2263. tsd->status.skill[skill_id].lv = lv;
  2264. tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
  2265. clif_addskill(tsd,skill_id);
  2266. }
  2267. }
  2268. }
  2269. /*
  2270. * =========================================================================
  2271. * Does a skill attack with the given properties.
  2272. * src is the master behind the attack (player/mob/pet)
  2273. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2274. * bl is the target to be attacked.
  2275. * flag can hold a bunch of information:
  2276. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2277. * (usually holds number of targets, or just 1 for simple splash attacks)
  2278. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2279. * packet shouldn't display a skill animation)
  2280. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2281. * client (causes player characters to not scream skill name)
  2282. *-------------------------------------------------------------------------*/
  2283. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2284. {
  2285. struct Damage dmg;
  2286. struct status_data *sstatus, *tstatus;
  2287. struct status_change *tsc;
  2288. struct map_session_data *sd, *tsd;
  2289. int64 damage;
  2290. int8 rmdamage=0;//magic reflected
  2291. int type;
  2292. bool additional_effects = true;
  2293. if(skill_id > 0 && !skill_lv) return 0;
  2294. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2295. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2296. nullpo_ret(bl); //Target to be attacked.
  2297. if (src != dsrc) {
  2298. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2299. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2300. return 0;
  2301. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2302. //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]
  2303. if (!status_check_skilluse(src, bl, skill_id, 2))
  2304. return 0;
  2305. }
  2306. sd = BL_CAST(BL_PC, src);
  2307. tsd = BL_CAST(BL_PC, bl);
  2308. sstatus = status_get_status_data(src);
  2309. tstatus = status_get_status_data(bl);
  2310. tsc= status_get_sc(bl);
  2311. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2312. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  2313. if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  2314. return 0;
  2315. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2316. if (tsc && tsc->data[SC_TRICKDEAD])
  2317. return 0;
  2318. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2319. //Skotlex: Adjusted to the new system
  2320. if( src->type == BL_PET ) { // [Valaris]
  2321. struct pet_data *pd = (TBL_PET*)src;
  2322. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2323. int element = skill_get_ele(skill_id, skill_lv);
  2324. /*if (skill_id == -1) Does it ever worked?
  2325. element = sstatus->rhw.ele;*/
  2326. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2327. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2328. else
  2329. dmg.damage= skill_lv;
  2330. dmg.damage2=0;
  2331. dmg.div_= pd->a_skill->div_;
  2332. }
  2333. }
  2334. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2335. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2336. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2337. { //Magic reflection, switch caster/target
  2338. struct block_list *tbl = bl;
  2339. rmdamage = 1;
  2340. bl = src;
  2341. src = tbl;
  2342. dsrc = tbl;
  2343. sd = BL_CAST(BL_PC, src);
  2344. tsd = BL_CAST(BL_PC, bl);
  2345. tsc = status_get_sc(bl);
  2346. if (tsc && !tsc->count)
  2347. tsc = NULL; //Don't need it.
  2348. /* bugreport:2564 flag&2 disables double casting trigger */
  2349. flag |= 2;
  2350. //Spirit of Wizard blocks Kaite's reflection
  2351. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2352. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2353. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2354. if (type >= 0) {
  2355. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2356. dmg.damage = dmg.damage2 = 0;
  2357. dmg.dmg_lv = ATK_MISS;
  2358. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2359. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2360. }
  2361. } else if( type != 2 ) /* Kaite bypasses */
  2362. additional_effects = false;
  2363. /**
  2364. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2365. **/
  2366. #if MAGIC_REFLECTION_TYPE
  2367. if( dmg.dmg_lv != ATK_MISS ){//Wiz SL cancelled and consumed fragment
  2368. short s_ele = skill_get_ele(skill_id, skill_lv);
  2369. if (s_ele == -1) // the skill takes the weapon's element
  2370. s_ele = sstatus->rhw.ele;
  2371. else if (s_ele == -2) //Use status element
  2372. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2373. else if( s_ele == -3 ) //Use random element
  2374. s_ele = rnd()%ELE_ALL;
  2375. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2376. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2377. struct status_data *status = status_get_status_data(bl);
  2378. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2379. per /=20; //Uses 20% SP intervals.
  2380. //SP Cost: 1% + 0.5% per every 20% SP
  2381. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2382. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2383. //Reduction: 6% + 6% every 20%
  2384. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2385. }
  2386. }
  2387. #endif
  2388. }
  2389. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2390. int sp = skill_get_sp(skill_id,skill_lv);
  2391. dmg.damage = dmg.damage2 = 0;
  2392. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2393. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2394. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2395. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2396. status_heal(bl, 0, sp, 2);
  2397. }
  2398. }
  2399. damage = dmg.damage + dmg.damage2;
  2400. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2401. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2402. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2403. damage = 1;
  2404. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2405. struct block_list *nbl;
  2406. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2407. if( nbl ){ // Only one target is chosen.
  2408. damage = damage / 2; // Deflect half of the damage to a target nearby
  2409. 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);
  2410. }
  2411. }
  2412. //Skill hit type
  2413. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2414. switch(skill_id){
  2415. case SC_TRIANGLESHOT:
  2416. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2417. break;
  2418. default:
  2419. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2420. dmg.blewcount = 0; //only pushback when it hit for other
  2421. break;
  2422. }
  2423. switch(skill_id){
  2424. case CR_GRANDCROSS:
  2425. case NPC_GRANDDARKNESS:
  2426. if(battle_config.gx_disptype) dsrc = src;
  2427. if(src == bl) type = 4;
  2428. else flag|=SD_ANIMATION;
  2429. break;
  2430. case NJ_TATAMIGAESHI: //For correct knockback.
  2431. dsrc = src;
  2432. flag|=SD_ANIMATION;
  2433. break;
  2434. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2435. int level;
  2436. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2437. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2438. }
  2439. break;
  2440. case SL_STIN:
  2441. case SL_STUN:
  2442. if (skill_lv >= 7){
  2443. struct status_change *sc = status_get_sc(src);
  2444. if(sc && !sc->data[SC_SMA])
  2445. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2446. }
  2447. break;
  2448. case GS_FULLBUSTER:
  2449. if(sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2450. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2451. break;
  2452. }
  2453. //combo handling
  2454. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2455. //Display damage.
  2456. switch( skill_id ) {
  2457. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2458. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2459. break;
  2460. //Skills that need be passed as a normal attack for the client to display correctly.
  2461. case HVAN_EXPLOSION:
  2462. case NPC_SELFDESTRUCTION:
  2463. if(src->type==BL_PC)
  2464. dmg.blewcount = 10;
  2465. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2466. // fall through
  2467. case KN_AUTOCOUNTER:
  2468. case NPC_CRITICALSLASH:
  2469. case TF_DOUBLE:
  2470. case GS_CHAINACTION:
  2471. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2472. break;
  2473. case AS_SPLASHER:
  2474. if( flag&SD_ANIMATION ) // the surrounding targets
  2475. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2476. else // the central target doesn't display an animation
  2477. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2478. break;
  2479. case WL_HELLINFERNO:
  2480. case SR_EARTHSHAKER:
  2481. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2482. break;
  2483. case WL_SOULEXPANSION:
  2484. case WL_COMET:
  2485. case KO_MUCHANAGE:
  2486. case NJ_HUUMA:
  2487. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2488. break;
  2489. case WL_CHAINLIGHTNING_ATK:
  2490. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2491. break;
  2492. case LG_OVERBRAND_BRANDISH:
  2493. case LG_OVERBRAND_PLUSATK:
  2494. case EL_FIRE_BOMB:
  2495. case EL_FIRE_BOMB_ATK:
  2496. case EL_FIRE_WAVE:
  2497. case EL_FIRE_WAVE_ATK:
  2498. case EL_FIRE_MANTLE:
  2499. case EL_CIRCLE_OF_FIRE:
  2500. case EL_FIRE_ARROW:
  2501. case EL_ICE_NEEDLE:
  2502. case EL_WATER_SCREW:
  2503. case EL_WATER_SCREW_ATK:
  2504. case EL_WIND_SLASH:
  2505. case EL_TIDAL_WEAPON:
  2506. case EL_ROCK_CRUSHER:
  2507. case EL_ROCK_CRUSHER_ATK:
  2508. case EL_HURRICANE:
  2509. case EL_HURRICANE_ATK:
  2510. case KO_BAKURETSU:
  2511. case GN_CRAZYWEED_ATK:
  2512. case NC_MAGMA_ERUPTION:
  2513. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2514. break;
  2515. case GN_SLINGITEM_RANGEMELEEATK:
  2516. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2517. break;
  2518. case EL_STONE_RAIN:
  2519. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2520. break;
  2521. case WM_SEVERE_RAINSTORM_MELEE:
  2522. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
  2523. break;
  2524. case WM_REVERBERATION_MELEE:
  2525. case WM_REVERBERATION_MAGIC:
  2526. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2527. break;
  2528. case HT_CLAYMORETRAP:
  2529. case HT_BLASTMINE:
  2530. case HT_FLASHER:
  2531. case HT_FREEZINGTRAP:
  2532. case RA_CLUSTERBOMB:
  2533. case RA_FIRINGTRAP:
  2534. case RA_ICEBOUNDTRAP:
  2535. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2536. if( dsrc != src ) // avoid damage display redundancy
  2537. break;
  2538. case HT_LANDMINE:
  2539. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2540. break;
  2541. case WZ_SIGHTBLASTER:
  2542. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2543. break;
  2544. case AB_DUPLELIGHT_MELEE:
  2545. case AB_DUPLELIGHT_MAGIC:
  2546. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2547. default:
  2548. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2549. type = 5;
  2550. if( bl->type == BL_SKILL ){
  2551. TBL_SKILL *su = (TBL_SKILL*)bl;
  2552. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2553. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2554. }
  2555. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2556. break;
  2557. }
  2558. map_freeblock_lock();
  2559. //Cannot copy skills if the blow will kill you. [Skotlex]
  2560. if (skill_id && skill_get_index(skill_id) >= 0 &&
  2561. dmg.damage+dmg.damage2 > 0 && dmg.flag&BF_SKILL &&
  2562. damage < status_get_hp(bl))
  2563. skill_do_copy(src,bl,skill_id,skill_lv);
  2564. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2565. { //Skills with can't walk delay also stop normal attacking for that
  2566. //duration when the attack connects. [Skotlex]
  2567. struct unit_data *ud = unit_bl2ud(src);
  2568. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2569. ud->attackabletime = tick + type;
  2570. }
  2571. if( !dmg.amotion ) {
  2572. //Instant damage
  2573. if( !tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
  2574. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2575. if( !status_isdead(bl) && additional_effects )
  2576. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2577. if( damage > 0 ) //Counter status effects [Skotlex]
  2578. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2579. }
  2580. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2581. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2582. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2583. int8 dir = -1; // default
  2584. switch(skill_id) {//direction
  2585. case MG_FIREWALL:
  2586. case PR_SANCTUARY:
  2587. case SC_TRIANGLESHOT:
  2588. case LG_OVERBRAND:
  2589. case SR_KNUCKLEARROW:
  2590. case GN_WALLOFTHORN:
  2591. case EL_FIRE_MANTLE:
  2592. dir = unit_getdir(bl);// backwards
  2593. break;
  2594. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2595. case WZ_STORMGUST:
  2596. dir = rand()%8;
  2597. break;
  2598. case WL_CRIMSONROCK:
  2599. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2600. break;
  2601. }
  2602. //blown-specific handling
  2603. switch( skill_id ) {
  2604. case LG_OVERBRAND:
  2605. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
  2606. short dir_x, dir_y;
  2607. dir_x = dirx[(dir+4)%8];
  2608. dir_y = diry[(dir+4)%8];
  2609. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2610. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2611. } else
  2612. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2613. break;
  2614. case SR_KNUCKLEARROW:
  2615. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2616. short dir_x, dir_y;
  2617. dir_x = dirx[(dir+4)%8];
  2618. dir_y = diry[(dir+4)%8];
  2619. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2620. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2621. }
  2622. break;
  2623. case GN_WALLOFTHORN:
  2624. unit_stop_walking(bl,1);
  2625. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2626. clif_fixpos(bl);
  2627. break;
  2628. default:
  2629. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2630. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2631. TBL_SKILL *su = (TBL_SKILL*)bl;
  2632. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2633. skill_blown(src, bl, 3, -1, 0);
  2634. }
  2635. break;
  2636. }
  2637. }
  2638. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2639. if (dmg.amotion)
  2640. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2641. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2642. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2643. struct block_list *d_bl = map_id2bl(sce->val1);
  2644. if( d_bl && (
  2645. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2646. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2647. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2648. {
  2649. if(!rmdamage){
  2650. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2651. status_fix_damage(NULL,d_bl, damage, 0);
  2652. } else {//Reflected magics are done directly on the target not on paladin
  2653. //This check is only for magical skill.
  2654. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2655. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2656. status_fix_damage(bl,bl, damage, 0);
  2657. }
  2658. }
  2659. else {
  2660. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2661. if( !dmg.amotion )
  2662. status_fix_damage(src,bl,damage,dmg.dmotion);
  2663. }
  2664. }
  2665. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2666. if( skill_id == RG_INTIMIDATE ) {
  2667. int rate = 50 + skill_lv * 5;
  2668. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2669. if(rnd()%100 < rate)
  2670. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2671. } else if( skill_id == SC_FATALMENACE )
  2672. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2673. }
  2674. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2675. dmg.flag |= BF_WEAPON;
  2676. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2677. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2678. {
  2679. if (battle_config.left_cardfix_to_right)
  2680. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  2681. else
  2682. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  2683. }
  2684. if( damage > 0 ) {
  2685. /**
  2686. * Post-damage effects
  2687. **/
  2688. switch( skill_id ) {
  2689. case RK_CRUSHSTRIKE:
  2690. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2691. break;
  2692. case GC_VENOMPRESSURE: {
  2693. struct status_change *ssc = status_get_sc(src);
  2694. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2695. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2696. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2697. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2698. }
  2699. }
  2700. break;
  2701. case WM_METALICSOUND:
  2702. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2703. break;
  2704. case SR_TIGERCANNON:
  2705. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2706. break;
  2707. }
  2708. if( sd )
  2709. skill_onskillusage(sd, bl, skill_id, tick);
  2710. }
  2711. if (!(flag&2) &&
  2712. (
  2713. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2714. ) &&
  2715. (tsc = status_get_sc(src)) &&
  2716. tsc->data[SC_DOUBLECAST] &&
  2717. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2718. {
  2719. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2720. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2721. }
  2722. map_freeblock_unlock();
  2723. return damage;
  2724. }
  2725. /*==========================================
  2726. * sub fonction for recursive skill call.
  2727. * Checking bl battle flag and display dammage
  2728. * then call func with source,target,skill_id,skill_lv,tick,flag
  2729. *------------------------------------------*/
  2730. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2731. int skill_area_sub (struct block_list *bl, va_list ap) {
  2732. struct block_list *src;
  2733. uint16 skill_id,skill_lv;
  2734. int flag;
  2735. unsigned int tick;
  2736. SkillFunc func;
  2737. nullpo_ret(bl);
  2738. src=va_arg(ap,struct block_list *);
  2739. skill_id=va_arg(ap,int);
  2740. skill_lv=va_arg(ap,int);
  2741. tick=va_arg(ap,unsigned int);
  2742. flag=va_arg(ap,int);
  2743. func=va_arg(ap,SkillFunc);
  2744. if(battle_check_target(src,bl,flag) > 0)
  2745. {
  2746. // several splash skills need this initial dummy packet to display correctly
  2747. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2748. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2749. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2750. skill_area_temp[2]++;
  2751. return func(src,bl,skill_id,skill_lv,tick,flag);
  2752. }
  2753. return 0;
  2754. }
  2755. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2756. {
  2757. struct skill_unit *unit;
  2758. uint16 skill_id,g_skill_id;
  2759. unit = (struct skill_unit *)bl;
  2760. if(bl->prev == NULL || bl->type != BL_SKILL)
  2761. return 0;
  2762. if(!unit->alive)
  2763. return 0;
  2764. skill_id = va_arg(ap,int);
  2765. g_skill_id = unit->group->skill_id;
  2766. switch (skill_id) {
  2767. case MH_STEINWAND:
  2768. case MG_SAFETYWALL:
  2769. case AL_PNEUMA:
  2770. case SC_MAELSTROM:
  2771. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2772. return 0;
  2773. break;
  2774. case AL_WARP:
  2775. case HT_SKIDTRAP:
  2776. case MA_SKIDTRAP:
  2777. case HT_LANDMINE:
  2778. case MA_LANDMINE:
  2779. case HT_ANKLESNARE:
  2780. case HT_SHOCKWAVE:
  2781. case HT_SANDMAN:
  2782. case MA_SANDMAN:
  2783. case HT_FLASHER:
  2784. case HT_FREEZINGTRAP:
  2785. case MA_FREEZINGTRAP:
  2786. case HT_BLASTMINE:
  2787. case HT_CLAYMORETRAP:
  2788. case HT_TALKIEBOX:
  2789. case HP_BASILICA:
  2790. case RA_ELECTRICSHOCKER:
  2791. case RA_CLUSTERBOMB:
  2792. case RA_MAGENTATRAP:
  2793. case RA_COBALTTRAP:
  2794. case RA_MAIZETRAP:
  2795. case RA_VERDURETRAP:
  2796. case RA_FIRINGTRAP:
  2797. case RA_ICEBOUNDTRAP:
  2798. case SC_DIMENSIONDOOR:
  2799. case SC_BLOODYLUST:
  2800. case RL_B_TRAP:
  2801. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2802. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  2803. return 0;
  2804. break;
  2805. default: //Avoid stacking with same kind of trap. [Skotlex]
  2806. if (g_skill_id != skill_id)
  2807. return 0;
  2808. break;
  2809. }
  2810. return 1;
  2811. }
  2812. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2813. {
  2814. //Non players do not check for the skill's splash-trigger area.
  2815. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2816. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2817. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2818. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2819. return 0;
  2820. }
  2821. range += layout_type;
  2822. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2823. }
  2824. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2825. {
  2826. uint16 skill_id;
  2827. if(bl->prev == NULL)
  2828. return 0;
  2829. skill_id = va_arg(ap,int);
  2830. if( status_isdead(bl) && skill_id != AL_WARP )
  2831. return 0;
  2832. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2833. return 0;
  2834. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  2835. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2836. return 1;
  2837. }
  2838. //NOTE: 'isNearNPC' is used to check is the skill near NPC or not, if yes will use npc_isnear and range calculation [Cydh]
  2839. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  2840. {
  2841. int range = 0, type;
  2842. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  2843. if (isNearNPC)
  2844. range = skill_get_splash(skill_id,skill_lv);
  2845. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  2846. if (!isNearNPC || !range) {
  2847. switch (skill_id) { // to be expanded later
  2848. case WZ_ICEWALL:
  2849. range = 2;
  2850. break;
  2851. default:
  2852. {
  2853. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2854. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  2855. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2856. return 0;
  2857. }
  2858. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  2859. }
  2860. break;
  2861. }
  2862. }
  2863. //Check the additional range [Cydh]
  2864. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  2865. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  2866. if (!isNearNPC) { //Doesn't check the NPC range
  2867. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  2868. if (bl->type == BL_PC)
  2869. type = BL_CHAR;
  2870. else
  2871. type = BL_PC;
  2872. }
  2873. else
  2874. type = BL_NPC;
  2875. return (!isNearNPC) ?
  2876. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  2877. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  2878. //isNearNPC is used to check range from NPC
  2879. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  2880. }
  2881. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2882. {
  2883. if(id == sd->bl.id && battle_config.guild_aura&16)
  2884. return 0; // Do not affect guild leader
  2885. if (sd->sc.data[SC_GUILDAURA]) {
  2886. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2887. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2888. sce->val3 = strvit;
  2889. sce->val4 = agidex;
  2890. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2891. }
  2892. return 0;
  2893. }
  2894. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2895. return 1;
  2896. }
  2897. /*==========================================
  2898. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2899. * Flag:
  2900. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2901. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2902. *------------------------------------------*/
  2903. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2904. {
  2905. struct status_data *status;
  2906. struct map_session_data *sd = NULL;
  2907. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  2908. uint16 idx;
  2909. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2910. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2911. return 0;
  2912. nullpo_ret(bl);
  2913. switch( bl->type )
  2914. {
  2915. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2916. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2917. }
  2918. status = status_get_status_data(bl);
  2919. if( (idx = skill_get_index(skill)) == 0 )
  2920. return 0;
  2921. // Requeriments
  2922. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2923. {
  2924. itemid[i] = skill_db[idx].require.itemid[i];
  2925. amount[i] = skill_db[idx].require.amount[i];
  2926. }
  2927. hp = skill_db[idx].require.hp[lv-1];
  2928. sp = skill_db[idx].require.sp[lv-1];
  2929. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  2930. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  2931. state = skill_db[idx].require.state;
  2932. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  2933. hp += (status->max_hp * mhp) / 100;
  2934. if( hp_rate > 0 )
  2935. hp += (status->hp * hp_rate) / 100;
  2936. else
  2937. hp += (status->max_hp * (-hp_rate)) / 100;
  2938. if( sp_rate > 0 )
  2939. sp += (status->sp * sp_rate) / 100;
  2940. else
  2941. sp += (status->max_sp * (-sp_rate)) / 100;
  2942. if( bl->type == BL_HOM )
  2943. { // Intimacy Requeriments
  2944. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2945. switch( skill )
  2946. {
  2947. case HFLI_SBR44:
  2948. if( hd->homunculus.intimacy <= 200 )
  2949. return 0;
  2950. break;
  2951. case HVAN_EXPLOSION:
  2952. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2953. return 0;
  2954. break;
  2955. }
  2956. }
  2957. if( !(type&2) )
  2958. {
  2959. if( hp > 0 && status->hp <= (unsigned int)hp )
  2960. {
  2961. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2962. return 0;
  2963. }
  2964. if( sp > 0 && status->sp <= (unsigned int)sp )
  2965. {
  2966. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2967. return 0;
  2968. }
  2969. }
  2970. if( !type )
  2971. switch( state )
  2972. {
  2973. case ST_MOVE_ENABLE:
  2974. if( !unit_can_move(bl) )
  2975. {
  2976. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2977. return 0;
  2978. }
  2979. break;
  2980. }
  2981. if( !(type&1) )
  2982. return 1;
  2983. // Check item existences
  2984. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2985. {
  2986. index[i] = -1;
  2987. if( itemid[i] < 1 ) continue; // No item
  2988. index[i] = pc_search_inventory(sd, itemid[i]);
  2989. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2990. {
  2991. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2992. return 0;
  2993. }
  2994. }
  2995. // Consume items
  2996. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2997. {
  2998. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2999. }
  3000. if( type&2 )
  3001. return 1;
  3002. if( sp || hp )
  3003. status_zap(bl, hp, sp);
  3004. return 1;
  3005. }
  3006. /*==========================================
  3007. *
  3008. *------------------------------------------*/
  3009. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3010. {
  3011. return 1;
  3012. }
  3013. /*==========================================
  3014. *
  3015. *------------------------------------------*/
  3016. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3017. {
  3018. struct block_list *src = map_id2bl(id),*target;
  3019. struct unit_data *ud = unit_bl2ud(src);
  3020. struct skill_timerskill *skl;
  3021. int range;
  3022. nullpo_ret(src);
  3023. nullpo_ret(ud);
  3024. skl = ud->skilltimerskill[data];
  3025. nullpo_ret(skl);
  3026. ud->skilltimerskill[data] = NULL;
  3027. do {
  3028. if(src->prev == NULL)
  3029. break; // Source not on Map
  3030. if(skl->target_id) {
  3031. target = map_id2bl(skl->target_id);
  3032. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3033. target = src; //Required since it has to warp.
  3034. if(target == NULL)
  3035. break; // Target offline?
  3036. if(target->prev == NULL)
  3037. break; // Target not on Map
  3038. if(src->m != target->m)
  3039. break; // Different Maps
  3040. if(status_isdead(src))
  3041. break; // Caster is Dead
  3042. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3043. break;
  3044. switch(skl->skill_id) {
  3045. case RG_INTIMIDATE:
  3046. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3047. short x,y;
  3048. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3049. if (target != src && !status_isdead(target))
  3050. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3051. }
  3052. break;
  3053. case BA_FROSTJOKER:
  3054. case DC_SCREAM:
  3055. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3056. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3057. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3058. break;
  3059. case NPC_EARTHQUAKE:
  3060. if( skl->type > 1 )
  3061. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3062. 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);
  3063. skill_area_temp[1] = src->id;
  3064. skill_area_temp[2] = 0;
  3065. 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);
  3066. break;
  3067. case WZ_WATERBALL:
  3068. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3069. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3070. range = path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH);
  3071. if (!status_isdead(target) && range)
  3072. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3073. if (skl->type>1 && !status_isdead(target) && !status_isdead(src) && range) {
  3074. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3075. } else {
  3076. struct status_change *sc = status_get_sc(src);
  3077. if(sc) {
  3078. if(sc->data[SC_SPIRIT] &&
  3079. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3080. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3081. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3082. }
  3083. }
  3084. break;
  3085. /**
  3086. * Warlock
  3087. **/
  3088. case WL_CHAINLIGHTNING_ATK: {
  3089. struct block_list *nbl = NULL; // Next Target of Chain
  3090. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3091. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3092. if( skl->type > 1 )
  3093. { // Remaining Chains Hit
  3094. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  3095. if( nbl == NULL && skl->x > 1 )
  3096. {
  3097. nbl = target;
  3098. skl->x--;
  3099. }
  3100. else skl->x = 3;
  3101. }
  3102. if( nbl )
  3103. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  3104. }
  3105. break;
  3106. case WL_TETRAVORTEX_FIRE:
  3107. case WL_TETRAVORTEX_WATER:
  3108. case WL_TETRAVORTEX_WIND:
  3109. case WL_TETRAVORTEX_GROUND:
  3110. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3111. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3112. if( skl->type >= 3 )
  3113. { // Final Hit
  3114. if( !status_isdead(target) )
  3115. { // Final Status Effect
  3116. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3117. applyeffects[4] = { 0, 0, 0, 0 },
  3118. i, j = 0, k = 0;
  3119. for( i = 1; i <= 8; i = i + i )
  3120. {
  3121. if( skl->x&i )
  3122. {
  3123. applyeffects[j] = effects[k];
  3124. j++;
  3125. }
  3126. k++;
  3127. }
  3128. if( j )
  3129. {
  3130. i = applyeffects[rnd()%j];
  3131. status_change_start(src,target, i, 10000, skl->skill_lv,
  3132. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3133. (i == SC_BURNING ? src->id : 0),
  3134. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  3135. }
  3136. }
  3137. }
  3138. break;
  3139. case WM_REVERBERATION_MELEE:
  3140. case WM_REVERBERATION_MAGIC:
  3141. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3142. break;
  3143. case SC_FATALMENACE:
  3144. if( src == target ) // Casters Part
  3145. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3146. else { // Target's Part
  3147. short x = skl->x, y = skl->y;
  3148. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3149. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3150. }
  3151. break;
  3152. case LG_MOONSLASHER:
  3153. case SR_WINDMILL:
  3154. if( target->type == BL_PC ) {
  3155. struct map_session_data *tsd = NULL;
  3156. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3157. pc_setsit(tsd);
  3158. skill_sit(tsd,1);
  3159. clif_sitting(&tsd->bl);
  3160. }
  3161. }
  3162. break;
  3163. case LG_OVERBRAND_BRANDISH:
  3164. case LG_OVERBRAND_PLUSATK:
  3165. case SR_KNUCKLEARROW:
  3166. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3167. break;
  3168. case GN_SPORE_EXPLOSION:
  3169. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3170. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3171. break;
  3172. case CH_PALMSTRIKE:
  3173. {
  3174. struct status_change* tsc = status_get_sc(target);
  3175. struct status_change* sc = status_get_sc(src);
  3176. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3177. ( sc && sc->option&OPTION_HIDE ) ){
  3178. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3179. break;
  3180. }
  3181. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3182. break;
  3183. }
  3184. case SR_FLASHCOMBO_ATK_STEP1:
  3185. case SR_FLASHCOMBO_ATK_STEP2:
  3186. case SR_FLASHCOMBO_ATK_STEP3:
  3187. case SR_FLASHCOMBO_ATK_STEP4:
  3188. if( src->type == BL_PC ) {
  3189. TBL_PC *sd = NULL;
  3190. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3191. if( (sd = BL_CAST(BL_PC,src)) ) {
  3192. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3193. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3194. }
  3195. }
  3196. break;
  3197. case SC_ESCAPE:
  3198. if( skl->type < 4 + skl->skill_lv ) {
  3199. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3200. skill_blown(src, src, 1, unit_getdir(src), 0);
  3201. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3202. }
  3203. break;
  3204. default:
  3205. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3206. break;
  3207. }
  3208. }
  3209. else {
  3210. if(src->m != skl->map)
  3211. break;
  3212. switch( skl->skill_id )
  3213. {
  3214. case WZ_METEOR:
  3215. if( skl->type >= 0 )
  3216. {
  3217. int x = skl->type>>16, y = skl->type&0xFFFF;
  3218. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3219. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3220. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3221. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3222. }
  3223. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3224. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3225. break;
  3226. case GN_CRAZYWEED_ATK:
  3227. {
  3228. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3229. 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);
  3230. }
  3231. case WL_EARTHSTRAIN:
  3232. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3233. break;
  3234. }
  3235. }
  3236. } while (0);
  3237. //Free skl now that it is no longer needed.
  3238. ers_free(skill_timer_ers, skl);
  3239. return 0;
  3240. }
  3241. /*==========================================
  3242. *
  3243. *------------------------------------------*/
  3244. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3245. {
  3246. int i;
  3247. struct unit_data *ud;
  3248. nullpo_retr(1, src);
  3249. if (src->prev == NULL)
  3250. return 0;
  3251. ud = unit_bl2ud(src);
  3252. nullpo_retr(1, ud);
  3253. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3254. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3255. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3256. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3257. ud->skilltimerskill[i]->src_id = src->id;
  3258. ud->skilltimerskill[i]->target_id = target;
  3259. ud->skilltimerskill[i]->skill_id = skill_id;
  3260. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3261. ud->skilltimerskill[i]->map = src->m;
  3262. ud->skilltimerskill[i]->x = x;
  3263. ud->skilltimerskill[i]->y = y;
  3264. ud->skilltimerskill[i]->type = type;
  3265. ud->skilltimerskill[i]->flag = flag;
  3266. return 0;
  3267. }
  3268. /*==========================================
  3269. *
  3270. *------------------------------------------*/
  3271. int skill_cleartimerskill (struct block_list *src)
  3272. {
  3273. int i;
  3274. struct unit_data *ud;
  3275. nullpo_ret(src);
  3276. ud = unit_bl2ud(src);
  3277. nullpo_ret(ud);
  3278. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3279. if(ud->skilltimerskill[i]) {
  3280. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3281. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3282. ud->skilltimerskill[i]=NULL;
  3283. }
  3284. }
  3285. return 1;
  3286. }
  3287. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3288. struct skill_unit *su = (TBL_SKILL*)bl;
  3289. struct skill_unit_group *sg;
  3290. if( bl->type != BL_SKILL )
  3291. return 0;
  3292. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3293. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3294. su->limit=DIFF_TICK(gettick(),sg->tick);
  3295. sg->unit_id = UNT_USED_TRAPS;
  3296. }
  3297. return 0;
  3298. }
  3299. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3300. {
  3301. TBL_SKILL *su = (TBL_SKILL*)bl;
  3302. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3303. { //Reveal trap.
  3304. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3305. //clif_changetraplook(bl, su->group->unit_id);
  3306. clif_skill_setunit(su);
  3307. return 1;
  3308. }
  3309. return 0;
  3310. }
  3311. /*==========================================
  3312. *
  3313. *
  3314. *------------------------------------------*/
  3315. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3316. {
  3317. struct map_session_data *sd = NULL;
  3318. struct status_data *tstatus;
  3319. struct status_change *sc, *tsc;
  3320. if (skill_id > 0 && !skill_lv) return 0;
  3321. nullpo_retr(1, src);
  3322. nullpo_retr(1, bl);
  3323. if (src->m != bl->m)
  3324. return 1;
  3325. if (bl->prev == NULL)
  3326. return 1;
  3327. sd = BL_CAST(BL_PC, src);
  3328. if (status_isdead(bl))
  3329. return 1;
  3330. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3331. { //GTB makes all targetted magic display miss with a single bolt.
  3332. sc_type sct = status_skill2sc(skill_id);
  3333. if(sct != SC_NONE)
  3334. status_change_end(bl, sct, INVALID_TIMER);
  3335. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3336. return 1;
  3337. }
  3338. sc = status_get_sc(src);
  3339. tsc = status_get_sc(bl);
  3340. if (sc && !sc->count)
  3341. sc = NULL; //Unneeded
  3342. if (tsc && !tsc->count)
  3343. tsc = NULL;
  3344. tstatus = status_get_status_data(bl);
  3345. //Hits the target if marked with SC_C_MARKER only
  3346. switch (skill_id) {
  3347. case RL_QD_SHOT:
  3348. if (sd && bl->id == sd->ud.target)
  3349. return 1;
  3350. case RL_D_TAIL:
  3351. case RL_HAMMER_OF_GOD:
  3352. {
  3353. tsc = status_get_sc(bl);
  3354. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3355. return 1;
  3356. }
  3357. break;
  3358. case RL_FLICKER:
  3359. {
  3360. tsc = status_get_sc(bl);
  3361. if (!tsc)
  3362. return 1;
  3363. if ((!tsc->data[SC_H_MINE] || tsc->data[SC_H_MINE]->val2 != src->id) &&
  3364. (!tsc->data[SC_B_TRAP] || tsc->data[SC_B_TRAP]->val2 != src->id))
  3365. return 1;
  3366. }
  3367. break;
  3368. }
  3369. map_freeblock_lock();
  3370. switch(skill_id)
  3371. {
  3372. case MER_CRASH:
  3373. case SM_BASH:
  3374. case MS_BASH:
  3375. case MC_MAMMONITE:
  3376. case TF_DOUBLE:
  3377. case AC_DOUBLE:
  3378. case MA_DOUBLE:
  3379. case AS_SONICBLOW:
  3380. case KN_PIERCE:
  3381. case ML_PIERCE:
  3382. case KN_SPEARBOOMERANG:
  3383. case TF_POISON:
  3384. case TF_SPRINKLESAND:
  3385. case AC_CHARGEARROW:
  3386. case MA_CHARGEARROW:
  3387. case RG_INTIMIDATE:
  3388. case AM_ACIDTERROR:
  3389. case BA_MUSICALSTRIKE:
  3390. case DC_THROWARROW:
  3391. case BA_DISSONANCE:
  3392. case CR_HOLYCROSS:
  3393. case NPC_DARKCROSS:
  3394. case CR_SHIELDCHARGE:
  3395. case CR_SHIELDBOOMERANG:
  3396. case NPC_PIERCINGATT:
  3397. case NPC_MENTALBREAKER:
  3398. case NPC_RANGEATTACK:
  3399. case NPC_CRITICALSLASH:
  3400. case NPC_COMBOATTACK:
  3401. case NPC_GUIDEDATTACK:
  3402. case NPC_POISON:
  3403. case NPC_RANDOMATTACK:
  3404. case NPC_WATERATTACK:
  3405. case NPC_GROUNDATTACK:
  3406. case NPC_FIREATTACK:
  3407. case NPC_WINDATTACK:
  3408. case NPC_POISONATTACK:
  3409. case NPC_HOLYATTACK:
  3410. case NPC_DARKNESSATTACK:
  3411. case NPC_TELEKINESISATTACK:
  3412. case NPC_UNDEADATTACK:
  3413. case NPC_ARMORBRAKE:
  3414. case NPC_WEAPONBRAKER:
  3415. case NPC_HELMBRAKE:
  3416. case NPC_SHIELDBRAKE:
  3417. case NPC_BLINDATTACK:
  3418. case NPC_SILENCEATTACK:
  3419. case NPC_STUNATTACK:
  3420. case NPC_PETRIFYATTACK:
  3421. case NPC_CURSEATTACK:
  3422. case NPC_SLEEPATTACK:
  3423. case LK_AURABLADE:
  3424. case LK_SPIRALPIERCE:
  3425. case ML_SPIRALPIERCE:
  3426. case LK_HEADCRUSH:
  3427. case CG_ARROWVULCAN:
  3428. case HW_MAGICCRASHER:
  3429. case ITM_TOMAHAWK:
  3430. case MO_TRIPLEATTACK:
  3431. case CH_CHAINCRUSH:
  3432. case CH_TIGERFIST:
  3433. case PA_SHIELDCHAIN: // Shield Chain
  3434. case PA_SACRIFICE:
  3435. case WS_CARTTERMINATION: // Cart Termination
  3436. case AS_VENOMKNIFE:
  3437. case HT_PHANTASMIC:
  3438. case HT_POWER:
  3439. case TK_DOWNKICK:
  3440. case TK_COUNTER:
  3441. case GS_CHAINACTION:
  3442. case GS_TRIPLEACTION:
  3443. case GS_MAGICALBULLET:
  3444. case GS_TRACKING:
  3445. case GS_PIERCINGSHOT:
  3446. case GS_RAPIDSHOWER:
  3447. case GS_DUST:
  3448. case GS_DISARM: // Added disarm. [Reddozen]
  3449. case GS_FULLBUSTER:
  3450. case NJ_SYURIKEN:
  3451. case NJ_KUNAI:
  3452. #ifndef RENEWAL
  3453. case ASC_BREAKER:
  3454. #endif
  3455. case HFLI_MOON: //[orn]
  3456. case HFLI_SBR44: //[orn]
  3457. case NPC_BLEEDING:
  3458. case NPC_CRITICALWOUND:
  3459. case NPC_HELLPOWER:
  3460. case RK_SONICWAVE:
  3461. case AB_DUPLELIGHT_MELEE:
  3462. case RA_AIMEDBOLT:
  3463. case NC_AXEBOOMERANG:
  3464. case NC_POWERSWING:
  3465. case GC_CROSSIMPACT:
  3466. case GC_VENOMPRESSURE:
  3467. case SC_TRIANGLESHOT:
  3468. case SC_FEINTBOMB:
  3469. case LG_BANISHINGPOINT:
  3470. case LG_SHIELDPRESS:
  3471. case LG_RAGEBURST:
  3472. case LG_RAYOFGENESIS:
  3473. case LG_HESPERUSLIT:
  3474. case SR_FALLENEMPIRE:
  3475. case SR_CRESCENTELBOW_AUTOSPELL:
  3476. case SR_GATEOFHELL:
  3477. case SR_GENTLETOUCH_QUIET:
  3478. case WM_SEVERE_RAINSTORM_MELEE:
  3479. case WM_GREAT_ECHO:
  3480. case GN_SLINGITEM_RANGEMELEEATK:
  3481. case KO_JYUMONJIKIRI:
  3482. case KO_SETSUDAN:
  3483. case KO_KAIHOU:
  3484. case GC_DARKCROW:
  3485. case RL_MASS_SPIRAL:
  3486. case RL_SLUGSHOT:
  3487. case RL_AM_BLAST:
  3488. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3489. break;
  3490. /**
  3491. * Mechanic (MADO GEAR)
  3492. **/
  3493. case NC_BOOSTKNUCKLE:
  3494. case NC_PILEBUNKER:
  3495. case NC_VULCANARM:
  3496. case NC_COLDSLOWER:
  3497. case NC_ARMSCANNON:
  3498. if (sd) pc_overheat(sd,1);
  3499. case RK_WINDCUTTER:
  3500. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3501. break;
  3502. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3503. switch( rnd()%6 ){
  3504. case 0: flag |= BREAK_ANKLE; break;
  3505. case 1: flag |= BREAK_WRIST; break;
  3506. case 2: flag |= BREAK_KNEE; break;
  3507. case 3: flag |= BREAK_SHOULDER; break;
  3508. case 4: flag |= BREAK_WAIST; break;
  3509. case 5: flag |= BREAK_NECK; break;
  3510. }
  3511. //TODO: is there really no cleaner way to do this?
  3512. sc = status_get_sc(bl);
  3513. if (sc) sc->jb_flag = flag;
  3514. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3515. break;
  3516. case MO_COMBOFINISH:
  3517. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3518. { //Becomes a splash attack when Soul Linked.
  3519. map_foreachinrange(skill_area_sub, bl,
  3520. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3521. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3522. skill_castend_damage_id);
  3523. } else
  3524. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3525. break;
  3526. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3527. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3528. skill_area_temp[1] = 0;
  3529. map_foreachinrange(skill_attack_area, src,
  3530. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3531. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3532. break;
  3533. case KN_CHARGEATK:
  3534. {
  3535. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3536. unsigned int dist = distance_bl(src, bl);
  3537. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3538. // teleport to target (if not on WoE grounds)
  3539. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3540. clif_slide(src, bl->x, bl->y);
  3541. // cause damage and knockback if the path to target was a straight one
  3542. if( path )
  3543. {
  3544. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3545. skill_blown(src, bl, dist, dir, 0);
  3546. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3547. // make the caster look in the direction of the target
  3548. unit_setdir(src, (dir+4)%8);
  3549. }
  3550. }
  3551. break;
  3552. case NC_FLAMELAUNCHER:
  3553. if (sd) pc_overheat(sd,1);
  3554. case SN_SHARPSHOOTING:
  3555. case MA_SHARPSHOOTING:
  3556. case NJ_KAMAITACHI:
  3557. case LG_CANNONSPEAR:
  3558. //It won't shoot through walls since on castend there has to be a direct
  3559. //line of sight between caster and target.
  3560. skill_area_temp[1] = bl->id;
  3561. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3562. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3563. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3564. break;
  3565. case NPC_ACIDBREATH:
  3566. case NPC_DARKNESSBREATH:
  3567. case NPC_FIREBREATH:
  3568. case NPC_ICEBREATH:
  3569. case NPC_THUNDERBREATH:
  3570. skill_area_temp[1] = bl->id;
  3571. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3572. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3573. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3574. break;
  3575. case MO_INVESTIGATE:
  3576. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3577. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3578. break;
  3579. case RG_BACKSTAP:
  3580. {
  3581. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3582. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3583. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3584. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3585. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3586. unit_setdir(bl,dir);
  3587. }
  3588. else if (sd)
  3589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3590. }
  3591. break;
  3592. case MO_FINGEROFFENSIVE:
  3593. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3594. if (battle_config.finger_offensive_type && sd) {
  3595. int i;
  3596. for (i = 1; i < sd->spiritball_old; i++)
  3597. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3598. }
  3599. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3600. break;
  3601. case MO_CHAINCOMBO:
  3602. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3603. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3604. break;
  3605. #ifndef RENEWAL
  3606. case NJ_ISSEN:
  3607. status_change_end(src, SC_NEN, INVALID_TIMER);
  3608. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3609. #endif
  3610. // fall through
  3611. case MO_EXTREMITYFIST:
  3612. {
  3613. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3614. struct block_list *mbl = bl;
  3615. short dir = 0;
  3616. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3617. if( skill_id == MO_EXTREMITYFIST )
  3618. {
  3619. mbl = src;
  3620. i = 3; // for Asura(from caster)
  3621. status_set_sp(src, 0, 0);
  3622. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3623. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3624. #ifdef RENEWAL
  3625. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3626. #endif
  3627. }else
  3628. status_set_hp(src,
  3629. #ifdef RENEWAL
  3630. max(status_get_max_hp(src)/100, 1)
  3631. #else
  3632. 1
  3633. #endif
  3634. , 0);
  3635. dir = map_calc_dir(src,bl->x,bl->y);
  3636. if( dir > 0 && dir < 4) x = -i;
  3637. else if( dir > 4 ) x = i;
  3638. else x = 0;
  3639. if( dir > 2 && dir < 6 ) y = -i;
  3640. else if( dir == 7 || dir < 2 ) y = i;
  3641. else y = 0;
  3642. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3643. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3644. clif_slide(src, src->x, src->y);
  3645. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3646. //clif_fixpos(src);
  3647. }
  3648. }
  3649. break;
  3650. //Splash attack skills.
  3651. case AS_GRIMTOOTH:
  3652. case MC_CARTREVOLUTION:
  3653. case NPC_SPLASHATTACK:
  3654. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3655. case AS_SPLASHER:
  3656. case SM_MAGNUM:
  3657. case MS_MAGNUM:
  3658. case HT_BLITZBEAT:
  3659. case AC_SHOWER:
  3660. case MA_SHOWER:
  3661. case MG_NAPALMBEAT:
  3662. case MG_FIREBALL:
  3663. case RG_RAID:
  3664. case HW_NAPALMVULCAN:
  3665. case NJ_HUUMA:
  3666. case NJ_BAKUENRYU:
  3667. case ASC_METEORASSAULT:
  3668. case GS_DESPERADO:
  3669. case GS_SPREADATTACK:
  3670. case NPC_EARTHQUAKE:
  3671. case NPC_PULSESTRIKE:
  3672. case NPC_HELLJUDGEMENT:
  3673. case NPC_VAMPIRE_GIFT:
  3674. case RK_IGNITIONBREAK:
  3675. case AB_JUDEX:
  3676. case WL_SOULEXPANSION:
  3677. case WL_CRIMSONROCK:
  3678. case WL_JACKFROST:
  3679. case RA_ARROWSTORM:
  3680. case RA_WUGDASH:
  3681. case NC_SELFDESTRUCTION:
  3682. case NC_AXETORNADO:
  3683. case GC_ROLLINGCUTTER:
  3684. case GC_COUNTERSLASH:
  3685. case LG_MOONSLASHER:
  3686. case LG_EARTHDRIVE:
  3687. case SR_TIGERCANNON:
  3688. case SR_RAMPAGEBLASTER:
  3689. case SR_SKYNETBLOW:
  3690. case SR_WINDMILL:
  3691. case SR_RIDEINLIGHTNING:
  3692. case WM_SOUND_OF_DESTRUCTION:
  3693. case WM_REVERBERATION_MELEE:
  3694. case WM_REVERBERATION_MAGIC:
  3695. case SO_VARETYR_SPEAR:
  3696. case GN_CART_TORNADO:
  3697. case GN_CARTCANNON:
  3698. case KO_HAPPOKUNAI:
  3699. case KO_HUUMARANKA:
  3700. case KO_MUCHANAGE:
  3701. case KO_BAKURETSU:
  3702. case GN_ILLUSIONDOPING:
  3703. case RL_FIREDANCE:
  3704. case RL_BANISHING_BUSTER:
  3705. case RL_S_STORM:
  3706. case RL_D_TAIL:
  3707. case RL_R_TRIP:
  3708. case RL_FLICKER:
  3709. case RL_HAMMER_OF_GOD:
  3710. case RL_QD_SHOT:
  3711. case RL_FIRE_RAIN:
  3712. if( flag&1 ) {//Recursive invocation
  3713. // skill_area_temp[0] holds number of targets in area
  3714. // skill_area_temp[1] holds the id of the original target
  3715. // skill_area_temp[2] counts how many targets have already been processed
  3716. int sflag = skill_area_temp[0] & 0xFFF;
  3717. if( flag&SD_LEVEL )
  3718. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3719. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3720. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3721. if (skill_id == RL_FLICKER) { //Skills that triggered by RL_FLICKER
  3722. tsc = status_get_sc(bl);
  3723. if (sd)
  3724. sd->flicker = true;
  3725. if (!tsc)
  3726. break;
  3727. if (tsc->data[SC_B_TRAP])
  3728. skill_attack(skill_get_type(RL_B_TRAP), src, src, bl, RL_B_TRAP, pc_checkskill(sd,RL_B_TRAP), tick, sflag);
  3729. if (tsc->data[SC_H_MINE])
  3730. skill_castend_damage_id(src,bl,RL_H_MINE,pc_checkskill(sd,RL_H_MINE),tick,sflag);
  3731. if (sd)
  3732. sd->flicker = false;
  3733. }
  3734. else {
  3735. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3736. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3737. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3738. status_heal(src,heal,0,0);
  3739. }
  3740. }
  3741. } else {
  3742. switch ( skill_id ) {
  3743. case NJ_BAKUENRYU:
  3744. case LG_EARTHDRIVE:
  3745. case GN_CARTCANNON:
  3746. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3747. break;
  3748. case LG_MOONSLASHER:
  3749. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3750. break;
  3751. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3752. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3753. break;
  3754. default:
  3755. break;
  3756. }
  3757. skill_area_temp[0] = 0;
  3758. skill_area_temp[1] = bl->id;
  3759. skill_area_temp[2] = 0;
  3760. if( skill_id == WL_CRIMSONROCK ) {
  3761. skill_area_temp[4] = bl->x;
  3762. skill_area_temp[5] = bl->y;
  3763. }
  3764. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3765. skill_area_temp[1] = 0;
  3766. // if skill damage should be split among targets, count them
  3767. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3768. //special case: Venom Splasher uses a different range for searching than for splashing
  3769. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3770. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3771. // recursive invocation of skill_castend_damage_id() with flag|1
  3772. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3773. }
  3774. break;
  3775. case WL_COMET:
  3776. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3777. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3778. break;
  3779. case KN_BRANDISHSPEAR:
  3780. case ML_BRANDISH:
  3781. //Coded apart for it needs the flag passed to the damage calculation.
  3782. if (skill_area_temp[1] != bl->id)
  3783. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3784. else
  3785. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3786. break;
  3787. case KN_BOWLINGBASH:
  3788. case MS_BOWLINGBASH:
  3789. {
  3790. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  3791. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  3792. c = (skill_lv-(flag&0xFFF)+1)/2;
  3793. // Determine the Bowling Bash area depending on configuration
  3794. if (battle_config.bowling_bash_area == 0) {
  3795. // Gutter line system
  3796. min_x = ((src->x)-c) - ((src->x)-c)%40;
  3797. if(min_x < 0) min_x = 0;
  3798. max_x = min_x + 39;
  3799. min_y = ((src->y)-c) - ((src->y)-c)%40;
  3800. if(min_y < 0) min_y = 0;
  3801. max_y = min_y + 39;
  3802. } else if (battle_config.bowling_bash_area == 1) {
  3803. // Gutter line system without demi gutter bug
  3804. min_x = src->x - (src->x)%40;
  3805. max_x = min_x + 39;
  3806. min_y = src->y - (src->y)%40;
  3807. max_y = min_y + 39;
  3808. } else {
  3809. // Area around caster
  3810. min_x = src->x - battle_config.bowling_bash_area;
  3811. max_x = src->x + battle_config.bowling_bash_area;
  3812. min_y = src->y - battle_config.bowling_bash_area;
  3813. max_y = src->y + battle_config.bowling_bash_area;
  3814. }
  3815. // Initialization, break checks, direction
  3816. if((flag&0xFFF) > 0) {
  3817. // Ignore monsters outside area
  3818. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  3819. break;
  3820. // Ignore monsters already in list
  3821. if(idb_exists(bowling_db, bl->id))
  3822. break;
  3823. // Random direction
  3824. dir = rand()%8;
  3825. } else {
  3826. // Create an empty list of already hit targets
  3827. db_clear(bowling_db);
  3828. // Direction is walkpath
  3829. dir = (unit_getdir(src)+4)%8;
  3830. }
  3831. // Add current target to the list of already hit targets
  3832. idb_put(bowling_db, bl->id, bl);
  3833. // Keep moving target in direction square by square
  3834. tx = bl->x;
  3835. ty = bl->y;
  3836. for(i=0;i<c;i++) {
  3837. // Target coordinates (get changed even if knockback fails)
  3838. tx -= dirx[dir];
  3839. ty -= diry[dir];
  3840. // If target cell is a wall then break
  3841. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  3842. break;
  3843. skill_blown(src,bl,1,dir,0);
  3844. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  3845. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  3846. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  3847. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  3848. // Recursive call
  3849. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  3850. // Self-collision
  3851. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  3852. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3853. break;
  3854. }
  3855. }
  3856. // Original hit or chain hit depending on flag
  3857. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3858. }
  3859. break;
  3860. case KN_SPEARSTAB:
  3861. if(flag&1) {
  3862. if (bl->id==skill_area_temp[1])
  3863. break;
  3864. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  3865. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3866. } else {
  3867. int x=bl->x,y=bl->y,i,dir;
  3868. dir = map_calc_dir(bl,src->x,src->y);
  3869. skill_area_temp[1] = bl->id;
  3870. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  3871. // all the enemies between the caster and the target are hit, as well as the target
  3872. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  3873. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3874. for (i=0;i<4;i++) {
  3875. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3876. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3877. x += dirx[dir];
  3878. y += diry[dir];
  3879. }
  3880. }
  3881. break;
  3882. case TK_TURNKICK:
  3883. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3884. {
  3885. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3886. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  3887. map_foreachinrange(skill_area_sub,bl,
  3888. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  3889. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  3890. skill_castend_nodamage_id);
  3891. }
  3892. break;
  3893. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3894. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  3895. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3896. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3897. break;
  3898. case PR_TURNUNDEAD:
  3899. case ALL_RESURRECTION:
  3900. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3901. break;
  3902. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3903. break;
  3904. case MG_SOULSTRIKE:
  3905. case NPC_DARKSTRIKE:
  3906. case MG_COLDBOLT:
  3907. case MG_FIREBOLT:
  3908. case MG_LIGHTNINGBOLT:
  3909. case WZ_EARTHSPIKE:
  3910. case AL_HEAL:
  3911. case AL_HOLYLIGHT:
  3912. case WZ_JUPITEL:
  3913. case NPC_DARKTHUNDER:
  3914. case PR_ASPERSIO:
  3915. case MG_FROSTDIVER:
  3916. case WZ_SIGHTBLASTER:
  3917. case WZ_SIGHTRASHER:
  3918. case NJ_KOUENKA:
  3919. case NJ_HYOUSENSOU:
  3920. case NJ_HUUJIN:
  3921. case AB_ADORAMUS:
  3922. case AB_RENOVATIO:
  3923. case AB_HIGHNESSHEAL:
  3924. case AB_DUPLELIGHT_MAGIC:
  3925. case WM_METALICSOUND:
  3926. case MH_ERASER_CUTTER:
  3927. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3928. break;
  3929. case NPC_MAGICALATTACK:
  3930. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3931. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  3932. break;
  3933. case HVAN_CAPRICE: //[blackhole89]
  3934. {
  3935. int ran=rnd()%4;
  3936. int sid = 0;
  3937. switch(ran)
  3938. {
  3939. case 0: sid=MG_COLDBOLT; break;
  3940. case 1: sid=MG_FIREBOLT; break;
  3941. case 2: sid=MG_LIGHTNINGBOLT; break;
  3942. case 3: sid=WZ_EARTHSPIKE; break;
  3943. }
  3944. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  3945. }
  3946. break;
  3947. case WZ_WATERBALL:
  3948. {
  3949. int range = skill_lv / 2;
  3950. int maxlv = skill_get_max(skill_id); // learnable level
  3951. int count = 0;
  3952. int x, y;
  3953. struct skill_unit* unit;
  3954. if( skill_lv > maxlv )
  3955. {
  3956. if( src->type == BL_MOB && skill_lv == 10 )
  3957. range = 4;
  3958. else
  3959. range = maxlv / 2;
  3960. }
  3961. for( y = src->y - range; y <= src->y + range; ++y )
  3962. for( x = src->x - range; x <= src->x + range; ++x )
  3963. {
  3964. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3965. {
  3966. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3967. count++; // natural water cell
  3968. 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 )
  3969. {
  3970. count++; // skill-induced water cell
  3971. skill_delunit(unit); // consume cell
  3972. }
  3973. }
  3974. }
  3975. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3976. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  3977. }
  3978. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3979. break;
  3980. case PR_BENEDICTIO:
  3981. //Should attack undead and demons. [Skotlex]
  3982. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3983. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  3984. break;
  3985. case SL_SMA:
  3986. status_change_end(src, SC_SMA, INVALID_TIMER);
  3987. case SL_STIN:
  3988. case SL_STUN:
  3989. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3990. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  3991. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3992. break;
  3993. }
  3994. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3995. break;
  3996. case NPC_DARKBREATH:
  3997. clif_emotion(src,E_AG);
  3998. case SN_FALCONASSAULT:
  3999. case PA_PRESSURE:
  4000. case CR_ACIDDEMONSTRATION:
  4001. case TF_THROWSTONE:
  4002. #ifdef RENEWAL
  4003. case ASC_BREAKER:
  4004. #endif
  4005. case NPC_SMOKING:
  4006. case GS_FLING:
  4007. case NJ_ZENYNAGE:
  4008. case GN_THORNS_TRAP:
  4009. case GN_HELLS_PLANT_ATK:
  4010. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4011. break;
  4012. #ifdef RENEWAL
  4013. case NJ_ISSEN: // teleport for Issen
  4014. {
  4015. short x, y, i = 2; // Move 2 cells for Issen(from target)
  4016. struct block_list *mbl = bl;
  4017. short dir = 0;
  4018. status_change_end(src, SC_NEN, INVALID_TIMER);
  4019. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4020. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4021. status_set_hp(src,max(status_get_max_hp(src)/100, 1),0);
  4022. dir = map_calc_dir(src,bl->x,bl->y);
  4023. if( dir > 0 && dir < 4) x = -i;
  4024. else if( dir > 4 ) x = i;
  4025. else x = 0;
  4026. if( dir > 2 && dir < 6 ) y = -i;
  4027. else if( dir == 7 || dir < 2 ) y = i;
  4028. else y = 0;
  4029. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  4030. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  4031. clif_slide(src, src->x, src->y);
  4032. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  4033. //clif_fixpos(src);
  4034. }
  4035. }
  4036. break;
  4037. #endif
  4038. /**
  4039. * Rune Knight
  4040. **/
  4041. case RK_DRAGONBREATH_WATER:
  4042. case RK_DRAGONBREATH: {
  4043. struct status_change *tsc = NULL;
  4044. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  4045. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4046. } else
  4047. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4048. }
  4049. break;
  4050. case NPC_SELFDESTRUCTION: {
  4051. struct status_change *tsc = NULL;
  4052. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  4053. break;
  4054. }
  4055. case HVAN_EXPLOSION:
  4056. if (src != bl)
  4057. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4058. break;
  4059. // Celest
  4060. case PF_SOULBURN:
  4061. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4062. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4063. if (skill_lv == 5)
  4064. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4065. status_percent_damage(src, bl, 0, 100, false);
  4066. } else {
  4067. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4068. if (skill_lv == 5)
  4069. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4070. status_percent_damage(src, src, 0, 100, false);
  4071. }
  4072. break;
  4073. case NPC_BLOODDRAIN:
  4074. case NPC_ENERGYDRAIN:
  4075. {
  4076. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4077. src, src, bl, skill_id, skill_lv, tick, flag);
  4078. if (heal > 0){
  4079. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4080. status_heal(src, heal, 0, 0);
  4081. }
  4082. }
  4083. break;
  4084. case GS_BULLSEYE:
  4085. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4086. break;
  4087. case NJ_KASUMIKIRI:
  4088. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4089. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4090. break;
  4091. case NJ_KIRIKAGE:
  4092. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4093. { //You don't move on GVG grounds.
  4094. short x, y;
  4095. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4096. if (unit_movepos(src, x, y, 0, 0))
  4097. clif_slide(src,src->x,src->y);
  4098. }
  4099. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4100. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4101. break;
  4102. case RK_HUNDREDSPEAR:
  4103. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4104. if(rnd()%100 < (10 + 3*skill_lv)) {
  4105. int skill_req = sd?pc_checkskill(sd,KN_SPEARBOOMERANG):1;
  4106. if( !skill_req )
  4107. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4108. skill_blown(src,bl,6,-1,0);
  4109. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4110. }
  4111. break;
  4112. case RK_CRUSHSTRIKE:
  4113. if( sd ) {
  4114. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  4115. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4116. else
  4117. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4118. } else //non-sd support
  4119. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4120. break;
  4121. case RK_STORMBLAST:
  4122. if( flag&1 )
  4123. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4124. else {
  4125. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4126. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4127. }
  4128. break;
  4129. case GC_DARKILLUSION:
  4130. {
  4131. short x, y;
  4132. short dir = map_calc_dir(src,bl->x,bl->y);
  4133. if( dir > 0 && dir < 4) x = 2;
  4134. else if( dir > 4 ) x = -2;
  4135. else x = 0;
  4136. if( dir > 2 && dir < 6 ) y = 2;
  4137. else if( dir == 7 || dir < 2 ) y = -2;
  4138. else y = 0;
  4139. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  4140. {
  4141. clif_slide(src,bl->x+x,bl->y+y);
  4142. clif_fixpos(src); // the official server send these two packts.
  4143. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4144. if( rnd()%100 < 4 * skill_lv )
  4145. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4146. }
  4147. }
  4148. break;
  4149. case GC_WEAPONCRUSH:
  4150. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4151. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4152. else if( sd )
  4153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4154. break;
  4155. case GC_CROSSRIPPERSLASHER:
  4156. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4157. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4158. else
  4159. {
  4160. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4161. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4162. }
  4163. break;
  4164. case GC_PHANTOMMENACE:
  4165. if( flag&1 )
  4166. { // Only Hits Invisible Targets
  4167. struct status_change *tsc = status_get_sc(bl);
  4168. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  4169. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4170. }
  4171. break;
  4172. case WL_CHAINLIGHTNING:
  4173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4174. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
  4175. break;
  4176. case WL_DRAINLIFE:
  4177. {
  4178. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4179. int rate = 70 + 5 * skill_lv;
  4180. heal = heal * (5 + 5 * skill_lv) / 100;
  4181. if( bl->type == BL_SKILL )
  4182. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4183. if( heal && rnd()%100 < rate )
  4184. {
  4185. status_heal(src, heal, 0, 0);
  4186. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4187. }
  4188. }
  4189. break;
  4190. case WL_TETRAVORTEX:
  4191. if( sd && sc ) { // No SC? No spheres
  4192. int spheres[5] = { 0, 0, 0, 0, 0 },
  4193. positions[5] = {-1,-1,-1,-1,-1 },
  4194. i, j = 0, k, subskill = 0;
  4195. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4196. if( sc->data[i] ) {
  4197. spheres[j] = i;
  4198. positions[j] = sc->data[i]->val2;
  4199. j++;
  4200. }
  4201. // Sphere Sort, this time from new to old
  4202. for( i = 0; i <= j - 2; i++ )
  4203. for( k = i + 1; k <= j - 1; k++ )
  4204. if( positions[i] < positions[k] ) {
  4205. swap(positions[i],positions[k]);
  4206. swap(spheres[i],spheres[k]);
  4207. }
  4208. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4209. status_change_end(src, spheres[4], INVALID_TIMER);
  4210. j = 4;
  4211. }
  4212. k = 0;
  4213. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4214. switch( sc->data[spheres[i]]->val1 ) {
  4215. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4216. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4217. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4218. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4219. }
  4220. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4221. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4222. status_change_end(src, spheres[i], INVALID_TIMER);
  4223. }
  4224. }
  4225. break;
  4226. case WL_RELEASE:
  4227. if( sd )
  4228. {
  4229. int i;
  4230. // Priority is to release SpellBook
  4231. if( sc && sc->data[SC_READING_SB] )
  4232. { // SpellBook
  4233. uint16 skill_id, skill_lv, point, s = 0;
  4234. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4235. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4236. if( sc->data[i] ) spell[s++] = i;
  4237. if ( s == 0 )
  4238. break;
  4239. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4240. if(sc->data[i] ){// Now extract the data from the preserved spell
  4241. skill_id = sc->data[i]->val1;
  4242. skill_lv = sc->data[i]->val2;
  4243. point = sc->data[i]->val3;
  4244. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4245. }else //something went wrong :(
  4246. break;
  4247. if( sc->data[SC_READING_SB]->val2 > point )
  4248. sc->data[SC_READING_SB]->val2 -= point;
  4249. else // Last spell to be released
  4250. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4251. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4252. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4253. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  4254. break;
  4255. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4256. skill_toggle_magicpower(src, skill_id);
  4257. switch( skill_get_casttype(skill_id) )
  4258. {
  4259. case CAST_GROUND:
  4260. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  4261. break;
  4262. case CAST_NODAMAGE:
  4263. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  4264. break;
  4265. case CAST_DAMAGE:
  4266. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  4267. break;
  4268. }
  4269. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4270. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4271. }
  4272. else
  4273. { // Summon Balls
  4274. int j = 0, k;
  4275. int spheres[5] = { 0, 0, 0, 0, 0 },
  4276. positions[5] = {-1,-1,-1,-1,-1 };
  4277. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4278. if( sc && sc->data[i] )
  4279. {
  4280. spheres[j] = i;
  4281. positions[j] = sc->data[i]->val2;
  4282. sc->data[i]->val2--; // Prepares for next position
  4283. j++;
  4284. }
  4285. if( j == 0 )
  4286. { // No Spheres
  4287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4288. break;
  4289. }
  4290. // Sphere Sort
  4291. for( i = 0; i <= j - 2; i++ )
  4292. for( k = i + 1; k <= j - 1; k++ )
  4293. if( positions[i] > positions[k] )
  4294. {
  4295. swap(positions[i],positions[k]);
  4296. swap(spheres[i],spheres[k]);
  4297. }
  4298. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4299. for( i = 0; i < j; i++ )
  4300. {
  4301. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4302. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4303. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4304. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4305. }
  4306. clif_skill_nodamage(src,bl,skill_id,0,1);
  4307. }
  4308. }
  4309. break;
  4310. case WL_FROSTMISTY:
  4311. // Causes Freezing status through walls.
  4312. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4313. // Doesn't deal damage through non-shootable walls.
  4314. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4315. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4316. break;
  4317. case WL_HELLINFERNO:
  4318. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4319. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4320. break;
  4321. case RA_WUGSTRIKE:
  4322. if( sd && pc_isridingwug(sd) ){
  4323. short x[8]={0,-1,-1,-1,0,1,1,1};
  4324. short y[8]={1,1,0,-1,-1,-1,0,1};
  4325. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4326. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4327. {
  4328. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4329. clif_fixpos(src);
  4330. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4331. }
  4332. break;
  4333. }
  4334. case RA_WUGBITE:
  4335. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4336. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4337. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4338. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4339. break;
  4340. case RA_SENSITIVEKEEN:
  4341. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4342. struct status_change * tsc = status_get_sc(bl);
  4343. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4344. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4345. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4346. }
  4347. }
  4348. else
  4349. {
  4350. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4351. struct skill_unit_group* sg;
  4352. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4353. {
  4354. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4355. {
  4356. struct item item_tmp;
  4357. memset(&item_tmp,0,sizeof(item_tmp));
  4358. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4359. item_tmp.identify = 1;
  4360. if( item_tmp.nameid )
  4361. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4362. }
  4363. skill_delunit(su);
  4364. }
  4365. }
  4366. break;
  4367. case NC_INFRAREDSCAN:
  4368. if( flag&1 )
  4369. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4370. if( rnd()%100 < 50 )
  4371. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4372. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4373. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4374. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4375. }
  4376. else
  4377. {
  4378. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4379. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4380. if( sd ) pc_overheat(sd,1);
  4381. }
  4382. break;
  4383. case NC_MAGNETICFIELD:
  4384. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4385. break;
  4386. case SC_FATALMENACE:
  4387. if( flag&1 )
  4388. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4389. else
  4390. {
  4391. short x, y;
  4392. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4393. // Destination area
  4394. skill_area_temp[4] = x;
  4395. skill_area_temp[5] = y;
  4396. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4397. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4398. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4399. }
  4400. break;
  4401. case LG_PINPOINTATTACK:
  4402. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4403. clif_slide(src,bl->x,bl->y);
  4404. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4405. break;
  4406. case LG_SHIELDSPELL:
  4407. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4408. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4409. break;
  4410. case LG_OVERBRAND:
  4411. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4412. break;
  4413. case LG_OVERBRAND_BRANDISH:
  4414. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
  4415. break;
  4416. case SR_DRAGONCOMBO:
  4417. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4418. break;
  4419. case SR_KNUCKLEARROW:
  4420. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4421. clif_slide(src,bl->x,bl->y);
  4422. clif_fixpos(src); // Aegis send this packet too.
  4423. }
  4424. if( flag&1 )
  4425. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4426. else
  4427. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4428. break;
  4429. case SR_HOWLINGOFLION:
  4430. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4431. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4432. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4433. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4434. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4435. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4436. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4437. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4438. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4439. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4440. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4441. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4442. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4443. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4444. break;
  4445. case SR_EARTHSHAKER:
  4446. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4447. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4448. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4449. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4450. } else {
  4451. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4452. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4453. }
  4454. break;
  4455. case SO_POISON_BUSTER: {
  4456. struct status_change *tsc = status_get_sc(bl);
  4457. if( tsc && tsc->data[SC_POISON] ) {
  4458. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4459. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4460. }
  4461. else if( sd )
  4462. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4463. }
  4464. break;
  4465. case GN_SPORE_EXPLOSION:
  4466. if( flag&1 )
  4467. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4468. else {
  4469. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4470. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4471. }
  4472. break;
  4473. case EL_FIRE_BOMB:
  4474. case EL_FIRE_WAVE:
  4475. case EL_WATER_SCREW:
  4476. case EL_HURRICANE:
  4477. case EL_TYPOON_MIS:
  4478. if( flag&1 )
  4479. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4480. else {
  4481. int i = skill_get_splash(skill_id,skill_lv);
  4482. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4483. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4484. if( rnd()%100 < 30 )
  4485. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4486. else
  4487. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4488. }
  4489. break;
  4490. case EL_ROCK_CRUSHER:
  4491. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4492. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4493. if( rnd()%100 < 50 )
  4494. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4495. else
  4496. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4497. break;
  4498. case EL_STONE_RAIN:
  4499. if( flag&1 )
  4500. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4501. else {
  4502. int i = skill_get_splash(skill_id,skill_lv);
  4503. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4504. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4505. if( rnd()%100 < 30 )
  4506. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4507. else
  4508. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4509. }
  4510. break;
  4511. case EL_FIRE_ARROW:
  4512. case EL_ICE_NEEDLE:
  4513. case EL_WIND_SLASH:
  4514. case EL_STONE_HAMMER:
  4515. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4516. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4517. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4518. break;
  4519. case EL_TIDAL_WEAPON:
  4520. if( src->type == BL_ELEM ) {
  4521. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4522. struct status_change *sc = status_get_sc(&ele->bl);
  4523. struct status_change *tsc = status_get_sc(bl);
  4524. sc_type type = status_skill2sc(skill_id), type2;
  4525. type2 = type-1;
  4526. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4527. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4528. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4529. elemental_clean_single_effect(ele, skill_id);
  4530. }
  4531. if( rnd()%100 < 50 )
  4532. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4533. else {
  4534. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4535. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4536. }
  4537. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4538. }
  4539. break;
  4540. //recursive homon skill
  4541. case MH_MAGMA_FLOW:
  4542. case MH_HEILIGE_STANGE:
  4543. if(flag & 1){
  4544. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4545. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4546. }
  4547. else
  4548. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4549. break;
  4550. case MH_STAHL_HORN:
  4551. case MH_NEEDLE_OF_PARALYZE:
  4552. case MH_SONIC_CRAW:
  4553. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4554. break;
  4555. case MH_MIDNIGHT_FRENZY:
  4556. case MH_SILVERVEIN_RUSH:
  4557. {
  4558. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4559. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4560. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4561. }
  4562. break;
  4563. case MH_TINDER_BREAKER:
  4564. case MH_CBC:
  4565. case MH_EQC:
  4566. {
  4567. int duration=0;
  4568. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4569. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4570. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4571. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4572. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4573. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4574. if (skill_id==MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4575. #if PACKETVER >= 20111005
  4576. clif_snap(src, bl->x, bl->y);
  4577. #else
  4578. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4579. #endif
  4580. }
  4581. }
  4582. break;
  4583. case RL_H_MINE:
  4584. if (sd) {
  4585. //Splash damage around the main target(s)
  4586. if (!(flag&1) && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4587. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),
  4588. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4589. }
  4590. else {
  4591. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  4592. {
  4593. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4594. tsc->data[SC_H_MINE]->val3 = 1; //Mark the SC end because not expired
  4595. status_change_end(bl,SC_H_MINE,INVALID_TIMER);
  4596. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4597. }
  4598. else if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) && !sd->flicker && !status_isdead(bl))
  4599. sc_start(src,bl,SC_H_MINE,100,skill_id,skill_get_time(skill_id,skill_lv));
  4600. }
  4601. }
  4602. else if (!sd && skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4603. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4604. break;
  4605. case 0:/* no skill - basic/normal attack */
  4606. if(sd) {
  4607. if (flag & 3){
  4608. if (bl->id != skill_area_temp[1])
  4609. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4610. } else {
  4611. skill_area_temp[1] = bl->id;
  4612. map_foreachinrange(skill_area_sub, bl,
  4613. sd->bonus.splash_range, BL_CHAR,
  4614. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4615. skill_castend_damage_id);
  4616. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4617. }
  4618. }
  4619. break;
  4620. default:
  4621. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4622. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4623. 0, abs(skill_get_num(skill_id, skill_lv)),
  4624. skill_id, skill_lv, skill_get_hit(skill_id));
  4625. map_freeblock_unlock();
  4626. return 1;
  4627. }
  4628. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4629. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4630. map_freeblock_unlock();
  4631. if( sd && !(flag&1) )
  4632. {// ensure that the skill last-cast tick is recorded
  4633. sd->canskill_tick = gettick();
  4634. if( sd->state.arrow_atk )
  4635. {// consume arrow on last invocation to this skill.
  4636. battle_consume_ammo(sd, skill_id, skill_lv);
  4637. }
  4638. // perform skill requirement consumption
  4639. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4640. }
  4641. return 0;
  4642. }
  4643. /*==========================================
  4644. *
  4645. *------------------------------------------*/
  4646. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4647. {
  4648. struct map_session_data *sd, *dstsd;
  4649. struct mob_data *md, *dstmd;
  4650. struct homun_data *hd;
  4651. struct mercenary_data *mer;
  4652. struct status_data *sstatus, *tstatus;
  4653. struct status_change *tsc;
  4654. struct status_change_entry *tsce;
  4655. int i = 0;
  4656. enum sc_type type;
  4657. if(skill_id > 0 && !skill_lv) return 0; // celest
  4658. nullpo_retr(1, src);
  4659. nullpo_retr(1, bl);
  4660. if (src->m != bl->m)
  4661. return 1;
  4662. sd = BL_CAST(BL_PC, src);
  4663. hd = BL_CAST(BL_HOM, src);
  4664. md = BL_CAST(BL_MOB, src);
  4665. mer = BL_CAST(BL_MER, src);
  4666. dstsd = BL_CAST(BL_PC, bl);
  4667. dstmd = BL_CAST(BL_MOB, bl);
  4668. if(bl->prev == NULL)
  4669. return 1;
  4670. if(status_isdead(src))
  4671. return 1;
  4672. if( src != bl && status_isdead(bl) ) {
  4673. /**
  4674. * Skills that may be cast on dead targets
  4675. **/
  4676. switch( skill_id ) {
  4677. case NPC_WIDESOULDRAIN:
  4678. case PR_REDEMPTIO:
  4679. case ALL_RESURRECTION:
  4680. case WM_DEADHILLHERE:
  4681. break;
  4682. default:
  4683. return 1;
  4684. }
  4685. }
  4686. tstatus = status_get_status_data(bl);
  4687. sstatus = status_get_status_data(src);
  4688. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4689. switch (skill_id) {
  4690. case HLIF_HEAL: //[orn]
  4691. if (bl->type != BL_HOM) {
  4692. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4693. break ;
  4694. }
  4695. case AL_HEAL:
  4696. case ALL_RESURRECTION:
  4697. case PR_ASPERSIO:
  4698. /**
  4699. * Arch Bishop
  4700. **/
  4701. case AB_RENOVATIO:
  4702. case AB_HIGHNESSHEAL:
  4703. //Apparently only player casted skills can be offensive like this.
  4704. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4705. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4706. //Offensive heal does not works on non-enemies. [Skotlex]
  4707. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4708. return 0;
  4709. }
  4710. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4711. }
  4712. break;
  4713. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4714. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4715. case MH_STEINWAND: {
  4716. struct block_list *s_src = battle_get_master(src);
  4717. short ret = 0;
  4718. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4719. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4720. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4721. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4722. if (hd)
  4723. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4724. return ret;
  4725. }
  4726. break;
  4727. default:
  4728. //Skill is actually ground placed.
  4729. if (src == bl && skill_get_unit_id(skill_id,0))
  4730. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4731. }
  4732. type = status_skill2sc(skill_id);
  4733. tsc = status_get_sc(bl);
  4734. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4735. if (src!=bl && type > -1 &&
  4736. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4737. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  4738. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4739. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4740. map_freeblock_lock();
  4741. switch(skill_id)
  4742. {
  4743. case HLIF_HEAL: //[orn]
  4744. case AL_HEAL:
  4745. /**
  4746. * Arch Bishop
  4747. **/
  4748. case AB_HIGHNESSHEAL:
  4749. {
  4750. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  4751. int heal_get_jobexp;
  4752. if( status_isimmune(bl) ||
  4753. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4754. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4755. heal=0;
  4756. if( tsc && tsc->count ) {
  4757. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  4758. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4759. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4760. if (src == bl)
  4761. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4762. else {
  4763. bl = src;
  4764. dstsd = sd;
  4765. }
  4766. }
  4767. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  4768. heal = 0; //Needed so that it actually displays 0 when healing.
  4769. }
  4770. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  4771. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  4772. heal = ~heal + 1;
  4773. heal_get_jobexp = status_heal(bl,heal,0,0);
  4774. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4775. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4776. if (heal_get_jobexp <= 0)
  4777. heal_get_jobexp = 1;
  4778. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4779. }
  4780. }
  4781. break;
  4782. case PR_REDEMPTIO:
  4783. if (sd && !(flag&1)) {
  4784. if (sd->status.party_id == 0) {
  4785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4786. break;
  4787. }
  4788. skill_area_temp[0] = 0;
  4789. party_foreachsamemap(skill_area_sub,
  4790. sd,skill_get_splash(skill_id, skill_lv),
  4791. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  4792. skill_castend_nodamage_id);
  4793. if (skill_area_temp[0] == 0) {
  4794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4795. break;
  4796. }
  4797. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4798. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4799. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4800. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4801. clif_updatestatus(sd,SP_BASEEXP);
  4802. clif_updatestatus(sd,SP_JOBEXP);
  4803. }
  4804. status_set_hp(src, 1, 0);
  4805. status_set_sp(src, 0, 0);
  4806. break;
  4807. } else if (status_isdead(bl) && flag&1) { //Revive
  4808. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4809. skill_lv = 3; //Resurrection level 3 is used
  4810. } else //Invalid target, skip resurrection.
  4811. break;
  4812. case ALL_RESURRECTION:
  4813. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4814. { //No reviving in WoE grounds!
  4815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4816. break;
  4817. }
  4818. if (!status_isdead(bl))
  4819. break;
  4820. {
  4821. int per = 0, sper = 0;
  4822. if (tsc && tsc->data[SC_HELLPOWER])
  4823. break;
  4824. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4825. break;
  4826. switch(skill_lv){
  4827. case 1: per=10; break;
  4828. case 2: per=30; break;
  4829. case 3: per=50; break;
  4830. case 4: per=80; break;
  4831. }
  4832. if(dstsd && dstsd->special_state.restart_full_recover)
  4833. per = sper = 100;
  4834. if (status_revive(bl, per, sper))
  4835. {
  4836. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  4837. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4838. {
  4839. int exp = 0,jexp = 0;
  4840. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4841. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4842. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4843. if (exp < 1) exp = 1;
  4844. }
  4845. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4846. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4847. if (jexp < 1) jexp = 1;
  4848. }
  4849. if(exp > 0 || jexp > 0)
  4850. pc_gainexp (sd, bl, exp, jexp, false);
  4851. }
  4852. }
  4853. }
  4854. break;
  4855. case AL_DECAGI:
  4856. case MER_DECAGI:
  4857. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  4858. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  4859. break;
  4860. case AL_CRUCIS:
  4861. if (flag&1)
  4862. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  4863. else {
  4864. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  4865. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4866. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4867. }
  4868. break;
  4869. case PR_LEXDIVINA:
  4870. case MER_LEXDIVINA:
  4871. if( tsce )
  4872. status_change_end(bl,type, INVALID_TIMER);
  4873. else
  4874. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4875. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4876. break;
  4877. case SA_ABRACADABRA:
  4878. {
  4879. int abra_skill_id = 0, abra_skill_lv;
  4880. do {
  4881. i = rnd() % MAX_SKILL_ABRA_DB;
  4882. abra_skill_id = skill_abra_db[i].skill_id;
  4883. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  4884. } while (abra_skill_id == 0 ||
  4885. rnd()%10000 >= skill_abra_db[i].per[abra_skill_lv]
  4886. );
  4887. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4888. if( sd )
  4889. {// player-casted
  4890. sd->state.abra_flag = 1;
  4891. sd->skillitem = abra_skill_id;
  4892. sd->skillitemlv = abra_skill_lv;
  4893. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  4894. }
  4895. else
  4896. {// mob-casted
  4897. struct unit_data *ud = unit_bl2ud(src);
  4898. int inf = skill_get_inf(abra_skill_id);
  4899. if (!ud) break;
  4900. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4901. if (src->type == BL_PET)
  4902. bl = (struct block_list*)((TBL_PET*)src)->master;
  4903. if (!bl) bl = src;
  4904. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  4905. } else { //Assume offensive skills
  4906. int target_id = 0;
  4907. if (ud->target)
  4908. target_id = ud->target;
  4909. else switch (src->type) {
  4910. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4911. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4912. }
  4913. if (!target_id)
  4914. break;
  4915. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  4916. bl = map_id2bl(target_id);
  4917. if (!bl) bl = src;
  4918. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  4919. } else
  4920. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  4921. }
  4922. }
  4923. }
  4924. break;
  4925. case SA_COMA:
  4926. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4927. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  4928. break;
  4929. case SA_FULLRECOVERY:
  4930. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4931. if (status_isimmune(bl))
  4932. break;
  4933. status_percent_heal(bl, 100, 100);
  4934. break;
  4935. case NPC_ALLHEAL:
  4936. {
  4937. int heal;
  4938. if( status_isimmune(bl) )
  4939. break;
  4940. heal = status_percent_heal(bl, 100, 0);
  4941. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4942. if( dstmd )
  4943. { // Reset Damage Logs
  4944. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4945. dstmd->tdmg = 0;
  4946. }
  4947. }
  4948. break;
  4949. case SA_SUMMONMONSTER:
  4950. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4951. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4952. break;
  4953. case SA_LEVELUP:
  4954. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4955. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4956. break;
  4957. case SA_INSTANTDEATH:
  4958. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4959. status_kill(src);
  4960. break;
  4961. case SA_QUESTION:
  4962. clif_emotion(src,E_WHAT);
  4963. case SA_GRAVITY:
  4964. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4965. break;
  4966. case SA_CLASSCHANGE:
  4967. case SA_MONOCELL:
  4968. if (dstmd)
  4969. {
  4970. int class_;
  4971. if ( sd && dstmd->status.mode&MD_BOSS )
  4972. {
  4973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4974. break;
  4975. }
  4976. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4978. mob_class_change(dstmd,class_);
  4979. if( tsc && dstmd->status.mode&MD_BOSS )
  4980. {
  4981. 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 };
  4982. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4983. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4984. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4985. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4986. }
  4987. }
  4988. break;
  4989. case SA_DEATH:
  4990. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4991. {
  4992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4993. break;
  4994. }
  4995. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4996. status_kill(bl);
  4997. break;
  4998. case SA_REVERSEORCISH:
  4999. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5000. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5001. break;
  5002. case SA_FORTUNE:
  5003. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5004. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5005. break;
  5006. case SA_TAMINGMONSTER:
  5007. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5008. if (sd && dstmd) {
  5009. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5010. if( i < MAX_PET_DB )
  5011. pet_catch_process1(sd, dstmd->mob_id);
  5012. }
  5013. break;
  5014. case CR_PROVIDENCE:
  5015. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5016. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5018. map_freeblock_unlock();
  5019. return 1;
  5020. }
  5021. }
  5022. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5023. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5024. break;
  5025. case CG_MARIONETTE:
  5026. {
  5027. struct status_change* sc = status_get_sc(src);
  5028. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5029. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5030. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5031. map_freeblock_unlock();
  5032. return 1;
  5033. }
  5034. if( sc && tsc )
  5035. {
  5036. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5037. {
  5038. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5039. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5040. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5041. }
  5042. else
  5043. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5044. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5045. {
  5046. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5047. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5048. }
  5049. else
  5050. {
  5051. if( sd )
  5052. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5053. map_freeblock_unlock();
  5054. return 1;
  5055. }
  5056. }
  5057. }
  5058. break;
  5059. case RG_CLOSECONFINE:
  5060. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5061. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5062. break;
  5063. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5064. case SA_FROSTWEAPON:
  5065. case SA_LIGHTNINGLOADER:
  5066. case SA_SEISMICWEAPON:
  5067. if (dstsd) {
  5068. if(dstsd->status.weapon == W_FIST ||
  5069. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5070. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5071. dstsd->sc.data[SC_FIREWEAPON] ||
  5072. dstsd->sc.data[SC_WATERWEAPON] ||
  5073. dstsd->sc.data[SC_WINDWEAPON] ||
  5074. dstsd->sc.data[SC_EARTHWEAPON] ||
  5075. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5076. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5077. dstsd->sc.data[SC_ENCPOISON]
  5078. ))
  5079. ) {
  5080. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5081. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5082. break;
  5083. }
  5084. }
  5085. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5086. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5087. if (sd)
  5088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5089. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5090. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5091. }
  5092. break;
  5093. case PR_ASPERSIO:
  5094. if (sd && dstmd) {
  5095. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5096. break;
  5097. }
  5098. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5099. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5100. break;
  5101. case ITEM_ENCHANTARMS:
  5102. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5103. sc_start2(src,bl,type,100,skill_lv,
  5104. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5105. break;
  5106. case TK_SEVENWIND:
  5107. switch(skill_get_ele(skill_id,skill_lv)) {
  5108. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5109. case ELE_WIND : type = SC_WINDWEAPON; break;
  5110. case ELE_WATER : type = SC_WATERWEAPON; break;
  5111. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5112. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5113. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5114. case ELE_HOLY : type = SC_ASPERSIO; break;
  5115. }
  5116. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5117. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5118. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5119. break;
  5120. case PR_KYRIE:
  5121. case MER_KYRIE:
  5122. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5123. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5124. break;
  5125. //Passive Magnum, should had been casted on yourself.
  5126. case SM_MAGNUM:
  5127. case MS_MAGNUM:
  5128. skill_area_temp[1] = 0;
  5129. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5130. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5131. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5132. // Initiate 10% of your damage becomes fire element.
  5133. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5134. if( sd )
  5135. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5136. else if( bl->type == BL_MER )
  5137. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5138. break;
  5139. case TK_JUMPKICK:
  5140. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5141. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  5142. {
  5143. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  5144. {
  5145. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5146. clif_slide(src,bl->x,bl->y);
  5147. }
  5148. }
  5149. else
  5150. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5151. break;
  5152. case AL_INCAGI:
  5153. case AL_BLESSING:
  5154. case MER_INCAGI:
  5155. case MER_BLESSING:
  5156. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5157. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5158. break;
  5159. }
  5160. case PR_SLOWPOISON:
  5161. case PR_IMPOSITIO:
  5162. case PR_LEXAETERNA:
  5163. case PR_SUFFRAGIUM:
  5164. case PR_BENEDICTIO:
  5165. case LK_BERSERK:
  5166. case MS_BERSERK:
  5167. case KN_AUTOCOUNTER:
  5168. case KN_TWOHANDQUICKEN:
  5169. case KN_ONEHAND:
  5170. case MER_QUICKEN:
  5171. case CR_SPEARQUICKEN:
  5172. case CR_REFLECTSHIELD:
  5173. case MS_REFLECTSHIELD:
  5174. case AS_POISONREACT:
  5175. case MC_LOUD:
  5176. case MG_ENERGYCOAT:
  5177. case MO_EXPLOSIONSPIRITS:
  5178. case MO_STEELBODY:
  5179. case MO_BLADESTOP:
  5180. case LK_AURABLADE:
  5181. case LK_PARRYING:
  5182. case MS_PARRYING:
  5183. case LK_CONCENTRATION:
  5184. case WS_CARTBOOST:
  5185. case SN_SIGHT:
  5186. case WS_MELTDOWN:
  5187. case WS_OVERTHRUSTMAX:
  5188. case ST_REJECTSWORD:
  5189. case HW_MAGICPOWER:
  5190. case PF_MEMORIZE:
  5191. case PA_SACRIFICE:
  5192. case ASC_EDP:
  5193. case PF_DOUBLECASTING:
  5194. case SG_SUN_COMFORT:
  5195. case SG_MOON_COMFORT:
  5196. case SG_STAR_COMFORT:
  5197. case NPC_HALLUCINATION:
  5198. case GS_MADNESSCANCEL:
  5199. case GS_ADJUSTMENT:
  5200. case GS_INCREASING:
  5201. case NJ_KASUMIKIRI:
  5202. case NJ_UTSUSEMI:
  5203. case NJ_NEN:
  5204. case NPC_DEFENDER:
  5205. case NPC_MAGICMIRROR:
  5206. case ST_PRESERVE:
  5207. case NPC_INVINCIBLE:
  5208. case NPC_INVINCIBLEOFF:
  5209. case RK_DEATHBOUND:
  5210. case AB_RENOVATIO:
  5211. case AB_EXPIATIO:
  5212. case AB_DUPLELIGHT:
  5213. case AB_SECRAMENT:
  5214. case NC_ACCELERATION:
  5215. case NC_HOVERING:
  5216. case NC_SHAPESHIFT:
  5217. case WL_RECOGNIZEDSPELL:
  5218. case GC_VENOMIMPRESS:
  5219. case SC_DEADLYINFECT:
  5220. case LG_EXEEDBREAK:
  5221. case LG_PRESTIGE:
  5222. case SR_CRESCENTELBOW:
  5223. case SR_LIGHTNINGWALK:
  5224. case SR_GENTLETOUCH_ENERGYGAIN:
  5225. case GN_CARTBOOST:
  5226. case KO_MEIKYOUSISUI:
  5227. case ALL_ODINS_POWER:
  5228. case ALL_FULL_THROTTLE:
  5229. case RA_UNLIMIT:
  5230. case WL_TELEKINESIS_INTENSE:
  5231. case RL_HEAT_BARREL:
  5232. case RL_P_ALTER:
  5233. case RL_E_CHAIN:
  5234. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5235. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5236. break;
  5237. case SO_STRIKING:
  5238. if (sd) {
  5239. int bonus = 25 + 10 * skill_lv;
  5240. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5241. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5242. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5243. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5244. 0
  5245. );
  5246. }
  5247. break;
  5248. case NPC_STOP:
  5249. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5250. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5251. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5252. break;
  5253. case HP_ASSUMPTIO:
  5254. if( sd && dstmd )
  5255. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5256. else
  5257. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5258. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5259. break;
  5260. case MG_SIGHT:
  5261. case MER_SIGHT:
  5262. case AL_RUWACH:
  5263. case WZ_SIGHTBLASTER:
  5264. case NPC_WIDESIGHT:
  5265. case NPC_STONESKIN:
  5266. case NPC_ANTIMAGIC:
  5267. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5268. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5269. break;
  5270. case HLIF_AVOID:
  5271. case HAMI_DEFENCE:
  5272. i = skill_get_time(skill_id,skill_lv);
  5273. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5274. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5275. break;
  5276. case NJ_BUNSINJYUTSU:
  5277. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5278. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5279. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5280. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5281. break;
  5282. /* Was modified to only affect targetted char. [Skotlex]
  5283. case HP_ASSUMPTIO:
  5284. if (flag&1)
  5285. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5286. else
  5287. {
  5288. map_foreachinrange(skill_area_sub, bl,
  5289. skill_get_splash(skill_id, skill_lv), BL_PC,
  5290. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5291. skill_castend_nodamage_id);
  5292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5293. }
  5294. break;
  5295. */
  5296. case SM_ENDURE:
  5297. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5298. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5299. break;
  5300. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5301. if (sd && dstsd && dstsd->sc.count) {
  5302. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5303. dstsd->sc.data[SC_WATERWEAPON] ||
  5304. dstsd->sc.data[SC_WINDWEAPON] ||
  5305. dstsd->sc.data[SC_EARTHWEAPON] ||
  5306. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5307. dstsd->sc.data[SC_GHOSTWEAPON]
  5308. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5309. ) {
  5310. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5311. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5312. break;
  5313. }
  5314. }
  5315. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5316. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5317. break;
  5318. case LK_TENSIONRELAX:
  5319. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5320. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5321. skill_get_time(skill_id,skill_lv)));
  5322. break;
  5323. case MC_CHANGECART:
  5324. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5325. break;
  5326. case TK_MISSION:
  5327. if (sd) {
  5328. int id;
  5329. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5330. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5331. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5332. break;
  5333. }
  5334. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5335. if (!id) {
  5336. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5337. break;
  5338. }
  5339. sd->mission_mobid = id;
  5340. sd->mission_count = 0;
  5341. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5342. clif_mission_info(sd, id, 0);
  5343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5344. }
  5345. break;
  5346. case AC_CONCENTRATION:
  5347. {
  5348. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5349. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5350. map_foreachinrange( status_change_timer_sub, src,
  5351. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5352. src,NULL,type,tick);
  5353. }
  5354. break;
  5355. case SM_PROVOKE:
  5356. case SM_SELFPROVOKE:
  5357. case MER_PROVOKE:
  5358. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5359. {
  5360. map_freeblock_unlock();
  5361. return 1;
  5362. }
  5363. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5364. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5365. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5366. if( !i )
  5367. {
  5368. if( sd )
  5369. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5370. map_freeblock_unlock();
  5371. return 0;
  5372. }
  5373. unit_skillcastcancel(bl, 2);
  5374. if( tsc && tsc->count )
  5375. {
  5376. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5377. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5378. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5379. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5380. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5381. }
  5382. if( dstmd )
  5383. {
  5384. dstmd->state.provoke_flag = src->id;
  5385. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5386. }
  5387. break;
  5388. case ML_DEVOTION:
  5389. case CR_DEVOTION:
  5390. {
  5391. int count, lv;
  5392. if( !dstsd || (!sd && !mer) )
  5393. { // Only players can be devoted
  5394. if( sd )
  5395. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5396. break;
  5397. }
  5398. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5399. lv = -lv;
  5400. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5401. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5402. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5403. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5404. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5405. {
  5406. if( sd )
  5407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5408. map_freeblock_unlock();
  5409. return 1;
  5410. }
  5411. i = 0;
  5412. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5413. if( sd )
  5414. { // Player Devoting Player
  5415. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5416. if( i == count )
  5417. {
  5418. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5419. if( i == count )
  5420. { // No free slots, skill Fail
  5421. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5422. map_freeblock_unlock();
  5423. return 1;
  5424. }
  5425. }
  5426. sd->devotion[i] = bl->id;
  5427. }
  5428. else
  5429. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5430. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5431. sc_start4(src, bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5432. clif_devotion(src, NULL);
  5433. }
  5434. break;
  5435. case MO_CALLSPIRITS:
  5436. if(sd) {
  5437. int limit = skill_lv;
  5438. if( sd->sc.data[SC_RAISINGDRAGON] )
  5439. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5440. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5441. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5442. }
  5443. break;
  5444. case CH_SOULCOLLECT:
  5445. if(sd) {
  5446. int limit = 5;
  5447. if( sd->sc.data[SC_RAISINGDRAGON] )
  5448. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5449. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5450. for (i = 0; i < limit; i++)
  5451. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5452. }
  5453. break;
  5454. case MO_KITRANSLATION:
  5455. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) {
  5456. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5457. }
  5458. break;
  5459. case TK_TURNKICK:
  5460. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5461. if (skill_area_temp[1] != bl->id) {
  5462. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5463. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5464. }
  5465. break;
  5466. case MO_ABSORBSPIRITS:
  5467. i = 0;
  5468. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5469. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5470. i = dstsd->spiritball * 7;
  5471. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5472. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5473. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5474. i = 2 * dstmd->level;
  5475. mob_target(dstmd,src,0);
  5476. }
  5477. if (i) status_heal(src, 0, i, 3);
  5478. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5479. break;
  5480. case AC_MAKINGARROW:
  5481. if(sd) {
  5482. clif_arrow_create_list(sd);
  5483. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5484. }
  5485. break;
  5486. case AM_PHARMACY:
  5487. if(sd) {
  5488. clif_skill_produce_mix_list(sd,skill_id,22);
  5489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5490. }
  5491. break;
  5492. case SA_CREATECON:
  5493. if(sd) {
  5494. clif_elementalconverter_list(sd);
  5495. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5496. }
  5497. break;
  5498. case BS_HAMMERFALL:
  5499. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5500. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5501. break;
  5502. case RG_RAID:
  5503. skill_area_temp[1] = 0;
  5504. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5505. map_foreachinrange(skill_area_sub, bl,
  5506. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5507. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5508. skill_castend_damage_id);
  5509. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5510. break;
  5511. //List of self skills that give damage around caster
  5512. case RL_FLICKER:
  5513. if (sd) {
  5514. sd->skill_id_old = RL_FLICKER;
  5515. sd->flicker = true;
  5516. }
  5517. case ASC_METEORASSAULT:
  5518. case GS_SPREADATTACK:
  5519. case RK_STORMBLAST:
  5520. case NC_AXETORNADO:
  5521. case GC_COUNTERSLASH:
  5522. case SR_SKYNETBLOW:
  5523. case SR_RAMPAGEBLASTER:
  5524. case SR_HOWLINGOFLION:
  5525. case KO_HAPPOKUNAI:
  5526. case RL_FIREDANCE:
  5527. case RL_R_TRIP:
  5528. skill_area_temp[1] = 0;
  5529. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5530. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5531. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5532. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5533. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5534. if (sd && skill_id == RL_FLICKER)
  5535. sd->flicker = false;
  5536. break;
  5537. case NC_EMERGENCYCOOL:
  5538. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5539. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5540. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5541. break;
  5542. case SR_WINDMILL:
  5543. case GN_CART_TORNADO:
  5544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5545. case SR_EARTHSHAKER:
  5546. case NC_INFRAREDSCAN:
  5547. case NPC_EARTHQUAKE:
  5548. case NPC_VAMPIRE_GIFT:
  5549. case NPC_HELLJUDGEMENT:
  5550. case NPC_PULSESTRIKE:
  5551. case LG_MOONSLASHER:
  5552. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5553. break;
  5554. case KN_BRANDISHSPEAR:
  5555. case ML_BRANDISH:
  5556. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5557. break;
  5558. case WZ_SIGHTRASHER:
  5559. //Passive side of the attack.
  5560. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5561. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5562. map_foreachinrange(skill_area_sub,src,
  5563. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5564. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5565. skill_castend_damage_id);
  5566. break;
  5567. case NJ_HYOUSYOURAKU:
  5568. case NJ_RAIGEKISAI:
  5569. case WZ_FROSTNOVA:
  5570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5571. skill_area_temp[1] = 0;
  5572. map_foreachinrange(skill_attack_area, src,
  5573. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5574. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5575. break;
  5576. case HVAN_EXPLOSION: //[orn]
  5577. case NPC_SELFDESTRUCTION:
  5578. //Self Destruction hits everyone in range (allies+enemies)
  5579. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5580. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5581. BCT_ENEMY:BCT_ALL;
  5582. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5583. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5584. map_foreachinrange(skill_area_sub, bl,
  5585. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5586. src, skill_id, skill_lv, tick, flag|i,
  5587. skill_castend_damage_id);
  5588. if(map_addblock(src))
  5589. return 1;
  5590. status_damage(src, src, sstatus->max_hp,0,0,1);
  5591. break;
  5592. case AL_ANGELUS:
  5593. case PR_MAGNIFICAT:
  5594. case PR_GLORIA:
  5595. case SN_WINDWALK:
  5596. case CASH_BLESSING:
  5597. case CASH_INCAGI:
  5598. case CASH_ASSUMPTIO:
  5599. case WM_FRIGG_SONG:
  5600. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5601. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5602. else if( sd )
  5603. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5604. break;
  5605. case MER_MAGNIFICAT:
  5606. if( mer != NULL )
  5607. {
  5608. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5609. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5610. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5611. else if( mer->master && !(flag&1) )
  5612. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5613. }
  5614. break;
  5615. case BS_ADRENALINE:
  5616. case BS_ADRENALINE2:
  5617. case BS_WEAPONPERFECT:
  5618. case BS_OVERTHRUST:
  5619. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5620. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5621. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5622. } else if (sd) {
  5623. party_foreachsamemap(skill_area_sub,
  5624. sd,skill_get_splash(skill_id, skill_lv),
  5625. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5626. skill_castend_nodamage_id);
  5627. }
  5628. break;
  5629. case BS_MAXIMIZE:
  5630. case NV_TRICKDEAD:
  5631. case CR_DEFENDER:
  5632. case ML_DEFENDER:
  5633. case CR_AUTOGUARD:
  5634. case ML_AUTOGUARD:
  5635. case TK_READYSTORM:
  5636. case TK_READYDOWN:
  5637. case TK_READYTURN:
  5638. case TK_READYCOUNTER:
  5639. case TK_DODGE:
  5640. case CR_SHRINK:
  5641. case SG_FUSION:
  5642. case GS_GATLINGFEVER:
  5643. if( tsce )
  5644. {
  5645. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5646. map_freeblock_unlock();
  5647. return 0;
  5648. }
  5649. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5650. break;
  5651. case SL_KAITE:
  5652. case SL_KAAHI:
  5653. case SL_KAIZEL:
  5654. case SL_KAUPE:
  5655. if (sd) {
  5656. if (!dstsd || !(
  5657. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5658. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5659. dstsd->status.char_id == sd->status.char_id ||
  5660. dstsd->status.char_id == sd->status.partner_id ||
  5661. dstsd->status.char_id == sd->status.child
  5662. )) {
  5663. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5665. break;
  5666. }
  5667. }
  5668. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5669. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5670. break;
  5671. case SM_AUTOBERSERK:
  5672. case MER_AUTOBERSERK:
  5673. if( tsce )
  5674. i = status_change_end(bl, type, INVALID_TIMER);
  5675. else
  5676. i = sc_start(src,bl,type,100,skill_lv,60000);
  5677. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5678. break;
  5679. case TF_HIDING:
  5680. case ST_CHASEWALK:
  5681. case KO_YAMIKUMO:
  5682. if (tsce)
  5683. {
  5684. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5685. map_freeblock_unlock();
  5686. return 0;
  5687. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5688. //Mado Gear cannot hide
  5689. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5690. map_freeblock_unlock();
  5691. return 0;
  5692. }
  5693. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5694. break;
  5695. case TK_RUN:
  5696. if (tsce)
  5697. {
  5698. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5699. map_freeblock_unlock();
  5700. return 0;
  5701. }
  5702. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5703. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5704. clif_walkok(sd); // So aegis has to resend the walk ok.
  5705. break;
  5706. case AS_CLOAKING:
  5707. case GC_CLOAKINGEXCEED:
  5708. case LG_FORCEOFVANGUARD:
  5709. case SC_REPRODUCE:
  5710. case SC_INVISIBILITY:
  5711. case RA_CAMOUFLAGE:
  5712. if (tsce) {
  5713. i = status_change_end(bl, type, INVALID_TIMER);
  5714. if( i )
  5715. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5716. else if( sd )
  5717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5718. map_freeblock_unlock();
  5719. return 0;
  5720. }
  5721. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5722. if( i )
  5723. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5724. else if( sd )
  5725. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5726. break;
  5727. case BD_ADAPTATION:
  5728. if(tsc && tsc->data[SC_DANCING]){
  5729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5730. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5731. }
  5732. break;
  5733. case BA_FROSTJOKER:
  5734. case DC_SCREAM:
  5735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5736. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5737. if (md) {
  5738. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5739. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5740. char temp[70];
  5741. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  5742. clif_disp_overhead(&md->bl,temp);
  5743. }
  5744. break;
  5745. case BA_PANGVOICE:
  5746. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  5747. break;
  5748. case DC_WINKCHARM:
  5749. if( dstsd )
  5750. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  5751. else
  5752. if( dstmd )
  5753. {
  5754. if( status_get_lv(src) > status_get_lv(bl)
  5755. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5756. && !(tstatus->mode&MD_BOSS) )
  5757. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  5758. else
  5759. {
  5760. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5761. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5762. }
  5763. }
  5764. break;
  5765. case TF_STEAL:
  5766. if(sd) {
  5767. if(pc_steal_item(sd,bl,skill_lv))
  5768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5769. else
  5770. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5771. }
  5772. break;
  5773. case RG_STEALCOIN:
  5774. if(sd) {
  5775. if(pc_steal_coin(sd,bl))
  5776. {
  5777. dstmd->state.provoke_flag = src->id;
  5778. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5780. }
  5781. else
  5782. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5783. }
  5784. break;
  5785. case MG_STONECURSE:
  5786. {
  5787. int brate = 0;
  5788. if (tstatus->mode&MD_BOSS) {
  5789. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5790. break;
  5791. }
  5792. if(status_isimmune(bl) || !tsc)
  5793. break;
  5794. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5795. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5796. if (tsc->data[SC_STONE]) {
  5797. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5798. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5799. break;
  5800. }
  5801. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  5802. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  5803. skill_get_time2(skill_id,skill_lv)))
  5804. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5805. else if(sd) {
  5806. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5807. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5808. if (skill_lv > 5)
  5809. { // not to consume items
  5810. map_freeblock_unlock();
  5811. return 0;
  5812. }
  5813. }
  5814. }
  5815. break;
  5816. case NV_FIRSTAID:
  5817. clif_skill_nodamage(src,bl,skill_id,5,1);
  5818. status_heal(bl,5,0,0);
  5819. break;
  5820. case AL_CURE:
  5821. if(status_isimmune(bl)) {
  5822. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5823. break;
  5824. }
  5825. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5826. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5827. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5828. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5829. break;
  5830. case TF_DETOXIFY:
  5831. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5832. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5833. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5834. break;
  5835. case PR_STRECOVERY:
  5836. if(status_isimmune(bl)) {
  5837. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5838. break;
  5839. }
  5840. if (tsc && tsc->opt1) {
  5841. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5842. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5843. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5844. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5845. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5846. }
  5847. //Is this equation really right? It looks so... special.
  5848. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5849. {
  5850. status_change_start(src,bl, SC_BLIND,
  5851. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5852. 1,0,0,0,
  5853. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5854. }
  5855. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5856. if(dstmd)
  5857. mob_unlocktarget(dstmd,tick);
  5858. break;
  5859. // Mercenary Supportive Skills
  5860. case MER_BENEDICTION:
  5861. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5862. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5863. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5864. break;
  5865. case MER_COMPRESS:
  5866. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5867. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5868. break;
  5869. case MER_MENTALCURE:
  5870. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5871. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5872. break;
  5873. case MER_RECUPERATE:
  5874. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5875. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5876. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5877. break;
  5878. case MER_REGAIN:
  5879. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5880. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5881. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5882. break;
  5883. case MER_TENDER:
  5884. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5885. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5886. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5887. break;
  5888. case MER_SCAPEGOAT:
  5889. if( mer && mer->master )
  5890. {
  5891. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5892. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5893. }
  5894. break;
  5895. case MER_ESTIMATION:
  5896. if( !mer )
  5897. break;
  5898. sd = mer->master;
  5899. case WZ_ESTIMATION:
  5900. if( sd == NULL )
  5901. break;
  5902. if( dstsd )
  5903. { // Fail on Players
  5904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5905. break;
  5906. }
  5907. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  5908. break; // Cannot be Used on Emperium
  5909. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5910. clif_skill_estimation(sd, bl);
  5911. if( skill_id == MER_ESTIMATION )
  5912. sd = NULL;
  5913. break;
  5914. case BS_REPAIRWEAPON:
  5915. if(sd && dstsd)
  5916. clif_item_repair_list(sd,dstsd,skill_lv);
  5917. break;
  5918. case MC_IDENTIFY:
  5919. if(sd) {
  5920. clif_item_identify_list(sd);
  5921. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  5922. map_freeblock_unlock();
  5923. return 1;
  5924. }
  5925. else { // consume sp only if succeeded
  5926. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  5927. status_zap(src,0,req.sp);
  5928. }
  5929. }
  5930. break;
  5931. // Weapon Refining [Celest]
  5932. case WS_WEAPONREFINE:
  5933. if(sd)
  5934. clif_item_refine_list(sd);
  5935. break;
  5936. case MC_VENDING:
  5937. if(sd)
  5938. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5939. if ( !pc_can_give_items(sd) )
  5940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5941. else {
  5942. sd->state.prevend = 1;
  5943. clif_openvendingreq(sd,2+skill_lv);
  5944. }
  5945. }
  5946. break;
  5947. case AL_TELEPORT:
  5948. case ALL_ODINS_RECALL:
  5949. if(sd)
  5950. {
  5951. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  5952. clif_skill_teleportmessage(sd,0);
  5953. break;
  5954. }
  5955. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  5956. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  5957. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5958. break;
  5959. }
  5960. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  5961. {
  5962. if( skill_lv == 1 )
  5963. pc_randomwarp(sd,CLR_TELEPORT);
  5964. else
  5965. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5966. break;
  5967. }
  5968. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5969. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  5970. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  5971. else
  5972. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5973. } else
  5974. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5975. break;
  5976. case NPC_EXPULSION:
  5977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5978. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5979. break;
  5980. case AL_HOLYWATER:
  5981. if(sd) {
  5982. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  5983. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5984. else
  5985. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5986. }
  5987. break;
  5988. case TF_PICKSTONE:
  5989. if(sd) {
  5990. int eflag;
  5991. struct item item_tmp;
  5992. struct block_list tbl;
  5993. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5994. memset(&item_tmp,0,sizeof(item_tmp));
  5995. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5996. item_tmp.nameid = ITEMID_STONE;
  5997. item_tmp.identify = 1;
  5998. tbl.id = 0;
  5999. clif_takeitem(&sd->bl,&tbl);
  6000. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6001. if(eflag) {
  6002. clif_additem(sd,0,0,eflag);
  6003. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6004. }
  6005. }
  6006. break;
  6007. case ASC_CDP:
  6008. if(sd) {
  6009. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6010. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6011. }
  6012. break;
  6013. case RG_STRIPWEAPON:
  6014. case RG_STRIPSHIELD:
  6015. case RG_STRIPARMOR:
  6016. case RG_STRIPHELM:
  6017. case ST_FULLSTRIP:
  6018. case GC_WEAPONCRUSH:
  6019. case SC_STRIPACCESSARY: {
  6020. unsigned short location = 0;
  6021. int d = 0;
  6022. //Rate in percent
  6023. if ( skill_id == ST_FULLSTRIP ) {
  6024. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6025. } else if( skill_id == SC_STRIPACCESSARY ) {
  6026. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6027. } else {
  6028. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6029. }
  6030. if (i < 5) i = 5; //Minimum rate 5%
  6031. //Duration in ms
  6032. if( skill_id == GC_WEAPONCRUSH){
  6033. d = skill_get_time(skill_id,skill_lv);
  6034. if(bl->type == BL_PC)
  6035. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6036. else
  6037. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6038. }else
  6039. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6040. if (d < 0) d = 0; //Minimum duration 0ms
  6041. switch (skill_id) {
  6042. case RG_STRIPWEAPON:
  6043. case GC_WEAPONCRUSH:
  6044. location = EQP_WEAPON;
  6045. break;
  6046. case RG_STRIPSHIELD:
  6047. location = EQP_SHIELD;
  6048. break;
  6049. case RG_STRIPARMOR:
  6050. location = EQP_ARMOR;
  6051. break;
  6052. case RG_STRIPHELM:
  6053. location = EQP_HELM;
  6054. break;
  6055. case ST_FULLSTRIP:
  6056. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6057. break;
  6058. case SC_STRIPACCESSARY:
  6059. location = EQP_ACC;
  6060. break;
  6061. }
  6062. //Special message when trying to use strip on FCP [Jobbie]
  6063. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6064. {
  6065. clif_gospel_info(sd, 0x28);
  6066. break;
  6067. }
  6068. //Attempts to strip at rate i and duration d
  6069. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6070. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6071. //Nothing stripped.
  6072. if( sd && !i )
  6073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6074. break;
  6075. }
  6076. case AM_BERSERKPITCHER:
  6077. case AM_POTIONPITCHER: {
  6078. int i,hp = 0,sp = 0;
  6079. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6080. map_freeblock_unlock();
  6081. return 1;
  6082. }
  6083. if( sd ) {
  6084. int x,bonus=100;
  6085. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6086. x = skill_lv%11 - 1;
  6087. i = pc_search_inventory(sd, require.itemid[x]);
  6088. if (i < 0 || require.itemid[x] <= 0) {
  6089. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6090. map_freeblock_unlock();
  6091. return 1;
  6092. }
  6093. if (sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < require.amount[x]) {
  6094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6095. map_freeblock_unlock();
  6096. return 1;
  6097. }
  6098. if( skill_id == AM_BERSERKPITCHER ) {
  6099. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  6100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6101. map_freeblock_unlock();
  6102. return 1;
  6103. }
  6104. }
  6105. potion_flag = 1;
  6106. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6107. potion_target = bl->id;
  6108. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  6109. potion_flag = potion_target = 0;
  6110. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6111. bonus += sd->status.base_level;
  6112. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6113. hp = tstatus->max_hp * potion_per_hp / 100;
  6114. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6115. if( dstsd ) {
  6116. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6117. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6118. }
  6119. } else {
  6120. if( potion_hp > 0 ) {
  6121. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6122. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6123. if( dstsd )
  6124. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6125. }
  6126. if( potion_sp > 0 ) {
  6127. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6128. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6129. if( dstsd )
  6130. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6131. }
  6132. }
  6133. if (sd->itemgrouphealrate[IG_POTION]>0) {
  6134. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  6135. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  6136. }
  6137. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  6138. hp += hp * i / 100;
  6139. sp += sp * i / 100;
  6140. }
  6141. } else {
  6142. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6143. switch (skill_lv) {
  6144. case 1: hp = 45; break;
  6145. case 2: hp = 105; break;
  6146. case 3: hp = 175; break;
  6147. default: hp = 325; break;
  6148. }
  6149. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6150. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6151. if( dstsd )
  6152. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6153. }
  6154. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6155. hp += hp * i / 100;
  6156. sp += sp * i / 100;
  6157. }
  6158. if( tsc && tsc->count ) {
  6159. if( tsc->data[SC_CRITICALWOUND] ) {
  6160. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6161. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6162. }
  6163. if( tsc->data[SC_DEATHHURT] ) {
  6164. hp -= hp * 20 / 100;
  6165. sp -= sp * 20 / 100;
  6166. }
  6167. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6168. hp += hp / 10;
  6169. sp += sp / 10;
  6170. }
  6171. }
  6172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6173. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6174. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6175. if( sp > 0 )
  6176. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6177. #ifdef RENEWAL
  6178. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6179. sp = 0;
  6180. #endif
  6181. status_heal(bl,hp,sp,0);
  6182. }
  6183. break;
  6184. case AM_CP_WEAPON:
  6185. case AM_CP_SHIELD:
  6186. case AM_CP_ARMOR:
  6187. case AM_CP_HELM:
  6188. {
  6189. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6190. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6192. map_freeblock_unlock(); // Don't consume item requirements
  6193. return 0;
  6194. }
  6195. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6196. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6197. }
  6198. break;
  6199. case AM_TWILIGHT1:
  6200. if (sd) {
  6201. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6202. //Prepare 200 White Potions.
  6203. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6205. }
  6206. break;
  6207. case AM_TWILIGHT2:
  6208. if (sd) {
  6209. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6210. //Prepare 200 Slim White Potions.
  6211. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6213. }
  6214. break;
  6215. case AM_TWILIGHT3:
  6216. if (sd) {
  6217. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6218. if( ebottle >= 0 )
  6219. ebottle = sd->status.inventory[ebottle].amount;
  6220. //check if you can produce all three, if not, then fail:
  6221. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6222. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6223. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6224. || ebottle < 200 //200 empty bottle are required at total.
  6225. ) {
  6226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6227. break;
  6228. }
  6229. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6230. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6231. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6232. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6233. }
  6234. break;
  6235. case SA_DISPELL:
  6236. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6237. {
  6238. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6239. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6240. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6241. || rnd()%100 >= 50+10*skill_lv
  6242. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6243. {
  6244. if (sd)
  6245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6246. break;
  6247. }
  6248. if(status_isimmune(bl))
  6249. break;
  6250. //Remove bonus_script when dispelled
  6251. if (dstsd)
  6252. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_DISPELL);
  6253. if(!tsc || !tsc->count)
  6254. break;
  6255. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6256. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6257. break;
  6258. }
  6259. for(i=0;i<SC_MAX;i++) {
  6260. if (!tsc->data[i])
  6261. continue;
  6262. switch (i) {
  6263. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6264. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6265. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6266. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6267. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6268. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6269. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6270. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6271. case SC_EDP: case SC_AUTOBERSERK:
  6272. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6273. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6274. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6275. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6276. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6277. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6278. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6279. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6280. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6281. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6282. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6283. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6284. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6285. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6286. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6287. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6288. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6289. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6290. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6291. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6292. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6293. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6294. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6295. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6296. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6297. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6298. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  6299. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6300. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6301. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6302. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6303. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6304. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6305. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6306. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6307. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6308. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6309. case SC_H_MINE:
  6310. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6311. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE:
  6312. #ifdef RENEWAL
  6313. case SC_EXTREMITYFIST2:
  6314. #endif
  6315. continue;
  6316. /**
  6317. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6318. **/
  6319. case SC_WHISTLE:
  6320. case SC_ASSNCROS:
  6321. case SC_POEMBRAGI:
  6322. case SC_APPLEIDUN:
  6323. case SC_HUMMING:
  6324. case SC_DONTFORGETME:
  6325. case SC_FORTUNE:
  6326. case SC_SERVICE4U:
  6327. if(tsc->data[i]->val4==0)
  6328. continue; //if in song-area don't end it
  6329. break;
  6330. case SC_ASSUMPTIO:
  6331. if( bl->type == BL_MOB )
  6332. continue;
  6333. break;
  6334. }
  6335. 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.
  6336. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6337. }
  6338. break;
  6339. }
  6340. //Affect all targets on splash area.
  6341. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6342. src, skill_id, skill_lv, tick, flag|1,
  6343. skill_castend_damage_id);
  6344. break;
  6345. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6346. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6347. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6348. break;
  6349. case TK_HIGHJUMP:
  6350. {
  6351. int x,y, dir = unit_getdir(src);
  6352. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6353. if( map[src->m].flag.noteleport &&
  6354. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6355. ) {
  6356. x = src->x;
  6357. y = src->y;
  6358. } else {
  6359. x = src->x + dirx[dir]*skill_lv*2;
  6360. y = src->y + diry[dir]*skill_lv*2;
  6361. }
  6362. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6363. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6364. clif_slide(src,x,y);
  6365. unit_movepos(src, x, y, 1, 0);
  6366. }
  6367. }
  6368. break;
  6369. case SA_CASTCANCEL:
  6370. case SO_SPELLFIST:
  6371. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6372. unit_skillcastcancel(src,1);
  6373. if(sd) {
  6374. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6375. if( skill_id == SO_SPELLFIST ){
  6376. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6377. sd->skill_id_old = sd->skill_lv_old = 0;
  6378. break;
  6379. }
  6380. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6381. if(sp < 0) sp = 0;
  6382. status_zap(src, 0, sp);
  6383. }
  6384. break;
  6385. case SA_SPELLBREAKER:
  6386. {
  6387. int sp;
  6388. if(tsc && tsc->data[SC_MAGICROD]) {
  6389. sp = skill_get_sp(skill_id,skill_lv);
  6390. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6391. if(sp < 1) sp = 1;
  6392. status_heal(bl,0,sp,2);
  6393. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6394. } else {
  6395. struct unit_data *ud = unit_bl2ud(bl);
  6396. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6397. if (!ud || ud->skilltimer == INVALID_TIMER)
  6398. break; //Nothing to cancel.
  6399. bl_skill_id = ud->skill_id;
  6400. bl_skill_lv = ud->skill_lv;
  6401. if (tstatus->mode & MD_BOSS)
  6402. { //Only 10% success chance against bosses. [Skotlex]
  6403. if (rnd()%100 < 90)
  6404. {
  6405. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6406. break;
  6407. }
  6408. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6409. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6410. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6411. unit_skillcastcancel(bl,0);
  6412. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6413. status_zap(bl, hp, sp);
  6414. if (hp && skill_lv >= 5)
  6415. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6416. else
  6417. hp = 0;
  6418. if (sp) //Recover some of the SP used
  6419. sp = sp*(25*(skill_lv-1))/100;
  6420. if(hp || sp)
  6421. status_heal(src, hp, sp, 2);
  6422. }
  6423. }
  6424. break;
  6425. case SA_MAGICROD:
  6426. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6427. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6428. break;
  6429. case SA_AUTOSPELL:
  6430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6431. if(sd)
  6432. clif_autospell(sd,skill_lv);
  6433. else {
  6434. int maxlv=1,spellid=0;
  6435. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6436. if(skill_lv >= 10) {
  6437. spellid = MG_FROSTDIVER;
  6438. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6439. // maxlv = 10;
  6440. // else
  6441. maxlv = skill_lv - 9;
  6442. }
  6443. else if(skill_lv >=8) {
  6444. spellid = MG_FIREBALL;
  6445. maxlv = skill_lv - 7;
  6446. }
  6447. else if(skill_lv >=5) {
  6448. spellid = MG_SOULSTRIKE;
  6449. maxlv = skill_lv - 4;
  6450. }
  6451. else if(skill_lv >=2) {
  6452. int i = rnd()%3;
  6453. spellid = spellarray[i];
  6454. maxlv = skill_lv - 1;
  6455. }
  6456. else if(skill_lv > 0) {
  6457. spellid = MG_NAPALMBEAT;
  6458. maxlv = 3;
  6459. }
  6460. if(spellid > 0)
  6461. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6462. skill_get_time(SA_AUTOSPELL,skill_lv));
  6463. }
  6464. break;
  6465. case BS_GREED:
  6466. if(sd){
  6467. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6468. map_foreachinrange(skill_greed,bl,
  6469. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6470. }
  6471. break;
  6472. case SA_ELEMENTWATER:
  6473. case SA_ELEMENTFIRE:
  6474. case SA_ELEMENTGROUND:
  6475. case SA_ELEMENTWIND:
  6476. if(sd && !dstmd) //Only works on monsters.
  6477. break;
  6478. if(tstatus->mode&MD_BOSS)
  6479. break;
  6480. case NPC_ATTRICHANGE:
  6481. case NPC_CHANGEWATER:
  6482. case NPC_CHANGEGROUND:
  6483. case NPC_CHANGEFIRE:
  6484. case NPC_CHANGEWIND:
  6485. case NPC_CHANGEPOISON:
  6486. case NPC_CHANGEHOLY:
  6487. case NPC_CHANGEDARKNESS:
  6488. case NPC_CHANGETELEKINESIS:
  6489. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6490. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6491. skill_get_time(skill_id, skill_lv)));
  6492. break;
  6493. case NPC_CHANGEUNDEAD:
  6494. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6495. //TO-DO This is ugly, fix it
  6496. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6497. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6498. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6499. skill_get_time(skill_id, skill_lv)));
  6500. break;
  6501. case NPC_PROVOCATION:
  6502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6503. if (md) mob_unlocktarget(md, tick);
  6504. break;
  6505. case NPC_KEEPING:
  6506. case NPC_BARRIER:
  6507. {
  6508. int skill_time = skill_get_time(skill_id,skill_lv);
  6509. struct unit_data *ud = unit_bl2ud(bl);
  6510. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6511. sc_start(src,bl,type,100,skill_lv,skill_time))
  6512. && ud) { //Disable attacking/acting/moving for skill's duration.
  6513. ud->attackabletime =
  6514. ud->canact_tick =
  6515. ud->canmove_tick = tick + skill_time;
  6516. }
  6517. }
  6518. break;
  6519. case NPC_REBIRTH:
  6520. if( md && md->state.rebirth )
  6521. break; // only works once
  6522. sc_start(src,bl,type,100,skill_lv,-1);
  6523. break;
  6524. case NPC_DARKBLESSING:
  6525. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6526. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6527. break;
  6528. case NPC_LICK:
  6529. status_zap(bl, 0, 100);
  6530. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6531. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6532. break;
  6533. case NPC_SUICIDE:
  6534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6535. status_kill(src); //When suiciding, neither exp nor drops is given.
  6536. break;
  6537. case NPC_SUMMONSLAVE:
  6538. case NPC_SUMMONMONSTER:
  6539. if(md && md->skill_idx >= 0)
  6540. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6541. break;
  6542. case NPC_CALLSLAVE:
  6543. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6544. break;
  6545. case NPC_RANDOMMOVE:
  6546. if (md) {
  6547. md->next_walktime = tick - 1;
  6548. mob_randomwalk(md,tick);
  6549. }
  6550. break;
  6551. case NPC_SPEEDUP:
  6552. {
  6553. // or does it increase casting rate? just a guess xD
  6554. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6555. if (i > SC_ASPDPOTION3)
  6556. i = SC_ASPDPOTION3;
  6557. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6558. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6559. }
  6560. break;
  6561. case NPC_REVENGE:
  6562. // not really needed... but adding here anyway ^^
  6563. if (md && md->master_id > 0) {
  6564. struct block_list *mbl, *tbl;
  6565. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6566. (tbl = battle_gettargeted(mbl)) == NULL)
  6567. break;
  6568. md->state.provoke_flag = tbl->id;
  6569. mob_target(md, tbl, sstatus->rhw.range);
  6570. }
  6571. break;
  6572. case NPC_RUN:
  6573. {
  6574. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6575. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6576. unit_stop_attack(src);
  6577. //Run skillv tiles overriding the can-move check.
  6578. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6579. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6580. }
  6581. break;
  6582. case NPC_TRANSFORMATION:
  6583. case NPC_METAMORPHOSIS:
  6584. if(md && md->skill_idx >= 0) {
  6585. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6586. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6587. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6588. if (class_) mob_class_change(md, class_);
  6589. }
  6590. break;
  6591. case NPC_EMOTION_ON:
  6592. case NPC_EMOTION:
  6593. //val[0] is the emotion to use.
  6594. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6595. //val[1] 'sets' the mode
  6596. //val[2] adds to the current mode
  6597. //val[3] removes from the current mode
  6598. //val[4] if set, asks to delete the previous mode change.
  6599. if(md && md->skill_idx >= 0 && tsc)
  6600. {
  6601. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6602. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6603. status_change_end(bl, type, INVALID_TIMER);
  6604. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6605. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6606. mob_unlocktarget(md,tick);
  6607. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6608. sc_start4(src,src, type, 100, skill_lv,
  6609. md->db->skill[md->skill_idx].val[1],
  6610. md->db->skill[md->skill_idx].val[2],
  6611. md->db->skill[md->skill_idx].val[3],
  6612. skill_get_time(skill_id, skill_lv));
  6613. }
  6614. break;
  6615. case NPC_POWERUP:
  6616. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6617. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6618. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6619. break;
  6620. case NPC_AGIUP:
  6621. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6622. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6623. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6624. break;
  6625. case NPC_INVISIBLE:
  6626. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6627. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6628. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6629. break;
  6630. case NPC_SIEGEMODE:
  6631. // not sure what it does
  6632. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6633. break;
  6634. case WE_MALE:
  6635. if( status_get_hp(bl) > status_get_max_hp(bl) / 10 ) {
  6636. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  6637. 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]
  6638. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6639. }
  6640. break;
  6641. case WE_FEMALE:
  6642. if( status_get_sp(bl) > status_get_max_sp(bl) / 10 ) {
  6643. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  6644. 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]
  6645. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6646. }
  6647. break;
  6648. // parent-baby skills
  6649. case WE_BABY:
  6650. if(sd){
  6651. struct map_session_data *f_sd = pc_get_father(sd);
  6652. struct map_session_data *m_sd = pc_get_mother(sd);
  6653. if( (!f_sd && !m_sd) // if neither was found
  6654. || (sd->status.party_id != 0 && //not in same party
  6655. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  6656. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  6657. ))
  6658. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  6659. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  6660. ) {
  6661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6662. map_freeblock_unlock();
  6663. return 0;
  6664. }
  6665. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6666. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6667. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6668. }
  6669. break;
  6670. case PF_HPCONVERSION:
  6671. {
  6672. int hp, sp;
  6673. hp = sstatus->max_hp/10;
  6674. sp = hp * 10 * skill_lv / 100;
  6675. if (!status_charge(src,hp,0)) {
  6676. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6677. break;
  6678. }
  6679. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6680. status_heal(bl,0,sp,2);
  6681. }
  6682. break;
  6683. case MA_REMOVETRAP:
  6684. case HT_REMOVETRAP:
  6685. {
  6686. struct skill_unit* su;
  6687. struct skill_unit_group* sg;
  6688. su = BL_CAST(BL_SKILL, bl);
  6689. // Mercenaries can remove any trap
  6690. // Players can only remove their own traps or traps on Vs maps.
  6691. 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) )
  6692. {
  6693. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6694. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6695. { // prevent picking up expired traps
  6696. if( battle_config.skill_removetrap_type )
  6697. { // get back all items used to deploy the trap
  6698. for( i = 0; i < 10; i++ )
  6699. {
  6700. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  6701. {
  6702. int flag;
  6703. struct item item_tmp;
  6704. memset(&item_tmp,0,sizeof(item_tmp));
  6705. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  6706. item_tmp.identify = 1;
  6707. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  6708. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) )
  6709. {
  6710. clif_additem(sd,0,0,flag);
  6711. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6712. }
  6713. }
  6714. }
  6715. }
  6716. else
  6717. { // get back 1 trap
  6718. struct item item_tmp;
  6719. memset(&item_tmp,0,sizeof(item_tmp));
  6720. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6721. item_tmp.identify = 1;
  6722. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6723. {
  6724. clif_additem(sd,0,0,flag);
  6725. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6726. }
  6727. }
  6728. }
  6729. skill_delunit(su);
  6730. }else if(sd)
  6731. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6732. }
  6733. break;
  6734. case HT_SPRINGTRAP:
  6735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6736. {
  6737. struct skill_unit *su=NULL;
  6738. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6739. switch(su->group->unit_id){
  6740. case UNT_ANKLESNARE: // ankle snare
  6741. if (su->group->val2 != 0)
  6742. // if it is already trapping something don't spring it,
  6743. // remove trap should be used instead
  6744. break;
  6745. // otherwise fallthrough to below
  6746. case UNT_BLASTMINE:
  6747. case UNT_SKIDTRAP:
  6748. case UNT_LANDMINE:
  6749. case UNT_SHOCKWAVE:
  6750. case UNT_SANDMAN:
  6751. case UNT_FLASHER:
  6752. case UNT_FREEZINGTRAP:
  6753. case UNT_CLAYMORETRAP:
  6754. case UNT_TALKIEBOX:
  6755. su->group->unit_id = UNT_USED_TRAPS;
  6756. clif_changetraplook(bl, UNT_USED_TRAPS);
  6757. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6758. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6759. }
  6760. }
  6761. }
  6762. break;
  6763. case BD_ENCORE:
  6764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6765. if(sd)
  6766. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  6767. break;
  6768. case AS_SPLASHER:
  6769. if(tstatus->mode&MD_BOSS
  6770. /**
  6771. * Renewal dropped the 3/4 hp requirement
  6772. **/
  6773. #ifndef RENEWAL
  6774. || tstatus-> hp > tstatus->max_hp*3/4
  6775. #endif
  6776. ) {
  6777. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6778. map_freeblock_unlock();
  6779. return 1;
  6780. }
  6781. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6782. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  6783. #ifndef RENEWAL
  6784. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  6785. #endif
  6786. break;
  6787. case PF_MINDBREAKER:
  6788. {
  6789. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6790. {
  6791. map_freeblock_unlock();
  6792. return 1;
  6793. }
  6794. if (tsce)
  6795. { //HelloKitty2 (?) explained that this silently fails when target is
  6796. //already inflicted. [Skotlex]
  6797. map_freeblock_unlock();
  6798. return 1;
  6799. }
  6800. //Has a 55% + skill_lv*5% success chance.
  6801. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6802. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  6803. {
  6804. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6805. map_freeblock_unlock();
  6806. return 0;
  6807. }
  6808. unit_skillcastcancel(bl,0);
  6809. if(tsc && tsc->count){
  6810. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6811. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6812. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6813. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6814. }
  6815. if(dstmd)
  6816. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  6817. }
  6818. break;
  6819. case PF_SOULCHANGE:
  6820. {
  6821. unsigned int sp1 = 0, sp2 = 0;
  6822. if (dstmd) {
  6823. if (dstmd->state.soul_change_flag) {
  6824. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6825. break;
  6826. }
  6827. dstmd->state.soul_change_flag = 1;
  6828. sp2 = sstatus->max_sp * 3 /100;
  6829. status_heal(src, 0, sp2, 2);
  6830. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6831. break;
  6832. }
  6833. sp1 = sstatus->sp;
  6834. sp2 = tstatus->sp;
  6835. #ifdef RENEWAL
  6836. sp1 = sp1 / 2;
  6837. sp2 = sp2 / 2;
  6838. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6839. sp1 = tstatus->sp;
  6840. #endif
  6841. status_set_sp(src, sp2, 3);
  6842. status_set_sp(bl, sp1, 3);
  6843. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6844. }
  6845. break;
  6846. // Slim Pitcher
  6847. case CR_SLIMPITCHER:
  6848. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6849. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  6850. break;
  6851. if (potion_hp || potion_sp) {
  6852. int hp = potion_hp, sp = potion_sp;
  6853. hp = hp * (100 + (tstatus->vit<<1))/100;
  6854. sp = sp * (100 + (tstatus->int_<<1))/100;
  6855. if (dstsd) {
  6856. if (hp)
  6857. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6858. if (sp)
  6859. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6860. }
  6861. if( tsc && tsc->count ) {
  6862. if (tsc->data[SC_CRITICALWOUND]) {
  6863. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6864. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6865. }
  6866. if (tsc->data[SC_DEATHHURT]) {
  6867. hp -= hp * 20 / 100;
  6868. sp -= sp * 20 / 100;
  6869. }
  6870. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6871. hp += hp / 10;
  6872. sp += sp / 10;
  6873. }
  6874. }
  6875. if(hp > 0)
  6876. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6877. if(sp > 0)
  6878. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6879. status_heal(bl,hp,sp,0);
  6880. }
  6881. break;
  6882. // Full Chemical Protection
  6883. case CR_FULLPROTECTION:
  6884. {
  6885. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6886. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  6887. for (i=0 ; i<4; i++) {
  6888. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6889. continue;
  6890. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  6891. s++;
  6892. }
  6893. if( sd && !s ){
  6894. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6895. map_freeblock_unlock(); // Don't consume item requirements
  6896. return 0;
  6897. }
  6898. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6899. }
  6900. break;
  6901. case RG_CLEANER: //AppleGirl
  6902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6903. break;
  6904. case CG_LONGINGFREEDOM:
  6905. {
  6906. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6907. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6908. {
  6909. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6910. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6911. }
  6912. }
  6913. break;
  6914. case CG_TAROTCARD:
  6915. {
  6916. int count = -1;
  6917. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  6918. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  6919. if( sd )
  6920. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6921. map_freeblock_unlock();
  6922. return 0;
  6923. }
  6924. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  6925. do {
  6926. int eff = rnd() % 14;
  6927. clif_specialeffect(bl, 523 + eff, AREA);
  6928. switch (eff)
  6929. {
  6930. case 0: // heals SP to 0
  6931. status_percent_damage(src, bl, 0, 100, false);
  6932. break;
  6933. case 1: // matk halved
  6934. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6935. break;
  6936. case 2: // all buffs removed
  6937. status_change_clear_buffs(bl,1);
  6938. break;
  6939. case 3: // 1000 damage, random armor destroyed
  6940. {
  6941. status_fix_damage(src, bl, 1000, 0);
  6942. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6943. if( !status_isdead(bl) ) {
  6944. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6945. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  6946. }
  6947. }
  6948. break;
  6949. case 4: // atk halved
  6950. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6951. break;
  6952. case 5: // 2000HP heal, random teleported
  6953. status_heal(src, 2000, 0, 0);
  6954. if( !map_flag_vs(bl->m) )
  6955. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6956. break;
  6957. case 6: // random 2 other effects
  6958. if (count == -1)
  6959. count = 3;
  6960. else
  6961. count++; //Should not retrigger this one.
  6962. break;
  6963. case 7: // stop freeze or stoned
  6964. {
  6965. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6966. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6967. }
  6968. break;
  6969. case 8: // curse coma and poison
  6970. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6971. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6972. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6973. break;
  6974. case 9: // confusion
  6975. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6976. break;
  6977. case 10: // 6666 damage, atk matk halved, cursed
  6978. status_fix_damage(src, bl, 6666, 0);
  6979. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6980. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6981. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6982. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  6983. break;
  6984. case 11: // 4444 damage
  6985. status_fix_damage(src, bl, 4444, 0);
  6986. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6987. break;
  6988. case 12: // stun
  6989. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  6990. break;
  6991. case 13: // atk,matk,hit,flee,def reduced
  6992. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6993. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6994. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6995. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6996. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6997. break;
  6998. default:
  6999. break;
  7000. }
  7001. } while ((--count) > 0);
  7002. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7003. }
  7004. break;
  7005. case SL_ALCHEMIST:
  7006. case SL_ASSASIN:
  7007. case SL_BARDDANCER:
  7008. case SL_BLACKSMITH:
  7009. case SL_CRUSADER:
  7010. case SL_HUNTER:
  7011. case SL_KNIGHT:
  7012. case SL_MONK:
  7013. case SL_PRIEST:
  7014. case SL_ROGUE:
  7015. case SL_SAGE:
  7016. case SL_SOULLINKER:
  7017. case SL_STAR:
  7018. case SL_SUPERNOVICE:
  7019. case SL_WIZARD:
  7020. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7021. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  7022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7023. break;
  7024. }
  7025. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7026. { //Erase death count 1% of the casts
  7027. dstsd->die_counter = 0;
  7028. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7029. clif_specialeffect(bl, 0x152, AREA);
  7030. //SC_SPIRIT invokes status_calc_pc for us.
  7031. }
  7032. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7033. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7034. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7035. break;
  7036. case SL_HIGH:
  7037. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7038. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7039. break;
  7040. }
  7041. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7042. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7043. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7044. break;
  7045. case SL_SWOO:
  7046. if (tsce) {
  7047. if(sd)
  7048. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7049. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7050. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7051. break;
  7052. }
  7053. case SL_SKA: // [marquis007]
  7054. case SL_SKE:
  7055. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7056. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7057. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  7058. break;
  7059. }
  7060. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7061. if (skill_id == SL_SKE)
  7062. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7063. break;
  7064. // New guild skills [Celest]
  7065. case GD_BATTLEORDER:
  7066. if(flag&1) {
  7067. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7068. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7069. } else if (status_get_guild_id(src)) {
  7070. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7071. map_foreachinrange(skill_area_sub, src,
  7072. skill_get_splash(skill_id, skill_lv), BL_PC,
  7073. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7074. skill_castend_nodamage_id);
  7075. if (sd)
  7076. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7077. }
  7078. break;
  7079. case GD_REGENERATION:
  7080. if(flag&1) {
  7081. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7082. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7083. } else if (status_get_guild_id(src)) {
  7084. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7085. map_foreachinrange(skill_area_sub, src,
  7086. skill_get_splash(skill_id, skill_lv), BL_PC,
  7087. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7088. skill_castend_nodamage_id);
  7089. if (sd)
  7090. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7091. }
  7092. break;
  7093. case GD_RESTORE:
  7094. if(flag&1) {
  7095. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7096. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7097. } else if (status_get_guild_id(src)) {
  7098. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7099. map_foreachinrange(skill_area_sub, src,
  7100. skill_get_splash(skill_id, skill_lv), BL_PC,
  7101. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7102. skill_castend_nodamage_id);
  7103. if (sd)
  7104. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7105. }
  7106. break;
  7107. case GD_EMERGENCYCALL:
  7108. case GD_ITEMEMERGENCYCALL:
  7109. {
  7110. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7111. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7112. uint8 j = 0, calls = 0, called = 0;
  7113. struct guild *g;
  7114. // i don't know if it actually summons in a circle, but oh well. ;P
  7115. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  7116. if (!g)
  7117. break;
  7118. if (skill_id == GD_ITEMEMERGENCYCALL)
  7119. switch (skill_lv) {
  7120. case 1: calls = 7; break;
  7121. case 2: calls = 12; break;
  7122. case 3: calls = 20; break;
  7123. default: calls = 0; break;
  7124. }
  7125. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7126. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7127. if (j > 8)
  7128. j = 0;
  7129. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7130. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7131. continue;
  7132. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7133. dx[j] = dy[j] = 0;
  7134. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  7135. called++;
  7136. }
  7137. }
  7138. if (sd)
  7139. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7140. }
  7141. break;
  7142. case SG_FEEL:
  7143. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7144. if (sd) {
  7145. if(!sd->feel_map[skill_lv-1].index)
  7146. clif_feel_req(sd->fd,sd, skill_lv);
  7147. else
  7148. clif_feel_info(sd, skill_lv-1, 1);
  7149. }
  7150. break;
  7151. case SG_HATE:
  7152. if (sd) {
  7153. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7154. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7156. }
  7157. break;
  7158. case GS_GLITTERING:
  7159. if(sd) {
  7160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7161. if(rnd()%100 < (20+10*skill_lv))
  7162. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7163. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7164. pc_delspiritball(sd,1,0);
  7165. }
  7166. break;
  7167. case GS_CRACKER:
  7168. /* per official standards, this skill works on players and mobs. */
  7169. if (sd && (dstsd || dstmd))
  7170. {
  7171. i =65 -5*distance_bl(src,bl); //Base rate
  7172. if (i < 30) i = 30;
  7173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7174. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7175. }
  7176. break;
  7177. case AM_CALLHOMUN: //[orn]
  7178. if (sd && !merc_call_homunculus(sd))
  7179. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7180. break;
  7181. case AM_REST:
  7182. if (sd) {
  7183. if (merc_hom_vaporize(sd,HOM_ST_REST))
  7184. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7185. else
  7186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7187. }
  7188. break;
  7189. case HAMI_CASTLE: //[orn]
  7190. if(rnd()%100 < 20*skill_lv && src != bl)
  7191. {
  7192. int x,y;
  7193. x = src->x;
  7194. y = src->y;
  7195. if (hd)
  7196. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7197. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7198. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7199. clif_slide(src,bl->x,bl->y) ;
  7200. if (unit_movepos(bl,x,y,0,0))
  7201. {
  7202. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7203. clif_slide(bl,x,y) ;
  7204. }
  7205. //TODO: Shouldn't also players and the like switch targets?
  7206. map_foreachinrange(skill_chastle_mob_changetarget,src,
  7207. AREA_SIZE, BL_MOB, bl, src);
  7208. }
  7209. }
  7210. // Failed
  7211. else if (hd && hd->master)
  7212. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7213. else if (sd)
  7214. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7215. break;
  7216. case HVAN_CHAOTIC: //[orn]
  7217. {
  7218. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7219. int r = rnd()%100;
  7220. i = (skill_lv-1)%5;
  7221. if(r<per[i][0]) //Self
  7222. bl = src;
  7223. else if(r<per[i][1]) //Master
  7224. bl = battle_get_master(src);
  7225. else //Enemy
  7226. bl = map_id2bl(battle_gettarget(src));
  7227. if (!bl) bl = src;
  7228. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7229. //Eh? why double skill packet?
  7230. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7231. clif_skill_nodamage(src,bl,skill_id,i,1);
  7232. status_heal(bl, i, 0, 0);
  7233. }
  7234. break;
  7235. //Homun single-target support skills [orn]
  7236. case HAMI_BLOODLUST:
  7237. case HFLI_FLEET:
  7238. case HFLI_SPEED:
  7239. case HLIF_CHANGE:
  7240. case MH_ANGRIFFS_MODUS:
  7241. case MH_GOLDENE_FERSE:
  7242. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7243. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7244. if (hd)
  7245. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7246. break;
  7247. case NPC_DRAGONFEAR:
  7248. if (flag&1) {
  7249. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7250. int j;
  7251. j = i = rnd()%ARRAYLENGTH(sc);
  7252. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7253. i++;
  7254. if ( i == ARRAYLENGTH(sc) )
  7255. i = 0;
  7256. if (i == j)
  7257. break;
  7258. }
  7259. break;
  7260. }
  7261. case NPC_WIDEBLEEDING:
  7262. case NPC_WIDECONFUSE:
  7263. case NPC_WIDECURSE:
  7264. case NPC_WIDEFREEZE:
  7265. case NPC_WIDESLEEP:
  7266. case NPC_WIDESILENCE:
  7267. case NPC_WIDESTONE:
  7268. case NPC_WIDESTUN:
  7269. case NPC_SLOWCAST:
  7270. case NPC_WIDEHELLDIGNITY:
  7271. case NPC_WIDEHEALTHFEAR:
  7272. case NPC_WIDEBODYBURNNING:
  7273. case NPC_WIDEFROSTMISTY:
  7274. case NPC_WIDECOLD:
  7275. case NPC_WIDE_DEEP_SLEEP:
  7276. case NPC_WIDESIREN:
  7277. if (flag&1){
  7278. switch ( type ) {
  7279. case SC_BURNING:
  7280. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7281. break;
  7282. case SC_VOICEOFSIREN:
  7283. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7284. break;
  7285. default:
  7286. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7287. }
  7288. }
  7289. else {
  7290. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7291. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7292. map_foreachinrange(skill_area_sub, bl,
  7293. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7294. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7295. skill_castend_nodamage_id);
  7296. }
  7297. break;
  7298. case NPC_WIDESOULDRAIN:
  7299. if (flag&1)
  7300. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7301. else {
  7302. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7303. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7304. map_foreachinrange(skill_area_sub, bl,
  7305. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7306. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7307. skill_castend_nodamage_id);
  7308. }
  7309. break;
  7310. case ALL_PARTYFLEE:
  7311. if( sd && !(flag&1) )
  7312. {
  7313. if( !sd->status.party_id )
  7314. {
  7315. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7316. break;
  7317. }
  7318. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7319. }
  7320. else
  7321. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7322. break;
  7323. case NPC_TALK:
  7324. case ALL_WEWISH:
  7325. case ALL_CATCRY:
  7326. case ALL_DREAM_SUMMERNIGHT:
  7327. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7328. break;
  7329. case ALL_BUYING_STORE:
  7330. if( sd )
  7331. {// players only, skill allows 5 buying slots
  7332. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  7333. }
  7334. break;
  7335. case RK_ENCHANTBLADE:
  7336. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7337. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7338. break;
  7339. case RK_DRAGONHOWLING:
  7340. if( flag&1)
  7341. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7342. else
  7343. {
  7344. skill_area_temp[2] = 0;
  7345. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7346. map_foreachinrange(skill_area_sub, src,
  7347. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7348. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7349. skill_castend_nodamage_id);
  7350. }
  7351. break;
  7352. case RK_IGNITIONBREAK:
  7353. case LG_EARTHDRIVE:
  7354. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7355. i = skill_get_splash(skill_id,skill_lv);
  7356. if( skill_id == LG_EARTHDRIVE ) {
  7357. int dummy = 1;
  7358. 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);
  7359. }
  7360. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7361. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7362. break;
  7363. case RK_STONEHARDSKIN:
  7364. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7365. {
  7366. int heal = sstatus->hp / 5; // 20% HP
  7367. if( status_charge(bl,heal,0) )
  7368. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7369. else
  7370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7371. }
  7372. break;
  7373. case RK_REFRESH:
  7374. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7375. {
  7376. int heal = status_get_max_hp(bl) * 25 / 100;
  7377. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7378. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7379. status_heal(bl,heal,0,1);
  7380. status_change_clear_buffs(bl,4);
  7381. }
  7382. break;
  7383. case RK_MILLENNIUMSHIELD:
  7384. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7385. {
  7386. int8 rate = rnd()%100;
  7387. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7388. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7389. clif_millenniumshield(sd,shields);
  7390. clif_skill_nodamage(src,bl,skill_id,1,1);
  7391. }
  7392. break;
  7393. case RK_GIANTGROWTH:
  7394. case RK_VITALITYACTIVATION:
  7395. case RK_ABUNDANCE:
  7396. case RK_CRUSHSTRIKE:
  7397. if( sd )
  7398. {
  7399. int lv = 1; // RK_GIANTGROWTH
  7400. if( skill_id == RK_VITALITYACTIVATION )
  7401. lv = 2;
  7402. else if( skill_id == RK_ABUNDANCE )
  7403. lv = 6;
  7404. else if( skill_id == RK_CRUSHSTRIKE )
  7405. lv = 7;
  7406. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7407. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7408. }
  7409. break;
  7410. case RK_FIGHTINGSPIRIT: {
  7411. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7412. if( flag&1 ) {
  7413. if( src == bl )
  7414. sc_start2(src,bl,type,100,atkbonus,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7415. else
  7416. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7417. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7418. if( sd->status.party_id )
  7419. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7420. else
  7421. sc_start2(src,bl,type,100,7,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7422. clif_skill_nodamage(src,bl,skill_id,1,1);
  7423. }
  7424. }
  7425. break;
  7426. case RK_LUXANIMA:
  7427. if( !sd->status.party_id || flag&1 ) {
  7428. if( src == bl ) break;
  7429. while( skill_area_temp[5] >= 0x10 ) {
  7430. type = SC_NONE;
  7431. i = 0;
  7432. if( skill_area_temp[5]&0x10 ) {
  7433. if( dstsd ) {
  7434. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7435. clif_millenniumshield(dstsd,i);
  7436. skill_area_temp[5] &= ~0x10;
  7437. type = SC_MILLENNIUMSHIELD;
  7438. }
  7439. } else if( skill_area_temp[5]&0x20 ) {
  7440. i = status_get_max_hp(bl) * 25 / 100;
  7441. status_change_clear_buffs(bl,4);
  7442. skill_area_temp[5] &= ~0x20;
  7443. status_heal(bl,i,0,1);
  7444. type = SC_REFRESH;
  7445. } else if( skill_area_temp[5]&0x40 ) {
  7446. skill_area_temp[5] &= ~0x40;
  7447. type = SC_GIANTGROWTH;
  7448. } else if( skill_area_temp[5]&0x80 ) {
  7449. if( dstsd ) {
  7450. i = sstatus->hp / 5;
  7451. if( status_charge(bl,i,0) )
  7452. type = SC_STONEHARDSKIN;
  7453. skill_area_temp[5] &= ~0x80;
  7454. }
  7455. } else if( skill_area_temp[5]&0x100 ) {
  7456. skill_area_temp[5] &= ~0x100;
  7457. type = SC_VITALITYACTIVATION;
  7458. } else if( skill_area_temp[5]&0x200 ) {
  7459. skill_area_temp[5] &= ~0x200;
  7460. type = SC_ABUNDANCE;
  7461. }
  7462. if( type > SC_NONE )
  7463. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7464. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7465. } //end while
  7466. } else if( sd ) {
  7467. if( tsc && tsc->count ) {
  7468. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7469. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7470. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7471. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7472. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7473. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7474. }
  7475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7476. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7477. }
  7478. break;
  7479. case RK_PHANTOMTHRUST:
  7480. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  7481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7482. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  7483. if( battle_check_target(src,bl,BCT_ENEMY)>0 )
  7484. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7485. break;
  7486. /**
  7487. * Guilotine Cross
  7488. **/
  7489. case GC_ROLLINGCUTTER:
  7490. {
  7491. short count = 1;
  7492. skill_area_temp[2] = 0;
  7493. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  7494. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7495. { // Every time the skill is casted the status change is reseted adding a counter.
  7496. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7497. if( count > 10 )
  7498. count = 10; // Max coounter
  7499. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7500. }
  7501. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7502. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7503. }
  7504. break;
  7505. case GC_WEAPONBLOCKING:
  7506. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7507. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7508. else
  7509. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7510. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7511. break;
  7512. case GC_CREATENEWPOISON:
  7513. if( sd )
  7514. {
  7515. clif_skill_produce_mix_list(sd,skill_id,25);
  7516. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7517. }
  7518. break;
  7519. case GC_POISONINGWEAPON:
  7520. if( sd ) {
  7521. clif_poison_list(sd,skill_lv);
  7522. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7523. }
  7524. break;
  7525. case GC_ANTIDOTE:
  7526. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7527. if( tsc )
  7528. {
  7529. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7530. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7531. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7532. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7533. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7534. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7535. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7536. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7537. }
  7538. break;
  7539. case GC_PHANTOMMENACE:
  7540. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7541. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7542. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7543. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7544. break;
  7545. case GC_HALLUCINATIONWALK:
  7546. {
  7547. int heal = status_get_max_hp(bl) / 10;
  7548. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7549. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7550. break;
  7551. }
  7552. if( !status_charge(bl,heal,0) )
  7553. {
  7554. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7555. break;
  7556. }
  7557. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7558. }
  7559. break;
  7560. /**
  7561. * Arch Bishop
  7562. **/
  7563. case AB_ANCILLA:
  7564. if( sd ) {
  7565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7566. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7567. }
  7568. break;
  7569. case AB_CLEMENTIA:
  7570. case AB_CANTO:
  7571. {
  7572. int bless_lv = pc_checkskill(sd,AL_BLESSING) + ((sd ? sd->status.job_level : 50) / 10);
  7573. int agi_lv = pc_checkskill(sd,AL_INCAGI) + ((sd ? sd->status.job_level : 50) / 10);
  7574. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7575. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7576. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7577. else if( sd )
  7578. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7579. }
  7580. break;
  7581. case AB_PRAEFATIO:
  7582. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7583. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7584. else if( sd )
  7585. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7586. break;
  7587. case AB_CHEAL:
  7588. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7589. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7590. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7591. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7592. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7593. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7594. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7595. i = ~i + 1;
  7596. status_heal(bl, i, 0, 0);
  7597. }
  7598. }
  7599. else if( sd )
  7600. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7601. break;
  7602. case AB_ORATIO:
  7603. if( flag&1 )
  7604. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7605. else
  7606. {
  7607. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7608. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7609. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7610. }
  7611. break;
  7612. case AB_LAUDAAGNUS:
  7613. if( flag&1 || sd == NULL ) {
  7614. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7615. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7616. // Success Chance: (40 + 10 * Skill Level) %
  7617. if( rnd()%100 > 40+10*skill_lv ) break;
  7618. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7619. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7620. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7621. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7622. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7623. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7624. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7625. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7626. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7627. } else if( sd )
  7628. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7629. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7630. break;
  7631. case AB_LAUDARAMUS:
  7632. if( flag&1 || sd == NULL ) {
  7633. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7634. // Success Chance: (40 + 10 * Skill Level) %
  7635. if( rnd()%100 > 40+10*skill_lv ) break;
  7636. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7637. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7638. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7639. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7640. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7641. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7642. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7643. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7644. } else if( sd )
  7645. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7646. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7647. break;
  7648. case AB_CLEARANCE:
  7649. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7650. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7651. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  7652. break;
  7653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7654. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7655. if (sd)
  7656. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7657. break;
  7658. }
  7659. if(status_isimmune(bl))
  7660. break;
  7661. //Remove bonus_script when cleared
  7662. if (dstsd)
  7663. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_CLEARANCE);
  7664. if(!tsc || !tsc->count)
  7665. break;
  7666. for( i = 0; i < SC_MAX; i++ ) {
  7667. if (!tsc->data[i])
  7668. continue;
  7669. switch (i) {
  7670. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7671. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7672. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7673. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7674. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7675. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7676. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7677. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7678. case SC_SPIRIT: case SC_AUTOBERSERK:
  7679. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7680. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7681. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7682. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7683. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7684. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7685. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7686. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7687. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7688. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7689. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7690. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7691. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7692. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7693. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7694. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7695. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7696. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7697. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7698. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7699. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7700. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7701. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7702. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7703. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7704. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7705. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7706. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7707. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7708. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7709. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7710. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  7711. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  7712. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  7713. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  7714. case SC_H_MINE:
  7715. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  7716. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE:
  7717. #ifdef RENEWAL
  7718. case SC_EXTREMITYFIST2:
  7719. #endif
  7720. continue;
  7721. case SC_ASSUMPTIO:
  7722. if( bl->type == BL_MOB )
  7723. continue;
  7724. break;
  7725. }
  7726. 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.
  7727. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7728. }
  7729. break;
  7730. }
  7731. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7732. break;
  7733. case AB_SILENTIUM:
  7734. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7735. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7736. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7737. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7738. break;
  7739. /**
  7740. * Warlock
  7741. **/
  7742. case WL_STASIS:
  7743. if( flag&1 )
  7744. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7745. else
  7746. {
  7747. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7748. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7749. }
  7750. break;
  7751. case AB_OFFERTORIUM:{
  7752. struct status_change *sc = status_get_sc(src);
  7753. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7754. if( sc ) {
  7755. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  7756. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  7757. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  7758. }
  7759. }
  7760. }
  7761. break;
  7762. case LG_KINGS_GRACE:
  7763. if( flag&1 ) {
  7764. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  7765. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  7766. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  7767. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  7768. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  7769. }
  7770. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7771. } else {
  7772. skill_area_temp[2] = 0;
  7773. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  7774. flag |= BCT_GUILD;
  7775. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1, skill_castend_nodamage_id);
  7776. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7777. }
  7778. break;
  7779. case SO_ELEMENTAL_SHIELD:
  7780. if( !sd->ed ) break;
  7781. elemental_delete(sd->ed,0);
  7782. if( !sd->status.party_id || flag&1 )
  7783. skill_unitsetting(src,MG_SAFETYWALL,skill_lv,bl->x,bl->y,0);
  7784. else if( sd )
  7785. party_foreachsamemap(skill_area_sub,sd,AREA_SIZE,src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7786. break;
  7787. case WL_WHITEIMPRISON:
  7788. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  7789. {
  7790. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7791. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  7792. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  7793. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  7794. if( sd )
  7795. skill_blockpc_start(sd,skill_id,4000);
  7796. if( !(tsc && tsc->data[type]) ){
  7797. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  7798. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7799. if( !i )
  7800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7801. }
  7802. }else
  7803. if( sd )
  7804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  7805. break;
  7806. case WL_FROSTMISTY:
  7807. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7808. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7809. break;
  7810. case WL_JACKFROST:
  7811. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7812. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7813. break;
  7814. case WL_MARSHOFABYSS:
  7815. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7816. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7817. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7818. skill_get_time(skill_id, skill_lv)));
  7819. break;
  7820. case WL_SIENNAEXECRATE:
  7821. if( status_isimmune(bl) || !tsc )
  7822. break;
  7823. if( flag&1 ) {
  7824. if( bl->id == skill_area_temp[1] )
  7825. break; // Already work on this target
  7826. if( tsc && tsc->data[SC_STONE] )
  7827. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7828. else
  7829. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7830. } else {
  7831. int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  7832. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7833. if( rnd()%100 < rate ) { // Success on First Target
  7834. if( !tsc->data[SC_STONE] )
  7835. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7836. else {
  7837. rate = 1;
  7838. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7839. }
  7840. if( rate ) {
  7841. skill_area_temp[1] = bl->id;
  7842. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7843. }
  7844. // Doesn't send failure packet if it fails on defense.
  7845. }
  7846. else if( sd ) // Failure on Rate
  7847. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7848. }
  7849. break;
  7850. case WL_SUMMONFB:
  7851. case WL_SUMMONBL:
  7852. case WL_SUMMONWB:
  7853. case WL_SUMMONSTONE:
  7854. {
  7855. short element = 0, sctype = 0, pos = -1;
  7856. struct status_change *sc = status_get_sc(src);
  7857. if( !sc ) break;
  7858. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7859. {
  7860. if( !sctype && !sc->data[i] )
  7861. sctype = i; // Take the free SC
  7862. if( sc->data[i] )
  7863. pos = max(sc->data[i]->val2,pos);
  7864. }
  7865. if( !sctype )
  7866. {
  7867. if( sd ) // No free slots to put SC
  7868. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  7869. break;
  7870. }
  7871. pos++; // Used in val2 for SC. Indicates the order of this ball
  7872. switch( skill_id )
  7873. { // Set val1. The SC element for this ball
  7874. case WL_SUMMONFB: element = WLS_FIRE; break;
  7875. case WL_SUMMONBL: element = WLS_WIND; break;
  7876. case WL_SUMMONWB: element = WLS_WATER; break;
  7877. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7878. }
  7879. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  7880. clif_skill_nodamage(src,bl,skill_id,0,0);
  7881. }
  7882. break;
  7883. case WL_READING_SB:
  7884. if( sd ) {
  7885. struct status_change *sc = status_get_sc(bl);
  7886. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7887. if( sc && !sc->data[i] )
  7888. break;
  7889. if( i == SC_MAXSPELLBOOK ) {
  7890. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7891. break;
  7892. }
  7893. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7894. clif_spellbook_list(sd);
  7895. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7896. }
  7897. break;
  7898. /**
  7899. * Ranger
  7900. **/
  7901. case RA_FEARBREEZE:
  7902. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7903. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7904. break;
  7905. case RA_WUGMASTERY:
  7906. if( sd ) {
  7907. if( !pc_iswug(sd) )
  7908. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7909. else
  7910. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7912. }
  7913. break;
  7914. case RA_WUGRIDER:
  7915. if( sd ) {
  7916. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7917. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7918. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7919. } else if( pc_isridingwug(sd) ) {
  7920. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7921. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7922. }
  7923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7924. }
  7925. break;
  7926. case RA_WUGDASH:
  7927. if( tsce ) {
  7928. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7929. map_freeblock_unlock();
  7930. return 0;
  7931. }
  7932. if( sd && pc_isridingwug(sd) ) {
  7933. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  7934. clif_walkok(sd);
  7935. }
  7936. break;
  7937. case RA_SENSITIVEKEEN:
  7938. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7939. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7940. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7941. break;
  7942. /**
  7943. * Mechanic
  7944. **/
  7945. case NC_F_SIDESLIDE:
  7946. case NC_B_SIDESLIDE:
  7947. {
  7948. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7949. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  7950. clif_slide(src,src->x,src->y);
  7951. clif_fixpos(src); //Aegis sent this packet
  7952. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7953. }
  7954. break;
  7955. case NC_SELFDESTRUCTION:
  7956. if( sd ) {
  7957. if( pc_ismadogear(sd) )
  7958. pc_setmadogear(sd, 0);
  7959. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7960. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7961. status_set_sp(src, 0, 0);
  7962. }
  7963. break;
  7964. case NC_ANALYZE:
  7965. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7966. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7967. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  7968. if( sd ) pc_overheat(sd,1);
  7969. break;
  7970. case NC_MAGNETICFIELD:
  7971. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  7972. {
  7973. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7974. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  7975. if (sd) pc_overheat(sd,1);
  7976. }
  7977. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  7978. break;
  7979. case NC_REPAIR:
  7980. if( sd )
  7981. {
  7982. int heal;
  7983. if( dstsd && pc_ismadogear(dstsd) )
  7984. {
  7985. heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
  7986. status_heal(bl,heal,0,2);
  7987. } else {
  7988. heal = sd->status.max_hp * (3+3*skill_lv) / 100;
  7989. status_heal(src,heal,0,2);
  7990. }
  7991. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7992. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  7993. }
  7994. break;
  7995. case NC_DISJOINT:
  7996. {
  7997. if( bl->type != BL_MOB ) break;
  7998. md = map_id2md(bl->id);
  7999. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8000. status_kill(bl);
  8001. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8002. }
  8003. break;
  8004. case SC_AUTOSHADOWSPELL:
  8005. if( sd ) {
  8006. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  8007. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8008. clif_autoshadowspell_list(sd);
  8009. clif_skill_nodamage(src,bl,skill_id,1,1);
  8010. }
  8011. else
  8012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8013. }
  8014. break;
  8015. case SC_SHADOWFORM:
  8016. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8017. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8018. dstsd->shadowform_id = src->id;
  8019. }
  8020. else if( sd )
  8021. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8022. break;
  8023. case SC_BODYPAINT:
  8024. if( flag&1 ) {
  8025. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  8026. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  8027. tsc->data[SC__INVISIBILITY]) ) {
  8028. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8029. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8030. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  8031. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8032. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  8033. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8034. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8035. }
  8036. } else {
  8037. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8038. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8039. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8040. }
  8041. break;
  8042. case SC_ENERVATION:
  8043. case SC_GROOMY:
  8044. case SC_LAZINESS:
  8045. case SC_UNLUCKY:
  8046. case SC_WEAKNESS:
  8047. if( !(tsc && tsc->data[type]) ) {
  8048. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  8049. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  8050. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  8051. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  8052. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8053. } else if( sd )
  8054. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8055. break;
  8056. case SC_IGNORANCE:
  8057. if( !(tsc && tsc->data[type]) ) {
  8058. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  8059. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  8060. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  8061. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8062. int sp = 100 * skill_lv;
  8063. if( dstmd ) sp = dstmd->level * 2;
  8064. if( !dstmd && status_zap(bl,0,sp) )
  8065. status_heal(src,0,sp/2,3);
  8066. }
  8067. else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8068. } else if( sd )
  8069. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8070. break;
  8071. case LG_TRAMPLE:
  8072. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8073. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8074. break;
  8075. case LG_REFLECTDAMAGE:
  8076. if( tsc && tsc->data[type] )
  8077. status_change_end(bl,type,INVALID_TIMER);
  8078. else
  8079. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8080. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8081. break;
  8082. case LG_SHIELDSPELL:
  8083. if( flag&1 )
  8084. sc_start(src,bl,SC_SILENCE,100,skill_lv,(sd)?sd->bonus.shieldmdef * 2000 : 10000);
  8085. else if( sd ) {
  8086. int opt = rnd()%3 + 1;
  8087. int val = 0, splash = 0;
  8088. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  8089. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  8090. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8091. break;
  8092. }
  8093. switch( skill_lv ) {
  8094. case 1: // DEF based
  8095. val = shield_data->def;
  8096. if( !val ) {
  8097. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8098. break;
  8099. }
  8100. switch( opt ) {
  8101. case 1: // Deals Neutral property damage around Self. Knocks them back 2 cells.
  8102. if( val < 41 )
  8103. splash = 1;
  8104. else if( val < 81 )
  8105. splash = 2;
  8106. else
  8107. splash = 3;
  8108. if( sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER) )
  8109. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8110. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8111. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8112. break;
  8113. case 2: // Reflects melee attacks. (Does not work against Bosses).
  8114. val = shield_data->def / 10;
  8115. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000);
  8116. break;
  8117. case 3: // Increases ATK for the spell duration.
  8118. val = shield_data->def;
  8119. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000);
  8120. break;
  8121. }
  8122. break;
  8123. case 2: // MDEF based
  8124. val = sd->bonus.shieldmdef;
  8125. if( !val ) {
  8126. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8127. break;
  8128. }
  8129. if( val < 4 )
  8130. splash = 1;
  8131. else if( val < 6 )
  8132. splash = 2;
  8133. else
  8134. splash = 3;
  8135. switch( opt ) {
  8136. case 1: // Deals Holy property magic damage around Self.
  8137. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8138. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8139. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8140. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  8141. break;
  8142. case 2: // Casts Lex Divina around Self.
  8143. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8144. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8145. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8146. break;
  8147. case 3: // Casts Magnificat.
  8148. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8149. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8150. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  8151. break;
  8152. }
  8153. break;
  8154. case 3: // refine based
  8155. {
  8156. struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  8157. if( !shield || !shield->refine ) {
  8158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8159. break;
  8160. }
  8161. switch( opt ) {
  8162. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8163. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,min(shield->refine * 1500,30000)); // 30 sec duration on +20 shield.
  8164. break;
  8165. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8166. val = (10 * shield->refine) + (status_get_lv(src) / 100);
  8167. splash = (2 * shield->refine) + (status_get_luk(src) / 10);
  8168. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,val,splash,0,shield->refine * 20000);
  8169. break;
  8170. case 3: // Recovers HP depending on Shield refine rate.
  8171. if( sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER) )
  8172. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8173. val = sstatus->max_hp * (status_get_lv(src) / 10 + shield->refine) / 100;
  8174. status_heal(bl,val,0,2);
  8175. break;
  8176. }
  8177. }
  8178. break;
  8179. }
  8180. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8181. }
  8182. break;
  8183. case LG_PIETY:
  8184. if( flag&1 )
  8185. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8186. else {
  8187. skill_area_temp[2] = 0;
  8188. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8189. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8190. }
  8191. break;
  8192. case LG_INSPIRATION:
  8193. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8194. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8195. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8196. clif_updatestatus(sd,SP_BASEEXP);
  8197. clif_updatestatus(sd,SP_JOBEXP);
  8198. }
  8199. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8200. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8201. break;
  8202. case SR_CURSEDCIRCLE:
  8203. if( flag&1 ) {
  8204. if( is_boss(bl) ) break;
  8205. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8206. if( bl->type == BL_MOB )
  8207. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8208. unit_stop_attack(bl);
  8209. clif_bladestop(src, bl->id, 1);
  8210. map_freeblock_unlock();
  8211. return 1;
  8212. }
  8213. } else {
  8214. int count = 0;
  8215. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8216. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  8217. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8218. if( sd ) pc_delspiritball(sd, count, 0);
  8219. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8220. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8221. }
  8222. break;
  8223. case SR_RAISINGDRAGON:
  8224. if( sd ) {
  8225. short max = 5 + skill_lv;
  8226. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8227. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8228. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8229. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8230. }
  8231. break;
  8232. case SR_ASSIMILATEPOWER:
  8233. if( flag&1 ) {
  8234. i = 0;
  8235. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8236. {
  8237. i = dstsd->spiritball; //1%sp per spiritball.
  8238. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8239. }
  8240. if( i ) status_percent_heal(src, 0, i);
  8241. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8242. } else {
  8243. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8244. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8245. }
  8246. break;
  8247. case SR_POWERVELOCITY:
  8248. if( !dstsd )
  8249. break;
  8250. if( sd && dstsd->spiritball <= 5 ) {
  8251. for(i = 0; i <= 5; i++) {
  8252. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8253. pc_delspiritball(sd, sd->spiritball, 0);
  8254. }
  8255. }
  8256. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8257. break;
  8258. case SR_GENTLETOUCH_CURE:
  8259. {
  8260. int heal;
  8261. if( status_isimmune(bl) )
  8262. {
  8263. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8264. break;
  8265. }
  8266. heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
  8267. status_heal(bl, heal, 0, 0);
  8268. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  8269. {
  8270. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8271. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8272. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8273. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8274. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8275. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8276. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8277. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8278. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8279. }
  8280. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8281. }
  8282. break;
  8283. case SR_GENTLETOUCH_CHANGE:
  8284. case SR_GENTLETOUCH_REVITALIZE:
  8285. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8286. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  8287. break;
  8288. case WA_SWING_DANCE:
  8289. case WA_MOONLIT_SERENADE:
  8290. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  8291. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8292. else if( sd ) { // Only shows effects on caster.
  8293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8294. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8295. }
  8296. break;
  8297. case SR_FLASHCOMBO:
  8298. if( sd )
  8299. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8300. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8301. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8302. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8303. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8304. break;
  8305. case WA_SYMPHONY_OF_LOVER:
  8306. case MI_RUSH_WINDMILL:
  8307. case MI_ECHOSONG:
  8308. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  8309. sc_start4(src,bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv));
  8310. else if( sd ) { // Only shows effects on caster.
  8311. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8312. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8313. }
  8314. break;
  8315. case MI_HARMONIZE:
  8316. if( src != bl )
  8317. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8318. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8319. break;
  8320. case WM_DEADHILLHERE:
  8321. if( bl->type == BL_PC ) {
  8322. if( !status_isdead(bl) )
  8323. break;
  8324. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8325. int heal = tstatus->sp;
  8326. if( heal <= 0 )
  8327. heal = 1;
  8328. tstatus->hp = heal;
  8329. tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
  8330. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8331. pc_revive((TBL_PC*)bl,heal,0);
  8332. clif_resurrection(bl,1);
  8333. }
  8334. }
  8335. break;
  8336. case WM_SIRCLEOFNATURE:
  8337. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  8338. case WM_VOICEOFSIREN:
  8339. {
  8340. int rate = 100;
  8341. if( skill_id != WM_SIRCLEOFNATURE ) {
  8342. rate = 6 * skill_lv + (sd ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/2 : 0 );
  8343. flag &= ~BCT_SELF;
  8344. }
  8345. if( flag&1 ) {
  8346. sc_start2(src,bl,type,rate,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  8347. } else {
  8348. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8350. }
  8351. break;
  8352. }
  8353. case WM_GLOOMYDAY:
  8354. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8355. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8356. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8357. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8358. {
  8359. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8360. break;
  8361. }
  8362. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8363. break;
  8364. case WM_SATURDAY_NIGHT_FEVER:
  8365. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8366. if( !(tsc && tsc->data[type]) )
  8367. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8368. } else if( flag&2 ) {
  8369. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8370. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8371. } else if( sd ) {
  8372. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8373. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8375. break;
  8376. }
  8377. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8378. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8379. flag |= 2;
  8380. else
  8381. flag |= 1;
  8382. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  8383. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8384. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8385. if( flag&2 ) // Dealed here to prevent conflicts
  8386. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8387. }
  8388. break;
  8389. case WM_SONG_OF_MANA:
  8390. case WM_DANCE_WITH_WUG:
  8391. case WM_LERADS_DEW:
  8392. if( flag&1 ) { // These affect to to all party members near the caster.
  8393. struct status_change *sc = status_get_sc(src);
  8394. if( sc && sc->data[type] ) {
  8395. sc_start2(src,bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv));
  8396. }
  8397. } else if( sd ) {
  8398. uint16 lv = skill_lv;
  8399. int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1);
  8400. if( sc_start2(src,bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) )
  8401. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8403. }
  8404. break;
  8405. case WM_MELODYOFSINK:
  8406. case WM_BEYOND_OF_WARCRY:
  8407. case WM_UNLIMITED_HUMMING_VOICE:
  8408. if( flag&1 ) {
  8409. sc_start2(src,bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv));
  8410. } else { // These affect to all targets arround the caster.
  8411. uint16 lv = skill_lv;
  8412. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
  8413. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8414. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8415. }
  8416. break;
  8417. case WM_RANDOMIZESPELL: {
  8418. int improv_skill_id = 0, improv_skill_lv;
  8419. do {
  8420. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8421. improv_skill_id = skill_improvise_db[i].skill_id;
  8422. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  8423. improv_skill_lv = 4 + skill_lv;
  8424. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8425. if( sd ) {
  8426. sd->state.abra_flag = 2;
  8427. sd->skillitem = improv_skill_id;
  8428. sd->skillitemlv = improv_skill_lv;
  8429. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8430. } else {
  8431. struct unit_data *ud = unit_bl2ud(src);
  8432. int inf = skill_get_inf(improv_skill_id);
  8433. if (!ud) break;
  8434. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8435. if (src->type == BL_PET)
  8436. bl = (struct block_list*)((TBL_PET*)src)->master;
  8437. if (!bl) bl = src;
  8438. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8439. } else {
  8440. int target_id = 0;
  8441. if (ud->target)
  8442. target_id = ud->target;
  8443. else switch (src->type) {
  8444. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8445. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8446. }
  8447. if (!target_id)
  8448. break;
  8449. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8450. bl = map_id2bl(target_id);
  8451. if (!bl) bl = src;
  8452. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8453. } else
  8454. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8455. }
  8456. }
  8457. }
  8458. break;
  8459. case RETURN_TO_ELDICASTES:
  8460. case ALL_GUARDIAN_RECALL:
  8461. case ECLAGE_RECALL:
  8462. if( sd )
  8463. {
  8464. short x=0, y=0; // Destiny position.
  8465. unsigned short mapindex=0;
  8466. switch(skill_id){
  8467. default:
  8468. case RETURN_TO_ELDICASTES:
  8469. x = 198;
  8470. y = 187;
  8471. mapindex = mapindex_name2id(MAP_DICASTES);
  8472. break;
  8473. case ALL_GUARDIAN_RECALL:
  8474. x = 44;
  8475. y = 151;
  8476. mapindex = mapindex_name2id(MAP_MORA);
  8477. break;
  8478. case ECLAGE_RECALL:
  8479. x = 47;
  8480. y = 31;
  8481. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8482. break;
  8483. }
  8484. if(!mapindex)
  8485. { //Given map not found?
  8486. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8487. map_freeblock_unlock();
  8488. return 0;
  8489. }
  8490. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8491. }
  8492. break;
  8493. case ECL_SNOWFLIP:
  8494. case ECL_PEONYMAMY:
  8495. case ECL_SADAGUI:
  8496. case ECL_SEQUOIADUST:
  8497. switch(skill_id){
  8498. case ECL_SNOWFLIP:
  8499. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8500. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8501. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8502. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8503. break;
  8504. case ECL_PEONYMAMY:
  8505. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8506. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8507. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8508. break;
  8509. case ECL_SADAGUI:
  8510. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8511. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8512. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8513. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8514. break;
  8515. case ECL_SEQUOIADUST:
  8516. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8517. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8518. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8519. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8520. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8521. break;
  8522. }
  8523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8524. break;
  8525. case GM_SANDMAN:
  8526. if( tsc ) {
  8527. if( tsc->opt1 == OPT1_SLEEP )
  8528. tsc->opt1 = 0;
  8529. else
  8530. tsc->opt1 = OPT1_SLEEP;
  8531. clif_changeoption(bl);
  8532. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8533. }
  8534. break;
  8535. case SO_ARRULLO:
  8536. {
  8537. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8538. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8539. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8540. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8541. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8542. }
  8543. break;
  8544. case WM_LULLABY_DEEPSLEEP:
  8545. if( flag&1 ){
  8546. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8547. int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
  8548. if( bl != src )
  8549. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8550. }else {
  8551. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8552. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8553. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8554. }
  8555. break;
  8556. case SO_SUMMON_AGNI:
  8557. case SO_SUMMON_AQUA:
  8558. case SO_SUMMON_VENTUS:
  8559. case SO_SUMMON_TERA:
  8560. if( sd ) {
  8561. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8562. // Remove previous elemental fisrt.
  8563. if( sd->ed )
  8564. elemental_delete(sd->ed,0);
  8565. // Summoning the new one.
  8566. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8568. break;
  8569. }
  8570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8571. }
  8572. break;
  8573. case SO_EL_CONTROL:
  8574. if( sd ) {
  8575. int mode = EL_MODE_PASSIVE; // Standard mode.
  8576. if( !sd->ed ) break;
  8577. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8578. elemental_delete(sd->ed, 0);
  8579. break;
  8580. }
  8581. switch( skill_lv ) {// Select mode bassed on skill level used.
  8582. case 2: mode = EL_MODE_ASSIST; break;
  8583. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8584. }
  8585. if( !elemental_change_mode(sd->ed,mode) ) {
  8586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8587. break;
  8588. }
  8589. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8590. }
  8591. break;
  8592. case SO_EL_ACTION:
  8593. if( sd ) {
  8594. int duration = 3000;
  8595. if( !sd->ed ) break;
  8596. sd->skill_id_old = skill_id;
  8597. elemental_action(sd->ed, bl, tick);
  8598. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8599. switch(sd->ed->db->class_){
  8600. case 2115:case 2124:
  8601. case 2118:case 2121:
  8602. duration = 6000;
  8603. break;
  8604. case 2116:case 2119:
  8605. case 2122:case 2125:
  8606. duration = 9000;
  8607. break;
  8608. }
  8609. skill_blockpc_start(sd, skill_id, duration);
  8610. }
  8611. break;
  8612. case SO_EL_CURE:
  8613. if( sd ) {
  8614. struct elemental_data *ed = sd->ed;
  8615. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8616. int e_hp, e_sp;
  8617. if( !ed ) break;
  8618. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8620. break;
  8621. }
  8622. e_hp = ed->battle_status.max_hp * 10 / 100;
  8623. e_sp = ed->battle_status.max_sp * 10 / 100;
  8624. status_heal(&ed->bl,e_hp,e_sp,3);
  8625. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8626. }
  8627. break;
  8628. case GN_CHANGEMATERIAL:
  8629. case SO_EL_ANALYSIS:
  8630. if( sd ) {
  8631. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8632. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8633. }
  8634. break;
  8635. /**
  8636. * Genetic
  8637. **/
  8638. case GN_BLOOD_SUCKER:
  8639. {
  8640. struct status_change *sc = status_get_sc(src);
  8641. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8642. if( tsc && tsc->data[type] ){
  8643. (sc->bs_counter)--;
  8644. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8645. }
  8646. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8647. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8648. (sc->bs_counter)++;
  8649. } else if( sd ) {
  8650. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8651. break;
  8652. }
  8653. }
  8654. break;
  8655. case GN_MANDRAGORA:
  8656. if( flag&1 ) {
  8657. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8658. sc_start(src,bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8659. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8660. } else
  8661. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8662. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8663. break;
  8664. case GN_SLINGITEM:
  8665. if( sd ) {
  8666. short ammo_id;
  8667. i = sd->equip_index[EQI_AMMO];
  8668. if( i <= 0 )
  8669. break; // No ammo.
  8670. ammo_id = sd->inventory_data[i]->nameid;
  8671. if( ammo_id <= 0 )
  8672. break;
  8673. sd->itemid = ammo_id;
  8674. if( itemdb_is_GNbomb(ammo_id) ) {
  8675. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8676. if( ammo_id == 13263 )
  8677. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8678. else
  8679. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8680. } else //Otherwise, it fails, shows animation and removes items.
  8681. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  8682. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8683. struct script_code *script = sd->inventory_data[i]->script;
  8684. if( !script )
  8685. break;
  8686. if( dstsd )
  8687. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8688. else
  8689. run_script(script,0,src->id,0);
  8690. }
  8691. }
  8692. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8693. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8694. break;
  8695. case GN_MIX_COOKING:
  8696. case GN_MAKEBOMB:
  8697. case GN_S_PHARMACY:
  8698. if( sd ) {
  8699. int qty = 1;
  8700. sd->skill_id_old = skill_id;
  8701. sd->skill_lv_old = skill_lv;
  8702. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8703. qty = 10;
  8704. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8705. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8706. }
  8707. break;
  8708. /**
  8709. * Elemental
  8710. **/
  8711. case EL_CIRCLE_OF_FIRE:
  8712. case EL_PYROTECHNIC:
  8713. case EL_HEATER:
  8714. case EL_TROPIC:
  8715. case EL_AQUAPLAY:
  8716. case EL_COOLER:
  8717. case EL_CHILLY_AIR:
  8718. case EL_GUST:
  8719. case EL_BLAST:
  8720. case EL_WILD_STORM:
  8721. case EL_PETROLOGY:
  8722. case EL_CURSED_SOIL:
  8723. case EL_UPHEAVAL:
  8724. case EL_FIRE_CLOAK:
  8725. case EL_WATER_DROP:
  8726. case EL_WIND_CURTAIN:
  8727. case EL_SOLID_SKIN:
  8728. case EL_STONE_SHIELD:
  8729. case EL_WIND_STEP: {
  8730. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8731. if( ele ) {
  8732. sc_type type2 = type-1;
  8733. struct status_change *sc = status_get_sc(&ele->bl);
  8734. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8735. elemental_clean_single_effect(ele, skill_id);
  8736. } else {
  8737. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8738. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8739. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8740. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8741. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8742. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8743. }
  8744. }
  8745. }
  8746. break;
  8747. case EL_FIRE_MANTLE:
  8748. case EL_WATER_BARRIER:
  8749. case EL_ZEPHYR:
  8750. case EL_POWER_OF_GAIA:
  8751. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8752. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8753. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  8754. break;
  8755. case EL_WATER_SCREEN: {
  8756. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8757. if( ele ) {
  8758. struct status_change *sc = status_get_sc(&ele->bl);
  8759. sc_type type2 = type-1;
  8760. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8761. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8762. elemental_clean_single_effect(ele, skill_id);
  8763. } else {
  8764. // This not heals at the end.
  8765. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8766. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8767. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  8768. }
  8769. }
  8770. }
  8771. break;
  8772. /**
  8773. * Kagerou & Oboro
  8774. **/
  8775. case KO_KAHU_ENTEN:
  8776. case KO_HYOUHU_HUBUKI:
  8777. case KO_KAZEHU_SEIRAN:
  8778. case KO_DOHU_KOUKAI:
  8779. if(sd) {
  8780. int ttype = skill_get_ele(skill_id, skill_lv);
  8781. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8782. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  8783. }
  8784. break;
  8785. case KO_ZANZOU:
  8786. if(sd){
  8787. struct mob_data *md;
  8788. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8789. if( md )
  8790. {
  8791. md->master_id = src->id;
  8792. md->special_state.ai = AI_ZANZOU;
  8793. if( md->deletetimer != INVALID_TIMER )
  8794. delete_timer(md->deletetimer, mob_timer_delete);
  8795. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8796. mob_spawn( md );
  8797. pc_setinvincibletimer(sd,500);// unlock target lock
  8798. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8799. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  8800. }
  8801. }
  8802. break;
  8803. case KO_KYOUGAKU:
  8804. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8805. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8806. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8807. }else if( sd )
  8808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8809. break;
  8810. case KO_JYUSATSU:
  8811. if( dstsd && tsc && !tsc->data[type] &&
  8812. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8813. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8814. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  8815. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  8816. if( status_get_lv(bl) <= status_get_lv(src) )
  8817. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  8818. }else if( sd )
  8819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8820. break;
  8821. case KO_GENWAKU:
  8822. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8823. int x = src->x, y = src->y;
  8824. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8826. break;
  8827. }
  8828. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8829. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8830. clif_slide(src,bl->x,bl->y) ;
  8831. sc_start(src,src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8832. if (unit_movepos(bl,x,y,0,0))
  8833. {
  8834. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  8835. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8836. clif_sitting(bl); //Avoid sitting sync problem
  8837. clif_slide(bl,x,y) ;
  8838. sc_start(src,bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8839. }
  8840. }
  8841. }
  8842. break;
  8843. case OB_AKAITSUKI:
  8844. case OB_OBOROGENSOU:
  8845. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8846. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8847. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8848. break;
  8849. }
  8850. case KO_IZAYOI:
  8851. case OB_ZANGETSU:
  8852. case KG_KYOMU:
  8853. case KG_KAGEMUSYA:
  8854. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8855. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8856. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8857. break;
  8858. case KG_KAGEHUMI:
  8859. if( flag&1 ){
  8860. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8861. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8862. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8863. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8864. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8865. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8866. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8867. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8868. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8869. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8870. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8871. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8872. }
  8873. if( skill_area_temp[2] == 1 ){
  8874. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8875. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8876. }
  8877. }else{
  8878. skill_area_temp[2] = 0;
  8879. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  8880. }
  8881. break;
  8882. case MH_SILENT_BREEZE: {
  8883. struct status_change *ssc = status_get_sc(src);
  8884. struct block_list *m_bl = battle_get_master(src);
  8885. int heal;
  8886. if(tsc){
  8887. const enum sc_type scs[] = {
  8888. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8889. };
  8890. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8891. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8892. }
  8893. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8894. status_change_start(src,bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8895. }
  8896. heal = status_get_sp(src) + status_get_lv(src); //cur_sp+blvl @TODO need real value
  8897. status_heal(bl, heal, 0, 7);
  8898. //now inflict silence on everyone
  8899. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8900. status_change_start(src, src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8901. if(m_bl) {
  8902. struct status_change *msc = status_get_sc(m_bl);
  8903. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8904. status_change_start(src, m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8905. }
  8906. if (hd)
  8907. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8908. }
  8909. break;
  8910. case MH_OVERED_BOOST:
  8911. if (hd) {
  8912. struct block_list *s_bl = battle_get_master(src);
  8913. if(hd->homunculus.hunger>50) //reduce hunger
  8914. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8915. else
  8916. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8917. if(s_bl && s_bl->type==BL_PC) {
  8918. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8919. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8920. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  8921. }
  8922. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8923. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8924. }
  8925. break;
  8926. case MH_GRANITIC_ARMOR:
  8927. case MH_PYROCLASTIC:
  8928. if(hd) {
  8929. struct block_list *s_bl = battle_get_master(src);
  8930. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  8931. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8932. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8933. }
  8934. break;
  8935. case MH_LIGHT_OF_REGENE: //self
  8936. if(hd) {
  8937. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8938. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8939. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8940. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8941. }
  8942. break;
  8943. case MH_STYLE_CHANGE:
  8944. if(hd){
  8945. struct status_change_entry *sce;
  8946. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  8947. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  8948. else sce->val1 = MH_MD_FIGHTING;
  8949. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  8950. char output[128];
  8951. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  8952. clif_colormes(hd->master,color_table[COLOR_RED],output);
  8953. }
  8954. }
  8955. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  8956. }
  8957. break;
  8958. case MH_MAGMA_FLOW:
  8959. case MH_PAIN_KILLER:
  8960. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8961. if (hd)
  8962. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8963. break;
  8964. case MH_SUMMON_LEGION: {
  8965. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  8966. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8967. struct mob_data *sum_md;
  8968. int i,c=0;
  8969. int maxcount = qty[skill_lv-1];
  8970. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  8971. if(c >= maxcount) return 0; //max qty already spawned
  8972. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  8973. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  8974. if (sum_md) {
  8975. sum_md->master_id = src->id;
  8976. sum_md->special_state.ai = AI_LEGION;
  8977. if (sum_md->deletetimer != INVALID_TIMER)
  8978. delete_timer(sum_md->deletetimer, mob_timer_delete);
  8979. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  8980. mob_spawn(sum_md); //Now it is ready for spawning.
  8981. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  8982. }
  8983. }
  8984. if (hd)
  8985. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8986. }
  8987. break;
  8988. /**
  8989. * Rebellion
  8990. **/
  8991. case RL_RICHS_COIN:
  8992. if (sd) {
  8993. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8994. if (rnd()%100 < 50)
  8995. for (i = 0; i < 10; i++)
  8996. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8997. }
  8998. break;
  8999. case RL_C_MARKER:
  9000. if (sd && (dstsd || (bl->type == BL_MOB && dstmd))) {
  9001. uint8 i;
  9002. sd->c_marker.count = 0;
  9003. //Find empty slot. If already exist, renew it!
  9004. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,sd->c_marker.target[i] == bl->id || !sd->c_marker.target[i]);
  9005. if (i >= MAX_SKILL_CRIMSON_MARKER) { //No slot
  9006. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9007. break;
  9008. }
  9009. //Attempt to run SC to the target
  9010. if (!sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))) {
  9011. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9012. break;
  9013. }
  9014. sd->c_marker.target[i] = bl->id;
  9015. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9016. }
  9017. break;
  9018. case RL_D_TAIL:
  9019. if (sd && &sd->c_marker) {
  9020. sd->c_marker.count = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9021. if (!sd->c_marker.count) {
  9022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9023. break;
  9024. }
  9025. status_zap(src,0,skill_get_sp(skill_id,skill_lv));
  9026. skill_area_temp[1] = 0;
  9027. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9028. if (sd->c_marker.count)
  9029. i = map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9030. sd->c_marker.count = 0;
  9031. }
  9032. break;
  9033. case RL_QD_SHOT:
  9034. if (!sd)
  9035. break;
  9036. if (&sd->c_marker && sd->c_marker.target) {
  9037. i = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9038. skill_area_temp[1] = 0;
  9039. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9040. if (i)
  9041. i = map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9042. }
  9043. //Doesn't matter if the main target has SC_C_MARKER or not
  9044. skill_attack(skill_get_type(RL_QD_SHOT),src,src,bl,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_LEVEL|SD_ANIMATION);
  9045. break;
  9046. default:
  9047. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9048. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9049. map_freeblock_unlock();
  9050. return 1;
  9051. }
  9052. if(skill_id != SR_CURSEDCIRCLE){
  9053. struct status_change *sc = status_get_sc(src);
  9054. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9055. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9056. }
  9057. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9058. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9059. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9060. }
  9061. if( sd && !(flag&1) )
  9062. {// ensure that the skill last-cast tick is recorded
  9063. sd->canskill_tick = gettick();
  9064. if( sd->state.arrow_atk )
  9065. {// consume arrow on last invocation to this skill.
  9066. battle_consume_ammo(sd, skill_id, skill_lv);
  9067. }
  9068. skill_onskillusage(sd, bl, skill_id, tick);
  9069. // perform skill requirement consumption
  9070. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9071. }
  9072. map_freeblock_unlock();
  9073. return 0;
  9074. }
  9075. /*==========================================
  9076. *
  9077. *------------------------------------------*/
  9078. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9079. {
  9080. struct block_list *target, *src;
  9081. struct map_session_data *sd;
  9082. struct mob_data *md;
  9083. struct unit_data *ud;
  9084. struct status_change *sc = NULL;
  9085. int inf,inf2,flag = 0;
  9086. src = map_id2bl(id);
  9087. if( src == NULL )
  9088. {
  9089. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9090. return 0;// not found
  9091. }
  9092. ud = unit_bl2ud(src);
  9093. if( ud == NULL )
  9094. {
  9095. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9096. return 0;// ???
  9097. }
  9098. sd = BL_CAST(BL_PC, src);
  9099. md = BL_CAST(BL_MOB, src);
  9100. if( src->prev == NULL ) {
  9101. ud->skilltimer = INVALID_TIMER;
  9102. return 0;
  9103. }
  9104. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9105. if( ud->skilltimer != tid ) {
  9106. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9107. ud->skilltimer = INVALID_TIMER;
  9108. return 0;
  9109. }
  9110. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9111. {// restore original walk speed
  9112. ud->skilltimer = INVALID_TIMER;
  9113. status_calc_bl(&sd->bl, SCB_SPEED);
  9114. }
  9115. ud->skilltimer = INVALID_TIMER;
  9116. }
  9117. if (ud->skilltarget == id)
  9118. target = src;
  9119. else
  9120. target = map_id2bl(ud->skilltarget);
  9121. // Use a do so that you can break out of it when the skill fails.
  9122. do {
  9123. if(!target || target->prev==NULL) break;
  9124. if(src->m != target->m || status_isdead(src)) break;
  9125. switch (ud->skill_id) {
  9126. //These should become skill_castend_pos
  9127. case WE_CALLPARTNER:
  9128. if(sd) clif_callpartner(sd);
  9129. case WE_CALLPARENT:
  9130. if(sd) {
  9131. struct map_session_data *f_sd = pc_get_father(sd);
  9132. struct map_session_data *m_sd = pc_get_mother(sd);
  9133. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9134. break;
  9135. }
  9136. case WE_CALLBABY:
  9137. if(sd) {
  9138. struct map_session_data *c_sd = pc_get_child(sd);
  9139. if( c_sd && c_sd->state.autotrade )
  9140. break;
  9141. }
  9142. case AM_RESURRECTHOMUN:
  9143. case PF_SPIDERWEB:
  9144. //Find a random spot to place the skill. [Skotlex]
  9145. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9146. ud->skillx = target->x + inf2;
  9147. ud->skilly = target->y + inf2;
  9148. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9149. ud->skillx = target->x;
  9150. ud->skilly = target->y;
  9151. }
  9152. ud->skilltimer=tid;
  9153. return skill_castend_pos(tid,tick,id,data);
  9154. case GN_WALLOFTHORN:
  9155. ud->skillx = target->x;
  9156. ud->skilly = target->y;
  9157. ud->skilltimer = tid;
  9158. return skill_castend_pos(tid,tick,id,data);
  9159. }
  9160. if(ud->skill_id == RG_BACKSTAP) {
  9161. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9162. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9163. break;
  9164. }
  9165. }
  9166. if( ud->skill_id == PR_TURNUNDEAD )
  9167. {
  9168. struct status_data *tstatus = status_get_status_data(target);
  9169. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9170. break;
  9171. }
  9172. if( ud->skill_id == RA_WUGSTRIKE ){
  9173. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9174. break;
  9175. }
  9176. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9177. {
  9178. sc = status_get_sc(target);
  9179. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9180. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9181. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9182. break;
  9183. }
  9184. }
  9185. else
  9186. { // Check target validity.
  9187. inf = skill_get_inf(ud->skill_id);
  9188. inf2 = skill_get_inf2(ud->skill_id);
  9189. if(inf&INF_ATTACK_SKILL ||
  9190. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9191. ) // Casted through combo.
  9192. inf = BCT_ENEMY; //Offensive skill.
  9193. else if(inf2&INF2_NO_ENEMY)
  9194. inf = BCT_NOENEMY;
  9195. else
  9196. inf = 0;
  9197. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9198. {
  9199. inf |=
  9200. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9201. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9202. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9203. inf &= ~BCT_NEUTRAL;
  9204. }
  9205. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9206. {
  9207. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9208. break;
  9209. }
  9210. else if (inf && battle_check_target(src, target, inf) <= 0){
  9211. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9212. break;
  9213. }
  9214. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9215. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9216. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9217. }
  9218. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9219. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9220. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9221. }
  9222. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9223. sc->data[SC_FOGWALL] &&
  9224. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9225. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9226. break;
  9227. }
  9228. }
  9229. //Avoid doing double checks for instant-cast skills.
  9230. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9231. break;
  9232. if(md) {
  9233. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9234. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9235. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9236. }
  9237. if(src != target && battle_config.skill_add_range &&
  9238. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9239. {
  9240. if (sd) {
  9241. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9242. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9243. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9244. }
  9245. break;
  9246. }
  9247. #ifdef OFFICIAL_WALKPATH
  9248. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9249. {
  9250. if (sd) {
  9251. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9252. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9253. }
  9254. break;
  9255. }
  9256. #endif
  9257. if( sd )
  9258. {
  9259. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9260. break;
  9261. else
  9262. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9263. }
  9264. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9265. break;
  9266. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9267. ud->state.running = 0;
  9268. status_change_end(src, SC_RUN, INVALID_TIMER);
  9269. flag = 1;
  9270. }
  9271. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9272. unit_stop_walking(src,1);
  9273. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9274. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9275. if (sd) { //Cooldown application
  9276. int cooldown = skill_get_cooldown_(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9277. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9278. }
  9279. if( battle_config.display_status_timers && sd )
  9280. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9281. if( sd )
  9282. {
  9283. switch( ud->skill_id )
  9284. {
  9285. case GS_DESPERADO:
  9286. case RL_FIREDANCE:
  9287. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9288. break;
  9289. case CR_GRANDCROSS:
  9290. case NPC_GRANDDARKNESS:
  9291. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9292. {
  9293. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9294. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9295. break;
  9296. }
  9297. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9298. break;
  9299. }
  9300. }
  9301. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9302. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9303. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9304. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9305. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9306. map_freeblock_lock();
  9307. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9308. skill_toggle_magicpower(src, ud->skill_id);
  9309. // only normal attack and auto cast skills benefit from its bonuses
  9310. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9311. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9312. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9313. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9314. else
  9315. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9316. sc = status_get_sc(src);
  9317. if(sc && sc->count) {
  9318. if(sc->data[SC_SPIRIT] &&
  9319. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9320. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9321. ud->skill_id != WZ_WATERBALL)
  9322. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9323. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9324. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9325. }
  9326. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9327. sd->skillitem = sd->skillitemlv = 0;
  9328. if (ud->skilltimer == INVALID_TIMER) {
  9329. if(md) md->skill_idx = -1;
  9330. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9331. ud->skill_lv = ud->skilltarget = 0;
  9332. }
  9333. map_freeblock_unlock();
  9334. return 1;
  9335. } while(0);
  9336. //Skill failed.
  9337. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9338. { //When Asura fails... (except when it fails from Wall of Fog)
  9339. //Consume SP/spheres
  9340. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9341. status_set_sp(src, 0, 0);
  9342. sc = &sd->sc;
  9343. if (sc->count)
  9344. { //End states
  9345. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9346. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9347. #ifdef RENEWAL
  9348. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9349. #endif
  9350. }
  9351. if (target && target->m == src->m)
  9352. { //Move character to target anyway.
  9353. int dir, x, y;
  9354. dir = map_calc_dir(src,target->x,target->y);
  9355. if( dir > 0 && dir < 4) x = -2;
  9356. else if( dir > 4 ) x = 2;
  9357. else x = 0;
  9358. if( dir > 2 && dir < 6 ) y = -2;
  9359. else if( dir == 7 || dir < 2 ) y = 2;
  9360. else y = 0;
  9361. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  9362. { //Display movement + animation.
  9363. clif_slide(src,src->x,src->y);
  9364. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  9365. }
  9366. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9367. }
  9368. }
  9369. ud->skill_id = ud->skilltarget = 0;
  9370. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9371. ud->canact_tick = tick;
  9372. //You can't place a skill failed packet here because it would be
  9373. //sent in ALL cases, even cases where skill_check_condition fails
  9374. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9375. if(sd)
  9376. sd->skillitem = sd->skillitemlv = 0;
  9377. else if(md)
  9378. md->skill_idx = -1;
  9379. return 0;
  9380. }
  9381. /*==========================================
  9382. *
  9383. *------------------------------------------*/
  9384. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9385. {
  9386. struct block_list* src = map_id2bl(id);
  9387. struct map_session_data *sd;
  9388. struct unit_data *ud = unit_bl2ud(src);
  9389. struct mob_data *md;
  9390. nullpo_ret(ud);
  9391. sd = BL_CAST(BL_PC , src);
  9392. md = BL_CAST(BL_MOB, src);
  9393. if( src->prev == NULL ) {
  9394. ud->skilltimer = INVALID_TIMER;
  9395. return 0;
  9396. }
  9397. if( ud->skilltimer != tid )
  9398. {
  9399. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9400. ud->skilltimer = INVALID_TIMER;
  9401. return 0;
  9402. }
  9403. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9404. {// restore original walk speed
  9405. ud->skilltimer = INVALID_TIMER;
  9406. status_calc_bl(&sd->bl, SCB_SPEED);
  9407. }
  9408. ud->skilltimer = INVALID_TIMER;
  9409. do {
  9410. int maxcount=0;
  9411. if( status_isdead(src) )
  9412. break;
  9413. if( !(src->type&battle_config.skill_reiteration) &&
  9414. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9415. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9416. )
  9417. {
  9418. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9419. break;
  9420. }
  9421. if( src->type&battle_config.skill_nofootset &&
  9422. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9423. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9424. )
  9425. {
  9426. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9427. break;
  9428. }
  9429. if( src->type&battle_config.land_skill_limit &&
  9430. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9431. ) {
  9432. int i;
  9433. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9434. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9435. maxcount--;
  9436. }
  9437. if( maxcount == 0 )
  9438. {
  9439. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9440. break;
  9441. }
  9442. }
  9443. if(tid != INVALID_TIMER)
  9444. { //Avoid double checks on instant cast skills. [Skotlex]
  9445. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9446. break;
  9447. if(battle_config.skill_add_range &&
  9448. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9449. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9450. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9451. break;
  9452. }
  9453. }
  9454. if( sd )
  9455. {
  9456. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9457. break;
  9458. else
  9459. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9460. }
  9461. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9462. break;
  9463. if(md) {
  9464. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9465. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9466. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9467. }
  9468. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9469. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9470. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9471. if (ud->walktimer != INVALID_TIMER)
  9472. unit_stop_walking(src,1);
  9473. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9474. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9475. if (sd) { //Cooldown application
  9476. int cooldown = skill_get_cooldown_(sd,ud->skill_id, ud->skill_lv);
  9477. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9478. }
  9479. if( battle_config.display_status_timers && sd )
  9480. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9481. // if( sd )
  9482. // {
  9483. // switch( ud->skill_id )
  9484. // {
  9485. // case ????:
  9486. // sd->canequip_tick = tick + ????;
  9487. // break;
  9488. // }
  9489. // }
  9490. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9491. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9492. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9493. map_freeblock_lock();
  9494. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9495. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9496. sd->skillitem = sd->skillitemlv = 0;
  9497. if (ud->skilltimer == INVALID_TIMER) {
  9498. if (md) md->skill_idx = -1;
  9499. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9500. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9501. }
  9502. map_freeblock_unlock();
  9503. return 1;
  9504. } while(0);
  9505. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9506. ud->canact_tick = tick;
  9507. ud->skill_id = ud->skill_lv = 0;
  9508. if(sd)
  9509. sd->skillitem = sd->skillitemlv = 0;
  9510. else if(md)
  9511. md->skill_idx = -1;
  9512. return 0;
  9513. }
  9514. /* skill count without self */
  9515. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9516. struct block_list* src = va_arg(ap, struct block_list*);
  9517. if( src->id != bl->id ) {
  9518. return 1;
  9519. }
  9520. return 0;
  9521. }
  9522. /*==========================================
  9523. *
  9524. *------------------------------------------*/
  9525. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9526. {
  9527. struct map_session_data* sd;
  9528. struct status_change* sc;
  9529. struct status_change_entry *sce;
  9530. struct skill_unit_group* sg;
  9531. enum sc_type type;
  9532. int i;
  9533. //if(skill_lv <= 0) return 0;
  9534. if(skill_id > 0 && !skill_lv) return 0; // celest
  9535. nullpo_ret(src);
  9536. if(status_isdead(src))
  9537. return 0;
  9538. sd = BL_CAST(BL_PC, src);
  9539. sc = status_get_sc(src);
  9540. type = status_skill2sc(skill_id);
  9541. sce = (sc && type != -1)?sc->data[type]:NULL;
  9542. switch (skill_id) { //Skill effect.
  9543. case WZ_METEOR:
  9544. case MO_BODYRELOCATION:
  9545. case CR_CULTIVATION:
  9546. case HW_GANBANTEIN:
  9547. case LG_EARTHDRIVE:
  9548. case SC_ESCAPE:
  9549. break; //Effect is displayed on respective switch case.
  9550. default:
  9551. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9552. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9553. else
  9554. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9555. }
  9556. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9557. skill_toggle_magicpower(src, skill_id);
  9558. switch(skill_id)
  9559. {
  9560. case PR_BENEDICTIO:
  9561. skill_area_temp[1] = src->id;
  9562. i = skill_get_splash(skill_id, skill_lv);
  9563. map_foreachinarea(skill_area_sub,
  9564. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9565. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9566. skill_castend_nodamage_id);
  9567. map_foreachinarea(skill_area_sub,
  9568. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9569. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9570. skill_castend_damage_id);
  9571. break;
  9572. case BS_HAMMERFALL:
  9573. i = skill_get_splash(skill_id, skill_lv);
  9574. map_foreachinarea (skill_area_sub,
  9575. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9576. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9577. skill_castend_nodamage_id);
  9578. break;
  9579. case HT_DETECTING:
  9580. i = skill_get_splash(skill_id, skill_lv);
  9581. map_foreachinarea( status_change_timer_sub,
  9582. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9583. src,NULL,SC_SIGHT,tick);
  9584. if(battle_config.traps_setting&1)
  9585. map_foreachinarea( skill_reveal_trap,
  9586. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9587. break;
  9588. case SR_RIDEINLIGHTNING:
  9589. i = skill_get_splash(skill_id, skill_lv);
  9590. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9591. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9592. break;
  9593. case SA_VOLCANO:
  9594. case SA_DELUGE:
  9595. case SA_VIOLENTGALE:
  9596. { //Does not consumes if the skill is already active. [Skotlex]
  9597. struct skill_unit_group *sg;
  9598. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9599. {
  9600. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9601. {
  9602. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9603. return 0; // not to consume items
  9604. }
  9605. else
  9606. sg->limit = 0; //Disable it.
  9607. }
  9608. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9609. break;
  9610. }
  9611. case MG_SAFETYWALL:
  9612. case MG_FIREWALL:
  9613. case MG_THUNDERSTORM:
  9614. case AL_PNEUMA:
  9615. case WZ_ICEWALL:
  9616. case WZ_FIREPILLAR:
  9617. case WZ_QUAGMIRE:
  9618. case WZ_VERMILION:
  9619. case WZ_STORMGUST:
  9620. case WZ_HEAVENDRIVE:
  9621. case PR_SANCTUARY:
  9622. case PR_MAGNUS:
  9623. case CR_GRANDCROSS:
  9624. case NPC_GRANDDARKNESS:
  9625. case HT_SKIDTRAP:
  9626. case MA_SKIDTRAP:
  9627. case HT_LANDMINE:
  9628. case MA_LANDMINE:
  9629. case HT_ANKLESNARE:
  9630. case HT_SHOCKWAVE:
  9631. case HT_SANDMAN:
  9632. case MA_SANDMAN:
  9633. case HT_FLASHER:
  9634. case HT_FREEZINGTRAP:
  9635. case MA_FREEZINGTRAP:
  9636. case HT_BLASTMINE:
  9637. case HT_CLAYMORETRAP:
  9638. case AS_VENOMDUST:
  9639. case AM_DEMONSTRATION:
  9640. case PF_FOGWALL:
  9641. case PF_SPIDERWEB:
  9642. case HT_TALKIEBOX:
  9643. case WE_CALLPARTNER:
  9644. case WE_CALLPARENT:
  9645. case WE_CALLBABY:
  9646. case AC_SHOWER: //Ground-placed skill implementation.
  9647. case MA_SHOWER:
  9648. case SA_LANDPROTECTOR:
  9649. case BD_LULLABY:
  9650. case BD_RICHMANKIM:
  9651. case BD_ETERNALCHAOS:
  9652. case BD_DRUMBATTLEFIELD:
  9653. case BD_RINGNIBELUNGEN:
  9654. case BD_ROKISWEIL:
  9655. case BD_INTOABYSS:
  9656. case BD_SIEGFRIED:
  9657. case BA_DISSONANCE:
  9658. case BA_POEMBRAGI:
  9659. case BA_WHISTLE:
  9660. case BA_ASSASSINCROSS:
  9661. case BA_APPLEIDUN:
  9662. case DC_UGLYDANCE:
  9663. case DC_HUMMING:
  9664. case DC_DONTFORGETME:
  9665. case DC_FORTUNEKISS:
  9666. case DC_SERVICEFORYOU:
  9667. case CG_MOONLIT:
  9668. case GS_DESPERADO:
  9669. case NJ_KAENSIN:
  9670. case NJ_BAKUENRYU:
  9671. case NJ_SUITON:
  9672. case NJ_HYOUSYOURAKU:
  9673. case NJ_RAIGEKISAI:
  9674. case NJ_KAMAITACHI:
  9675. #ifdef RENEWAL
  9676. case NJ_HUUMA:
  9677. #endif
  9678. case NPC_EVILLAND:
  9679. case RA_ELECTRICSHOCKER:
  9680. case RA_CLUSTERBOMB:
  9681. case RA_MAGENTATRAP:
  9682. case RA_COBALTTRAP:
  9683. case RA_MAIZETRAP:
  9684. case RA_VERDURETRAP:
  9685. case RA_FIRINGTRAP:
  9686. case RA_ICEBOUNDTRAP:
  9687. case SC_MANHOLE:
  9688. case SC_DIMENSIONDOOR:
  9689. case SC_CHAOSPANIC:
  9690. case SC_MAELSTROM:
  9691. case SC_BLOODYLUST:
  9692. case WM_REVERBERATION:
  9693. case WM_SEVERE_RAINSTORM:
  9694. case WM_POEMOFNETHERWORLD:
  9695. case SO_PSYCHIC_WAVE:
  9696. case SO_VACUUM_EXTREME:
  9697. case GN_WALLOFTHORN:
  9698. case GN_THORNS_TRAP:
  9699. case GN_DEMONIC_FIRE:
  9700. case GN_HELLS_PLANT:
  9701. case SO_EARTHGRAVE:
  9702. case SO_DIAMONDDUST:
  9703. case SO_FIRE_INSIGNIA:
  9704. case SO_WATER_INSIGNIA:
  9705. case SO_WIND_INSIGNIA:
  9706. case SO_EARTH_INSIGNIA:
  9707. case KO_HUUMARANKA:
  9708. case KO_MUCHANAGE:
  9709. case KO_BAKURETSU:
  9710. case KO_ZENKAI:
  9711. case MH_LAVA_SLIDE:
  9712. case MH_VOLCANIC_ASH:
  9713. case MH_POISON_MIST:
  9714. case MH_STEINWAND:
  9715. case MH_XENO_SLASHER:
  9716. case NC_MAGMA_ERUPTION:
  9717. case RL_B_TRAP:
  9718. if (skill_id == RL_B_TRAP && sd)
  9719. sd->skill_id_old = skill_id;
  9720. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9721. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9722. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9723. break;
  9724. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9725. skill_clear_unitgroup(src);
  9726. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9727. flag|=1;
  9728. break;
  9729. case HP_BASILICA:
  9730. if( sc->data[SC_BASILICA] ) {
  9731. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  9732. return 0;
  9733. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9734. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  9735. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9736. return 0;
  9737. }
  9738. skill_clear_unitgroup(src);
  9739. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  9740. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  9741. flag|=1;
  9742. }
  9743. break;
  9744. case CG_HERMODE:
  9745. skill_clear_unitgroup(src);
  9746. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9747. sc_start4(src,src,SC_DANCING,100,
  9748. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9749. flag|=1;
  9750. break;
  9751. case RG_CLEANER: // [Valaris]
  9752. i = skill_get_splash(skill_id, skill_lv);
  9753. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  9754. break;
  9755. case SO_WARMER:
  9756. flag|= 8;
  9757. case SO_CLOUD_KILL:
  9758. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9759. break;
  9760. case WZ_METEOR: {
  9761. int area = skill_get_splash(skill_id, skill_lv);
  9762. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  9763. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  9764. // Creates a random Cell in the Splash Area
  9765. tmpx = x - area + rnd()%(area * 2 + 1);
  9766. tmpy = y - area + rnd()%(area * 2 + 1);
  9767. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  9768. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  9769. if( i > 0 )
  9770. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  9771. x1 = tmpx;
  9772. y1 = tmpy;
  9773. }
  9774. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  9775. }
  9776. break;
  9777. case AL_WARP:
  9778. if(sd)
  9779. {
  9780. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  9781. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  9782. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  9783. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  9784. );
  9785. }
  9786. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9787. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9788. return 0; // not to consume item.
  9789. case MO_BODYRELOCATION:
  9790. if (unit_movepos(src, x, y, 1, 1)) {
  9791. #if PACKETVER >= 20111005
  9792. clif_snap(src, src->x, src->y);
  9793. #else
  9794. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  9795. #endif
  9796. if (sd)
  9797. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9798. }
  9799. break;
  9800. case NJ_SHADOWJUMP:
  9801. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9802. unit_movepos(src, x, y, 1, 0);
  9803. clif_slide(src,x,y);
  9804. }
  9805. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9806. break;
  9807. case AM_SPHEREMINE:
  9808. case AM_CANNIBALIZE:
  9809. {
  9810. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  9811. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  9812. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9813. struct mob_data *md;
  9814. // Correct info, don't change any of this! [celest]
  9815. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  9816. if (md) {
  9817. md->master_id = src->id;
  9818. md->special_state.ai = (enum mob_ai)ai;
  9819. if( md->deletetimer != INVALID_TIMER )
  9820. delete_timer(md->deletetimer, mob_timer_delete);
  9821. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  9822. mob_spawn (md); //Now it is ready for spawning.
  9823. }
  9824. }
  9825. break;
  9826. // Slim Pitcher [Celest]
  9827. case CR_SLIMPITCHER:
  9828. if (sd) {
  9829. int i = 0, j = 0;
  9830. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  9831. i = skill_lv%11 - 1;
  9832. j = pc_search_inventory(sd, require.itemid[i]);
  9833. if (j < 0 || require.itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i])
  9834. {
  9835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9836. return 1;
  9837. }
  9838. potion_flag = 1;
  9839. potion_hp = 0;
  9840. potion_sp = 0;
  9841. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9842. potion_flag = 0;
  9843. //Apply skill bonuses
  9844. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9845. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9846. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9847. + pc_skillheal_bonus(sd, skill_id);
  9848. potion_hp = potion_hp * (100+i)/100;
  9849. potion_sp = potion_sp * (100+i)/100;
  9850. if(potion_hp > 0 || potion_sp > 0) {
  9851. i = skill_get_splash(skill_id, skill_lv);
  9852. map_foreachinarea(skill_area_sub,
  9853. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9854. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9855. skill_castend_nodamage_id);
  9856. }
  9857. } else {
  9858. int i = skill_get_itemid(skill_id, skill_lv);
  9859. struct item_data *item;
  9860. item = itemdb_search(i);
  9861. potion_flag = 1;
  9862. potion_hp = 0;
  9863. potion_sp = 0;
  9864. run_script(item->script,0,src->id,0);
  9865. potion_flag = 0;
  9866. i = skill_get_max(CR_SLIMPITCHER)*10;
  9867. potion_hp = potion_hp * (100+i)/100;
  9868. potion_sp = potion_sp * (100+i)/100;
  9869. if(potion_hp > 0 || potion_sp > 0) {
  9870. i = skill_get_splash(skill_id, skill_lv);
  9871. map_foreachinarea(skill_area_sub,
  9872. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9873. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9874. skill_castend_nodamage_id);
  9875. }
  9876. }
  9877. break;
  9878. case HW_GANBANTEIN:
  9879. if (rnd()%100 < 80) {
  9880. int dummy = 1;
  9881. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9882. i = skill_get_splash(skill_id, skill_lv);
  9883. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9884. } else {
  9885. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9886. return 1;
  9887. }
  9888. break;
  9889. case HW_GRAVITATION:
  9890. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9891. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  9892. flag|=1;
  9893. break;
  9894. // Plant Cultivation [Celest]
  9895. case CR_CULTIVATION:
  9896. if (sd) {
  9897. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9898. {
  9899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9900. return 1;
  9901. }
  9902. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9903. if (rnd()%100 < 50) {
  9904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9905. } else {
  9906. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9907. int i;
  9908. if (!md) break;
  9909. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  9910. {
  9911. if( md->deletetimer != INVALID_TIMER )
  9912. delete_timer(md->deletetimer, mob_timer_delete);
  9913. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9914. }
  9915. mob_spawn (md);
  9916. }
  9917. }
  9918. break;
  9919. case SG_SUN_WARM:
  9920. case SG_MOON_WARM:
  9921. case SG_STAR_WARM:
  9922. skill_clear_unitgroup(src);
  9923. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  9924. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9925. flag|=1;
  9926. break;
  9927. case PA_GOSPEL:
  9928. if (sce && sce->val4 == BCT_SELF)
  9929. {
  9930. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9931. return 0;
  9932. }
  9933. else
  9934. {
  9935. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  9936. if (!sg) break;
  9937. if (sce)
  9938. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9939. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  9940. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  9941. }
  9942. break;
  9943. case NJ_TATAMIGAESHI:
  9944. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  9945. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  9946. break;
  9947. case AM_RESURRECTHOMUN: //[orn]
  9948. if (sd)
  9949. {
  9950. if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
  9951. {
  9952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9953. break;
  9954. }
  9955. }
  9956. break;
  9957. case RK_WINDCUTTER:
  9958. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9959. case NC_COLDSLOWER:
  9960. case NC_ARMSCANNON:
  9961. case RK_DRAGONBREATH:
  9962. case RK_DRAGONBREATH_WATER:
  9963. i = skill_get_splash(skill_id,skill_lv);
  9964. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9965. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9966. break;
  9967. case SO_ARRULLO:
  9968. i = skill_get_splash(skill_id,skill_lv);
  9969. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9970. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9971. break;
  9972. /**
  9973. * Guilotine Cross
  9974. **/
  9975. case GC_POISONSMOKE:
  9976. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9977. if( sd )
  9978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9979. return 0;
  9980. }
  9981. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  9982. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  9983. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9984. break;
  9985. /**
  9986. * Arch Bishop
  9987. **/
  9988. case AB_EPICLESIS:
  9989. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  9990. i = sg->unit->range;
  9991. 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);
  9992. }
  9993. break;
  9994. /**
  9995. * Warlock
  9996. **/
  9997. case WL_COMET:
  9998. if( sc ) {
  9999. sc->comet_x = x;
  10000. sc->comet_y = y;
  10001. }
  10002. i = skill_get_splash(skill_id,skill_lv);
  10003. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10004. break;
  10005. case WL_EARTHSTRAIN:
  10006. {
  10007. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10008. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10009. for( i = 1; i <= wave; i++ )
  10010. {
  10011. switch( dir ){
  10012. case 0: case 1: case 7: sy = y + i; break;
  10013. case 3: case 4: case 5: sy = y - i; break;
  10014. case 2: sx = x - i; break;
  10015. case 6: sx = x + i; break;
  10016. }
  10017. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10018. }
  10019. }
  10020. break;
  10021. /**
  10022. * Ranger
  10023. **/
  10024. case RA_DETONATOR:
  10025. i = skill_get_splash(skill_id, skill_lv);
  10026. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10027. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10028. break;
  10029. /**
  10030. * Mechanic
  10031. **/
  10032. case NC_NEUTRALBARRIER:
  10033. case NC_STEALTHFIELD:
  10034. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10035. skill_clear_unitgroup(src);
  10036. return 0;
  10037. }
  10038. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10039. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10040. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10041. if( sd ) pc_overheat(sd,1);
  10042. }
  10043. break;
  10044. case NC_SILVERSNIPER:
  10045. {
  10046. int class_ = 2042;
  10047. struct mob_data *md;
  10048. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  10049. if( md )
  10050. {
  10051. md->master_id = src->id;
  10052. md->special_state.ai = AI_FAW;
  10053. if( md->deletetimer != INVALID_TIMER )
  10054. delete_timer(md->deletetimer, mob_timer_delete);
  10055. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10056. mob_spawn( md );
  10057. }
  10058. }
  10059. break;
  10060. case NC_MAGICDECOY:
  10061. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10062. break;
  10063. case SC_FEINTBOMB:
  10064. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10065. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10066. if( skill_blown(src,src,3*skill_lv,unit_getdir(src),0) )
  10067. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  10068. break;
  10069. case SC_ESCAPE:
  10070. clif_skill_nodamage(src,src,skill_id,-1,1);
  10071. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10072. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10073. break;
  10074. case LG_OVERBRAND:
  10075. skill_overbrand(src, skill_id, skill_lv, x, y, tick, flag);
  10076. break;
  10077. case LG_BANDING:
  10078. if( sc && sc->data[SC_BANDING] )
  10079. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10080. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10081. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10082. if( sd ) pc_banding(sd,skill_lv);
  10083. }
  10084. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10085. break;
  10086. case LG_RAYOFGENESIS:
  10087. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10088. i = skill_get_splash(skill_id,skill_lv);
  10089. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10090. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10091. } else if( sd )
  10092. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10093. break;
  10094. case WM_DOMINION_IMPULSE:
  10095. i = skill_get_splash(skill_id, skill_lv);
  10096. map_foreachinarea( skill_ative_reverberation,
  10097. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10098. break;
  10099. case WM_GREAT_ECHO:
  10100. flag|=1; // Should counsume 1 item per skill usage.
  10101. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10102. break;
  10103. case GN_CRAZYWEED: {
  10104. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10105. short x1 = 0, y1 = 0;
  10106. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10107. x1 = x - area + rnd()%(area * 2 + 1);
  10108. y1 = y - area + rnd()%(area * 2 + 1);
  10109. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10110. }
  10111. }
  10112. break;
  10113. case GN_FIRE_EXPANSION: {
  10114. int i;
  10115. struct unit_data *ud = unit_bl2ud(src);
  10116. if( !ud ) break;
  10117. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  10118. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  10119. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  10120. switch( skill_lv ) {
  10121. case 3:
  10122. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  10123. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  10124. break;
  10125. case 4:
  10126. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  10127. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  10128. break;
  10129. case 5:
  10130. map_foreachinarea(skill_area_sub, src->m,
  10131. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  10132. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  10133. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  10134. skill_delunit(ud->skillunit[i]->unit);
  10135. break;
  10136. default:
  10137. ud->skillunit[i]->unit->val2 = skill_lv;
  10138. ud->skillunit[i]->unit->group->val2 = skill_lv;
  10139. break;
  10140. }
  10141. }
  10142. }
  10143. }
  10144. break;
  10145. case SO_FIREWALK:
  10146. case SO_ELECTRICWALK:
  10147. if( sc && sc->data[type] )
  10148. status_change_end(src,type,INVALID_TIMER);
  10149. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10150. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10151. break;
  10152. case KO_MAKIBISHI:
  10153. for( i = 0; i < (skill_lv+2); i++ ) {
  10154. x = src->x - 1 + rnd()%3;
  10155. y = src->y - 1 + rnd()%3;
  10156. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10157. }
  10158. break;
  10159. case RL_FALLEN_ANGEL:
  10160. if( unit_movepos(src, x, y, 1, 1) ) {
  10161. enum e_skill skill_use = GS_DESPERADO;
  10162. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10163. clif_slide(src,x,y);
  10164. if (skill_check_condition_castbegin(sd,skill_use,skill_use_lv)) {
  10165. sd->skill_id_old = RL_FALLEN_ANGEL;
  10166. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10167. skill_consume_requirement(sd,skill_use,skill_use_lv,1); //Consume Desperado ammunitions
  10168. }
  10169. sd->skill_id_old = 0;
  10170. }
  10171. else if (sd)
  10172. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10173. break;
  10174. case RL_HAMMER_OF_GOD:
  10175. i = skill_get_splash(skill_id, skill_lv);
  10176. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10177. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  10178. break;
  10179. default:
  10180. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10181. return 1;
  10182. }
  10183. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10184. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10185. if( sd )
  10186. {// ensure that the skill last-cast tick is recorded
  10187. sd->canskill_tick = gettick();
  10188. if( sd->state.arrow_atk && !(flag&1) )
  10189. {// consume arrow if this is a ground skill
  10190. battle_consume_ammo(sd, skill_id, skill_lv);
  10191. }
  10192. // perform skill requirement consumption
  10193. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10194. }
  10195. return 0;
  10196. }
  10197. /*==========================================
  10198. *
  10199. *------------------------------------------*/
  10200. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  10201. {
  10202. nullpo_ret(sd);
  10203. //Simplify skill_failed code.
  10204. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10205. if(skill_id != sd->menuskill_id)
  10206. return 0;
  10207. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10208. skill_failed(sd);
  10209. return 0;
  10210. }
  10211. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10212. skill_failed(sd);
  10213. return 0;
  10214. }
  10215. //TODO move that list into a new SCS ? SCS_NOCAST ??
  10216. if(sd->sc.count && (
  10217. sd->sc.data[SC_SILENCE] ||
  10218. sd->sc.data[SC_ROKISWEIL] ||
  10219. sd->sc.data[SC_AUTOCOUNTER] ||
  10220. sd->sc.data[SC_STEELBODY] ||
  10221. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  10222. sd->sc.data[SC_BERSERK] ||
  10223. sd->sc.data[SC_BASILICA] ||
  10224. sd->sc.data[SC_MARIONETTE] ||
  10225. sd->sc.data[SC_WHITEIMPRISON] ||
  10226. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  10227. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  10228. sd->sc.data[SC_OBLIVIONCURSE] ||
  10229. sd->sc.data[SC__MANHOLE]
  10230. )) {
  10231. skill_failed(sd);
  10232. return 0;
  10233. }
  10234. pc_stop_attack(sd);
  10235. pc_stop_walking(sd,0);
  10236. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10237. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  10238. if(strcmp(map,"cancel")==0) {
  10239. skill_failed(sd);
  10240. return 0;
  10241. }
  10242. switch(skill_id)
  10243. {
  10244. case AL_TELEPORT:
  10245. case ALL_ODINS_RECALL:
  10246. if(strcmp(map,"Random")==0)
  10247. pc_randomwarp(sd,CLR_TELEPORT);
  10248. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10249. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10250. break;
  10251. case AL_WARP:
  10252. {
  10253. const struct point *p[4];
  10254. struct skill_unit_group *group;
  10255. int i, lv, wx, wy;
  10256. int maxcount=0;
  10257. int x,y;
  10258. unsigned short mapindex;
  10259. mapindex = mapindex_name2id((char*)map);
  10260. if(!mapindex) { //Given map not found?
  10261. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10262. skill_failed(sd);
  10263. return 0;
  10264. }
  10265. p[0] = &sd->status.save_point;
  10266. p[1] = &sd->status.memo_point[0];
  10267. p[2] = &sd->status.memo_point[1];
  10268. p[3] = &sd->status.memo_point[2];
  10269. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10270. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10271. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10272. maxcount--;
  10273. }
  10274. if(!maxcount) {
  10275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10276. skill_failed(sd);
  10277. return 0;
  10278. }
  10279. }
  10280. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10281. wx = sd->menuskill_val>>16;
  10282. wy = sd->menuskill_val&0xffff;
  10283. if( lv <= 0 ) return 0;
  10284. if( lv > 4 ) lv = 4; // crash prevention
  10285. // check if the chosen map exists in the memo list
  10286. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10287. if( i < lv ) {
  10288. x=p[i]->x;
  10289. y=p[i]->y;
  10290. } else {
  10291. skill_failed(sd);
  10292. return 0;
  10293. }
  10294. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10295. { // This checks versus skill_id/skill_lv...
  10296. skill_failed(sd);
  10297. return 0;
  10298. }
  10299. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10300. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10301. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10302. skill_failed(sd);
  10303. return 0;
  10304. }
  10305. group->val1 = (group->val1<<16)|(short)0;
  10306. // record the destination coordinates
  10307. group->val2 = (x<<16)|y;
  10308. group->val3 = mapindex;
  10309. }
  10310. break;
  10311. }
  10312. sd->menuskill_id = sd->menuskill_val = 0;
  10313. return 0;
  10314. #undef skill_failed
  10315. }
  10316. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10317. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10318. {
  10319. struct skill_unit* target = (struct skill_unit*)bl;
  10320. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10321. int flag = va_arg(ap, int);
  10322. if (src == target)
  10323. return 0;
  10324. if (!target->group || !(target->group->state.song_dance&0x1))
  10325. return 0;
  10326. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10327. return 0;
  10328. if (flag) //Set dissonance
  10329. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10330. else //Remove dissonance
  10331. target->val2 &= ~UF_ENSEMBLE;
  10332. clif_skill_setunit(target); //Update look of affected cell.
  10333. return 1;
  10334. }
  10335. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10336. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10337. //When 1, this unit has been positioned, so start the cancel effect.
  10338. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10339. {
  10340. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10341. return 0;
  10342. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10343. return 0; //Nothing to remove, this unit is not overlapped.
  10344. if (unit->val1 != unit->group->skill_id)
  10345. { //Reset state
  10346. unit->val1 = unit->group->skill_id;
  10347. unit->val2 &= ~UF_ENSEMBLE;
  10348. }
  10349. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10350. }
  10351. /*==========================================
  10352. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10353. * Flag: 0 - Convert, 1 - Revert.
  10354. * TODO: This should be completely removed later and rewritten
  10355. * The entire execution of the overlapping songs instances is dirty and hacked together
  10356. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10357. *------------------------------------------*/
  10358. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10359. {
  10360. static int prevflag = 1; // by default the backup is empty
  10361. static struct skill_unit_group backup;
  10362. struct skill_unit_group* group = unit->group;
  10363. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  10364. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  10365. return false;
  10366. if( flag == prevflag )
  10367. {// protection against attempts to read an empty backup / write to a full backup
  10368. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10369. flag ? "read an empty backup" : "write to a full backup",
  10370. group->skill_id, group->skill_lv, group->src_id);
  10371. return false;
  10372. }
  10373. prevflag = flag;
  10374. if( !flag )
  10375. { //Transform
  10376. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10377. // backup
  10378. backup.skill_id = group->skill_id;
  10379. backup.skill_lv = group->skill_lv;
  10380. backup.unit_id = group->unit_id;
  10381. backup.target_flag = group->target_flag;
  10382. backup.bl_flag = group->bl_flag;
  10383. backup.interval = group->interval;
  10384. // replace
  10385. group->skill_id = skill_id;
  10386. group->skill_lv = 1;
  10387. group->unit_id = skill_get_unit_id(skill_id,0);
  10388. group->target_flag = skill_get_unit_target(skill_id);
  10389. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10390. group->interval = skill_get_unit_interval(skill_id);
  10391. }
  10392. else
  10393. { //Restore
  10394. group->skill_id = backup.skill_id;
  10395. group->skill_lv = backup.skill_lv;
  10396. group->unit_id = backup.unit_id;
  10397. group->target_flag = backup.target_flag;
  10398. group->bl_flag = backup.bl_flag;
  10399. group->interval = backup.interval;
  10400. }
  10401. return true;
  10402. }
  10403. /**
  10404. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  10405. **/
  10406. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  10407. struct block_list *target = NULL;
  10408. struct mob_data *md = ((TBL_MOB*)bl);
  10409. nullpo_ret(bl);
  10410. nullpo_ret(md);
  10411. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  10412. return 0;
  10413. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  10414. return 0;
  10415. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  10416. mob_unlocktarget(md,gettick());
  10417. mob_stop_walking(md,1);
  10418. }
  10419. return 0;
  10420. }
  10421. /*==========================================
  10422. * Initializes and sets a ground skill.
  10423. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10424. *------------------------------------------*/
  10425. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10426. {
  10427. struct skill_unit_group *group;
  10428. int i,limit,val1=0,val2=0,val3=0;
  10429. int target,interval,range,unit_flag,req_item=0;
  10430. struct s_skill_unit_layout *layout;
  10431. struct map_session_data *sd;
  10432. struct status_data *status;
  10433. struct status_change *sc;
  10434. int active_flag=1;
  10435. int subunt=0;
  10436. nullpo_retr(NULL, src);
  10437. limit = skill_get_time(skill_id,skill_lv);
  10438. range = skill_get_unit_range(skill_id,skill_lv);
  10439. interval = skill_get_unit_interval(skill_id);
  10440. target = skill_get_unit_target(skill_id);
  10441. unit_flag = skill_get_unit_flag(skill_id);
  10442. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10443. sd = BL_CAST(BL_PC, src);
  10444. status = status_get_status_data(src);
  10445. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10446. switch( skill_id ) {
  10447. case MH_STEINWAND:
  10448. case MG_SAFETYWALL:
  10449. #ifdef RENEWAL
  10450. if(skill_id == MH_STEINWAND)
  10451. val2 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10452. else
  10453. val2 = status_get_max_hp(src) * 3;
  10454. #else
  10455. val2 = skill_lv+1;
  10456. #endif
  10457. break;
  10458. case MG_FIREWALL:
  10459. if(sc && sc->data[SC_VIOLENTGALE])
  10460. limit = limit*3/2;
  10461. val2=4+skill_lv;
  10462. break;
  10463. case AL_WARP:
  10464. val1=skill_lv+6;
  10465. if(!(flag&1))
  10466. limit=2000;
  10467. else // previous implementation (not used anymore)
  10468. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10469. if( src->type != BL_SKILL ) return NULL;
  10470. group = ((TBL_SKILL*)src)->group;
  10471. src = map_id2bl(group->src_id);
  10472. if( !src ) return NULL;
  10473. val2 = group->val2; //Copy the (x,y) position you warp to
  10474. val3 = group->val3; //as well as the mapindex to warp to.
  10475. }
  10476. break;
  10477. case HP_BASILICA:
  10478. val1 = src->id; // Store caster id.
  10479. break;
  10480. case PR_SANCTUARY:
  10481. case NPC_EVILLAND:
  10482. val1=(skill_lv+3)*2;
  10483. break;
  10484. case WZ_FIREPILLAR:
  10485. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10486. return NULL;
  10487. if((flag&1)!=0)
  10488. limit=1000;
  10489. val1=skill_lv+2;
  10490. break;
  10491. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10492. case AM_DEMONSTRATION:
  10493. case GN_HELLS_PLANT:
  10494. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10495. && (src->type&battle_config.vs_traps_bctall))
  10496. target = BCT_ALL;
  10497. break;
  10498. case HT_ANKLESNARE:
  10499. if( flag&2 ) val3 = SC_ESCAPE;
  10500. case HT_SHOCKWAVE:
  10501. val1=skill_lv*15+10;
  10502. case HT_SANDMAN:
  10503. case MA_SANDMAN:
  10504. case HT_CLAYMORETRAP:
  10505. case HT_SKIDTRAP:
  10506. case MA_SKIDTRAP:
  10507. case HT_LANDMINE:
  10508. case MA_LANDMINE:
  10509. case HT_FLASHER:
  10510. case HT_FREEZINGTRAP:
  10511. case MA_FREEZINGTRAP:
  10512. case HT_BLASTMINE:
  10513. /**
  10514. * Ranger
  10515. **/
  10516. case RA_ELECTRICSHOCKER:
  10517. case RA_CLUSTERBOMB:
  10518. case RA_MAGENTATRAP:
  10519. case RA_COBALTTRAP:
  10520. case RA_MAIZETRAP:
  10521. case RA_VERDURETRAP:
  10522. case RA_FIRINGTRAP:
  10523. case RA_ICEBOUNDTRAP:
  10524. /**
  10525. * Rebellion
  10526. **/
  10527. case RL_B_TRAP:
  10528. {
  10529. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10530. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10531. if( req.itemid[i] )
  10532. req_item = req.itemid[i];
  10533. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10534. limit *= 4; // longer trap times in WOE [celest]
  10535. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10536. target = BCT_ALL;
  10537. }
  10538. break;
  10539. case SA_LANDPROTECTOR:
  10540. case SA_VOLCANO:
  10541. case SA_DELUGE:
  10542. case SA_VIOLENTGALE:
  10543. {
  10544. struct skill_unit_group *old_sg;
  10545. if ((old_sg = skill_locate_element_field(src)) != NULL)
  10546. { //HelloKitty confirmed that these are interchangeable,
  10547. //so you can change element and not consume gemstones.
  10548. if ((
  10549. old_sg->skill_id == SA_VOLCANO ||
  10550. old_sg->skill_id == SA_DELUGE ||
  10551. old_sg->skill_id == SA_VIOLENTGALE
  10552. ) && old_sg->limit > 0)
  10553. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10554. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10555. if (limit < 0) //This can happen...
  10556. limit = skill_get_time(skill_id,skill_lv);
  10557. }
  10558. skill_clear_group(src,1);
  10559. }
  10560. break;
  10561. }
  10562. case BA_WHISTLE:
  10563. val1 = skill_lv +status->agi/10; // Flee increase
  10564. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10565. if(sd){
  10566. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10567. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10568. }
  10569. break;
  10570. case DC_HUMMING:
  10571. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10572. #ifdef RENEWAL
  10573. val1 *= 2;
  10574. #endif
  10575. if(sd)
  10576. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10577. break;
  10578. case BA_POEMBRAGI:
  10579. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  10580. //For some reason at level 10 the base delay reduction is 50%.
  10581. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  10582. if(sd){
  10583. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10584. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10585. }
  10586. break;
  10587. case DC_DONTFORGETME:
  10588. val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
  10589. val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
  10590. if(sd){
  10591. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10592. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  10593. }
  10594. break;
  10595. case BA_APPLEIDUN:
  10596. val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
  10597. if(sd)
  10598. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10599. break;
  10600. case DC_SERVICEFORYOU:
  10601. //val1: MaxSP percent increase
  10602. val1 = 15+skill_lv+(status->int_/10); //Bonus rate by Dancer's INT
  10603. //val2: SP cost reduction
  10604. val2 = 20+3*skill_lv;
  10605. if(sd) val2 += (pc_checkskill(sd,DC_DANCINGLESSON)+1)/2; //Bonus rate by DC_DANCINGLESSON
  10606. val2 += status->int_/10; //Bonus rate by Dancer's INT
  10607. break;
  10608. case BA_ASSASSINCROSS:
  10609. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  10610. if(sd)
  10611. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  10612. break;
  10613. case DC_FORTUNEKISS:
  10614. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10615. if(sd)
  10616. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10617. val1*=10; //Because every 10 crit is an actual cri point.
  10618. break;
  10619. case BD_DRUMBATTLEFIELD:
  10620. #ifdef RENEWAL
  10621. val1 = (skill_lv+5)*25; //Watk increase
  10622. val2 = skill_lv*10; //Def increase
  10623. #else
  10624. val1 = (skill_lv+1)*25; //Watk increase
  10625. val2 = (skill_lv+1)*2; //Def increase
  10626. #endif
  10627. break;
  10628. case BD_RINGNIBELUNGEN:
  10629. val1 = (skill_lv+2)*25; //Watk increase
  10630. break;
  10631. case BD_RICHMANKIM:
  10632. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10633. break;
  10634. case BD_SIEGFRIED:
  10635. val1 = 55 + skill_lv*5; //Elemental Resistance
  10636. val2 = skill_lv*10; //Status ailment resistance
  10637. break;
  10638. case WE_CALLPARTNER:
  10639. if (sd) val1 = sd->status.partner_id;
  10640. break;
  10641. case WE_CALLPARENT:
  10642. if (sd) {
  10643. val1 = sd->status.father;
  10644. val2 = sd->status.mother;
  10645. }
  10646. break;
  10647. case WE_CALLBABY:
  10648. if (sd) val1 = sd->status.child;
  10649. break;
  10650. case NJ_KAENSIN:
  10651. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10652. val2 = (skill_lv+1)/2 + 4;
  10653. break;
  10654. case NJ_SUITON:
  10655. skill_clear_group(src, 1);
  10656. break;
  10657. case GS_GROUNDDRIFT:
  10658. {
  10659. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10660. val1 = status->rhw.ele;
  10661. if (!val1)
  10662. val1=element[rnd()%5];
  10663. switch (val1)
  10664. {
  10665. case ELE_FIRE:
  10666. subunt++;
  10667. case ELE_WATER:
  10668. subunt++;
  10669. case ELE_POISON:
  10670. subunt++;
  10671. case ELE_DARK:
  10672. subunt++;
  10673. case ELE_WIND:
  10674. break;
  10675. default:
  10676. subunt=rnd()%5;
  10677. break;
  10678. }
  10679. break;
  10680. }
  10681. case GC_POISONSMOKE:
  10682. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10683. return NULL;
  10684. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10685. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10686. limit = 4000 + 2000 * skill_lv;
  10687. break;
  10688. case GD_LEADERSHIP:
  10689. case GD_GLORYWOUNDS:
  10690. case GD_SOULCOLD:
  10691. case GD_HAWKEYES:
  10692. limit = 1000000;//it doesn't matter
  10693. break;
  10694. case LG_BANDING:
  10695. limit = -1;
  10696. break;
  10697. case WM_REVERBERATION:
  10698. interval = limit;
  10699. val2 = 1;
  10700. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  10701. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10702. return NULL;
  10703. break;
  10704. case SO_CLOUD_KILL:
  10705. skill_clear_group(src, 4);
  10706. break;
  10707. case SO_WARMER:
  10708. skill_clear_group(src, 8);
  10709. break;
  10710. case SO_VACUUM_EXTREME:
  10711. range++;
  10712. break;
  10713. case GN_WALLOFTHORN:
  10714. if( flag&1 )
  10715. limit = 3000;
  10716. val3 = (x<<16)|y;
  10717. break;
  10718. case KO_ZENKAI:
  10719. if( sd ){
  10720. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  10721. if( i < 5 ){
  10722. val1 = sd->talisman[i]; // no. of aura
  10723. val2 = i; // aura type
  10724. limit += val1 * 1000;
  10725. subunt = i - 1;
  10726. pc_del_talisman(sd, sd->talisman[i], i);
  10727. }
  10728. }
  10729. break;
  10730. }
  10731. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  10732. group->val1=val1;
  10733. group->val2=val2;
  10734. group->val3=val3;
  10735. group->target_flag=target;
  10736. group->bl_flag= skill_get_unit_bl_target(skill_id);
  10737. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  10738. 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
  10739. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  10740. group->item_id = req_item;
  10741. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  10742. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  10743. active_flag = 0;
  10744. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  10745. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  10746. if (sd)
  10747. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  10748. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  10749. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  10750. }
  10751. if (group->state.song_dance) {
  10752. if(sd){
  10753. sd->skill_id_dance = skill_id;
  10754. sd->skill_lv_dance = skill_lv;
  10755. }
  10756. if (
  10757. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  10758. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  10759. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  10760. )
  10761. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  10762. }
  10763. limit = group->limit;
  10764. for( i = 0; i < layout->count; i++ )
  10765. {
  10766. struct skill_unit *unit;
  10767. int ux = x + layout->dx[i];
  10768. int uy = y + layout->dy[i];
  10769. int val1 = skill_lv;
  10770. int val2 = 0;
  10771. int alive = 1;
  10772. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  10773. continue; // don't place skill units on walls (except for songs/dances/encores)
  10774. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  10775. continue; // no path between cell and center of casting.
  10776. switch( skill_id )
  10777. {
  10778. case MG_FIREWALL:
  10779. case NJ_KAENSIN:
  10780. val2=group->val2;
  10781. break;
  10782. case WZ_ICEWALL:
  10783. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  10784. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  10785. break;
  10786. case HT_LANDMINE:
  10787. case MA_LANDMINE:
  10788. case HT_ANKLESNARE:
  10789. case HT_SHOCKWAVE:
  10790. case HT_SANDMAN:
  10791. case MA_SANDMAN:
  10792. case HT_FLASHER:
  10793. case HT_FREEZINGTRAP:
  10794. case MA_FREEZINGTRAP:
  10795. case HT_TALKIEBOX:
  10796. case HT_SKIDTRAP:
  10797. case MA_SKIDTRAP:
  10798. case HT_CLAYMORETRAP:
  10799. case HT_BLASTMINE:
  10800. case RA_ELECTRICSHOCKER:
  10801. case RA_CLUSTERBOMB:
  10802. case RA_MAGENTATRAP:
  10803. case RA_COBALTTRAP:
  10804. case RA_MAIZETRAP:
  10805. case RA_VERDURETRAP:
  10806. case RA_FIRINGTRAP:
  10807. case RA_ICEBOUNDTRAP:
  10808. case RL_B_TRAP:
  10809. val1 = 3500;
  10810. break;
  10811. case GS_DESPERADO:
  10812. val1 = abs(layout->dx[i]);
  10813. val2 = abs(layout->dy[i]);
  10814. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10815. if (val2 > val1) val1 = val2;
  10816. if (val1) val1--;
  10817. val1 = 36 -12*val1;
  10818. } else //Diagonal edges
  10819. val1 = 28 -4*val1 -4*val2;
  10820. if (val1 < 1) val1 = 1;
  10821. val2 = 0;
  10822. break;
  10823. case WM_REVERBERATION:
  10824. val1 = 1 + skill_lv;
  10825. break;
  10826. case GN_WALLOFTHORN:
  10827. val1 = 1000 * skill_lv; // Need official value. [LimitLine]
  10828. break;
  10829. default:
  10830. if (group->state.song_dance&0x1)
  10831. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10832. break;
  10833. }
  10834. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10835. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10836. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  10837. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  10838. if( range <= 0 )
  10839. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  10840. if( !alive )
  10841. continue;
  10842. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10843. unit->limit=limit;
  10844. unit->range=range;
  10845. if (skill_id == PF_FOGWALL && alive == 2)
  10846. { //Double duration of cells on top of Deluge/Suiton
  10847. unit->limit *= 2;
  10848. group->limit = unit->limit;
  10849. }
  10850. // execute on all targets standing on this cell
  10851. if (range==0 && active_flag)
  10852. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10853. }
  10854. if (!group->alive_count)
  10855. { //No cells? Something that was blocked completely by Land Protector?
  10856. skill_delunitgroup(group);
  10857. return NULL;
  10858. }
  10859. //success, unit created.
  10860. switch( skill_id ) {
  10861. case WZ_ICEWALL:
  10862. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10863. break;
  10864. case NJ_TATAMIGAESHI: //Store number of tiles.
  10865. group->val1 = group->alive_count;
  10866. break;
  10867. }
  10868. return group;
  10869. }
  10870. /*==========================================
  10871. *
  10872. *------------------------------------------*/
  10873. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10874. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10875. {
  10876. struct skill_unit_group *sg;
  10877. struct block_list *ss;
  10878. struct status_change *sc;
  10879. struct status_change_entry *sce;
  10880. enum sc_type type;
  10881. uint16 skill_id;
  10882. nullpo_ret(src);
  10883. nullpo_ret(bl);
  10884. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10885. return 0;
  10886. nullpo_ret(sg=src->group);
  10887. nullpo_ret(ss=map_id2bl(sg->src_id));
  10888. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  10889. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  10890. return 0; //AoE skills are ineffective. [Skotlex]
  10891. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  10892. return 0; //Songs don't work in Basilica
  10893. sc = status_get_sc(bl);
  10894. if (sc && (sc->data[SC_HOVERING]
  10895. || (sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10896. ))
  10897. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10898. //Under hovering characters are immune to trap and ground target skills.
  10899. type = status_skill2sc(sg->skill_id);
  10900. sce = (sc && type != -1)?sc->data[type]:NULL;
  10901. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10902. switch (sg->unit_id) {
  10903. case UNT_SPIDERWEB:
  10904. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  10905. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10906. sc->data[SC_SPIDERWEB]->val2++;
  10907. break;
  10908. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  10909. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10910. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  10911. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10912. if( td )
  10913. sec = DIFF_TICK(td->tick, tick);
  10914. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10915. clif_fixpos(bl);
  10916. sg->val2 = bl->id;
  10917. }
  10918. else
  10919. sec = 3000; //Couldn't trap it?
  10920. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10921. }
  10922. break;
  10923. case UNT_SAFETYWALL:
  10924. if (!sce)
  10925. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10926. break;
  10927. case UNT_BLOODYLUST:
  10928. if (sg->src_id == bl->id)
  10929. break; //Does not affect the caster.
  10930. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  10931. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  10932. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  10933. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  10934. break;
  10935. case UNT_PNEUMA:
  10936. case UNT_CHAOSPANIC:
  10937. if (!sce)
  10938. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10939. break;
  10940. case UNT_WARP_WAITING: {
  10941. int working = sg->val1&0xffff;
  10942. if(bl->type==BL_PC && !working){
  10943. struct map_session_data *sd = (struct map_session_data *)bl;
  10944. if((!sd->chatID || battle_config.chat_warpportal)
  10945. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10946. {
  10947. int x = sg->val2>>16;
  10948. int y = sg->val2&0xffff;
  10949. int count = sg->val1>>16;
  10950. unsigned short m = sg->val3;
  10951. if( --count <= 0 )
  10952. skill_delunitgroup(sg);
  10953. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10954. working = 1;/* we break it because officials break it, lovely stuff. */
  10955. sg->val1 = (count<<16)|working;
  10956. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10957. }
  10958. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10959. int16 m = map_mapindex2mapid(sg->val3);
  10960. if (m < 0) break; //Map not available on this map-server.
  10961. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10962. }
  10963. }
  10964. break;
  10965. case UNT_QUAGMIRE:
  10966. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10967. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10968. break;
  10969. case UNT_VOLCANO:
  10970. case UNT_DELUGE:
  10971. case UNT_VIOLENTGALE:
  10972. if(!sce)
  10973. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  10974. break;
  10975. case UNT_SUITON:
  10976. if(!sce)
  10977. sc_start4(ss, bl,type,100,sg->skill_lv,
  10978. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10979. 0,0,sg->limit);
  10980. break;
  10981. case UNT_HERMODE:
  10982. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10983. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10984. case UNT_RICHMANKIM:
  10985. case UNT_ETERNALCHAOS:
  10986. case UNT_DRUMBATTLEFIELD:
  10987. case UNT_RINGNIBELUNGEN:
  10988. case UNT_ROKISWEIL:
  10989. case UNT_INTOABYSS:
  10990. case UNT_SIEGFRIED:
  10991. //Needed to check when a dancer/bard leaves their ensemble area.
  10992. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10993. return skill_id;
  10994. if (!sce)
  10995. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10996. break;
  10997. case UNT_WHISTLE:
  10998. case UNT_ASSASSINCROSS:
  10999. case UNT_POEMBRAGI:
  11000. case UNT_APPLEIDUN:
  11001. case UNT_HUMMING:
  11002. case UNT_DONTFORGETME:
  11003. case UNT_FORTUNEKISS:
  11004. case UNT_SERVICEFORYOU:
  11005. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11006. return 0;
  11007. if (!sc) return 0;
  11008. if (!sce)
  11009. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11010. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11011. sce->val4 = 0; //remove the mark that we stepped out
  11012. delete_timer(sce->timer, status_change_timer);
  11013. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11014. }
  11015. break;
  11016. case UNT_FOGWALL:
  11017. if (!sce)
  11018. {
  11019. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11020. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11021. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11022. }
  11023. break;
  11024. case UNT_GRAVITATION:
  11025. if (!sce)
  11026. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11027. break;
  11028. // officially, icewall has no problems existing on occupied cells [ultramage]
  11029. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11030. // src->val1 = 0;
  11031. // if(src->limit + sg->tick > tick + 700)
  11032. // src->limit = DIFF_TICK(tick+700,sg->tick);
  11033. // break;
  11034. case UNT_MOONLIT:
  11035. //Knockback out of area if affected char isn't in Moonlit effect
  11036. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11037. break;
  11038. if (ss == bl) //Also needed to prevent infinite loop crash.
  11039. break;
  11040. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11041. break;
  11042. case UNT_WALLOFTHORN:
  11043. if( status_get_mode(bl)&MD_BOSS )
  11044. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  11045. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  11046. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11047. break;
  11048. case UNT_VOLCANIC_ASH:
  11049. if (!sce)
  11050. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11051. break;
  11052. case UNT_GD_LEADERSHIP:
  11053. case UNT_GD_GLORYWOUNDS:
  11054. case UNT_GD_SOULCOLD:
  11055. case UNT_GD_HAWKEYES:
  11056. if ( !sce )
  11057. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11058. break;
  11059. }
  11060. return skill_id;
  11061. }
  11062. /*==========================================
  11063. *
  11064. *------------------------------------------*/
  11065. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11066. {
  11067. struct skill_unit_group *sg;
  11068. struct block_list *ss;
  11069. TBL_PC* tsd;
  11070. struct status_data *tstatus;
  11071. struct status_change *tsc;
  11072. struct skill_unit_group_tickset *ts;
  11073. enum sc_type type;
  11074. uint16 skill_id;
  11075. int diff=0;
  11076. nullpo_ret(src);
  11077. nullpo_ret(bl);
  11078. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  11079. return 0;
  11080. nullpo_ret(sg=src->group);
  11081. nullpo_ret(ss=map_id2bl(sg->src_id));
  11082. tsd = BL_CAST(BL_PC, bl);
  11083. tsc = status_get_sc(bl);
  11084. if ( tsc && tsc->data[SC_HOVERING] )
  11085. return 0; //Under hovering characters are immune to trap and ground target skills.
  11086. tstatus = status_get_status_data(bl);
  11087. type = status_skill2sc(sg->skill_id);
  11088. skill_id = sg->skill_id;
  11089. if (sg->interval == -1) {
  11090. switch (sg->unit_id) {
  11091. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11092. case UNT_FIREPILLAR_ACTIVE:
  11093. case UNT_ELECTRICSHOCKER:
  11094. case UNT_MANHOLE:
  11095. return 0;
  11096. default:
  11097. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11098. return 0;
  11099. }
  11100. }
  11101. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11102. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11103. diff = DIFF_TICK(tick,ts->tick);
  11104. if (diff < 0)
  11105. return 0;
  11106. ts->tick = tick+sg->interval;
  11107. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11108. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  11109. }
  11110. switch (sg->unit_id) {
  11111. case UNT_FIREWALL:
  11112. case UNT_KAEN: {
  11113. int count=0;
  11114. const int x = bl->x, y = bl->y;
  11115. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  11116. break;
  11117. //Take into account these hit more times than the timer interval can handle.
  11118. do
  11119. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11120. while(--src->val2 && x == bl->x && y == bl->y &&
  11121. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11122. if (src->val2<=0)
  11123. skill_delunit(src);
  11124. }
  11125. break;
  11126. case UNT_SANCTUARY:
  11127. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11128. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11129. 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) )
  11130. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11131. } else {
  11132. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11133. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11134. #ifdef RENEWAL
  11135. if( md && md->mob_id == MOBID_EMPERIUM )
  11136. break;
  11137. #endif
  11138. if( md && mob_is_battleground(md) )
  11139. break;
  11140. if( tstatus->hp >= tstatus->max_hp )
  11141. break;
  11142. if( status_isimmune(bl) )
  11143. heal = 0;
  11144. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11145. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11146. heal = ~heal + 1;
  11147. status_heal(bl, heal, 0, 0);
  11148. if( diff >= 500 )
  11149. sg->val1--;
  11150. }
  11151. if( sg->val1 <= 0 )
  11152. skill_delunitgroup(sg);
  11153. break;
  11154. case UNT_EVILLAND:
  11155. //Will heal demon and undead element monsters, but not players.
  11156. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11157. { //Damage enemies
  11158. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11159. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11160. } else {
  11161. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11162. if (tstatus->hp >= tstatus->max_hp)
  11163. break;
  11164. if (status_isimmune(bl))
  11165. heal = 0;
  11166. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11167. status_heal(bl, heal, 0, 0);
  11168. }
  11169. break;
  11170. case UNT_MAGNUS:
  11171. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11172. break;
  11173. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11174. break;
  11175. case UNT_DUMMYSKILL:
  11176. switch (sg->skill_id)
  11177. {
  11178. case SG_SUN_WARM: //SG skills [Komurka]
  11179. case SG_MOON_WARM:
  11180. case SG_STAR_WARM:
  11181. {
  11182. int count = 0;
  11183. const int x = bl->x, y = bl->y;
  11184. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11185. do
  11186. {
  11187. if( bl->type == BL_PC )
  11188. status_zap(bl, 0, 15); // sp damage to players
  11189. else // mobs
  11190. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  11191. {
  11192. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11193. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11194. }
  11195. else
  11196. { //should end when out of sp.
  11197. sg->limit = DIFF_TICK(tick,sg->tick);
  11198. break;
  11199. }
  11200. } while( x == bl->x && y == bl->y &&
  11201. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11202. }
  11203. break;
  11204. /**
  11205. * The storm gust counter was dropped in renewal
  11206. **/
  11207. #ifndef RENEWAL
  11208. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11209. if (tsc)
  11210. tsc->sg_counter++; //SG hit counter.
  11211. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11212. tsc->sg_counter=0; //Attack absorbed.
  11213. break;
  11214. #endif
  11215. case GS_DESPERADO:
  11216. if (rnd()%100 < src->val1)
  11217. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11218. break;
  11219. case GN_CRAZYWEED_ATK:
  11220. if( bl->type == BL_SKILL ){
  11221. struct skill_unit *su = (struct skill_unit *)bl;
  11222. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11223. break;
  11224. }
  11225. default:
  11226. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11227. }
  11228. break;
  11229. case UNT_FIREPILLAR_WAITING:
  11230. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  11231. skill_delunit(src);
  11232. break;
  11233. case UNT_SKIDTRAP:
  11234. {
  11235. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11236. sg->unit_id = UNT_USED_TRAPS;
  11237. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11238. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11239. }
  11240. break;
  11241. case UNT_ANKLESNARE:
  11242. case UNT_MANHOLE:
  11243. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11244. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11245. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  11246. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11247. if( td )
  11248. sec = DIFF_TICK(td->tick, tick);
  11249. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  11250. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11251. clif_fixpos(bl);
  11252. }
  11253. sg->val2 = bl->id;
  11254. } else
  11255. sec = 3000; //Couldn't trap it?
  11256. if( sg->unit_id == UNT_ANKLESNARE ) {
  11257. clif_skillunit_update(&src->bl);
  11258. /**
  11259. * If you're snared from a trap that was invisible this makes the trap be
  11260. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11261. * bugreport:3961
  11262. **/
  11263. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  11264. }
  11265. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11266. sg->interval = -1;
  11267. src->range = 0;
  11268. }
  11269. break;
  11270. case UNT_ELECTRICSHOCKER:
  11271. if( bl->id != ss->id ) {
  11272. if( status_get_mode(bl)&MD_BOSS )
  11273. break;
  11274. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  11275. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11276. clif_fixpos(bl);
  11277. }
  11278. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  11279. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11280. }
  11281. break;
  11282. case UNT_VENOMDUST:
  11283. if(tsc && !tsc->data[type])
  11284. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  11285. break;
  11286. case UNT_MAGENTATRAP:
  11287. case UNT_COBALTTRAP:
  11288. case UNT_MAIZETRAP:
  11289. case UNT_VERDURETRAP:
  11290. if( bl->type == BL_PC )// it won't work on players
  11291. break;
  11292. case UNT_FIRINGTRAP:
  11293. case UNT_ICEBOUNDTRAP:
  11294. case UNT_CLUSTERBOMB:
  11295. if( bl->id == ss->id )// it won't trigger on caster
  11296. break;
  11297. case UNT_LANDMINE:
  11298. case UNT_CLAYMORETRAP:
  11299. case UNT_BLASTMINE:
  11300. case UNT_SHOCKWAVE:
  11301. case UNT_SANDMAN:
  11302. case UNT_FLASHER:
  11303. case UNT_FREEZINGTRAP:
  11304. case UNT_FIREPILLAR_ACTIVE:
  11305. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11306. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11307. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  11308. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  11309. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  11310. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11311. break;
  11312. case UNT_TALKIEBOX:
  11313. if (sg->src_id == bl->id)
  11314. break;
  11315. if (sg->val2 == 0){
  11316. clif_talkiebox(&src->bl, sg->valstr);
  11317. sg->unit_id = UNT_USED_TRAPS;
  11318. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11319. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11320. sg->val2 = -1;
  11321. }
  11322. break;
  11323. case UNT_LULLABY:
  11324. if (ss->id == bl->id)
  11325. break;
  11326. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11327. break;
  11328. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11329. if (ss->id != bl->id)
  11330. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11331. break;
  11332. case UNT_DISSONANCE:
  11333. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11334. break;
  11335. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  11336. {
  11337. int heal;
  11338. #ifdef RENEWAL
  11339. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11340. if( md && md->mob_id == MOBID_EMPERIUM )
  11341. break;
  11342. #endif
  11343. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  11344. break; // affects self only when soullinked
  11345. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11346. if( tsc->data[SC_AKAITSUKI] && heal )
  11347. heal = ~heal + 1;
  11348. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11349. status_heal(bl, heal, 0, 0);
  11350. break;
  11351. }
  11352. case UNT_TATAMIGAESHI:
  11353. case UNT_DEMONSTRATION:
  11354. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11355. break;
  11356. case UNT_GOSPEL:
  11357. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11358. break;
  11359. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11360. { // Support Effect only on party, not guild
  11361. int heal;
  11362. int i = rnd()%13; // Positive buff count
  11363. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11364. switch (i)
  11365. {
  11366. case 0: // Heal 1~9999 HP
  11367. heal = rnd() %9999+1;
  11368. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11369. status_heal(bl,heal,0,0);
  11370. break;
  11371. case 1: // End all negative status
  11372. status_change_clear_buffs(bl,6);
  11373. if (tsd) clif_gospel_info(tsd, 0x15);
  11374. break;
  11375. case 2: // Immunity to all status
  11376. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11377. if (tsd) clif_gospel_info(tsd, 0x16);
  11378. break;
  11379. case 3: // MaxHP +100%
  11380. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11381. if (tsd) clif_gospel_info(tsd, 0x17);
  11382. break;
  11383. case 4: // MaxSP +100%
  11384. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11385. if (tsd) clif_gospel_info(tsd, 0x18);
  11386. break;
  11387. case 5: // All stats +20
  11388. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11389. if (tsd) clif_gospel_info(tsd, 0x19);
  11390. break;
  11391. case 6: // Level 10 Blessing
  11392. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11393. break;
  11394. case 7: // Level 10 Increase AGI
  11395. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11396. break;
  11397. case 8: // Enchant weapon with Holy element
  11398. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11399. if (tsd) clif_gospel_info(tsd, 0x1c);
  11400. break;
  11401. case 9: // Enchant armor with Holy element
  11402. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11403. if (tsd) clif_gospel_info(tsd, 0x1d);
  11404. break;
  11405. case 10: // DEF +25%
  11406. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11407. if (tsd) clif_gospel_info(tsd, 0x1e);
  11408. break;
  11409. case 11: // ATK +100%
  11410. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11411. if (tsd) clif_gospel_info(tsd, 0x1f);
  11412. break;
  11413. case 12: // HIT/Flee +50
  11414. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11415. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11416. if (tsd) clif_gospel_info(tsd, 0x20);
  11417. break;
  11418. }
  11419. }
  11420. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11421. { // Offensive Effect
  11422. int i = rnd()%9; // Negative buff count
  11423. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11424. switch (i)
  11425. {
  11426. case 0: // Deal 1~9999 damage
  11427. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11428. break;
  11429. case 1: // Curse
  11430. sc_start(ss, bl,SC_CURSE,100,1,time);
  11431. break;
  11432. case 2: // Blind
  11433. sc_start(ss, bl,SC_BLIND,100,1,time);
  11434. break;
  11435. case 3: // Poison
  11436. sc_start(ss, bl,SC_POISON,100,1,time);
  11437. break;
  11438. case 4: // Level 10 Provoke
  11439. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11440. break;
  11441. case 5: // DEF -100%
  11442. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11443. break;
  11444. case 6: // ATK -100%
  11445. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  11446. break;
  11447. case 7: // Flee -100%
  11448. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  11449. break;
  11450. case 8: // Speed/ASPD -25%
  11451. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  11452. break;
  11453. }
  11454. }
  11455. break;
  11456. case UNT_BASILICA:
  11457. {
  11458. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  11459. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11460. { // knock-back any enemy except Boss
  11461. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  11462. clif_fixpos(bl);
  11463. }
  11464. if( sg->src_id != bl->id && i <= 0 )
  11465. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  11466. }
  11467. break;
  11468. case UNT_GRAVITATION:
  11469. case UNT_EARTHSTRAIN:
  11470. case UNT_FIREWALK:
  11471. case UNT_ELECTRICWALK:
  11472. case UNT_PSYCHIC_WAVE:
  11473. case UNT_MAGMA_ERUPTION:
  11474. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11475. break;
  11476. case UNT_GROUNDDRIFT_WIND:
  11477. case UNT_GROUNDDRIFT_DARK:
  11478. case UNT_GROUNDDRIFT_POISON:
  11479. case UNT_GROUNDDRIFT_WATER:
  11480. case UNT_GROUNDDRIFT_FIRE:
  11481. map_foreachinrange(skill_trap_splash,&src->bl,
  11482. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  11483. &src->bl,tick);
  11484. sg->unit_id = UNT_USED_TRAPS;
  11485. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  11486. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11487. break;
  11488. /**
  11489. * 3rd stuff
  11490. **/
  11491. case UNT_POISONSMOKE:
  11492. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  11493. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  11494. break;
  11495. case UNT_EPICLESIS:
  11496. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  11497. {
  11498. if( ++sg->val2 % 3 == 0 ) {
  11499. int hp, sp;
  11500. switch( sg->skill_lv ) {
  11501. case 1: case 2: hp = 3; sp = 2; break;
  11502. case 3: case 4: hp = 4; sp = 3; break;
  11503. case 5: default: hp = 5; sp = 4; break;
  11504. }
  11505. hp = tstatus->max_hp * hp / 100;
  11506. sp = tstatus->max_sp * sp / 100;
  11507. status_heal(bl, hp, sp, 2);
  11508. sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  11509. }
  11510. // Reveal hidden players every 5 seconds.
  11511. if( sg->val2 % 5 == 0 ) {
  11512. // TODO: check if other hidden status can be removed.
  11513. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  11514. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  11515. }
  11516. }
  11517. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  11518. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  11519. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  11520. break;
  11521. case UNT_STEALTHFIELD:
  11522. if( bl->id == sg->src_id )
  11523. break; // Dont work on Self (video shows that)
  11524. case UNT_NEUTRALBARRIER:
  11525. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  11526. break;
  11527. case UNT_DIMENSIONDOOR:
  11528. if( tsd && !map[bl->m].flag.noteleport )
  11529. pc_randomwarp(tsd,3);
  11530. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  11531. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  11532. break;
  11533. case UNT_REVERBERATION:
  11534. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  11535. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11536. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11537. sg->unit_id = UNT_USED_TRAPS;
  11538. break;
  11539. case UNT_SEVERE_RAINSTORM:
  11540. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11541. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  11542. break;
  11543. case UNT_NETHERWORLD:
  11544. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) > 0 ) {
  11545. if( !(tsc && tsc->data[type]) ){
  11546. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11547. sg->limit = DIFF_TICK(tick,sg->tick);
  11548. sg->unit_id = UNT_USED_TRAPS;
  11549. }
  11550. }
  11551. break;
  11552. case UNT_THORNS_TRAP:
  11553. if( tsc ) {
  11554. if( !sg->val2 ) {
  11555. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11556. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  11557. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11558. if( td )
  11559. sec = DIFF_TICK(td->tick, tick);
  11560. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  11561. clif_fixpos(bl);
  11562. sg->val2 = bl->id;
  11563. } else
  11564. sec = 3000; // Couldn't trap it?
  11565. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  11566. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  11567. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  11568. }
  11569. break;
  11570. case UNT_DEMONIC_FIRE: {
  11571. TBL_PC* sd = BL_CAST(BL_PC, ss);
  11572. switch( sg->val2 ) {
  11573. case 1:
  11574. case 2:
  11575. default:
  11576. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  11577. skill_get_time2(sg->skill_id, sg->skill_lv));
  11578. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  11579. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  11580. break;
  11581. case 3:
  11582. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  11583. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  11584. break;
  11585. }
  11586. }
  11587. break;
  11588. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11589. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  11590. break;
  11591. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11592. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  11593. break;
  11594. case UNT_HELLS_PLANT:
  11595. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  11596. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  11597. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  11598. skill_delunit(sg->unit); // deleting it directly to avoid extra hits
  11599. break;
  11600. case UNT_CLOUD_KILL:
  11601. if(tsc && !tsc->data[type])
  11602. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  11603. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11604. break;
  11605. case UNT_WARMER:
  11606. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11607. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  11608. struct status_change *ssc = status_get_sc(ss);
  11609. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11610. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  11611. if( tstatus->hp != tstatus->max_hp )
  11612. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11613. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11614. hp = ~hp + 1;
  11615. status_heal(bl, hp, 0, 0);
  11616. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11617. }
  11618. break;
  11619. case UNT_FIRE_INSIGNIA:
  11620. case UNT_WATER_INSIGNIA:
  11621. case UNT_WIND_INSIGNIA:
  11622. case UNT_EARTH_INSIGNIA:
  11623. case UNT_ZEPHYR:
  11624. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11625. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11626. int hp = tstatus->max_hp / 100; //+1% each 5s
  11627. if ((sg->val3) % 5) { //each 5s
  11628. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11629. status_heal(bl, hp, 0, 2);
  11630. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11631. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11632. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11633. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11634. ){
  11635. status_heal(bl, -hp, 0, 0);
  11636. }
  11637. }
  11638. sg->val3++; //timer
  11639. if (sg->val3 > 5) sg->val3 = 0;
  11640. }
  11641. break;
  11642. case UNT_VACUUM_EXTREME:
  11643. {// TODO: official behavior in gvg area. [malufett]
  11644. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  11645. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  11646. if( tsc && !tsc->data[type] &&
  11647. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  11648. sc_start(ss, bl, type, 100, sg->skill_lv, sec);
  11649. if( unit_is_walking(bl) && // wait until target stop walking
  11650. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  11651. break;
  11652. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  11653. break;
  11654. if( unit_is_walking(bl) &&
  11655. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  11656. unit_stop_walking(bl,1);
  11657. if( !unit_is_walking(bl) &&
  11658. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  11659. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  11660. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11661. clif_fixpos(bl);
  11662. }
  11663. }
  11664. break;
  11665. case UNT_FIRE_MANTLE:
  11666. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11667. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11668. break;
  11669. case UNT_ZENKAI_WATER:
  11670. case UNT_ZENKAI_LAND:
  11671. case UNT_ZENKAI_FIRE:
  11672. case UNT_ZENKAI_WIND:
  11673. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  11674. switch( sg->unit_id ){
  11675. case UNT_ZENKAI_WATER:
  11676. sc_start(ss, bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11677. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11678. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11679. break;
  11680. case UNT_ZENKAI_LAND:
  11681. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11682. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11683. break;
  11684. case UNT_ZENKAI_FIRE:
  11685. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11686. break;
  11687. case UNT_ZENKAI_WIND:
  11688. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11689. sc_start(ss,bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11690. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11691. break;
  11692. }
  11693. }else
  11694. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  11695. break;
  11696. case UNT_MAKIBISHI:
  11697. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11698. sg->limit = DIFF_TICK(tick, sg->tick);
  11699. sg->unit_id = UNT_USED_TRAPS;
  11700. break;
  11701. case UNT_LAVA_SLIDE:
  11702. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11703. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  11704. sg->limit = DIFF_TICK(tick, sg->tick);
  11705. break;
  11706. case UNT_POISON_MIST:
  11707. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11708. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  11709. break;
  11710. case UNT_B_TRAP:
  11711. sc_start(ss,bl,SC_B_TRAP,100,sg->skill_lv,max(status_get_str(bl) * 150,5000)); //(custom)
  11712. sg->unit_id = UNT_USED_TRAPS;
  11713. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11714. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11715. break;
  11716. /*case UNT_FIRE_RAIN:
  11717. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11718. break;*/
  11719. }
  11720. if (bl->type == BL_MOB && ss != bl)
  11721. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  11722. return skill_id;
  11723. }
  11724. /*==========================================
  11725. * Triggered when a char steps out of a skill cell
  11726. *------------------------------------------*/
  11727. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11728. {
  11729. struct skill_unit_group *sg;
  11730. struct status_change *sc;
  11731. struct status_change_entry *sce;
  11732. enum sc_type type;
  11733. nullpo_ret(src);
  11734. nullpo_ret(bl);
  11735. nullpo_ret(sg=src->group);
  11736. sc = status_get_sc(bl);
  11737. type = status_skill2sc(sg->skill_id);
  11738. sce = (sc && type != -1)?sc->data[type]:NULL;
  11739. if( bl->prev==NULL ||
  11740. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  11741. return 0;
  11742. switch(sg->unit_id){
  11743. case UNT_SAFETYWALL:
  11744. case UNT_PNEUMA:
  11745. case UNT_EPICLESIS://Arch Bishop
  11746. case UNT_NEUTRALBARRIER:
  11747. case UNT_STEALTHFIELD:
  11748. if (sce)
  11749. status_change_end(bl, type, INVALID_TIMER);
  11750. break;
  11751. case UNT_BASILICA:
  11752. if (sce)
  11753. status_change_end(bl, type, INVALID_TIMER);
  11754. break;
  11755. case UNT_HERMODE: //Clear Hermode if the owner moved.
  11756. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  11757. status_change_end(bl, type, INVALID_TIMER);
  11758. break;
  11759. case UNT_SPIDERWEB:
  11760. {
  11761. struct block_list *target = map_id2bl(sg->val2);
  11762. if (target && target==bl) {
  11763. if (sce && sce->val3 == sg->group_id)
  11764. status_change_end(bl, type, INVALID_TIMER);
  11765. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11766. }
  11767. break;
  11768. }
  11769. case UNT_DISSONANCE:
  11770. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  11771. {
  11772. short i;
  11773. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  11774. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  11775. type = status_skill2sc(i);
  11776. sce = (sc && type != -1)?sc->data[type]:NULL;
  11777. if(sce)
  11778. return i;
  11779. }
  11780. }
  11781. }
  11782. case UNT_WHISTLE:
  11783. case UNT_ASSASSINCROSS:
  11784. case UNT_POEMBRAGI:
  11785. case UNT_APPLEIDUN:
  11786. case UNT_HUMMING:
  11787. case UNT_DONTFORGETME:
  11788. case UNT_FORTUNEKISS:
  11789. case UNT_SERVICEFORYOU:
  11790. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11791. return -1;
  11792. }
  11793. return sg->skill_id;
  11794. }
  11795. /*==========================================
  11796. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  11797. *------------------------------------------*/
  11798. int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  11799. {
  11800. struct status_change *sc;
  11801. struct status_change_entry *sce;
  11802. enum sc_type type;
  11803. sc = status_get_sc(bl);
  11804. if (sc && !sc->count)
  11805. sc = NULL;
  11806. type = status_skill2sc(skill_id);
  11807. sce = (sc && type != -1)?sc->data[type]:NULL;
  11808. switch (skill_id)
  11809. {
  11810. case WZ_QUAGMIRE:
  11811. if (bl->type==BL_MOB)
  11812. break;
  11813. if (sce)
  11814. status_change_end(bl, type, INVALID_TIMER);
  11815. break;
  11816. case BD_LULLABY:
  11817. case BD_RICHMANKIM:
  11818. case BD_ETERNALCHAOS:
  11819. case BD_DRUMBATTLEFIELD:
  11820. case BD_RINGNIBELUNGEN:
  11821. case BD_ROKISWEIL:
  11822. case BD_INTOABYSS:
  11823. case BD_SIEGFRIED:
  11824. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  11825. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  11826. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  11827. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  11828. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  11829. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  11830. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  11831. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11832. }
  11833. case MH_STEINWAND:
  11834. case MG_SAFETYWALL:
  11835. case AL_PNEUMA:
  11836. case SA_VOLCANO:
  11837. case SA_DELUGE:
  11838. case SA_VIOLENTGALE:
  11839. case CG_HERMODE:
  11840. case HW_GRAVITATION:
  11841. case HP_BASILICA:
  11842. case NJ_SUITON:
  11843. case SC_MAELSTROM:
  11844. case EL_WATER_BARRIER:
  11845. case EL_ZEPHYR:
  11846. case EL_POWER_OF_GAIA:
  11847. case SO_FIRE_INSIGNIA:
  11848. case SO_WATER_INSIGNIA:
  11849. case SO_WIND_INSIGNIA:
  11850. case SO_EARTH_INSIGNIA:
  11851. case SC_BLOODYLUST:
  11852. if (sce)
  11853. status_change_end(bl, type, INVALID_TIMER);
  11854. break;
  11855. case BA_DISSONANCE:
  11856. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  11857. {
  11858. short i;
  11859. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  11860. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  11861. type = status_skill2sc(i);
  11862. sce = (sc && type != -1)?sc->data[type]:NULL;
  11863. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  11864. delete_timer(sce->timer, status_change_timer);
  11865. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11866. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  11867. }
  11868. }
  11869. }
  11870. }
  11871. break;
  11872. case BA_POEMBRAGI:
  11873. case BA_WHISTLE:
  11874. case BA_ASSASSINCROSS:
  11875. case BA_APPLEIDUN:
  11876. case DC_HUMMING:
  11877. case DC_DONTFORGETME:
  11878. case DC_FORTUNEKISS:
  11879. case DC_SERVICEFORYOU:
  11880. if (sce)
  11881. {
  11882. delete_timer(sce->timer, status_change_timer);
  11883. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  11884. //not possible on our current implementation.
  11885. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11886. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  11887. }
  11888. break;
  11889. case PF_FOGWALL:
  11890. if (sce)
  11891. {
  11892. status_change_end(bl, type, INVALID_TIMER);
  11893. if ((sce=sc->data[SC_BLIND]))
  11894. {
  11895. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  11896. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  11897. else {
  11898. delete_timer(sce->timer, status_change_timer);
  11899. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11900. }
  11901. }
  11902. }
  11903. break;
  11904. case GD_LEADERSHIP:
  11905. case GD_GLORYWOUNDS:
  11906. case GD_SOULCOLD:
  11907. case GD_HAWKEYES:
  11908. if( !(sce && sce->val4) )
  11909. status_change_end(bl, type, INVALID_TIMER);
  11910. break;
  11911. }
  11912. return skill_id;
  11913. }
  11914. /*==========================================
  11915. * Invoked when a unit cell has been placed/removed/deleted.
  11916. * flag values:
  11917. * flag&1: Invoke onplace function (otherwise invoke onout)
  11918. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11919. * flag&8: Recursive
  11920. *------------------------------------------*/
  11921. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11922. {
  11923. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11924. struct skill_unit_group* group = unit->group;
  11925. unsigned int tick = va_arg(ap,unsigned int);
  11926. unsigned int flag = va_arg(ap,unsigned int);
  11927. uint16 skill_id;
  11928. bool dissonance = false;
  11929. bool isTarget = false;
  11930. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11931. return 0;
  11932. nullpo_ret(group);
  11933. if( !(flag&8) ) {
  11934. dissonance = skill_dance_switch(unit, 0);
  11935. //Target-type check.
  11936. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  11937. }
  11938. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11939. skill_id = group->skill_id;
  11940. if( isTarget ){
  11941. if( flag&1 )
  11942. skill_unit_onplace(unit,bl,tick);
  11943. else {
  11944. if( skill_unit_onout(unit,bl,tick) == -1 )
  11945. return 0; // Don't let a Bard/Dancer update their own song timer
  11946. }
  11947. if( flag&4 )
  11948. skill_unit_onleft(skill_id, bl, tick);
  11949. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  11950. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11951. if( dissonance ) {
  11952. skill_dance_switch(unit, 1);
  11953. //we placed a dissonance, let's update
  11954. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  11955. }
  11956. return 0;
  11957. }
  11958. /*==========================================
  11959. *
  11960. *------------------------------------------*/
  11961. int64 skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int64 damage, unsigned int tick)
  11962. {
  11963. struct skill_unit_group *sg;
  11964. nullpo_ret(src);
  11965. nullpo_ret(sg=src->group);
  11966. switch( sg->unit_id ) {
  11967. case UNT_BLASTMINE:
  11968. case UNT_SKIDTRAP:
  11969. case UNT_LANDMINE:
  11970. case UNT_SHOCKWAVE:
  11971. case UNT_SANDMAN:
  11972. case UNT_FLASHER:
  11973. case UNT_CLAYMORETRAP:
  11974. case UNT_FREEZINGTRAP:
  11975. case UNT_TALKIEBOX:
  11976. case UNT_ANKLESNARE:
  11977. case UNT_ICEWALL:
  11978. case UNT_REVERBERATION:
  11979. case UNT_WALLOFTHORN:
  11980. src->val1-=(int)cap_value(damage,INT_MIN,INT_MAX);
  11981. break;
  11982. default:
  11983. damage = 0;
  11984. break;
  11985. }
  11986. return damage;
  11987. }
  11988. /*==========================================
  11989. *
  11990. *------------------------------------------*/
  11991. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11992. {
  11993. int *c, skill_id;
  11994. struct block_list *src;
  11995. struct map_session_data *sd;
  11996. struct map_session_data *tsd;
  11997. int *p_sd; //Contains the list of characters found.
  11998. nullpo_ret(bl);
  11999. nullpo_ret(tsd=(struct map_session_data*)bl);
  12000. nullpo_ret(src=va_arg(ap,struct block_list *));
  12001. nullpo_ret(sd=(struct map_session_data*)src);
  12002. c=va_arg(ap,int *);
  12003. p_sd = va_arg(ap, int *);
  12004. skill_id = va_arg(ap,int);
  12005. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12006. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12007. if (bl == src)
  12008. return 0;
  12009. if(pc_isdead(tsd))
  12010. return 0;
  12011. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12012. return 0;
  12013. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12014. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12015. p_sd[(*c)++] = tsd->bl.id;
  12016. return 1;
  12017. } else {
  12018. switch(skill_id) {
  12019. case PR_BENEDICTIO: {
  12020. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12021. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12022. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12023. && sd->status.sp >= 10)
  12024. p_sd[(*c)++]=tsd->bl.id;
  12025. return 1;
  12026. }
  12027. case AB_ADORAMUS:
  12028. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12029. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12030. p_sd[(*c)++] = tsd->bl.id;
  12031. return 1;
  12032. case WL_COMET:
  12033. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12034. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12035. p_sd[(*c)++] = tsd->bl.id;
  12036. return 1;
  12037. case LG_RAYOFGENESIS:
  12038. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12039. tsd->sc.data[SC_BANDING] )
  12040. p_sd[(*c)++] = tsd->bl.id;
  12041. return 1;
  12042. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12043. {
  12044. uint16 skill_lv;
  12045. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12046. return 0;
  12047. if (sd->status.sex != tsd->status.sex &&
  12048. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12049. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12050. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12051. sd->status.party_id && tsd->status.party_id &&
  12052. sd->status.party_id == tsd->status.party_id &&
  12053. !tsd->sc.data[SC_DANCING])
  12054. {
  12055. p_sd[(*c)++]=tsd->bl.id;
  12056. return skill_lv;
  12057. } else {
  12058. return 0;
  12059. }
  12060. }
  12061. break;
  12062. }
  12063. }
  12064. return 0;
  12065. }
  12066. /*==========================================
  12067. * Checks and stores partners for ensemble skills [Skotlex]
  12068. *------------------------------------------*/
  12069. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12070. {
  12071. static int c=0;
  12072. static int p_sd[2] = { 0, 0 };
  12073. int i;
  12074. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12075. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12076. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12077. if (cast_flag) { //Execute the skill on the partners.
  12078. struct map_session_data* tsd;
  12079. switch (skill_id) {
  12080. case PR_BENEDICTIO:
  12081. for (i = 0; i < c; i++) {
  12082. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12083. status_charge(&tsd->bl, 0, 10);
  12084. }
  12085. return c;
  12086. case AB_ADORAMUS:
  12087. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12088. i = 2 * (*skill_lv);
  12089. status_charge(&tsd->bl, 0, i);
  12090. }
  12091. break;
  12092. case WM_GREAT_ECHO:
  12093. for( i = 0; i < c; i++ ) {
  12094. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12095. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12096. }
  12097. break;
  12098. default: //Warning: Assuming Ensemble skills here (for speed)
  12099. if( is_chorus )
  12100. break;//Chorus skills are not to be parsed as ensambles
  12101. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12102. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12103. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  12104. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12105. tsd->skill_id_dance = skill_id;
  12106. tsd->skill_lv_dance = *skill_lv;
  12107. }
  12108. return c;
  12109. }
  12110. }
  12111. //Else: new search for partners.
  12112. c = 0;
  12113. memset (p_sd, 0, sizeof(p_sd));
  12114. if( is_chorus )
  12115. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12116. else
  12117. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12118. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12119. *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.
  12120. return c;
  12121. }
  12122. /*==========================================
  12123. * Sub function to count how many spawned mob is around
  12124. * return :
  12125. * x : numbers of mob of class with special ai
  12126. *------------------------------------------*/
  12127. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  12128. {
  12129. int *c,src_id,mob_class,skill;
  12130. uint16 ai;
  12131. struct mob_data *md;
  12132. md=(struct mob_data*)bl;
  12133. src_id=va_arg(ap,int);
  12134. mob_class=va_arg(ap,int);
  12135. skill=va_arg(ap,int);
  12136. c=va_arg(ap,int *);
  12137. ai = (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?5:3);
  12138. if( md->master_id != src_id || md->special_state.ai != ai)
  12139. return 0; //Non alchemist summoned mobs have nothing to do here.
  12140. if(md->mob_id==mob_class)
  12141. (*c)++;
  12142. return 1;
  12143. }
  12144. /*==========================================
  12145. * Determines if a given skill should be made to consume ammo
  12146. * when used by the player. [Skotlex]
  12147. *------------------------------------------*/
  12148. int skill_isammotype (struct map_session_data *sd, int skill)
  12149. {
  12150. return (
  12151. battle_config.arrow_decrement==2 &&
  12152. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12153. skill != HT_PHANTASMIC &&
  12154. skill_get_type(skill) == BF_WEAPON &&
  12155. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  12156. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  12157. );
  12158. }
  12159. int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  12160. struct status_data *status;
  12161. struct status_change *sc;
  12162. struct skill_condition require;
  12163. int i;
  12164. uint32 inf2, inf3;
  12165. nullpo_ret(sd);
  12166. if (sd->chatID) return 0;
  12167. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12168. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12169. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12170. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12171. return 1;
  12172. }
  12173. switch( sd->menuskill_id ) {
  12174. case AM_PHARMACY:
  12175. switch( skill_id ) {
  12176. case AM_PHARMACY:
  12177. case AC_MAKINGARROW:
  12178. case BS_REPAIRWEAPON:
  12179. case AM_TWILIGHT1:
  12180. case AM_TWILIGHT2:
  12181. case AM_TWILIGHT3:
  12182. return 0;
  12183. }
  12184. break;
  12185. case GN_MIX_COOKING:
  12186. case GN_MAKEBOMB:
  12187. case GN_S_PHARMACY:
  12188. case GN_CHANGEMATERIAL:
  12189. if( sd->menuskill_id != skill_id )
  12190. return 0;
  12191. break;
  12192. }
  12193. status = &sd->battle_status;
  12194. sc = &sd->sc;
  12195. if( !sc->count )
  12196. sc = NULL;
  12197. if( sd->skillitem == skill_id )
  12198. {
  12199. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12200. sd->state.abra_flag = 0;
  12201. else
  12202. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12203. if( (i = sd->itemindex) == -1 ||
  12204. sd->status.inventory[i].nameid != sd->itemid ||
  12205. sd->inventory_data[i] == NULL ||
  12206. !sd->inventory_data[i]->flag.delay_consume ||
  12207. sd->status.inventory[i].amount < 1
  12208. )
  12209. { //Something went wrong, item exploit?
  12210. sd->itemid = sd->itemindex = -1;
  12211. return 0;
  12212. }
  12213. //Consume
  12214. sd->itemid = sd->itemindex = -1;
  12215. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12216. ; //Do not consume item.
  12217. else if( sd->status.inventory[i].expire_time == 0 )
  12218. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12219. }
  12220. return 1;
  12221. }
  12222. if( pc_is90overweight(sd) )
  12223. {
  12224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12225. return 0;
  12226. }
  12227. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12228. return 0;
  12229. //Checks if disabling skill - in which case no SP requirements are necessary
  12230. if( sc && skill_disable_check(sc,skill_id))
  12231. return 1;
  12232. inf3 = skill_get_inf3(skill_id);
  12233. // Check the skills that can be used while mounted on a warg
  12234. if( pc_isridingwug(sd) ) {
  12235. if(!(inf3&INF3_USABLE_WARG))
  12236. return 0; // in official there is no message.
  12237. }
  12238. if( pc_ismadogear(sd) ) {
  12239. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12240. //Only Mechanic exlcusive skill can be used.
  12241. if(inf3&INF3_DIS_MADO){
  12242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12243. return 0;
  12244. }
  12245. }
  12246. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12247. return 0;
  12248. require = skill_get_requirement(sd,skill_id,skill_lv);
  12249. //Can only update state when weapon/arrow info is checked.
  12250. sd->state.arrow_atk = require.ammo?1:0;
  12251. // perform skill-group checks
  12252. inf2 = skill_get_inf2(skill_id);
  12253. if(inf2&INF2_CHORUS_SKILL) {
  12254. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12255. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12256. return 0;
  12257. }
  12258. }
  12259. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12260. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12261. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12262. return 0;
  12263. }
  12264. }
  12265. // perform skill-specific checks (and actions)
  12266. switch( skill_id ) {
  12267. case SO_SPELLFIST:
  12268. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12269. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12270. return 0;
  12271. }
  12272. case SA_CASTCANCEL:
  12273. if(sd->ud.skilltimer == INVALID_TIMER) {
  12274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12275. return 0;
  12276. }
  12277. break;
  12278. case AS_CLOAKING:
  12279. {
  12280. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12281. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12282. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12283. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12284. int i;
  12285. ARR_FIND( 0, 8, i, map_getcell(sd->bl.m, sd->bl.x+dx[i], sd->bl.y+dy[i], CELL_CHKNOPASS) != 0 );
  12286. if( i == 8 ) {
  12287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12288. return 0;
  12289. }
  12290. }
  12291. break;
  12292. }
  12293. case AL_WARP:
  12294. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12295. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12296. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12297. return 0;
  12298. }
  12299. break;
  12300. case MO_CALLSPIRITS:
  12301. if(sc && sc->data[SC_RAISINGDRAGON])
  12302. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12303. if(sd->spiritball >= skill_lv) {
  12304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12305. return 0;
  12306. }
  12307. break;
  12308. case MO_FINGEROFFENSIVE:
  12309. case GS_FLING:
  12310. case SR_RAMPAGEBLASTER:
  12311. case SR_RIDEINLIGHTNING:
  12312. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12313. sd->spiritball_old = require.spiritball = sd->spiritball;
  12314. else
  12315. sd->spiritball_old = require.spiritball;
  12316. break;
  12317. case MO_CHAINCOMBO:
  12318. if(!sc)
  12319. return 0;
  12320. if(sc->data[SC_BLADESTOP])
  12321. break;
  12322. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12323. break;
  12324. return 0;
  12325. case MO_COMBOFINISH:
  12326. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12327. return 0;
  12328. break;
  12329. case CH_TIGERFIST:
  12330. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12331. return 0;
  12332. break;
  12333. case CH_CHAINCRUSH:
  12334. if(!(sc && sc->data[SC_COMBO]))
  12335. return 0;
  12336. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12337. return 0;
  12338. break;
  12339. case MO_EXTREMITYFIST:
  12340. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12341. // return 0;
  12342. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12343. break;
  12344. if( sc && sc->data[SC_COMBO] ) {
  12345. switch(sc->data[SC_COMBO]->val1) {
  12346. case MO_COMBOFINISH:
  12347. case CH_TIGERFIST:
  12348. case CH_CHAINCRUSH:
  12349. break;
  12350. default:
  12351. return 0;
  12352. }
  12353. }
  12354. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12356. return 0;
  12357. }
  12358. break;
  12359. case TK_MISSION:
  12360. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  12361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12362. return 0;
  12363. }
  12364. break;
  12365. case TK_READYCOUNTER:
  12366. case TK_READYDOWN:
  12367. case TK_READYSTORM:
  12368. case TK_READYTURN:
  12369. case TK_JUMPKICK:
  12370. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  12371. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12372. return 0;
  12373. }
  12374. break;
  12375. case TK_TURNKICK:
  12376. case TK_STORMKICK:
  12377. case TK_DOWNKICK:
  12378. case TK_COUNTER:
  12379. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  12380. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  12381. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  12382. return 0; //Combo needs to be ready
  12383. if (sc->data[SC_COMBO]->val3) { //Kick chain
  12384. //Do not repeat a kick.
  12385. if (sc->data[SC_COMBO]->val3 != skill_id)
  12386. break;
  12387. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  12388. return 0;
  12389. }
  12390. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  12391. unit_cancel_combo(&sd->bl);
  12392. return 0;
  12393. }
  12394. break; //Combo ready.
  12395. case BD_ADAPTATION:
  12396. {
  12397. int time;
  12398. if(!(sc && sc->data[SC_DANCING])) {
  12399. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12400. return 0;
  12401. }
  12402. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  12403. if (skill_get_time(
  12404. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  12405. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  12406. - time < skill_get_time2(skill_id,skill_lv))
  12407. {
  12408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12409. return 0;
  12410. }
  12411. }
  12412. break;
  12413. case PR_BENEDICTIO:
  12414. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  12415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12416. return 0;
  12417. }
  12418. break;
  12419. case SL_SMA:
  12420. if(!(sc && sc->data[SC_SMA]))
  12421. return 0;
  12422. break;
  12423. case HT_POWER:
  12424. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  12425. return 0;
  12426. break;
  12427. case CG_HERMODE:
  12428. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  12429. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12430. return 0;
  12431. }
  12432. break;
  12433. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  12434. {
  12435. int i,x,y,range = skill_get_splash(skill_id, skill_lv)+1;
  12436. int size = range*2+1;
  12437. for (i=0;i<size*size;i++) {
  12438. x = sd->bl.x+(i%size-range);
  12439. y = sd->bl.y+(i/size-range);
  12440. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  12441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12442. return 0;
  12443. }
  12444. }
  12445. }
  12446. break;
  12447. case PR_REDEMPTIO:
  12448. {
  12449. int exp;
  12450. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  12451. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  12452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  12453. return 0;
  12454. }
  12455. break;
  12456. }
  12457. case HP_BASILICA:
  12458. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  12459. if( sd ) {
  12460. int i,x,y,range = skill_get_unit_range(skill_id,skill_lv)+1;
  12461. int size = range*2+1;
  12462. for( i=0;i<size*size;i++ ) {
  12463. x = sd->bl.x+(i%size-range);
  12464. y = sd->bl.y+(i/size-range);
  12465. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  12466. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12467. return 0;
  12468. }
  12469. }
  12470. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  12471. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12472. return 0;
  12473. }
  12474. }
  12475. }
  12476. break;
  12477. case AM_TWILIGHT2:
  12478. case AM_TWILIGHT3:
  12479. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  12480. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12481. return 0;
  12482. }
  12483. break;
  12484. case SG_SUN_WARM:
  12485. case SG_MOON_WARM:
  12486. case SG_STAR_WARM:
  12487. if (sc && sc->data[SC_MIRACLE])
  12488. break;
  12489. i = skill_id-SG_SUN_WARM;
  12490. if (sd->bl.m == sd->feel_map[i].m)
  12491. break;
  12492. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12493. return 0;
  12494. break;
  12495. case SG_SUN_COMFORT:
  12496. case SG_MOON_COMFORT:
  12497. case SG_STAR_COMFORT:
  12498. if (sc && sc->data[SC_MIRACLE])
  12499. break;
  12500. i = skill_id-SG_SUN_COMFORT;
  12501. if (sd->bl.m == sd->feel_map[i].m &&
  12502. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  12503. break;
  12504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12505. return 0;
  12506. case SG_FUSION:
  12507. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  12508. break;
  12509. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  12510. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  12511. if( require.sp > 0 ) {
  12512. if (status->sp < (unsigned int)require.sp)
  12513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12514. else
  12515. status_zap(&sd->bl, 0, require.sp);
  12516. }
  12517. return 0;
  12518. case GD_BATTLEORDER:
  12519. case GD_REGENERATION:
  12520. case GD_RESTORE:
  12521. if (!map_flag_gvg2(sd->bl.m)) {
  12522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12523. return 0;
  12524. }
  12525. case GD_EMERGENCYCALL:
  12526. case GD_ITEMEMERGENCYCALL:
  12527. // other checks were already done in skill_isNotOk()
  12528. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  12529. return 0;
  12530. break;
  12531. case GS_GLITTERING:
  12532. if(sd->spiritball >= 10) {
  12533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12534. return 0;
  12535. }
  12536. break;
  12537. case NJ_ISSEN:
  12538. #ifdef RENEWAL
  12539. if (status->hp < (status->hp/100)) {
  12540. #else
  12541. if (status->hp < 2) {
  12542. #endif
  12543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12544. return 0;
  12545. }
  12546. case NJ_BUNSINJYUTSU:
  12547. if (!(sc && sc->data[SC_NEN])) {
  12548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12549. return 0;
  12550. }
  12551. break;
  12552. case NJ_ZENYNAGE:
  12553. case KO_MUCHANAGE:
  12554. if(sd->status.zeny < require.zeny) {
  12555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12556. return 0;
  12557. }
  12558. break;
  12559. case PF_HPCONVERSION:
  12560. if (status->sp == status->max_sp)
  12561. return 0; //Unusable when at full SP.
  12562. break;
  12563. case AM_CALLHOMUN: //Can't summon if a hom is already out
  12564. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  12565. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12566. return 0;
  12567. }
  12568. break;
  12569. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  12570. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  12571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12572. return 0;
  12573. }
  12574. break;
  12575. /**
  12576. * Arch Bishop
  12577. **/
  12578. case AB_ANCILLA:
  12579. {
  12580. int count = 0;
  12581. for( i = 0; i < MAX_INVENTORY; i ++ )
  12582. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  12583. count += sd->status.inventory[i].amount;
  12584. if( count >= 3 ) {
  12585. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  12586. return 0;
  12587. }
  12588. }
  12589. break;
  12590. /**
  12591. * Keeping as a note:
  12592. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  12593. **/
  12594. //case AB_LAUDAAGNUS:
  12595. //case AB_LAUDARAMUS:
  12596. // if( !sd->status.party_id ) {
  12597. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12598. // return 0;
  12599. // }
  12600. // break;
  12601. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  12602. /**
  12603. * Warlock
  12604. **/
  12605. case WL_COMET:
  12606. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  12607. && sd->special_state.no_gemstone == 0
  12608. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  12609. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  12610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12611. return 0;
  12612. }
  12613. break;
  12614. case WL_SUMMONFB:
  12615. case WL_SUMMONBL:
  12616. case WL_SUMMONWB:
  12617. case WL_SUMMONSTONE:
  12618. if( sc ) {
  12619. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  12620. if( i == SC_SPHERE_5+1 ) { // No more free slots
  12621. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  12622. return 0;
  12623. }
  12624. }
  12625. break;
  12626. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  12627. if( sc ) {
  12628. int j = 0;
  12629. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  12630. if( sc->data[i] ) {
  12631. j++;
  12632. }
  12633. if( j < 4 ) { // Need 4 spheres minimum
  12634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12635. return 0;
  12636. }
  12637. }
  12638. else { // no status at all? no spheres present
  12639. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12640. return 0;
  12641. }
  12642. break;
  12643. /**
  12644. * Guilotine Cross
  12645. **/
  12646. case GC_HALLUCINATIONWALK:
  12647. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  12648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12649. return 0;
  12650. }
  12651. break;
  12652. case GC_COUNTERSLASH:
  12653. case GC_WEAPONCRUSH:
  12654. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  12655. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  12656. return 0;
  12657. }
  12658. break;
  12659. /**
  12660. * Ranger
  12661. **/
  12662. case RA_WUGMASTERY:
  12663. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  12664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12665. return 0;
  12666. }
  12667. break;
  12668. case RA_WUGSTRIKE:
  12669. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  12670. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12671. return 0;
  12672. }
  12673. break;
  12674. case RA_WUGRIDER:
  12675. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  12676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12677. return 0;
  12678. }
  12679. break;
  12680. case RA_WUGDASH:
  12681. if(!pc_isridingwug(sd)) {
  12682. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12683. return 0;
  12684. }
  12685. break;
  12686. /**
  12687. * Royal Guard
  12688. **/
  12689. case LG_BANDING:
  12690. if( sc && sc->data[SC_INSPIRATION] ) {
  12691. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12692. return 0;
  12693. }
  12694. break;
  12695. case LG_PRESTIGE:
  12696. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  12697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12698. return 0;
  12699. }
  12700. break;
  12701. case LG_RAGEBURST:
  12702. if( sd->spiritball == 0 ) {
  12703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  12704. return 0;
  12705. }
  12706. sd->spiritball_old = require.spiritball = sd->spiritball;
  12707. break;
  12708. case LG_RAYOFGENESIS:
  12709. if( sc && sc->data[SC_INSPIRATION] )
  12710. return 1; // Don't check for partner.
  12711. if( !(sc && sc->data[SC_BANDING]) ) {
  12712. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12713. return 0;
  12714. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  12715. return 0; // Just fails, no msg here.
  12716. break;
  12717. case LG_HESPERUSLIT:
  12718. if( !sc || !sc->data[SC_BANDING] ) {
  12719. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12720. return 0;
  12721. }
  12722. break;
  12723. case SR_FALLENEMPIRE:
  12724. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  12725. return 0;
  12726. break;
  12727. case SR_CRESCENTELBOW:
  12728. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  12729. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  12730. return 0;
  12731. }
  12732. break;
  12733. case SR_CURSEDCIRCLE:
  12734. if (map_flag_gvg(sd->bl.m)) {
  12735. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  12736. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  12737. char output[128];
  12738. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  12739. clif_colormes(sd,color_table[COLOR_RED], output);
  12740. return 0;
  12741. }
  12742. }
  12743. if( sd->spiritball > 0 )
  12744. sd->spiritball_old = require.spiritball = sd->spiritball;
  12745. else {
  12746. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12747. return 0;
  12748. }
  12749. break;
  12750. case SR_GATEOFHELL:
  12751. if( sd->spiritball > 0 )
  12752. sd->spiritball_old = require.spiritball;
  12753. break;
  12754. case SC_MANHOLE:
  12755. case SC_DIMENSIONDOOR:
  12756. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  12757. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12758. return 0;
  12759. }
  12760. break;
  12761. case WM_GREAT_ECHO: {
  12762. int count;
  12763. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  12764. if( count < 1 ) {
  12765. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  12766. return 0;
  12767. } else
  12768. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  12769. }
  12770. break;
  12771. case SO_FIREWALK:
  12772. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  12773. if( sc && sc->data[SC_PROPERTYWALK] &&
  12774. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  12775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12776. return 0;
  12777. }
  12778. break;
  12779. case SO_EL_CONTROL:
  12780. if( !sd->status.ele_id || !sd->ed ) {
  12781. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12782. return 0;
  12783. }
  12784. break;
  12785. case RETURN_TO_ELDICASTES:
  12786. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  12787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12788. return 0;
  12789. }
  12790. break;
  12791. case LG_REFLECTDAMAGE:
  12792. case CR_REFLECTSHIELD:
  12793. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  12794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12795. return 0;
  12796. }
  12797. break;
  12798. case KO_KAHU_ENTEN:
  12799. case KO_HYOUHU_HUBUKI:
  12800. case KO_KAZEHU_SEIRAN:
  12801. case KO_DOHU_KOUKAI:
  12802. {
  12803. int ttype = skill_get_ele(skill_id, skill_lv);
  12804. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  12805. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ) {
  12806. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12807. return 0;
  12808. }
  12809. }
  12810. break;
  12811. case KO_KAIHOU:
  12812. case KO_ZENKAI:
  12813. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  12814. if( i > 4 ) {
  12815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12816. return 0;
  12817. }
  12818. break;
  12819. }
  12820. /* check state required */
  12821. switch (require.state) {
  12822. case ST_HIDDEN:
  12823. if(!pc_ishiding(sd)) {
  12824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12825. return 0;
  12826. }
  12827. break;
  12828. case ST_RIDING:
  12829. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  12830. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12831. return 0;
  12832. }
  12833. break;
  12834. case ST_FALCON:
  12835. if(!pc_isfalcon(sd)) {
  12836. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12837. return 0;
  12838. }
  12839. break;
  12840. case ST_CART:
  12841. if(!pc_iscarton(sd)) {
  12842. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12843. return 0;
  12844. }
  12845. break;
  12846. case ST_SHIELD:
  12847. if(sd->status.shield <= 0) {
  12848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12849. return 0;
  12850. }
  12851. break;
  12852. case ST_RECOV_WEIGHT_RATE:
  12853. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  12854. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12855. return 0;
  12856. }
  12857. break;
  12858. case ST_MOVE_ENABLE:
  12859. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  12860. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  12861. if (!unit_can_move(&sd->bl)) {
  12862. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12863. return 0;
  12864. }
  12865. break;
  12866. case ST_WATER:
  12867. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  12868. break;
  12869. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  12870. break;
  12871. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12872. return 0;
  12873. case ST_RIDINGDRAGON:
  12874. if( !pc_isridingdragon(sd) ) {
  12875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12876. return 0;
  12877. }
  12878. break;
  12879. case ST_WUG:
  12880. if( !pc_iswug(sd) ) {
  12881. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12882. return 0;
  12883. }
  12884. break;
  12885. case ST_RIDINGWUG:
  12886. if( !pc_isridingwug(sd) ) {
  12887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12888. return 0;
  12889. }
  12890. break;
  12891. case ST_MADO:
  12892. if( !pc_ismadogear(sd) ) {
  12893. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12894. return 0;
  12895. }
  12896. break;
  12897. case ST_ELEMENTALSPIRIT:
  12898. if(!sd->ed) {
  12899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  12900. return 0;
  12901. }
  12902. break;
  12903. case ST_PECO:
  12904. if(!pc_isriding(sd)) {
  12905. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12906. return 0;
  12907. }
  12908. break;
  12909. }
  12910. /* check the status required */
  12911. if (require.status_count) {
  12912. uint8 i;
  12913. /* May has multiple requirements */
  12914. if (!sc) {
  12915. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  12916. return 0;
  12917. }
  12918. for (i = 0; i < require.status_count; i++) {
  12919. if (require.status[i] >= 0 && !sc->data[require.status[i]]) {
  12920. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  12921. return 0;
  12922. }
  12923. }
  12924. }
  12925. //check if equiped item
  12926. if (require.eqItem_count) {
  12927. for (i = 0; i < require.eqItem_count; i++) {
  12928. int reqeqit = require.eqItem[i];
  12929. if(!reqeqit) break; //no more required item get out of here
  12930. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  12931. char output[128];
  12932. //clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, reqeqit);
  12933. sprintf(output,"need to put on [%d] in order to use.",reqeqit);
  12934. clif_colormes(sd,color_table[COLOR_RED],output);
  12935. return 0;
  12936. }
  12937. }
  12938. }
  12939. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12940. //mhp is the max-hp-requirement, that is,
  12941. //you must have this % or less of HP to cast it.
  12942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12943. return 0;
  12944. }
  12945. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12946. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12947. return 0;
  12948. }
  12949. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12950. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12951. return 0;
  12952. }
  12953. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12954. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12955. return 0;
  12956. }
  12957. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  12958. (require.spiritball == -1 && sd->spiritball < 1) ) {
  12959. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  12960. return 0;
  12961. }
  12962. return 1;
  12963. }
  12964. int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12965. {
  12966. struct skill_condition require;
  12967. struct status_data *status;
  12968. int i;
  12969. int index[MAX_SKILL_ITEM_REQUIRE];
  12970. nullpo_ret(sd);
  12971. if( sd->chatID )
  12972. return 0;
  12973. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  12974. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12975. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12976. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12977. return 1;
  12978. }
  12979. switch( sd->menuskill_id ) { // Cast start or cast end??
  12980. case AM_PHARMACY:
  12981. switch( skill_id ) {
  12982. case AM_PHARMACY:
  12983. case AC_MAKINGARROW:
  12984. case BS_REPAIRWEAPON:
  12985. case AM_TWILIGHT1:
  12986. case AM_TWILIGHT2:
  12987. case AM_TWILIGHT3:
  12988. return 0;
  12989. }
  12990. break;
  12991. case GN_MIX_COOKING:
  12992. case GN_MAKEBOMB:
  12993. case GN_S_PHARMACY:
  12994. case GN_CHANGEMATERIAL:
  12995. if( sd->menuskill_id != skill_id )
  12996. return 0;
  12997. break;
  12998. }
  12999. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13000. return 1;
  13001. if( pc_is90overweight(sd) ) {
  13002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13003. return 0;
  13004. }
  13005. // perform skill-specific checks (and actions)
  13006. switch( skill_id ) {
  13007. case PR_BENEDICTIO:
  13008. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13009. break;
  13010. case AM_CANNIBALIZE:
  13011. case AM_SPHEREMINE: {
  13012. int c=0;
  13013. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13014. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13015. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13016. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13017. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13018. if(c >= maxcount ||
  13019. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13020. { //Fails when: exceed max limit. There are other plant types already out.
  13021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13022. return 0;
  13023. }
  13024. }
  13025. break;
  13026. }
  13027. case NC_SILVERSNIPER:
  13028. case NC_MAGICDECOY: {
  13029. int c = 0, j;
  13030. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13031. int mob_class = MOBID_SILVERSNIPER;
  13032. if( skill_id == NC_MAGICDECOY )
  13033. mob_class = MOBID_MAGICDECOY_FIRE;
  13034. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13035. if( skill_id == NC_MAGICDECOY ) {
  13036. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13037. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13038. } else
  13039. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13040. if( c >= maxcount ) {
  13041. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13042. return 0;
  13043. }
  13044. }
  13045. }
  13046. break;
  13047. case KO_ZANZOU: {
  13048. int c = 0;
  13049. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  13050. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
  13051. {
  13052. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13053. return 0;
  13054. }
  13055. break;
  13056. }
  13057. }
  13058. status = &sd->battle_status;
  13059. require = skill_get_requirement(sd,skill_id,skill_lv);
  13060. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13061. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13062. return 0;
  13063. }
  13064. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13065. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13066. return 0;
  13067. }
  13068. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  13069. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13070. clif_arrow_fail(sd,0);
  13071. return 0;
  13072. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13073. char e_msg[100];
  13074. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13075. skill_get_desc(skill_id),
  13076. require.ammo_qty,
  13077. itemdb_jname(sd->status.inventory[i].nameid));
  13078. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13079. return 0;
  13080. }
  13081. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13082. //which is the closest we have to wrong ammo type. [Skotlex]
  13083. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13084. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13085. return 0;
  13086. }
  13087. }
  13088. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13089. if( !require.itemid[i] )
  13090. continue;
  13091. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13092. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13093. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  13095. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  13097. else {
  13098. // char output[128]; //not offi but more explicit msg
  13099. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13100. // sprintf(output, "You need itemid=%d, amount=%d", require.itemid[i], require.amount[i]);
  13101. // clif_colormes(sd,color_table[COLOR_RED],output);
  13102. }
  13103. return 0;
  13104. }
  13105. }
  13106. return 1;
  13107. }
  13108. // type&2: consume items (after skill was used)
  13109. // type&1: consume the others (before skill was used)
  13110. int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13111. {
  13112. struct skill_condition req;
  13113. nullpo_ret(sd);
  13114. req = skill_get_requirement(sd,skill_id,skill_lv);
  13115. if( type&1 ) {
  13116. switch( skill_id ) {
  13117. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13118. case MC_IDENTIFY:
  13119. case RL_D_TAIL:
  13120. req.sp = 0;
  13121. break;
  13122. case GS_DESPERADO:
  13123. if (sd->skill_id_old == RL_FALLEN_ANGEL)
  13124. req.sp = 0;
  13125. break;
  13126. default:
  13127. if(sd->state.autocast)
  13128. req.sp = 0;
  13129. break;
  13130. }
  13131. if(req.hp || req.sp)
  13132. status_zap(&sd->bl, req.hp, req.sp);
  13133. if(req.spiritball > 0)
  13134. pc_delspiritball(sd,req.spiritball,0);
  13135. else if(req.spiritball == -1) {
  13136. sd->spiritball_old = sd->spiritball;
  13137. pc_delspiritball(sd,sd->spiritball,0);
  13138. }
  13139. if(req.zeny > 0)
  13140. {
  13141. if( skill_id == NJ_ZENYNAGE )
  13142. req.zeny = 0; //Zeny is reduced on skill_attack.
  13143. if( sd->status.zeny < req.zeny )
  13144. req.zeny = sd->status.zeny;
  13145. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  13146. }
  13147. }
  13148. if( type&2 ) {
  13149. struct status_change *sc = &sd->sc;
  13150. int n,i;
  13151. if( !sc->count )
  13152. sc = NULL;
  13153. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13154. {
  13155. if( !req.itemid[i] )
  13156. continue;
  13157. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13158. continue; //Gemstones are checked, but not substracted from inventory.
  13159. switch( skill_id ){
  13160. case SA_SEISMICWEAPON:
  13161. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13162. continue;
  13163. break;
  13164. case SA_FLAMELAUNCHER:
  13165. case SA_VOLCANO:
  13166. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13167. continue;
  13168. break;
  13169. case SA_FROSTWEAPON:
  13170. case SA_DELUGE:
  13171. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13172. continue;
  13173. break;
  13174. case SA_LIGHTNINGLOADER:
  13175. case SA_VIOLENTGALE:
  13176. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13177. continue;
  13178. case RL_H_MINE:
  13179. if (sd->flicker)
  13180. continue;
  13181. break;
  13182. }
  13183. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  13184. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  13185. }
  13186. }
  13187. return 1;
  13188. }
  13189. /**
  13190. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13191. * @param sd Player's that will be checked
  13192. * @param skill_id Skill that's being used
  13193. * @param skill_lv Skill level of used skill
  13194. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13195. */
  13196. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13197. {
  13198. struct skill_condition req;
  13199. struct status_data *status;
  13200. struct status_change *sc;
  13201. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13202. uint16 idx;
  13203. memset(&req,0,sizeof(req));
  13204. if( !sd )
  13205. return req;
  13206. if( sd->skillitem == skill_id )
  13207. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13208. sc = &sd->sc;
  13209. if( !sc->count )
  13210. sc = NULL;
  13211. //Checks if disabling skill - in which case no SP requirements are necessary
  13212. if( sc && skill_disable_check(sc,skill_id) )
  13213. return req;
  13214. idx = skill_get_index(skill_id);
  13215. if( idx == 0 ) // invalid skill id
  13216. return req;
  13217. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13218. return req;
  13219. status = &sd->battle_status;
  13220. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13221. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13222. if(hp_rate > 0)
  13223. req.hp += (status->hp * hp_rate)/100;
  13224. else
  13225. req.hp += (status->max_hp * (-hp_rate))/100;
  13226. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13227. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13228. req.sp /= 2;
  13229. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13230. if(sp_rate > 0)
  13231. req.sp += (status->sp * sp_rate)/100;
  13232. else
  13233. req.sp += (status->max_sp * (-sp_rate))/100;
  13234. if( sd->dsprate != 100 )
  13235. req.sp = req.sp * sd->dsprate / 100;
  13236. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13237. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13238. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13239. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13240. if( i < ARRAYLENGTH(sd->skillusesp) )
  13241. req.sp -= sd->skillusesp[i].val;
  13242. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13243. if( sc ) {
  13244. if( sc->data[SC__LAZINESS] )
  13245. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13246. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13247. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  13248. if( sc->data[SC_RECOGNIZEDSPELL] )
  13249. req.sp += req.sp / 4;
  13250. if( sc->data[SC_OFFERTORIUM])
  13251. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13252. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13253. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13254. }
  13255. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13256. if( sc && sc->data[SC__UNLUCKY] ) {
  13257. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13258. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13259. else
  13260. req.zeny += 1000;
  13261. }
  13262. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13263. req.state = skill_db[idx].require.state;
  13264. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13265. req.weapon = skill_db[idx].require.weapon;
  13266. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13267. if (req.ammo_qty)
  13268. req.ammo = skill_db[idx].require.ammo;
  13269. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13270. { //Assume this skill is using the weapon, therefore it requires arrows.
  13271. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13272. req.ammo_qty = 1;
  13273. }
  13274. req.status_count = skill_db[idx].require.status_count;
  13275. req.status = skill_db[idx].require.status;
  13276. req.eqItem_count = skill_db[idx].require.eqItem_count;
  13277. req.eqItem = skill_db[idx].require.eqItem;
  13278. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  13279. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  13280. continue;
  13281. switch( skill_id ) {
  13282. case AM_CALLHOMUN:
  13283. if (sd->status.hom_id) //Don't delete items when hom is already out.
  13284. continue;
  13285. break;
  13286. case NC_SHAPESHIFT:
  13287. if( i < 4 )
  13288. continue;
  13289. break;
  13290. case WZ_FIREPILLAR: // celest
  13291. if (skill_lv <= 5) // no gems required at level 1-5
  13292. continue;
  13293. break;
  13294. case AB_ADORAMUS:
  13295. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  13296. continue;
  13297. break;
  13298. case WL_COMET:
  13299. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  13300. continue;
  13301. break;
  13302. case GN_FIRE_EXPANSION:
  13303. if( i < 5 )
  13304. continue;
  13305. break;
  13306. case SO_SUMMON_AGNI:
  13307. case SO_SUMMON_AQUA:
  13308. case SO_SUMMON_VENTUS:
  13309. case SO_SUMMON_TERA:
  13310. case SO_WATER_INSIGNIA:
  13311. case SO_FIRE_INSIGNIA:
  13312. case SO_WIND_INSIGNIA:
  13313. case SO_EARTH_INSIGNIA:
  13314. if( i < 3 )
  13315. continue;
  13316. break;
  13317. }
  13318. req.itemid[i] = skill_db[idx].require.itemid[i];
  13319. req.amount[i] = skill_db[idx].require.amount[i];
  13320. // Check requirement for gemstone.
  13321. if (itemid_isgemstone(req.itemid[i])) {
  13322. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  13323. req.itemid[i] = req.amount[i] = 0;
  13324. else {
  13325. if( sd->special_state.no_gemstone )
  13326. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  13327. if( skill_id != SA_ABRACADABRA )
  13328. req.itemid[i] = req.amount[i] = 0;
  13329. else if( --req.amount[i] < 1 )
  13330. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13331. }
  13332. if(sc && sc->data[SC_INTOABYSS])
  13333. {
  13334. if( skill_id != SA_ABRACADABRA )
  13335. req.itemid[i] = req.amount[i] = 0;
  13336. else if( --req.amount[i] < 1 )
  13337. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13338. }
  13339. }
  13340. }
  13341. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  13342. int16 itIndex;
  13343. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  13344. req.itemid[i] = ITEMID_TRAP_ALLOY;
  13345. req.amount[i] = 1;
  13346. }
  13347. break;
  13348. }
  13349. }
  13350. /* requirements are level-dependent */
  13351. switch( skill_id ) {
  13352. case NC_SHAPESHIFT:
  13353. case GN_FIRE_EXPANSION:
  13354. case SO_SUMMON_AGNI:
  13355. case SO_SUMMON_AQUA:
  13356. case SO_SUMMON_VENTUS:
  13357. case SO_SUMMON_TERA:
  13358. case SO_WATER_INSIGNIA:
  13359. case SO_FIRE_INSIGNIA:
  13360. case SO_WIND_INSIGNIA:
  13361. case SO_EARTH_INSIGNIA:
  13362. req.itemid[skill_lv-1] = skill_db[idx].require.itemid[skill_lv-1];
  13363. req.amount[skill_lv-1] = skill_db[idx].require.amount[skill_lv-1];
  13364. break;
  13365. }
  13366. // Check for cost reductions due to skills & SCs
  13367. switch(skill_id) {
  13368. case MC_MAMMONITE:
  13369. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  13370. req.zeny -= req.zeny*10/100;
  13371. break;
  13372. case AL_HOLYLIGHT:
  13373. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  13374. req.sp *= 5;
  13375. break;
  13376. case SL_SMA:
  13377. case SL_STUN:
  13378. case SL_STIN:
  13379. {
  13380. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  13381. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  13382. break;
  13383. if(sd->status.base_level>=90)
  13384. req.sp -= req.sp*7*kaina_lv/100;
  13385. else if(sd->status.base_level>=80)
  13386. req.sp -= req.sp*5*kaina_lv/100;
  13387. else if(sd->status.base_level>=70)
  13388. req.sp -= req.sp*3*kaina_lv/100;
  13389. }
  13390. break;
  13391. case MO_TRIPLEATTACK:
  13392. case MO_CHAINCOMBO:
  13393. case MO_COMBOFINISH:
  13394. case CH_TIGERFIST:
  13395. case CH_CHAINCRUSH:
  13396. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  13397. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  13398. break;
  13399. case MO_BODYRELOCATION:
  13400. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  13401. req.spiritball = 0;
  13402. break;
  13403. case MO_EXTREMITYFIST:
  13404. if( sc )
  13405. {
  13406. if( sc->data[SC_BLADESTOP] )
  13407. req.spiritball--;
  13408. else if( sc->data[SC_COMBO] )
  13409. {
  13410. switch( sc->data[SC_COMBO]->val1 )
  13411. {
  13412. case MO_COMBOFINISH:
  13413. req.spiritball = 4;
  13414. break;
  13415. case CH_TIGERFIST:
  13416. req.spiritball = 3;
  13417. break;
  13418. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  13419. req.spiritball = sd->spiritball?sd->spiritball:1;
  13420. break;
  13421. }
  13422. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  13423. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  13424. }
  13425. break;
  13426. case SR_RAMPAGEBLASTER:
  13427. req.spiritball = sd->spiritball?sd->spiritball:15;
  13428. break;
  13429. case SR_GATEOFHELL:
  13430. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  13431. req.sp -= req.sp * 10 / 100;
  13432. break;
  13433. case SO_SUMMON_AGNI:
  13434. case SO_SUMMON_AQUA:
  13435. case SO_SUMMON_VENTUS:
  13436. case SO_SUMMON_TERA:
  13437. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  13438. break;
  13439. case SO_PSYCHIC_WAVE:
  13440. if( sc && sc->data[SC_BLAST_OPTION] )
  13441. req.sp += req.sp * 150 / 100;
  13442. break;
  13443. }
  13444. //Check if player is using the copied skill [Cydh]
  13445. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  13446. uint16 req_opt = skill_db[idx].copyable.req_opt;
  13447. if (req_opt&0x0001) req.hp = 0;
  13448. if (req_opt&0x0002) req.mhp = 0;
  13449. if (req_opt&0x0004) req.sp = 0;
  13450. if (req_opt&0x0008) req.hp_rate = 0;
  13451. if (req_opt&0x0010) req.sp_rate = 0;
  13452. if (req_opt&0x0020) req.zeny = 0;
  13453. if (req_opt&0x0040) req.weapon = 0;
  13454. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  13455. if (req_opt&0x0100) req.state = ST_NONE;
  13456. if (req_opt&0x0200) req.status_count = 0;
  13457. if (req_opt&0x0400) req.spiritball = 0;
  13458. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  13459. if (req_opt&0x1000) req.eqItem_count = 0;
  13460. }
  13461. return req;
  13462. }
  13463. /*==========================================
  13464. * Does cast-time reductions based on dex, item bonuses and config setting
  13465. *------------------------------------------*/
  13466. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  13467. int time = skill_get_cast(skill_id, skill_lv);
  13468. nullpo_ret(bl);
  13469. #ifndef RENEWAL_CAST
  13470. {
  13471. struct map_session_data *sd;
  13472. sd = BL_CAST(BL_PC, bl);
  13473. // calculate base cast time (reduced by dex)
  13474. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  13475. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13476. if( scale > 0 ) // not instant cast
  13477. time = time * scale / battle_config.castrate_dex_scale;
  13478. else
  13479. return 0; // instant cast
  13480. }
  13481. // calculate cast time reduced by item/card bonuses
  13482. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  13483. {
  13484. int i;
  13485. if( sd->castrate != 100 )
  13486. time = time * sd->castrate / 100;
  13487. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13488. {
  13489. if( sd->skillcast[i].id == skill_id )
  13490. {
  13491. time+= time * sd->skillcast[i].val / 100;
  13492. break;
  13493. }
  13494. }
  13495. }
  13496. }
  13497. #endif
  13498. // config cast time multiplier
  13499. if (battle_config.cast_rate != 100)
  13500. time = time * battle_config.cast_rate / 100;
  13501. // return final cast time
  13502. time = max(time, 0);
  13503. //ShowInfo("Castime castfix = %d\n",time);
  13504. return time;
  13505. }
  13506. /*==========================================
  13507. * Does cast-time reductions based on sc data.
  13508. *------------------------------------------*/
  13509. #ifndef RENEWAL_CAST
  13510. /** Get the skill cast time for Pre-Re cast
  13511. * @param bl: The caster
  13512. * @param time: Cast time before Status Change addition or reduction
  13513. * @return time: Modified castime after status change addition or reduction
  13514. */
  13515. int skill_castfix_sc (struct block_list *bl, int time)
  13516. {
  13517. struct status_change *sc = status_get_sc(bl);
  13518. if( time < 0 )
  13519. return 0;
  13520. if (sc && sc->count) {
  13521. if (sc->data[SC_SLOWCAST])
  13522. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  13523. if (sc->data[SC_PARALYSIS])
  13524. time += sc->data[SC_PARALYSIS]->val3;
  13525. if (sc->data[SC_SUFFRAGIUM]) {
  13526. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  13527. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13528. }
  13529. if (sc->data[SC_MEMORIZE]) {
  13530. time>>=1;
  13531. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13532. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13533. }
  13534. if (sc->data[SC_POEMBRAGI])
  13535. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  13536. if (sc->data[SC_IZAYOI])
  13537. time -= time * 50 / 100;
  13538. }
  13539. time = max(time, 0);
  13540. //ShowInfo("Castime castfix_sc = %d\n",time);
  13541. return time;
  13542. }
  13543. #else
  13544. /** Get the skill cast time for RENEWAL_CAST
  13545. * @param bl: The caster
  13546. * @param time: Cast time without reduction
  13547. * @param skill_id: Skill ID of the casted skill
  13548. * @param skill_lv: Skill level of the casted skill
  13549. * @return time: Modified castime after status and bonus addition or reduction
  13550. */
  13551. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  13552. {
  13553. struct status_change *sc = status_get_sc(bl);
  13554. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  13555. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  13556. if( time < 0 )
  13557. return 0;
  13558. if( bl->type == BL_MOB )
  13559. return (int)time;
  13560. if( fixed == 0 ){
  13561. fixed = (int)time * 20 / 100; // fixed time
  13562. time = time * 80 / 100; // variable time
  13563. }else if( fixed < 0 ) // no fixed cast time
  13564. fixed = 0;
  13565. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  13566. if( sd->bonus.varcastrate < 0 )
  13567. VARCAST_REDUCTION(sd->bonus.varcastrate);
  13568. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  13569. time += sd->bonus.add_varcast;
  13570. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  13571. fixed += sd->bonus.add_fixcast;
  13572. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  13573. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  13574. fixed += sd->skillfixcast[i].val;
  13575. break;
  13576. }
  13577. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  13578. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  13579. time += sd->skillvarcast[i].val;
  13580. break;
  13581. }
  13582. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13583. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  13584. VARCAST_REDUCTION(sd->skillcast[i].val);
  13585. break;
  13586. }
  13587. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  13588. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  13589. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  13590. break;
  13591. }
  13592. }
  13593. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  13594. // All variable cast additive bonuses must come first
  13595. if (sc->data[SC_SLOWCAST])
  13596. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  13597. if( sc->data[SC__LAZINESS] )
  13598. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  13599. // Variable cast reduction bonuses
  13600. if (sc->data[SC_SUFFRAGIUM]) {
  13601. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  13602. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13603. }
  13604. if (sc->data[SC_MEMORIZE]) {
  13605. VARCAST_REDUCTION(50);
  13606. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13607. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13608. }
  13609. if (sc->data[SC_POEMBRAGI])
  13610. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  13611. if (sc->data[SC_IZAYOI])
  13612. VARCAST_REDUCTION(50);
  13613. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  13614. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  13615. if( sc->data[SC_TELEKINESIS_INTENSE] )
  13616. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  13617. // Fixed cast reduction bonuses
  13618. if( sc->data[SC_SECRAMENT] )
  13619. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  13620. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  13621. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  13622. // Fixed cast non percentage bonuses
  13623. if( sc->data[SC_MANDRAGORA] )
  13624. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  13625. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  13626. fixed = 0;
  13627. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  13628. fixed -= 1000;
  13629. }
  13630. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  13631. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  13632. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  13633. }
  13634. if( varcast_r < 0 ) // now compute overall factors
  13635. time = time * (1 - (float)varcast_r / 100);
  13636. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  13637. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  13638. // underflow checking/capping
  13639. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  13640. return (int)time;
  13641. }
  13642. #endif
  13643. /*==========================================
  13644. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  13645. *------------------------------------------*/
  13646. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  13647. {
  13648. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  13649. int time = skill_get_delay(skill_id, skill_lv);
  13650. struct map_session_data *sd;
  13651. struct status_change *sc = status_get_sc(bl);
  13652. nullpo_ret(bl);
  13653. sd = BL_CAST(BL_PC, bl);
  13654. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  13655. return 0; //Will use picked skill's delay.
  13656. if (bl->type&battle_config.no_skill_delay)
  13657. return battle_config.min_skill_delay_limit;
  13658. if (time < 0)
  13659. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  13660. // Delay reductions
  13661. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  13662. case MO_TRIPLEATTACK:
  13663. case MO_CHAINCOMBO:
  13664. case MO_COMBOFINISH:
  13665. case CH_TIGERFIST:
  13666. case CH_CHAINCRUSH:
  13667. case SR_DRAGONCOMBO:
  13668. case SR_FALLENEMPIRE:
  13669. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  13670. break;
  13671. case HP_BASILICA:
  13672. if( sc && !sc->data[SC_BASILICA] )
  13673. time = 0; // There is no Delay on Basilica creation, only on cancel
  13674. break;
  13675. default:
  13676. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  13677. { // if skill delay is allowed to be reduced by dex
  13678. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13679. if (scale > 0)
  13680. time = time * scale / battle_config.castrate_dex_scale;
  13681. else //To be capped later to minimum.
  13682. time = 0;
  13683. }
  13684. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  13685. { // if skill delay is allowed to be reduced by agi
  13686. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  13687. if (scale > 0)
  13688. time = time * scale / battle_config.castrate_dex_scale;
  13689. else //To be capped later to minimum.
  13690. time = 0;
  13691. }
  13692. }
  13693. if ( sc && sc->data[SC_SPIRIT] ) {
  13694. switch (skill_id) {
  13695. case CR_SHIELDBOOMERANG:
  13696. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  13697. time /= 2;
  13698. break;
  13699. case AS_SONICBLOW:
  13700. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  13701. time /= 2;
  13702. break;
  13703. }
  13704. }
  13705. if (!(delaynodex&2))
  13706. {
  13707. if (sc && sc->count) {
  13708. if (sc->data[SC_POEMBRAGI])
  13709. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  13710. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  13711. time /= 2; // After Delay of Wind element spells reduced by 50%.
  13712. }
  13713. }
  13714. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  13715. time = time * sd->delayrate / 100;
  13716. if (battle_config.delay_rate != 100)
  13717. time = time * battle_config.delay_rate / 100;
  13718. //min delay
  13719. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  13720. time = max(time, battle_config.min_skill_delay_limit);
  13721. //ShowInfo("Delay delayfix = %d\n",time);
  13722. return time;
  13723. }
  13724. /*=========================================
  13725. *
  13726. *-----------------------------------------*/
  13727. void skill_overbrand(struct block_list* src, uint16 skill_id, uint16 skill_lv, uint16 x, uint16 y, unsigned int tick, int flag)
  13728. {
  13729. struct s_skill_unit_layout *layout;
  13730. int i, ux[53], uy[53]; //Number of cells we are attacking
  13731. short dir = map_calc_dir(src,x,y);
  13732. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13733. if(dir > 0 && dir < 4) { //Need to invert the cell locations for directions
  13734. for(i = 0; i < 53; i++) {
  13735. ux[i] = layout->dy[i];
  13736. uy[i] = layout->dx[i] * -1;
  13737. }
  13738. } else if(dir == 4) {
  13739. for(i = 0; i < 53; i++) {
  13740. ux[i] = layout->dx[i];
  13741. uy[i] = layout->dy[i];
  13742. }
  13743. } else if(dir > 4) {
  13744. for(i = 0; i < 53; i++) {
  13745. ux[i] = layout->dy[i] * -1;
  13746. uy[i] = layout->dx[i];
  13747. }
  13748. } else {
  13749. for(i = 0; i < 53; i++) {
  13750. ux[i] = layout->dx[i];
  13751. uy[i] = layout->dy[i] * -1;
  13752. }
  13753. }
  13754. for( i = 0; i < 53; i++ ) {
  13755. if(i < 12) { //Close range hits twice
  13756. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13757. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13758. } else if(i > 11 && i < 45) //Far sides do knockback damage
  13759. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13760. else //Far middle does piercing damage
  13761. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13762. }
  13763. }
  13764. struct square {
  13765. int val1[5];
  13766. int val2[5];
  13767. };
  13768. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  13769. {
  13770. nullpo_retv(tc);
  13771. if(dir == 0){
  13772. tc->val1[0]=x-2;
  13773. tc->val1[1]=x-1;
  13774. tc->val1[2]=x;
  13775. tc->val1[3]=x+1;
  13776. tc->val1[4]=x+2;
  13777. tc->val2[0]=
  13778. tc->val2[1]=
  13779. tc->val2[2]=
  13780. tc->val2[3]=
  13781. tc->val2[4]=y-1;
  13782. }
  13783. else if(dir==2){
  13784. tc->val1[0]=
  13785. tc->val1[1]=
  13786. tc->val1[2]=
  13787. tc->val1[3]=
  13788. tc->val1[4]=x+1;
  13789. tc->val2[0]=y+2;
  13790. tc->val2[1]=y+1;
  13791. tc->val2[2]=y;
  13792. tc->val2[3]=y-1;
  13793. tc->val2[4]=y-2;
  13794. }
  13795. else if(dir==4){
  13796. tc->val1[0]=x-2;
  13797. tc->val1[1]=x-1;
  13798. tc->val1[2]=x;
  13799. tc->val1[3]=x+1;
  13800. tc->val1[4]=x+2;
  13801. tc->val2[0]=
  13802. tc->val2[1]=
  13803. tc->val2[2]=
  13804. tc->val2[3]=
  13805. tc->val2[4]=y+1;
  13806. }
  13807. else if(dir==6){
  13808. tc->val1[0]=
  13809. tc->val1[1]=
  13810. tc->val1[2]=
  13811. tc->val1[3]=
  13812. tc->val1[4]=x-1;
  13813. tc->val2[0]=y+2;
  13814. tc->val2[1]=y+1;
  13815. tc->val2[2]=y;
  13816. tc->val2[3]=y-1;
  13817. tc->val2[4]=y-2;
  13818. }
  13819. else if(dir==1){
  13820. tc->val1[0]=x-1;
  13821. tc->val1[1]=x;
  13822. tc->val1[2]=x+1;
  13823. tc->val1[3]=x+2;
  13824. tc->val1[4]=x+3;
  13825. tc->val2[0]=y-4;
  13826. tc->val2[1]=y-3;
  13827. tc->val2[2]=y-1;
  13828. tc->val2[3]=y;
  13829. tc->val2[4]=y+1;
  13830. }
  13831. else if(dir==3){
  13832. tc->val1[0]=x+3;
  13833. tc->val1[1]=x+2;
  13834. tc->val1[2]=x+1;
  13835. tc->val1[3]=x;
  13836. tc->val1[4]=x-1;
  13837. tc->val2[0]=y-1;
  13838. tc->val2[1]=y;
  13839. tc->val2[2]=y+1;
  13840. tc->val2[3]=y+2;
  13841. tc->val2[4]=y+3;
  13842. }
  13843. else if(dir==5){
  13844. tc->val1[0]=x+1;
  13845. tc->val1[1]=x;
  13846. tc->val1[2]=x-1;
  13847. tc->val1[3]=x-2;
  13848. tc->val1[4]=x-3;
  13849. tc->val2[0]=y+3;
  13850. tc->val2[1]=y+2;
  13851. tc->val2[2]=y+1;
  13852. tc->val2[3]=y;
  13853. tc->val2[4]=y-1;
  13854. }
  13855. else if(dir==7){
  13856. tc->val1[0]=x-3;
  13857. tc->val1[1]=x-2;
  13858. tc->val1[2]=x-1;
  13859. tc->val1[3]=x;
  13860. tc->val1[4]=x+1;
  13861. tc->val2[1]=y;
  13862. tc->val2[0]=y+1;
  13863. tc->val2[2]=y-1;
  13864. tc->val2[3]=y-2;
  13865. tc->val2[4]=y-3;
  13866. }
  13867. }
  13868. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  13869. {
  13870. int c;
  13871. nullpo_retv(tc);
  13872. for( c = 0; c < 5; c++ ) {
  13873. switch( dir ) {
  13874. case 0: tc->val2[c]+=are; break;
  13875. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  13876. case 2: tc->val1[c]-=are; break;
  13877. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  13878. case 4: tc->val2[c]-=are; break;
  13879. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  13880. case 6: tc->val1[c]+=are; break;
  13881. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  13882. }
  13883. }
  13884. }
  13885. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  13886. {
  13887. int c,n=4;
  13888. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  13889. struct square tc;
  13890. int x=bl->x,y=bl->y;
  13891. skill_brandishspear_first(&tc,dir,x,y);
  13892. skill_brandishspear_dir(&tc,dir,4);
  13893. skill_area_temp[1] = bl->id;
  13894. if(skill_lv > 9){
  13895. for(c=1;c<4;c++){
  13896. map_foreachincell(skill_area_sub,
  13897. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13898. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13899. skill_castend_damage_id);
  13900. }
  13901. }
  13902. if(skill_lv > 6){
  13903. skill_brandishspear_dir(&tc,dir,-1);
  13904. n--;
  13905. }else{
  13906. skill_brandishspear_dir(&tc,dir,-2);
  13907. n-=2;
  13908. }
  13909. if(skill_lv > 3){
  13910. for(c=0;c<5;c++){
  13911. map_foreachincell(skill_area_sub,
  13912. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13913. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13914. skill_castend_damage_id);
  13915. if(skill_lv > 6 && n==3 && c==4){
  13916. skill_brandishspear_dir(&tc,dir,-1);
  13917. n--;c=-1;
  13918. }
  13919. }
  13920. }
  13921. for(c=0;c<10;c++){
  13922. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  13923. map_foreachincell(skill_area_sub,
  13924. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  13925. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  13926. skill_castend_damage_id);
  13927. }
  13928. }
  13929. /*==========================================
  13930. * Weapon Repair [Celest/DracoRPG]
  13931. *------------------------------------------*/
  13932. void skill_repairweapon (struct map_session_data *sd, int idx) {
  13933. int material;
  13934. int materials[4] = { 1002, 998, 999, 756 };
  13935. struct item *item;
  13936. struct map_session_data *target_sd;
  13937. nullpo_retv(sd);
  13938. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  13939. return;
  13940. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  13941. return;
  13942. if( idx < 0 || idx >= MAX_INVENTORY )
  13943. return; //Invalid index??
  13944. item = &target_sd->status.inventory[idx];
  13945. if( item->nameid <= 0 || item->attribute == 0 )
  13946. return; //Again invalid item....
  13947. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  13948. clif_item_repaireffect(sd,idx,1);
  13949. return;
  13950. }
  13951. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  13952. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  13953. else
  13954. material = materials [2]; // Armors consume 1 Steel
  13955. if ( pc_search_inventory(sd,material) < 0 ) {
  13956. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13957. return;
  13958. }
  13959. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  13960. item->attribute = 0;/* clear broken state */
  13961. clif_equiplist(target_sd);
  13962. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  13963. clif_item_repaireffect(sd,idx,0);
  13964. if( sd != target_sd )
  13965. clif_item_repaireffect(target_sd,idx,0);
  13966. }
  13967. /*==========================================
  13968. * Item Appraisal
  13969. *------------------------------------------*/
  13970. void skill_identify (struct map_session_data *sd, int idx)
  13971. {
  13972. int flag=1;
  13973. nullpo_retv(sd);
  13974. if(idx >= 0 && idx < MAX_INVENTORY) {
  13975. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  13976. flag=0;
  13977. sd->status.inventory[idx].identify=1;
  13978. }
  13979. }
  13980. clif_item_identified(sd,idx,flag);
  13981. }
  13982. /*==========================================
  13983. * Weapon Refine [Celest]
  13984. *------------------------------------------*/
  13985. void skill_weaponrefine (struct map_session_data *sd, int idx)
  13986. {
  13987. nullpo_retv(sd);
  13988. if (idx >= 0 && idx < MAX_INVENTORY)
  13989. {
  13990. int i = 0, ep = 0, per;
  13991. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  13992. struct item *item;
  13993. struct item_data *ditem = sd->inventory_data[idx];
  13994. item = &sd->status.inventory[idx];
  13995. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  13996. {
  13997. if( ditem->flag.no_refine ) { // if the item isn't refinable
  13998. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13999. return;
  14000. }
  14001. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14002. clif_upgrademessage(sd->fd, 2, item->nameid);
  14003. return;
  14004. }
  14005. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14006. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14007. return;
  14008. }
  14009. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14010. if( sd->class_&JOBL_THIRD )
  14011. per += 10;
  14012. else
  14013. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14014. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14015. if (per > rnd() % 100) {
  14016. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14017. item->refine++;
  14018. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14019. if(item->equip) {
  14020. ep = item->equip;
  14021. pc_unequipitem(sd,idx,3);
  14022. }
  14023. clif_delitem(sd,idx,1,3);
  14024. clif_upgrademessage(sd->fd, 0, item->nameid);
  14025. clif_inventorylist(sd);
  14026. clif_refine(sd->fd,0,idx,item->refine);
  14027. if (ep)
  14028. pc_equipitem(sd,idx,ep);
  14029. clif_misceffect(&sd->bl,3);
  14030. if(item->refine == 10 &&
  14031. item->card[0] == CARD0_FORGE &&
  14032. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14033. { // Fame point system [DracoRPG]
  14034. switch(ditem->wlv){
  14035. case 1:
  14036. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14037. break;
  14038. case 2:
  14039. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14040. break;
  14041. case 3:
  14042. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14043. break;
  14044. }
  14045. }
  14046. } else {
  14047. item->refine = 0;
  14048. if(item->equip)
  14049. pc_unequipitem(sd,idx,3);
  14050. clif_upgrademessage(sd->fd, 1, item->nameid);
  14051. clif_refine(sd->fd,1,idx,item->refine);
  14052. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14053. clif_misceffect(&sd->bl,2);
  14054. clif_emotion(&sd->bl, E_OMG);
  14055. }
  14056. }
  14057. }
  14058. }
  14059. /*==========================================
  14060. *
  14061. *------------------------------------------*/
  14062. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  14063. {
  14064. uint16 skill_lv;
  14065. int maxlv=1,lv;
  14066. nullpo_ret(sd);
  14067. skill_lv = sd->menuskill_val;
  14068. lv=pc_checkskill(sd,skill_id);
  14069. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14070. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14071. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14072. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14073. maxlv =10; //Soul Linker bonus. [Skotlex]
  14074. else if(skill_lv==2) maxlv=1;
  14075. else if(skill_lv==3) maxlv=2;
  14076. else if(skill_lv>=4) maxlv=3;
  14077. }
  14078. else if(skill_id==MG_SOULSTRIKE){
  14079. if(skill_lv==5) maxlv=1;
  14080. else if(skill_lv==6) maxlv=2;
  14081. else if(skill_lv>=7) maxlv=3;
  14082. }
  14083. else if(skill_id==MG_FIREBALL){
  14084. if(skill_lv==8) maxlv=1;
  14085. else if(skill_lv>=9) maxlv=2;
  14086. }
  14087. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14088. else return 0;
  14089. if(maxlv > lv)
  14090. maxlv = lv;
  14091. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14092. skill_get_time(SA_AUTOSPELL,skill_lv));
  14093. return 0;
  14094. }
  14095. /*==========================================
  14096. * Sitting skills functions.
  14097. *------------------------------------------*/
  14098. static int skill_sit_count (struct block_list *bl, va_list ap)
  14099. {
  14100. struct map_session_data *sd;
  14101. int type =va_arg(ap,int);
  14102. sd=(struct map_session_data*)bl;
  14103. if(!pc_issit(sd))
  14104. return 0;
  14105. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14106. return 1;
  14107. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14108. return 1;
  14109. return 0;
  14110. }
  14111. static int skill_sit_in (struct block_list *bl, va_list ap)
  14112. {
  14113. struct map_session_data *sd;
  14114. int type =va_arg(ap,int);
  14115. sd=(struct map_session_data*)bl;
  14116. if(!pc_issit(sd))
  14117. return 0;
  14118. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14119. sd->state.gangsterparadise=1;
  14120. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  14121. {
  14122. sd->state.rest=1;
  14123. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14124. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14125. }
  14126. return 0;
  14127. }
  14128. static int skill_sit_out (struct block_list *bl, va_list ap)
  14129. {
  14130. struct map_session_data *sd;
  14131. int type =va_arg(ap,int);
  14132. sd=(struct map_session_data*)bl;
  14133. if(sd->state.gangsterparadise && type&1)
  14134. sd->state.gangsterparadise=0;
  14135. if(sd->state.rest && type&2) {
  14136. sd->state.rest=0;
  14137. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14138. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14139. }
  14140. return 0;
  14141. }
  14142. int skill_sit (struct map_session_data *sd, int type)
  14143. {
  14144. int flag = 0;
  14145. int range = 0, lv;
  14146. nullpo_ret(sd);
  14147. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  14148. flag|=1;
  14149. range = skill_get_splash(RG_GANGSTER, lv);
  14150. }
  14151. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  14152. flag|=2;
  14153. range = skill_get_splash(TK_HPTIME, lv);
  14154. }
  14155. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  14156. flag|=2;
  14157. range = skill_get_splash(TK_SPTIME, lv);
  14158. }
  14159. if( type ) {
  14160. clif_status_load(&sd->bl,SI_SIT,1);
  14161. } else {
  14162. clif_status_load(&sd->bl,SI_SIT,0);
  14163. }
  14164. if (!flag) return 0;
  14165. if(type) {
  14166. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14167. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14168. } else {
  14169. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14170. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14171. }
  14172. return 0;
  14173. }
  14174. /*==========================================
  14175. *
  14176. *------------------------------------------*/
  14177. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  14178. {
  14179. struct block_list *src;
  14180. uint16 skill_id,skill_lv;
  14181. unsigned int tick;
  14182. nullpo_ret(bl);
  14183. nullpo_ret(src=va_arg(ap,struct block_list*));
  14184. skill_id=va_arg(ap,int);
  14185. skill_lv=va_arg(ap,int);
  14186. if(!skill_lv) return 0;
  14187. tick=va_arg(ap,unsigned int);
  14188. if (src == bl || status_isdead(bl))
  14189. return 0;
  14190. if (bl->type == BL_PC) {
  14191. struct map_session_data *sd = (struct map_session_data *)bl;
  14192. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14193. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14194. }
  14195. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14196. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14197. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14198. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14199. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14200. return 0;
  14201. }
  14202. int skill_check_target_c_marker(struct block_list *bl, va_list ap) {
  14203. struct block_list *src;
  14204. struct status_change *tsc;
  14205. struct map_session_data *sd;
  14206. nullpo_ret(bl);
  14207. nullpo_ret(src = va_arg(ap,struct block_list*));
  14208. if (src == bl || status_isdead(bl) || src->type != BL_PC)
  14209. return 0;
  14210. if (!(sd = (struct map_session_data *)src) || !(&sd->c_marker) || !sd->c_marker.target)
  14211. return 0;
  14212. //Skip target with no Crimson Marker
  14213. tsc = status_get_sc(bl);
  14214. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  14215. return 0;
  14216. return 1;
  14217. }
  14218. /*==========================================
  14219. *
  14220. *------------------------------------------*/
  14221. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14222. {
  14223. int range = skill_get_unit_range(skill_id,skill_lv);
  14224. int x,y;
  14225. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14226. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14227. map_setcell(src->bl.m, x, y, cell, flag);
  14228. }
  14229. /*==========================================
  14230. *
  14231. *------------------------------------------*/
  14232. int skill_attack_area (struct block_list *bl, va_list ap)
  14233. {
  14234. struct block_list *src,*dsrc;
  14235. int atk_type,skill_id,skill_lv,flag,type;
  14236. unsigned int tick;
  14237. if(status_isdead(bl))
  14238. return 0;
  14239. atk_type = va_arg(ap,int);
  14240. src=va_arg(ap,struct block_list*);
  14241. dsrc=va_arg(ap,struct block_list*);
  14242. skill_id=va_arg(ap,int);
  14243. skill_lv=va_arg(ap,int);
  14244. tick=va_arg(ap,unsigned int);
  14245. flag=va_arg(ap,int);
  14246. type=va_arg(ap,int);
  14247. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14248. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14249. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14250. !status_check_skilluse(NULL, bl, skill_id, 2))
  14251. return 0;
  14252. switch (skill_id) {
  14253. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14254. case NPC_ACIDBREATH:
  14255. case NPC_DARKNESSBREATH:
  14256. case NPC_FIREBREATH:
  14257. case NPC_ICEBREATH:
  14258. case NPC_THUNDERBREATH:
  14259. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14260. default:
  14261. //Area-splash, disable skill animation.
  14262. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14263. }
  14264. }
  14265. /*==========================================
  14266. *
  14267. *------------------------------------------*/
  14268. int skill_clear_group (struct block_list *bl, int flag)
  14269. {
  14270. struct unit_data *ud = unit_bl2ud(bl);
  14271. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14272. int i, count=0;
  14273. nullpo_ret(bl);
  14274. if (!ud) return 0;
  14275. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14276. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14277. {
  14278. switch (ud->skillunit[i]->skill_id) {
  14279. case SA_DELUGE:
  14280. case SA_VOLCANO:
  14281. case SA_VIOLENTGALE:
  14282. case SA_LANDPROTECTOR:
  14283. case NJ_SUITON:
  14284. case NJ_KAENSIN:
  14285. if (flag&1)
  14286. group[count++]= ud->skillunit[i];
  14287. break;
  14288. case SO_WARMER:
  14289. if( flag&8 )
  14290. group[count++]= ud->skillunit[i];
  14291. break;
  14292. default:
  14293. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14294. group[count++]= ud->skillunit[i];
  14295. break;
  14296. }
  14297. }
  14298. for (i=0;i<count;i++)
  14299. skill_delunitgroup(group[i]);
  14300. return count;
  14301. }
  14302. /*==========================================
  14303. * Returns the first element field found [Skotlex]
  14304. *------------------------------------------*/
  14305. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14306. {
  14307. struct unit_data *ud = unit_bl2ud(bl);
  14308. int i;
  14309. nullpo_ret(bl);
  14310. if (!ud) return NULL;
  14311. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  14312. switch (ud->skillunit[i]->skill_id) {
  14313. case SA_DELUGE:
  14314. case SA_VOLCANO:
  14315. case SA_VIOLENTGALE:
  14316. case SA_LANDPROTECTOR:
  14317. case NJ_SUITON:
  14318. case SO_WARMER:
  14319. return ud->skillunit[i];
  14320. }
  14321. }
  14322. return NULL;
  14323. }
  14324. // for graffiti cleaner [Valaris]
  14325. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  14326. struct skill_unit *unit=NULL;
  14327. nullpo_ret(bl);
  14328. nullpo_ret(ap);
  14329. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  14330. return 0;
  14331. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  14332. skill_delunit(unit);
  14333. return 0;
  14334. }
  14335. int skill_greed (struct block_list *bl, va_list ap) {
  14336. struct block_list *src;
  14337. struct map_session_data *sd=NULL;
  14338. struct flooritem_data *fitem=NULL;
  14339. nullpo_ret(bl);
  14340. nullpo_ret(src = va_arg(ap, struct block_list *));
  14341. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  14342. pc_takeitem(sd, fitem);
  14343. return 0;
  14344. }
  14345. //For Ranger's Detonator [Jobbie/3CeAM]
  14346. int skill_detonator(struct block_list *bl, va_list ap)
  14347. {
  14348. struct skill_unit *unit=NULL;
  14349. struct block_list *src;
  14350. int unit_id;
  14351. nullpo_ret(bl);
  14352. nullpo_ret(ap);
  14353. src = va_arg(ap,struct block_list *);
  14354. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  14355. return 0;
  14356. if( unit->group->src_id != src->id )
  14357. return 0;
  14358. unit_id = unit->group->unit_id;
  14359. switch( unit_id )
  14360. { //List of Hunter and Ranger Traps that can be detonate.
  14361. case UNT_BLASTMINE:
  14362. case UNT_SANDMAN:
  14363. case UNT_CLAYMORETRAP:
  14364. case UNT_TALKIEBOX:
  14365. case UNT_CLUSTERBOMB:
  14366. case UNT_FIRINGTRAP:
  14367. case UNT_ICEBOUNDTRAP:
  14368. if( unit_id == UNT_TALKIEBOX )
  14369. {
  14370. clif_talkiebox(bl,unit->group->valstr);
  14371. unit->group->val2 = -1;
  14372. }
  14373. else
  14374. 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);
  14375. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  14376. unit->group->unit_id = UNT_USED_TRAPS;
  14377. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  14378. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  14379. break;
  14380. }
  14381. return 0;
  14382. }
  14383. /*==========================================
  14384. *
  14385. *------------------------------------------*/
  14386. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  14387. {
  14388. uint16 skill_id;
  14389. int *alive;
  14390. struct skill_unit *unit;
  14391. skill_id = va_arg(ap,int);
  14392. alive = va_arg(ap,int *);
  14393. unit = (struct skill_unit *)bl;
  14394. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  14395. return 0;
  14396. switch (skill_id) {
  14397. case SA_LANDPROTECTOR:
  14398. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  14399. (*alive) = 0;
  14400. skill_delunit(unit);
  14401. return 1;
  14402. }
  14403. //It deletes everything except traps and barriers
  14404. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  14405. skill_delunit(unit);
  14406. return 1;
  14407. }
  14408. break;
  14409. case HW_GANBANTEIN:
  14410. case LG_EARTHDRIVE:
  14411. // Officially songs/dances are removed
  14412. skill_delunit(unit);
  14413. return 1;
  14414. case SA_VOLCANO:
  14415. case SA_DELUGE:
  14416. case SA_VIOLENTGALE:
  14417. // The official implementation makes them fail to appear when casted on top of ANYTHING
  14418. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  14419. // hence, I leave the alternate implementation here, commented. [Skotlex]
  14420. if (unit->range <= 0)
  14421. {
  14422. (*alive) = 0;
  14423. return 1;
  14424. }
  14425. /*
  14426. switch (unit->group->skill_id)
  14427. { //These cannot override each other.
  14428. case SA_VOLCANO:
  14429. case SA_DELUGE:
  14430. case SA_VIOLENTGALE:
  14431. (*alive) = 0;
  14432. return 1;
  14433. }
  14434. */
  14435. break;
  14436. case PF_FOGWALL:
  14437. switch(unit->group->skill_id) {
  14438. case SA_VOLCANO: //Can't be placed on top of these
  14439. case SA_VIOLENTGALE:
  14440. (*alive) = 0;
  14441. return 1;
  14442. case SA_DELUGE:
  14443. case NJ_SUITON:
  14444. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  14445. (*alive) = 2;
  14446. break;
  14447. }
  14448. break;
  14449. case HP_BASILICA:
  14450. if (unit->group->skill_id == HP_BASILICA)
  14451. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  14452. (*alive) = 0;
  14453. return 1;
  14454. }
  14455. break;
  14456. case GN_CRAZYWEED_ATK:
  14457. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  14458. case UNT_WALLOFTHORN:
  14459. case UNT_THORNS_TRAP:
  14460. case UNT_BLOODYLUST:
  14461. case UNT_CHAOSPANIC:
  14462. case UNT_MAELSTROM:
  14463. case UNT_FIREPILLAR_ACTIVE:
  14464. case UNT_LANDPROTECTOR:
  14465. case UNT_VOLCANO:
  14466. case UNT_DELUGE:
  14467. case UNT_VIOLENTGALE:
  14468. case UNT_SAFETYWALL:
  14469. case UNT_PNEUMA:
  14470. skill_delunit(unit);
  14471. return 1;
  14472. }
  14473. break;
  14474. }
  14475. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  14476. (*alive) = 0;
  14477. return 1;
  14478. }
  14479. return 0;
  14480. }
  14481. /*==========================================
  14482. *
  14483. *------------------------------------------*/
  14484. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  14485. {
  14486. struct mob_data* md;
  14487. struct unit_data*ud = unit_bl2ud(bl);
  14488. struct block_list *from_bl;
  14489. struct block_list *to_bl;
  14490. md = (struct mob_data*)bl;
  14491. from_bl = va_arg(ap,struct block_list *);
  14492. to_bl = va_arg(ap,struct block_list *);
  14493. if(ud && ud->target == from_bl->id)
  14494. ud->target = to_bl->id;
  14495. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  14496. md->target_id = to_bl->id;
  14497. return 0;
  14498. }
  14499. /*==========================================
  14500. *
  14501. *------------------------------------------*/
  14502. static int skill_trap_splash (struct block_list *bl, va_list ap)
  14503. {
  14504. struct block_list *src;
  14505. int tick;
  14506. struct skill_unit *unit;
  14507. struct skill_unit_group *sg;
  14508. struct block_list *ss; //skill src bl
  14509. src = va_arg(ap,struct block_list *);
  14510. unit = (struct skill_unit *)src;
  14511. tick = va_arg(ap,int);
  14512. if( !unit->alive || bl->prev == NULL )
  14513. return 0;
  14514. nullpo_ret(sg = unit->group);
  14515. nullpo_ret(ss = map_id2bl(sg->src_id));
  14516. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  14517. return 0;
  14518. switch(sg->unit_id){
  14519. case UNT_SHOCKWAVE:
  14520. case UNT_SANDMAN:
  14521. case UNT_FLASHER:
  14522. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  14523. break;
  14524. case UNT_GROUNDDRIFT_WIND:
  14525. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14526. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14527. break;
  14528. case UNT_GROUNDDRIFT_DARK:
  14529. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14530. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14531. break;
  14532. case UNT_GROUNDDRIFT_POISON:
  14533. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14534. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14535. break;
  14536. case UNT_GROUNDDRIFT_WATER:
  14537. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14538. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14539. break;
  14540. case UNT_GROUNDDRIFT_FIRE:
  14541. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14542. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  14543. break;
  14544. case UNT_ELECTRICSHOCKER:
  14545. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  14546. break;
  14547. case UNT_FIRINGTRAP:
  14548. case UNT_ICEBOUNDTRAP:
  14549. case UNT_CLUSTERBOMB:
  14550. if( ss != bl )
  14551. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  14552. break;
  14553. case UNT_MAGENTATRAP:
  14554. case UNT_COBALTTRAP:
  14555. case UNT_MAIZETRAP:
  14556. case UNT_VERDURETRAP:
  14557. if( bl->type != BL_PC && !is_boss(bl) )
  14558. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  14559. break;
  14560. case UNT_REVERBERATION:
  14561. 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
  14562. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  14563. break;
  14564. default:
  14565. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  14566. break;
  14567. }
  14568. return 1;
  14569. }
  14570. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  14571. {
  14572. uint16 skill_id, skill_lv;
  14573. struct skill_unit *unit;
  14574. skill_id = va_arg(ap,int);
  14575. skill_lv = va_arg(ap,int);
  14576. unit = (struct skill_unit *)bl;
  14577. if( unit == NULL || unit->group == NULL )
  14578. return 0;
  14579. if( skill_get_inf2(skill_id)&INF2_TRAP )
  14580. return 0;
  14581. if( unit->group->skill_id == SC_MAELSTROM ){
  14582. struct block_list *src;
  14583. if( (src = map_id2bl(unit->group->src_id)) ){
  14584. int sp = unit->group->skill_lv * skill_lv;
  14585. if( src->type == BL_PC )
  14586. sp += ((TBL_PC*)src)->status.job_level / 5;
  14587. status_heal(src, 0, sp/2, 1);
  14588. }
  14589. }
  14590. return 0;
  14591. }
  14592. /*==========================================
  14593. *
  14594. *------------------------------------------*/
  14595. int skill_enchant_elemental_end (struct block_list *bl, int type)
  14596. {
  14597. struct status_change *sc;
  14598. 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 };
  14599. int i;
  14600. nullpo_ret(bl);
  14601. nullpo_ret(sc= status_get_sc(bl));
  14602. if (!sc->count) return 0;
  14603. for (i = 0; i < ARRAYLENGTH(scs); i++)
  14604. if (type != scs[i] && sc->data[scs[i]])
  14605. status_change_end(bl, scs[i], INVALID_TIMER);
  14606. return 0;
  14607. }
  14608. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  14609. {
  14610. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14611. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14612. bool wall = true;
  14613. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  14614. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  14615. { //Check for walls.
  14616. int i;
  14617. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14618. if( i == 8 )
  14619. wall = false;
  14620. }
  14621. if( sce ) {
  14622. if( !wall ) {
  14623. if( sce->val1 < 3 ) //End cloaking.
  14624. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14625. else if( sce->val4&1 ) { //Remove wall bonus
  14626. sce->val4&=~1;
  14627. status_calc_bl(bl,SCB_SPEED);
  14628. }
  14629. } else {
  14630. if( !(sce->val4&1) ) { //Add wall speed bonus
  14631. sce->val4|=1;
  14632. status_calc_bl(bl,SCB_SPEED);
  14633. }
  14634. }
  14635. }
  14636. return wall;
  14637. }
  14638. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  14639. {
  14640. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14641. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14642. bool wall = true;
  14643. if( bl->type == BL_PC ) { //Check for walls.
  14644. int i;
  14645. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14646. if( i == 8 )
  14647. wall = false;
  14648. }
  14649. if( sce ) {
  14650. if( !wall ) {
  14651. if( sce->val1 == 1 ) //End camouflage.
  14652. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14653. }
  14654. status_calc_bl(bl,SCB_SPEED);
  14655. }
  14656. return wall;
  14657. }
  14658. /*==========================================
  14659. *
  14660. *------------------------------------------*/
  14661. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  14662. {
  14663. struct skill_unit *unit;
  14664. nullpo_retr(NULL, group);
  14665. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  14666. nullpo_retr(NULL, unit=&group->unit[idx]);
  14667. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  14668. return unit;
  14669. if(!unit->alive)
  14670. group->alive_count++;
  14671. unit->bl.id=map_get_new_object_id();
  14672. unit->bl.type=BL_SKILL;
  14673. unit->bl.m=group->map;
  14674. unit->bl.x=x;
  14675. unit->bl.y=y;
  14676. unit->group=group;
  14677. unit->alive=1;
  14678. unit->val1=val1;
  14679. unit->val2=val2;
  14680. idb_put(skillunit_db, unit->bl.id, unit);
  14681. map_addiddb(&unit->bl);
  14682. if(map_addblock(&unit->bl))
  14683. return NULL;
  14684. // perform oninit actions
  14685. switch (group->skill_id) {
  14686. case WZ_ICEWALL:
  14687. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  14688. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  14689. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  14690. map[unit->bl.m].icewall_num++;
  14691. break;
  14692. case SA_LANDPROTECTOR:
  14693. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  14694. break;
  14695. case HP_BASILICA:
  14696. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  14697. break;
  14698. case SC_MAELSTROM:
  14699. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  14700. break;
  14701. default:
  14702. if (group->state.song_dance&0x1) //Check for dissonance.
  14703. skill_dance_overlap(unit, 1);
  14704. break;
  14705. }
  14706. clif_skill_setunit(unit);
  14707. return unit;
  14708. }
  14709. /*==========================================
  14710. *
  14711. *------------------------------------------*/
  14712. int skill_delunit (struct skill_unit* unit) {
  14713. struct skill_unit_group *group;
  14714. nullpo_ret(unit);
  14715. if( !unit->alive )
  14716. return 0;
  14717. unit->alive=0;
  14718. nullpo_ret(group=unit->group);
  14719. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  14720. skill_dance_overlap(unit, 0);
  14721. // invoke onout event
  14722. if( !unit->range )
  14723. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  14724. // perform ondelete actions
  14725. switch (group->skill_id) {
  14726. case HT_ANKLESNARE: {
  14727. struct block_list* target = map_id2bl(group->val2);
  14728. if( target )
  14729. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  14730. }
  14731. break;
  14732. case WZ_ICEWALL:
  14733. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  14734. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  14735. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  14736. map[unit->bl.m].icewall_num--;
  14737. break;
  14738. case SA_LANDPROTECTOR:
  14739. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  14740. break;
  14741. case HP_BASILICA:
  14742. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  14743. // Because of Basilica's range we need to specifically update the players inside when it's cancelled prematurely
  14744. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,0,4);
  14745. break;
  14746. case RA_ELECTRICSHOCKER: {
  14747. struct block_list* target = map_id2bl(group->val2);
  14748. if( target )
  14749. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  14750. }
  14751. break;
  14752. case SC_MAELSTROM:
  14753. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  14754. break;
  14755. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  14756. if( group->val2 ) { // Someone Traped
  14757. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  14758. if( tsc && tsc->data[SC__MANHOLE] )
  14759. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  14760. }
  14761. break;
  14762. }
  14763. clif_skill_delunit(unit);
  14764. unit->group=NULL;
  14765. map_delblock(&unit->bl); // don't free yet
  14766. map_deliddb(&unit->bl);
  14767. idb_remove(skillunit_db, unit->bl.id);
  14768. if(--group->alive_count==0)
  14769. skill_delunitgroup(group);
  14770. return 0;
  14771. }
  14772. /*==========================================
  14773. *
  14774. *------------------------------------------*/
  14775. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  14776. /// Returns the target skill_unit_group or NULL if not found.
  14777. struct skill_unit_group* skill_id2group(int group_id)
  14778. {
  14779. return (struct skill_unit_group*)idb_get(group_db, group_id);
  14780. }
  14781. static int skill_unit_group_newid = MAX_SKILL_DB;
  14782. /// Returns a new group_id that isn't being used in group_db.
  14783. /// Fatal error if nothing is available.
  14784. static int skill_get_new_group_id(void)
  14785. {
  14786. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  14787. return skill_unit_group_newid++;// available
  14788. {// find next id
  14789. int base_id = skill_unit_group_newid;
  14790. while( base_id != ++skill_unit_group_newid )
  14791. {
  14792. if( skill_unit_group_newid < MAX_SKILL_DB )
  14793. skill_unit_group_newid = MAX_SKILL_DB;
  14794. if( skill_id2group(skill_unit_group_newid) == NULL )
  14795. return skill_unit_group_newid++;// available
  14796. }
  14797. // full loop, nothing available
  14798. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  14799. exit(1);
  14800. }
  14801. }
  14802. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  14803. {
  14804. struct unit_data* ud = unit_bl2ud( src );
  14805. struct skill_unit_group* group;
  14806. int i;
  14807. if(!(skill_id && skill_lv)) return 0;
  14808. nullpo_retr(NULL, src);
  14809. nullpo_retr(NULL, ud);
  14810. // find a free spot to store the new unit group
  14811. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  14812. if(i == MAX_SKILLUNITGROUP) {
  14813. // array is full, make room by discarding oldest group
  14814. int j=0;
  14815. unsigned maxdiff=0,x,tick=gettick();
  14816. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14817. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  14818. maxdiff=x;
  14819. j=i;
  14820. }
  14821. skill_delunitgroup(ud->skillunit[j]);
  14822. //Since elements must have shifted, we use the last slot.
  14823. i = MAX_SKILLUNITGROUP-1;
  14824. }
  14825. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  14826. group->src_id = src->id;
  14827. group->party_id = status_get_party_id(src);
  14828. group->guild_id = status_get_guild_id(src);
  14829. group->bg_id = bg_team_get_id(src);
  14830. group->group_id = skill_get_new_group_id();
  14831. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  14832. group->unit_count = count;
  14833. group->alive_count = 0;
  14834. group->val1 = 0;
  14835. group->val2 = 0;
  14836. group->val3 = 0;
  14837. group->skill_id = skill_id;
  14838. group->skill_lv = skill_lv;
  14839. group->unit_id = unit_id;
  14840. group->map = src->m;
  14841. group->limit = limit;
  14842. group->interval = interval;
  14843. group->tick = gettick();
  14844. group->valstr = NULL;
  14845. ud->skillunit[i] = group;
  14846. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  14847. group->tick += 1500;
  14848. idb_put(group_db, group->group_id, group);
  14849. return group;
  14850. }
  14851. /*==========================================
  14852. *
  14853. *------------------------------------------*/
  14854. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  14855. {
  14856. struct block_list* src;
  14857. struct unit_data *ud;
  14858. int i,j;
  14859. if( group == NULL )
  14860. {
  14861. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  14862. return 0;
  14863. }
  14864. src=map_id2bl(group->src_id);
  14865. ud = unit_bl2ud(src);
  14866. if(!src || !ud) {
  14867. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14868. return 0;
  14869. }
  14870. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  14871. switch( group->skill_id ) {
  14872. case BA_DISSONANCE:
  14873. case BA_POEMBRAGI:
  14874. case BA_WHISTLE:
  14875. case BA_ASSASSINCROSS:
  14876. case BA_APPLEIDUN:
  14877. case DC_UGLYDANCE:
  14878. case DC_HUMMING:
  14879. case DC_DONTFORGETME:
  14880. case DC_FORTUNEKISS:
  14881. case DC_SERVICEFORYOU:
  14882. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  14883. break;
  14884. }
  14885. }
  14886. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  14887. {
  14888. struct status_change* sc = status_get_sc(src);
  14889. if (sc && sc->data[SC_DANCING])
  14890. {
  14891. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  14892. status_change_end(src, SC_DANCING, INVALID_TIMER);
  14893. }
  14894. }
  14895. // end Gospel's status change on 'src'
  14896. // (needs to be done when the group is deleted by other means than skill deactivation)
  14897. if (group->unit_id == UNT_GOSPEL) {
  14898. struct status_change *sc = status_get_sc(src);
  14899. if(sc && sc->data[SC_GOSPEL]) {
  14900. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  14901. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  14902. }
  14903. }
  14904. switch( group->skill_id ) {
  14905. case SG_SUN_WARM:
  14906. case SG_MOON_WARM:
  14907. case SG_STAR_WARM:
  14908. {
  14909. struct status_change *sc = NULL;
  14910. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  14911. sc->data[SC_WARM]->val4 = 0;
  14912. status_change_end(src, SC_WARM, INVALID_TIMER);
  14913. }
  14914. }
  14915. break;
  14916. case NC_NEUTRALBARRIER:
  14917. {
  14918. struct status_change *sc = NULL;
  14919. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  14920. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  14921. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  14922. }
  14923. }
  14924. break;
  14925. case NC_STEALTHFIELD:
  14926. {
  14927. struct status_change *sc = NULL;
  14928. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  14929. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  14930. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  14931. }
  14932. }
  14933. break;
  14934. case LG_BANDING:
  14935. {
  14936. struct status_change *sc = NULL;
  14937. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  14938. sc->data[SC_BANDING]->val4 = 0;
  14939. status_change_end(src,SC_BANDING,INVALID_TIMER);
  14940. }
  14941. }
  14942. break;
  14943. }
  14944. if (src->type==BL_PC && group->state.ammo_consume)
  14945. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  14946. group->alive_count=0;
  14947. // remove all unit cells
  14948. if(group->unit != NULL)
  14949. for( i = 0; i < group->unit_count; i++ )
  14950. skill_delunit(&group->unit[i]);
  14951. // clear Talkie-box string
  14952. if( group->valstr != NULL ) {
  14953. aFree(group->valstr);
  14954. group->valstr = NULL;
  14955. }
  14956. idb_remove(group_db, group->group_id);
  14957. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  14958. group->unit=NULL;
  14959. group->group_id=0;
  14960. group->unit_count=0;
  14961. // locate this group, swap with the last entry and delete it
  14962. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  14963. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  14964. j--;
  14965. if( i < MAX_SKILLUNITGROUP ) {
  14966. ud->skillunit[i] = ud->skillunit[j];
  14967. ud->skillunit[j] = NULL;
  14968. ers_free(skill_unit_ers, group);
  14969. } else
  14970. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14971. return 1;
  14972. }
  14973. /*==========================================
  14974. *
  14975. *------------------------------------------*/
  14976. int skill_clear_unitgroup (struct block_list *src)
  14977. {
  14978. struct unit_data *ud = unit_bl2ud(src);
  14979. nullpo_ret(ud);
  14980. while (ud->skillunit[0])
  14981. skill_delunitgroup(ud->skillunit[0]);
  14982. return 1;
  14983. }
  14984. /*==========================================
  14985. *
  14986. *------------------------------------------*/
  14987. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  14988. int i,j=-1,k,s,id;
  14989. struct unit_data *ud;
  14990. struct skill_unit_group_tickset *set;
  14991. nullpo_ret(bl);
  14992. if (group->interval==-1)
  14993. return NULL;
  14994. ud = unit_bl2ud(bl);
  14995. if (!ud) return NULL;
  14996. set = ud->skillunittick;
  14997. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  14998. id = s = group->skill_id;
  14999. else
  15000. id = s = group->group_id;
  15001. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15002. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15003. if (set[k].id == id)
  15004. return &set[k];
  15005. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15006. j=k;
  15007. }
  15008. if (j == -1) {
  15009. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15010. j = id % MAX_SKILLUNITGROUPTICKSET;
  15011. }
  15012. set[j].id = id;
  15013. set[j].tick = tick;
  15014. return &set[j];
  15015. }
  15016. /*==========================================
  15017. *
  15018. *------------------------------------------*/
  15019. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  15020. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15021. struct skill_unit_group* group = unit->group;
  15022. unsigned int tick = va_arg(ap,unsigned int);
  15023. if( !unit->alive || bl->prev == NULL )
  15024. return 0;
  15025. nullpo_ret(group);
  15026. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  15027. return 0; //AoE skills are ineffective. [Skotlex]
  15028. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15029. return 0;
  15030. skill_unit_onplace_timer(unit,bl,tick);
  15031. return 1;
  15032. }
  15033. /**
  15034. * @see DBApply
  15035. */
  15036. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15037. {
  15038. struct skill_unit* unit = db_data2ptr(data);
  15039. struct skill_unit_group* group = unit->group;
  15040. unsigned int tick = va_arg(ap,unsigned int);
  15041. bool dissonance;
  15042. struct block_list* bl = &unit->bl;
  15043. if( !unit->alive )
  15044. return 0;
  15045. nullpo_ret(group);
  15046. // check for expiration
  15047. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15048. {// skill unit expired (inlined from skill_unit_onlimit())
  15049. switch( group->unit_id )
  15050. {
  15051. case UNT_BLASTMINE:
  15052. #ifdef RENEWAL
  15053. case UNT_CLAYMORETRAP:
  15054. #endif
  15055. case UNT_GROUNDDRIFT_WIND:
  15056. case UNT_GROUNDDRIFT_DARK:
  15057. case UNT_GROUNDDRIFT_POISON:
  15058. case UNT_GROUNDDRIFT_WATER:
  15059. case UNT_GROUNDDRIFT_FIRE:
  15060. group->unit_id = UNT_USED_TRAPS;
  15061. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15062. group->limit=DIFF_TICK(tick+1500,group->tick);
  15063. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15064. break;
  15065. case UNT_ANKLESNARE:
  15066. case UNT_ELECTRICSHOCKER:
  15067. if( group->val2 > 0 ) {
  15068. // Used Trap don't returns back to item
  15069. skill_delunit(unit);
  15070. break;
  15071. }
  15072. case UNT_SKIDTRAP:
  15073. case UNT_LANDMINE:
  15074. case UNT_SHOCKWAVE:
  15075. case UNT_SANDMAN:
  15076. case UNT_FLASHER:
  15077. case UNT_FREEZINGTRAP:
  15078. #ifndef RENEWAL
  15079. case UNT_CLAYMORETRAP:
  15080. #endif
  15081. case UNT_TALKIEBOX:
  15082. case UNT_CLUSTERBOMB:
  15083. case UNT_MAGENTATRAP:
  15084. case UNT_COBALTTRAP:
  15085. case UNT_MAIZETRAP:
  15086. case UNT_VERDURETRAP:
  15087. case UNT_FIRINGTRAP:
  15088. case UNT_ICEBOUNDTRAP:
  15089. case UNT_B_TRAP:
  15090. {
  15091. struct block_list* src;
  15092. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15093. { // revert unit back into a trap
  15094. struct item item_tmp;
  15095. memset(&item_tmp,0,sizeof(item_tmp));
  15096. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15097. item_tmp.identify = 1;
  15098. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15099. }
  15100. skill_delunit(unit);
  15101. }
  15102. break;
  15103. case UNT_WARP_ACTIVE:
  15104. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15105. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15106. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15107. // restart timers
  15108. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15109. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15110. // apply effect to all units standing on it
  15111. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15112. break;
  15113. case UNT_CALLFAMILY:
  15114. {
  15115. struct map_session_data *sd = NULL;
  15116. if(group->val1) {
  15117. sd = map_charid2sd(group->val1);
  15118. group->val1 = 0;
  15119. if (sd && !map[sd->bl.m].flag.nowarp)
  15120. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15121. }
  15122. if(group->val2) {
  15123. sd = map_charid2sd(group->val2);
  15124. group->val2 = 0;
  15125. if (sd && !map[sd->bl.m].flag.nowarp)
  15126. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15127. }
  15128. skill_delunit(unit);
  15129. }
  15130. break;
  15131. case UNT_REVERBERATION:
  15132. if( unit->val1 <= 0 ) { // If it was deactivated.
  15133. skill_delunit(unit);
  15134. break;
  15135. }
  15136. clif_changetraplook(bl,UNT_USED_TRAPS);
  15137. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15138. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15139. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15140. group->unit_id = UNT_USED_TRAPS;
  15141. break;
  15142. case UNT_FEINTBOMB: {
  15143. struct block_list *src = map_id2bl(group->src_id);
  15144. if( src )
  15145. 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);
  15146. skill_delunit(unit);
  15147. break;
  15148. }
  15149. case UNT_BANDING:
  15150. {
  15151. struct block_list *src = map_id2bl(group->src_id);
  15152. struct status_change *sc;
  15153. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  15154. {
  15155. skill_delunit(unit);
  15156. break;
  15157. }
  15158. // This unit isn't removed while SC_BANDING is active.
  15159. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  15160. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  15161. }
  15162. break;
  15163. default:
  15164. skill_delunit(unit);
  15165. }
  15166. } else {// skill unit is still active
  15167. switch( group->unit_id ) {
  15168. case UNT_ICEWALL:
  15169. // icewall loses 50 hp every second
  15170. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  15171. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  15172. unit->limit = DIFF_TICK(tick+700,group->tick);
  15173. break;
  15174. case UNT_BLASTMINE:
  15175. case UNT_SKIDTRAP:
  15176. case UNT_LANDMINE:
  15177. case UNT_SHOCKWAVE:
  15178. case UNT_SANDMAN:
  15179. case UNT_FLASHER:
  15180. case UNT_CLAYMORETRAP:
  15181. case UNT_FREEZINGTRAP:
  15182. case UNT_TALKIEBOX:
  15183. case UNT_ANKLESNARE:
  15184. case UNT_B_TRAP:
  15185. if( unit->val1 <= 0 ) {
  15186. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  15187. skill_delunit(unit);
  15188. else {
  15189. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  15190. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15191. group->unit_id = UNT_USED_TRAPS;
  15192. }
  15193. }
  15194. break;
  15195. case UNT_REVERBERATION:
  15196. if( unit->val1 <= 0 ){
  15197. clif_changetraplook(bl,UNT_USED_TRAPS);
  15198. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15199. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15200. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15201. group->unit_id = UNT_USED_TRAPS;
  15202. }
  15203. break;
  15204. case UNT_WALLOFTHORN:
  15205. if( unit->val1 <= 0 ) {
  15206. group->unit_id = UNT_USED_TRAPS;
  15207. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15208. }
  15209. break;
  15210. }
  15211. }
  15212. //Don't continue if unit or even group is expired and has been deleted.
  15213. if( !group || !unit->alive )
  15214. return 0;
  15215. dissonance = skill_dance_switch(unit, 0);
  15216. if( unit->range >= 0 && group->interval != -1 )
  15217. {
  15218. if( battle_config.skill_wall_check )
  15219. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15220. else
  15221. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15222. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  15223. group->unit_id = UNT_USED_TRAPS;
  15224. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  15225. unit->range = -1; //Disable processed cell.
  15226. if (--group->val1 <= 0) { // number of live cells
  15227. //All tiles were processed, disable skill.
  15228. group->target_flag=BCT_NOONE;
  15229. group->bl_flag= BL_NUL;
  15230. }
  15231. }
  15232. }
  15233. if( dissonance ) skill_dance_switch(unit, 1);
  15234. return 0;
  15235. }
  15236. /*==========================================
  15237. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  15238. *------------------------------------------*/
  15239. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  15240. map_freeblock_lock();
  15241. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  15242. map_freeblock_unlock();
  15243. return 0;
  15244. }
  15245. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  15246. /*==========================================
  15247. * flag :
  15248. * 1 : store that skill_unit in array
  15249. * 2 : clear that skill_unit
  15250. * 4 : call_on_left
  15251. *------------------------------------------*/
  15252. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  15253. struct skill_unit* unit = (struct skill_unit *)bl;
  15254. struct skill_unit_group* group = unit->group;
  15255. struct block_list* target = va_arg(ap,struct block_list*);
  15256. unsigned int tick = va_arg(ap,unsigned int);
  15257. int flag = va_arg(ap,int);
  15258. bool dissonance;
  15259. uint16 skill_id;
  15260. int i;
  15261. nullpo_ret(group);
  15262. if( !unit->alive || target->prev == NULL )
  15263. return 0;
  15264. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  15265. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  15266. dissonance = skill_dance_switch(unit, 0);
  15267. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15268. skill_id = unit->group->skill_id;
  15269. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  15270. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  15271. if( dissonance ) {
  15272. skill_dance_switch(unit, 1);
  15273. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  15274. }
  15275. return 0;
  15276. }
  15277. //Target-type check.
  15278. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  15279. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  15280. if( flag&1 ) {
  15281. if( flag&2 ) { //Clear this skill id.
  15282. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  15283. if( i < ARRAYLENGTH(skill_unit_temp) )
  15284. skill_unit_temp[i] = 0;
  15285. }
  15286. } else {
  15287. if( flag&2 ) { //Store this skill id.
  15288. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15289. if( i < ARRAYLENGTH(skill_unit_temp) )
  15290. skill_unit_temp[i] = skill_id;
  15291. else
  15292. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15293. }
  15294. }
  15295. if( flag&4 )
  15296. skill_unit_onleft(skill_id,target,tick);
  15297. }
  15298. if( dissonance ) skill_dance_switch(unit, 1);
  15299. return 0;
  15300. } else {
  15301. if( flag&1 ) {
  15302. int result = skill_unit_onplace(unit,target,tick);
  15303. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  15304. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  15305. if( i < ARRAYLENGTH(skill_unit_temp) )
  15306. skill_unit_temp[i] = 0;
  15307. }
  15308. } else {
  15309. int result = skill_unit_onout(unit,target,tick);
  15310. if( flag&2 && result ) { //Store this unit id.
  15311. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15312. if( i < ARRAYLENGTH(skill_unit_temp) )
  15313. skill_unit_temp[i] = skill_id;
  15314. else
  15315. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15316. }
  15317. }
  15318. //TODO: Normally, this is dangerous since the unit and group could be freed
  15319. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  15320. //cells do not get deleted within them. [Skotlex]
  15321. if( dissonance ) skill_dance_switch(unit, 1);
  15322. if( flag&4 )
  15323. skill_unit_onleft(skill_id,target,tick);
  15324. return 1;
  15325. }
  15326. }
  15327. /*==========================================
  15328. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  15329. * Flag values:
  15330. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  15331. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  15332. * units to figure out when they have left a group.
  15333. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  15334. *------------------------------------------*/
  15335. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  15336. nullpo_ret(bl);
  15337. if( bl->prev == NULL )
  15338. return 0;
  15339. if( flag&2 && !(flag&1) ) { //Onout, clear data
  15340. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  15341. }
  15342. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  15343. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  15344. int i;
  15345. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  15346. if( skill_unit_temp[i] )
  15347. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  15348. }
  15349. return 0;
  15350. }
  15351. /*==========================================
  15352. *
  15353. *------------------------------------------*/
  15354. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  15355. {
  15356. int i,j;
  15357. unsigned int tick = gettick();
  15358. int *m_flag;
  15359. struct skill_unit *unit1;
  15360. struct skill_unit *unit2;
  15361. if (group == NULL)
  15362. return 0;
  15363. if (group->unit_count<=0)
  15364. return 0;
  15365. if (group->unit==NULL)
  15366. return 0;
  15367. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  15368. return 0; //Ensembles may not be moved around.
  15369. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  15370. return 0; //Icewalls and Wall of Thorns don't get knocked back
  15371. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  15372. // m_flag
  15373. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  15374. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  15375. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  15376. // 3: Both 1+2.
  15377. for(i=0;i<group->unit_count;i++){
  15378. unit1=&group->unit[i];
  15379. if (!unit1->alive || unit1->bl.m!=m)
  15380. continue;
  15381. for(j=0;j<group->unit_count;j++){
  15382. unit2=&group->unit[j];
  15383. if (!unit2->alive)
  15384. continue;
  15385. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  15386. m_flag[i] |= 0x1;
  15387. }
  15388. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  15389. m_flag[i] |= 0x2;
  15390. }
  15391. }
  15392. }
  15393. j = 0;
  15394. for (i=0;i<group->unit_count;i++) {
  15395. unit1=&group->unit[i];
  15396. if (!unit1->alive)
  15397. continue;
  15398. if (!(m_flag[i]&0x2)) {
  15399. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  15400. skill_dance_overlap(unit1, 0);
  15401. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  15402. }
  15403. //Move Cell using "smart" criteria (avoid useless moving around)
  15404. switch(m_flag[i])
  15405. {
  15406. case 0:
  15407. //Cell moves independently, safely move it.
  15408. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  15409. break;
  15410. case 1:
  15411. //Cell moves unto another cell, look for a replacement cell that won't collide
  15412. //and has no cell moving into it (flag == 2)
  15413. for(;j<group->unit_count;j++)
  15414. {
  15415. if(m_flag[j]!=2 || !group->unit[j].alive)
  15416. continue;
  15417. //Move to where this cell would had moved.
  15418. unit2 = &group->unit[j];
  15419. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  15420. j++; //Skip this cell as we have used it.
  15421. break;
  15422. }
  15423. break;
  15424. case 2:
  15425. case 3:
  15426. break; //Don't move the cell as a cell will end on this tile anyway.
  15427. }
  15428. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  15429. if (group->state.song_dance&0x1) //Check for dissonance effect.
  15430. skill_dance_overlap(unit1, 1);
  15431. clif_skill_setunit(unit1);
  15432. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  15433. }
  15434. }
  15435. aFree(m_flag);
  15436. return 0;
  15437. }
  15438. /*==========================================
  15439. *
  15440. *------------------------------------------*/
  15441. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  15442. {
  15443. int i,j;
  15444. nullpo_ret(sd);
  15445. if(nameid<=0)
  15446. return 0;
  15447. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  15448. if(skill_produce_db[i].nameid == nameid ){
  15449. if((j=skill_produce_db[i].req_skill)>0 &&
  15450. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  15451. continue; // must iterate again to check other skills that produce it. [malufett]
  15452. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  15453. continue; // special case
  15454. break;
  15455. }
  15456. }
  15457. if( i >= MAX_SKILL_PRODUCE_DB )
  15458. return 0;
  15459. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  15460. {// cannot carry the produced stuff
  15461. return 0;
  15462. }
  15463. if(trigger>=0){
  15464. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  15465. if(skill_produce_db[i].itemlv!=trigger)
  15466. return 0;
  15467. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  15468. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  15469. return 0;
  15470. } else { // Weapon (itemlv must be higher or equal)
  15471. if(skill_produce_db[i].itemlv>trigger)
  15472. return 0;
  15473. }
  15474. }
  15475. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  15476. int id,x,y;
  15477. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  15478. continue;
  15479. if(skill_produce_db[i].mat_amount[j] <= 0) {
  15480. if(pc_search_inventory(sd,id) < 0)
  15481. return 0;
  15482. }
  15483. else {
  15484. for(y=0,x=0;y<MAX_INVENTORY;y++)
  15485. if( sd->status.inventory[y].nameid == id )
  15486. x+=sd->status.inventory[y].amount;
  15487. if(x<qty*skill_produce_db[i].mat_amount[j])
  15488. return 0;
  15489. }
  15490. }
  15491. return i+1;
  15492. }
  15493. /*==========================================
  15494. *
  15495. *------------------------------------------*/
  15496. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  15497. {
  15498. int slot[3];
  15499. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  15500. int num = -1; // exclude the recipe
  15501. struct status_data *status;
  15502. struct item_data* data;
  15503. nullpo_ret(sd);
  15504. status = status_get_status_data(&sd->bl);
  15505. if( sd->skill_id_old == skill_id )
  15506. skill_lv = sd->skill_lv_old;
  15507. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  15508. return 0;
  15509. idx--;
  15510. if (qty < 1)
  15511. qty = 1;
  15512. if (!skill_id) //A skill can be specified for some override cases.
  15513. skill_id = skill_produce_db[idx].req_skill;
  15514. if( skill_id == GC_RESEARCHNEWPOISON )
  15515. skill_id = GC_CREATENEWPOISON;
  15516. slot[0]=slot1;
  15517. slot[1]=slot2;
  15518. slot[2]=slot3;
  15519. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  15520. int j;
  15521. if( slot[i]<=0 )
  15522. continue;
  15523. j = pc_search_inventory(sd,slot[i]);
  15524. if(j < 0)
  15525. continue;
  15526. if(slot[i]==ITEMID_STAR_CRUMB){
  15527. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15528. sc++;
  15529. }
  15530. if(slot[i]>=ITEMID_FLAME_HEART && slot[i]<=ITEMID_GREAT_NATURE && ele==0){
  15531. static const int ele_table[4]={3,1,4,2};
  15532. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15533. ele=ele_table[slot[i]-ITEMID_FLAME_HEART];
  15534. }
  15535. }
  15536. if( skill_id == RK_RUNEMASTERY ) {
  15537. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  15538. data = itemdb_search(nameid);
  15539. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  15540. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  15541. else temp_qty = 1;
  15542. if (data->stack.inventory) {
  15543. for( i = 0; i < MAX_INVENTORY; i++ ) {
  15544. if( sd->status.inventory[i].nameid == nameid ) {
  15545. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  15546. clif_msgtable(sd->fd,0x61b);
  15547. return 0;
  15548. } else {
  15549. /**
  15550. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  15551. **/
  15552. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  15553. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  15554. }
  15555. break;
  15556. }
  15557. }
  15558. }
  15559. qty = temp_qty;
  15560. }
  15561. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  15562. int j,id,x;
  15563. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  15564. continue;
  15565. num++;
  15566. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  15567. do{
  15568. int y=0;
  15569. j = pc_search_inventory(sd,id);
  15570. if(j >= 0){
  15571. y = sd->status.inventory[j].amount;
  15572. if(y>x)y=x;
  15573. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  15574. } else {
  15575. ShowError("skill_produce_mix: material item error\n");
  15576. return 0;
  15577. }
  15578. x-=y;
  15579. }while( j>=0 && x>0 );
  15580. }
  15581. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  15582. wlv = itemdb_wlv(nameid);
  15583. if(!equip) {
  15584. switch(skill_id){
  15585. case BS_IRON:
  15586. case BS_STEEL:
  15587. case BS_ENCHANTEDSTONE:
  15588. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  15589. i = pc_checkskill(sd,skill_id);
  15590. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  15591. switch(nameid){
  15592. case ITEMID_IRON:
  15593. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  15594. break;
  15595. case ITEMID_STEEL:
  15596. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  15597. break;
  15598. case ITEMID_STAR_CRUMB:
  15599. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  15600. break;
  15601. default: // Enchanted Stones
  15602. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  15603. break;
  15604. }
  15605. break;
  15606. case ASC_CDP:
  15607. make_per = (2000 + 40*status->dex + 20*status->luk);
  15608. break;
  15609. case AL_HOLYWATER:
  15610. /**
  15611. * Arch Bishop
  15612. **/
  15613. case AB_ANCILLA:
  15614. make_per = 100000; //100% success
  15615. break;
  15616. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  15617. case AM_TWILIGHT1:
  15618. case AM_TWILIGHT2:
  15619. case AM_TWILIGHT3:
  15620. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  15621. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  15622. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  15623. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  15624. int skill;
  15625. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  15626. make_per += skill*100; //+1% bonus per level
  15627. }
  15628. switch(nameid){
  15629. case ITEMID_RED_POTION:
  15630. case ITEMID_YELLOW_POTION:
  15631. case ITEMID_WHITE_POTION:
  15632. make_per += (1+rnd()%100)*10 + 2000;
  15633. break;
  15634. case ITEMID_ALCOHOL:
  15635. make_per += (1+rnd()%100)*10 + 1000;
  15636. break;
  15637. case ITEMID_FIRE_BOTTLE:
  15638. case ITEMID_ACID_BOTTLE:
  15639. case ITEMID_MAN_EATER_BOTTLE:
  15640. case ITEMID_MINI_BOTTLE:
  15641. make_per += (1+rnd()%100)*10;
  15642. break;
  15643. case ITEMID_YELLOW_SLIM_POTION:
  15644. make_per -= (1+rnd()%50)*10;
  15645. break;
  15646. case ITEMID_WHITE_SLIM_POTION:
  15647. case ITEMID_COATING_BOTTLE:
  15648. make_per -= (1+rnd()%100)*10;
  15649. break;
  15650. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  15651. case ITEMID_BLUE_POTION:
  15652. case ITEMID_RED_SLIM_POTION:
  15653. case ITEMID_ANODYNE:
  15654. case ITEMID_ALOEBERA:
  15655. default:
  15656. break;
  15657. }
  15658. if(battle_config.pp_rate != 100)
  15659. make_per = make_per * battle_config.pp_rate / 100;
  15660. break;
  15661. case SA_CREATECON: // Elemental Converter Creation
  15662. make_per = 100000; // should be 100% success rate
  15663. break;
  15664. /**
  15665. * Rune Knight
  15666. **/
  15667. case RK_RUNEMASTERY:
  15668. {
  15669. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  15670. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  15671. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  15672. int D = 0;
  15673. switch (nameid) { //rune rank it_diff 9 craftable rune
  15674. case ITEMID_BERKANA:
  15675. D = -2000;
  15676. break; //Rank S
  15677. case ITEMID_NAUTHIZ:
  15678. case ITEMID_URUZ:
  15679. D = -1500;
  15680. break; //Rank A
  15681. case ITEMID_ISA:
  15682. case ITEMID_WYRD:
  15683. D = -1000;
  15684. break; //Rank B
  15685. case ITEMID_RAIDO:
  15686. case ITEMID_THURISAZ:
  15687. case ITEMID_HAGALAZ:
  15688. case ITEMID_OTHILA:
  15689. D = -500;
  15690. break; //Rank C
  15691. default: D = -1500;
  15692. break; //not specified =-15%
  15693. }
  15694. make_per = A + B + C + D;
  15695. break;
  15696. }
  15697. /**
  15698. * Guilotine Cross
  15699. **/
  15700. case GC_CREATENEWPOISON:
  15701. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15702. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15703. break;
  15704. case GN_CHANGEMATERIAL:
  15705. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15706. if( skill_changematerial_db[i].itemid == nameid ){
  15707. make_per = skill_changematerial_db[i].rate * 10;
  15708. break;
  15709. }
  15710. break;
  15711. case GN_S_PHARMACY:
  15712. {
  15713. int difficulty = 0;
  15714. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  15715. 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) +
  15716. (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)
  15717. switch(nameid){// difficulty factor
  15718. case ITEMID_HP_INCREASE_POTION_SMALL: case ITEMID_SP_INCREASE_POTION_SMALL:
  15719. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  15720. difficulty += 10;
  15721. break;
  15722. case ITEMID_BOMB_MUSHROOM_SPORE: case ITEMID_SP_INCREASE_POTION_MEDIUM:
  15723. difficulty += 15;
  15724. break;
  15725. case ITEMID_BANANA_BOMB: case ITEMID_HP_INCREASE_POTION_MEDIUM:
  15726. case ITEMID_SP_INCREASE_POTION_LARGE: case ITEMID_VITATA500:
  15727. difficulty += 20;
  15728. break;
  15729. case ITEMID_SEED_OF_HORNY_PLANT: case ITEMID_BLOODSUCK_PLANT_SEED:
  15730. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  15731. difficulty += 30;
  15732. break;
  15733. case ITEMID_HP_INCREASE_POTION_LARGE: case ITEMID_CURE_FREE:
  15734. difficulty += 40;
  15735. break;
  15736. }
  15737. if( make_per >= 400 && make_per > difficulty)
  15738. qty = 10;
  15739. else if( make_per >= 300 && make_per > difficulty)
  15740. qty = 7;
  15741. else if( make_per >= 100 && make_per > difficulty)
  15742. qty = 6;
  15743. else if( make_per >= 1 && make_per > difficulty)
  15744. qty = 5;
  15745. else
  15746. qty = 4;
  15747. make_per = 10000;
  15748. }
  15749. break;
  15750. case GN_MAKEBOMB:
  15751. case GN_MIX_COOKING:
  15752. {
  15753. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  15754. 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)
  15755. qty = ~(5 + rnd()%5) + 1;
  15756. switch(nameid){// difficulty factor
  15757. case ITEMID_APPLE_BOMB:
  15758. difficulty += 5;
  15759. break;
  15760. case ITEMID_COCONUT_BOMB: case ITEMID_MELON_BOMB:
  15761. difficulty += 10;
  15762. break;
  15763. case ITEMID_SAVAGE_FULL_ROAST: case ITEMID_COCKTAIL_WARG_BLOOD: case ITEMID_MINOR_STEW:
  15764. case ITEMID_SIROMA_ICED_TEA: case ITEMID_DROSERA_HERB_SALAD: case ITEMID_PETITE_TAIL_NOODLES:
  15765. case ITEMID_PINEAPPLE_BOMB:
  15766. difficulty += 15;
  15767. break;
  15768. case ITEMID_BANANA_BOMB:
  15769. difficulty += 20;
  15770. break;
  15771. }
  15772. if( make_per >= 30 && make_per > difficulty)
  15773. qty = 10 + rnd()%2;
  15774. else if( make_per >= 10 && make_per > difficulty)
  15775. qty = 10;
  15776. else if( make_per == 10 && make_per > difficulty)
  15777. qty = 8;
  15778. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  15779. ;// Food/Bomb creation fails.
  15780. else if( make_per >= 30 && make_per < difficulty)
  15781. qty = 5;
  15782. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  15783. qty = ~qty + 1;
  15784. make_per = 0;
  15785. }else
  15786. make_per = 10000;
  15787. qty = (skill_lv > 1 ? qty : 1);
  15788. }
  15789. break;
  15790. default:
  15791. if (sd->menuskill_id == AM_PHARMACY &&
  15792. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  15793. { //Assume Cooking Dish
  15794. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  15795. make_per = 10000; //100% Success
  15796. else
  15797. make_per = 1200 * (sd->menuskill_val - 10)
  15798. + 20 * (sd->status.base_level + 1)
  15799. + 20 * (status->dex + 1)
  15800. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  15801. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  15802. - 10 * (100 - status->luk + 1)
  15803. - 500 * (num - 1)
  15804. - 100 * (rnd()%4 + 1);
  15805. break;
  15806. }
  15807. make_per = 5000;
  15808. break;
  15809. }
  15810. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  15811. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  15812. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  15813. 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
  15814. 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
  15815. if(pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  15816. else if(pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  15817. else if(pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  15818. else if(pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  15819. if(battle_config.wp_rate != 100)
  15820. make_per = make_per * battle_config.wp_rate / 100;
  15821. }
  15822. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  15823. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  15824. if(make_per < 1) make_per = 1;
  15825. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  15826. struct item tmp_item;
  15827. memset(&tmp_item,0,sizeof(tmp_item));
  15828. tmp_item.nameid=nameid;
  15829. tmp_item.amount=1;
  15830. tmp_item.identify=1;
  15831. if(equip){
  15832. tmp_item.card[0]=CARD0_FORGE;
  15833. tmp_item.card[1]=((sc*5)<<8)+ele;
  15834. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15835. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15836. } else {
  15837. //Flag is only used on the end, so it can be used here. [Skotlex]
  15838. switch (skill_id) {
  15839. case BS_DAGGER:
  15840. case BS_SWORD:
  15841. case BS_TWOHANDSWORD:
  15842. case BS_AXE:
  15843. case BS_MACE:
  15844. case BS_KNUCKLE:
  15845. case BS_SPEAR:
  15846. flag = battle_config.produce_item_name_input&0x1;
  15847. break;
  15848. case AM_PHARMACY:
  15849. case AM_TWILIGHT1:
  15850. case AM_TWILIGHT2:
  15851. case AM_TWILIGHT3:
  15852. flag = battle_config.produce_item_name_input&0x2;
  15853. break;
  15854. case AL_HOLYWATER:
  15855. /**
  15856. * Arch Bishop
  15857. **/
  15858. case AB_ANCILLA:
  15859. flag = battle_config.produce_item_name_input&0x8;
  15860. break;
  15861. case ASC_CDP:
  15862. flag = battle_config.produce_item_name_input&0x10;
  15863. break;
  15864. default:
  15865. flag = battle_config.produce_item_name_input&0x80;
  15866. break;
  15867. }
  15868. if (flag) {
  15869. tmp_item.card[0]=CARD0_CREATE;
  15870. tmp_item.card[1]=0;
  15871. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15872. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15873. }
  15874. }
  15875. // if(log_config.produce > 0)
  15876. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  15877. //TODO update PICKLOG
  15878. if(equip){
  15879. clif_produceeffect(sd,0,nameid);
  15880. clif_misceffect(&sd->bl,3);
  15881. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  15882. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  15883. } else {
  15884. int fame = 0;
  15885. tmp_item.amount = 0;
  15886. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  15887. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  15888. tmp_item.amount = qty;
  15889. break;
  15890. }
  15891. if (rnd()%10000 < make_per || qty == 1) { //Success
  15892. tmp_item.amount++;
  15893. if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  15894. continue;
  15895. if( skill_id != AM_PHARMACY &&
  15896. skill_id != AM_TWILIGHT1 &&
  15897. skill_id != AM_TWILIGHT2 &&
  15898. skill_id != AM_TWILIGHT3 )
  15899. continue;
  15900. //Add fame as needed.
  15901. switch(++sd->potion_success_counter) {
  15902. case 3:
  15903. fame+=1; // Success to prepare 3 Condensed Potions in a row
  15904. break;
  15905. case 5:
  15906. fame+=3; // Success to prepare 5 Condensed Potions in a row
  15907. break;
  15908. case 7:
  15909. fame+=10; // Success to prepare 7 Condensed Potions in a row
  15910. break;
  15911. case 10:
  15912. fame+=50; // Success to prepare 10 Condensed Potions in a row
  15913. sd->potion_success_counter = 0;
  15914. break;
  15915. }
  15916. } else //Failure
  15917. sd->potion_success_counter = 0;
  15918. }
  15919. if (fame)
  15920. pc_addfame(sd,fame);
  15921. //Visual effects and the like.
  15922. switch (skill_id) {
  15923. case AM_PHARMACY:
  15924. case AM_TWILIGHT1:
  15925. case AM_TWILIGHT2:
  15926. case AM_TWILIGHT3:
  15927. case ASC_CDP:
  15928. clif_produceeffect(sd,2,nameid);
  15929. clif_misceffect(&sd->bl,5);
  15930. break;
  15931. case BS_IRON:
  15932. case BS_STEEL:
  15933. case BS_ENCHANTEDSTONE:
  15934. clif_produceeffect(sd,0,nameid);
  15935. clif_misceffect(&sd->bl,3);
  15936. break;
  15937. case RK_RUNEMASTERY:
  15938. case GC_CREATENEWPOISON:
  15939. clif_produceeffect(sd,2,nameid);
  15940. clif_misceffect(&sd->bl,5);
  15941. break;
  15942. default: //Those that don't require a skill?
  15943. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  15944. { //Cooking items.
  15945. clif_specialeffect(&sd->bl, 608, AREA);
  15946. if( sd->cook_mastery < 1999 )
  15947. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  15948. }
  15949. break;
  15950. }
  15951. }
  15952. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  15953. int j, k = 0;
  15954. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15955. if( skill_changematerial_db[i].itemid == nameid ){
  15956. for(j=0; j<5; j++){
  15957. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  15958. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  15959. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15960. clif_additem(sd,0,0,flag);
  15961. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15962. }
  15963. k++;
  15964. }
  15965. }
  15966. break;
  15967. }
  15968. if( k ){
  15969. clif_msg_skill(sd,skill_id,0x627);
  15970. return 1;
  15971. }
  15972. } else if (tmp_item.amount) { //Success
  15973. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15974. clif_additem(sd,0,0,flag);
  15975. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15976. }
  15977. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  15978. clif_msg_skill(sd,skill_id,0x627);
  15979. return 1;
  15980. }
  15981. }
  15982. //Failure
  15983. // if(log_config.produce)
  15984. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  15985. //TODO update PICKLOG
  15986. if(equip){
  15987. clif_produceeffect(sd,1,nameid);
  15988. clif_misceffect(&sd->bl,2);
  15989. } else {
  15990. switch (skill_id) {
  15991. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  15992. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  15993. case AM_PHARMACY:
  15994. case AM_TWILIGHT1:
  15995. case AM_TWILIGHT2:
  15996. case AM_TWILIGHT3:
  15997. clif_produceeffect(sd,3,nameid);
  15998. clif_misceffect(&sd->bl,6);
  15999. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16000. break;
  16001. case BS_IRON:
  16002. case BS_STEEL:
  16003. case BS_ENCHANTEDSTONE:
  16004. clif_produceeffect(sd,1,nameid);
  16005. clif_misceffect(&sd->bl,2);
  16006. break;
  16007. case RK_RUNEMASTERY:
  16008. case GC_CREATENEWPOISON:
  16009. clif_produceeffect(sd,3,nameid);
  16010. clif_misceffect(&sd->bl,6);
  16011. break;
  16012. case GN_MIX_COOKING: {
  16013. struct item tmp_item;
  16014. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16015. int rate = rnd()%500;
  16016. memset(&tmp_item,0,sizeof(tmp_item));
  16017. if( rate < 50) i = 4;
  16018. else if( rate < 100) i = 2+rnd()%1;
  16019. else if( rate < 250 ) i = 1;
  16020. else if( rate < 500 ) i = 0;
  16021. tmp_item.nameid = compensation[i];
  16022. tmp_item.amount = qty;
  16023. tmp_item.identify = 1;
  16024. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  16025. clif_additem(sd,0,0,flag);
  16026. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16027. }
  16028. clif_msg_skill(sd,skill_id,0x628);
  16029. }
  16030. break;
  16031. case GN_MAKEBOMB:
  16032. case GN_S_PHARMACY:
  16033. case GN_CHANGEMATERIAL:
  16034. clif_msg_skill(sd,skill_id,0x628);
  16035. break;
  16036. default:
  16037. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  16038. { //Cooking items.
  16039. clif_specialeffect(&sd->bl, 609, AREA);
  16040. if( sd->cook_mastery > 0 )
  16041. 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 ));
  16042. }
  16043. }
  16044. }
  16045. return 0;
  16046. }
  16047. int skill_arrow_create (struct map_session_data *sd, int nameid)
  16048. {
  16049. int i,j,flag,index=-1;
  16050. struct item tmp_item;
  16051. nullpo_ret(sd);
  16052. if(nameid <= 0)
  16053. return 1;
  16054. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  16055. if(nameid == skill_arrow_db[i].nameid) {
  16056. index = i;
  16057. break;
  16058. }
  16059. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  16060. return 1;
  16061. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  16062. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  16063. memset(&tmp_item,0,sizeof(tmp_item));
  16064. tmp_item.identify = 1;
  16065. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  16066. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  16067. if(battle_config.produce_item_name_input&0x4) {
  16068. tmp_item.card[0]=CARD0_CREATE;
  16069. tmp_item.card[1]=0;
  16070. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16071. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16072. }
  16073. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  16074. continue;
  16075. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16076. clif_additem(sd,0,0,flag);
  16077. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16078. }
  16079. }
  16080. return 0;
  16081. }
  16082. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  16083. sc_type type;
  16084. int chance, i;
  16085. nullpo_ret(sd);
  16086. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16087. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16088. return 0;
  16089. }
  16090. switch( nameid )
  16091. { // t_lv used to take duration from skill_get_time2
  16092. case ITEMID_PARALYSE: type = SC_PARALYSE; break;
  16093. case ITEMID_PYREXIA: type = SC_PYREXIA; break;
  16094. case ITEMID_DEATHHURT: type = SC_DEATHHURT; break;
  16095. case ITEMID_LEECHESEND: type = SC_LEECHESEND; break;
  16096. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; break;
  16097. case ITEMID_TOXIN: type = SC_TOXIN; break;
  16098. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  16099. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  16100. default:
  16101. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16102. return 0;
  16103. }
  16104. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  16105. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  16106. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  16107. return 0;
  16108. }
  16109. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  16110. {
  16111. struct status_change *sc = status_get_sc(bl);
  16112. // non-offensive and non-magic skills do not affect the status
  16113. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  16114. return;
  16115. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  16116. if (sc->data[SC_MAGICPOWER]->val4) {
  16117. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  16118. } else {
  16119. sc->data[SC_MAGICPOWER]->val4 = 1;
  16120. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  16121. #ifndef RENEWAL
  16122. if(bl->type == BL_PC){// update current display.
  16123. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  16124. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  16125. }
  16126. #endif
  16127. }
  16128. }
  16129. }
  16130. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  16131. int x, y, i, class_, skill;
  16132. struct mob_data *md;
  16133. nullpo_ret(sd);
  16134. skill = sd->menuskill_val;
  16135. 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) )
  16136. {
  16137. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16138. return 0;
  16139. }
  16140. // Spawn Position
  16141. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  16142. x = sd->sc.comet_x;
  16143. y = sd->sc.comet_y;
  16144. sd->sc.comet_x = sd->sc.comet_y = 0;
  16145. // Item picked decides the mob class
  16146. switch(nameid) {
  16147. case ITEMID_BLOODY_RED: class_ = 2043; break;
  16148. case ITEMID_CRYSTAL_BLUE: class_ = 2044; break;
  16149. case ITEMID_WIND_OF_VERDURE: class_ = 2046; break;
  16150. default: class_ = 2045; break;
  16151. }
  16152. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  16153. if( md ) {
  16154. struct unit_data *ud = unit_bl2ud(&md->bl);
  16155. md->master_id = sd->bl.id;
  16156. md->special_state.ai = AI_FAW;
  16157. if(ud) {
  16158. ud->skill_id = NC_MAGICDECOY;
  16159. ud->skill_lv = skill;
  16160. }
  16161. if( md->deletetimer != INVALID_TIMER )
  16162. delete_timer(md->deletetimer, mob_timer_delete);
  16163. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  16164. mob_spawn(md);
  16165. }
  16166. return 0;
  16167. }
  16168. // Warlock Spellbooks. [LimitLine/3CeAM]
  16169. int skill_spellbook (struct map_session_data *sd, int nameid) {
  16170. int i, max_preserve, skill_id, point;
  16171. struct status_change *sc;
  16172. nullpo_ret(sd);
  16173. sc = status_get_sc(&sd->bl);
  16174. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  16175. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  16176. if( i > SC_MAXSPELLBOOK )
  16177. {
  16178. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  16179. return 0;
  16180. }
  16181. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  16182. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  16183. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
  16184. { // User don't know the skill
  16185. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  16186. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  16187. return 0;
  16188. }
  16189. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  16190. point = skill_spellbook_db[i].point;
  16191. if( sc && sc->data[SC_READING_SB] ){
  16192. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  16193. {
  16194. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  16195. return 0;
  16196. }
  16197. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  16198. if( !sc->data[i] ){
  16199. sc->data[SC_READING_SB]->val2 += point; // increase points
  16200. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16201. break;
  16202. }
  16203. }
  16204. }else{
  16205. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  16206. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16207. }
  16208. return 1;
  16209. }
  16210. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  16211. int id, lv, prob, aslvl = 0;
  16212. nullpo_ret(sd);
  16213. if (sd->sc.data[SC_STOP]) {
  16214. aslvl = sd->sc.data[SC_STOP]->val1;
  16215. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  16216. }
  16217. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  16218. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  16219. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  16220. return 0;
  16221. }
  16222. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  16223. lv = min(lv,sd->status.skill[skill_id].lv);
  16224. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  16225. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  16226. return 0;
  16227. }
  16228. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  16229. int i;
  16230. nullpo_ret(sd);
  16231. nullpo_ret(item_list);
  16232. if( n <= 0 )
  16233. return 1;
  16234. for( i = 0; i < n; i++ ) {
  16235. int nameid, add_amount, del_amount, idx, product, flag;
  16236. struct item tmp_item;
  16237. idx = item_list[i*2+0]-2;
  16238. del_amount = item_list[i*2+1];
  16239. if( skill_lv == 2 )
  16240. del_amount -= (del_amount % 10);
  16241. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  16242. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  16243. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16244. return 1;
  16245. }
  16246. switch( nameid ) {
  16247. // Level 1
  16248. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  16249. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  16250. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  16251. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  16252. // Level 2
  16253. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  16254. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  16255. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  16256. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  16257. default:
  16258. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16259. return 1;
  16260. }
  16261. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  16262. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16263. return 1;
  16264. }
  16265. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  16266. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16267. return 1;
  16268. }
  16269. memset(&tmp_item,0,sizeof(tmp_item));
  16270. tmp_item.nameid = product;
  16271. tmp_item.amount = add_amount;
  16272. tmp_item.identify = 1;
  16273. if( tmp_item.amount ) {
  16274. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  16275. clif_additem(sd,0,0,flag);
  16276. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16277. }
  16278. }
  16279. }
  16280. return 0;
  16281. }
  16282. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  16283. int i, j, k, c, p = 0, nameid, amount;
  16284. nullpo_ret(sd);
  16285. nullpo_ret(item_list);
  16286. // Search for objects that can be created.
  16287. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  16288. if( skill_produce_db[i].itemlv == 26 ) {
  16289. p = 0;
  16290. do {
  16291. c = 0;
  16292. // Verification of overlap between the objects required and the list submitted.
  16293. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  16294. if( skill_produce_db[i].mat_id[j] > 0 ) {
  16295. for( k = 0; k < n; k++ ) {
  16296. int idx = item_list[k*2+0]-2;
  16297. nameid = sd->status.inventory[idx].nameid;
  16298. amount = item_list[k*2+1];
  16299. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  16300. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  16301. return 0;
  16302. }
  16303. 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]
  16304. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  16305. c++; // match
  16306. }
  16307. }
  16308. else
  16309. break; // No more items required
  16310. }
  16311. p++;
  16312. } while(n == j && c == n);
  16313. p--;
  16314. if ( p > 0 ) {
  16315. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  16316. return 1;
  16317. }
  16318. }
  16319. }
  16320. if( p == 0)
  16321. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  16322. return 0;
  16323. }
  16324. /**
  16325. * for Royal Guard's LG_TRAMPLE
  16326. **/
  16327. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  16328. struct skill_unit *su = (struct skill_unit *)bl;
  16329. struct skill_unit_group *sg;
  16330. unsigned int tick;
  16331. nullpo_ret(su);
  16332. tick = va_arg(ap, unsigned int);
  16333. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  16334. switch( sg->unit_id ) {
  16335. case UNT_LANDMINE:
  16336. case UNT_CLAYMORETRAP:
  16337. case UNT_BLASTMINE:
  16338. case UNT_SHOCKWAVE:
  16339. case UNT_SANDMAN:
  16340. case UNT_FLASHER:
  16341. case UNT_FREEZINGTRAP:
  16342. case UNT_CLUSTERBOMB:
  16343. case UNT_FIRINGTRAP:
  16344. case UNT_ICEBOUNDTRAP:
  16345. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  16346. break;
  16347. }
  16348. // Traps aren't recovered.
  16349. skill_delunit(su);
  16350. }
  16351. return 0;
  16352. }
  16353. /*==========================================
  16354. *
  16355. *------------------------------------------*/
  16356. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  16357. int i;
  16358. nullpo_retr(-1, sd);
  16359. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16360. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  16361. }
  16362. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  16363. struct map_session_data *sd = map_id2sd(id);
  16364. int i = (int) data;
  16365. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  16366. return 0;
  16367. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  16368. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  16369. return 0;
  16370. }
  16371. aFree(sd->scd[i]);
  16372. sd->scd[i] = NULL;
  16373. return 1;
  16374. }
  16375. /**
  16376. * flags a singular skill as being blocked from persistent usage.
  16377. * @param sd the player the skill delay affects
  16378. * @param skill_id the skill which should be delayed
  16379. * @param tick the length of time the delay should last
  16380. * @param load whether this assignment is being loaded upon player login
  16381. * @return 0 if successful, -1 otherwise
  16382. */
  16383. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) {
  16384. int i;
  16385. nullpo_retr(-1, sd);
  16386. if (skillid == 0 || tick < 1)
  16387. return -1;
  16388. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16389. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  16390. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16391. aFree(sd->scd[i]);
  16392. sd->scd[i] = NULL;
  16393. }
  16394. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  16395. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  16396. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  16397. sd->scd[i]->skill_id = skillid;
  16398. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  16399. if (battle_config.display_status_timers && tick > 0)
  16400. clif_skill_cooldown(sd, skillid, tick);
  16401. return 1;
  16402. } else {
  16403. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  16404. return 0;
  16405. }
  16406. }
  16407. int skill_blockpc_clear(struct map_session_data *sd) {
  16408. int i;
  16409. nullpo_ret(sd);
  16410. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  16411. if (!sd->scd[i])
  16412. continue;
  16413. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16414. aFree(sd->scd[i]);
  16415. sd->scd[i] = NULL;
  16416. }
  16417. return 1;
  16418. }
  16419. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16420. {
  16421. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  16422. if (data <= 0 || data >= MAX_SKILL)
  16423. return 0;
  16424. if (hd) hd->blockskill[data] = 0;
  16425. return 1;
  16426. }
  16427. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  16428. {
  16429. uint16 idx = skill_get_index(skill_id);
  16430. nullpo_retr (-1, hd);
  16431. if (idx == 0)
  16432. return -1;
  16433. if (tick < 1) {
  16434. hd->blockskill[idx] = 0;
  16435. return -1;
  16436. }
  16437. hd->blockskill[idx] = 1;
  16438. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  16439. }
  16440. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16441. {
  16442. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  16443. if( data <= 0 || data >= MAX_SKILL )
  16444. return 0;
  16445. if( md ) md->blockskill[data] = 0;
  16446. return 1;
  16447. }
  16448. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  16449. {
  16450. uint16 idx = skill_get_index(skill_id);
  16451. nullpo_retr (-1, md);
  16452. if (idx == 0)
  16453. return -1;
  16454. if( tick < 1 )
  16455. {
  16456. md->blockskill[idx] = 0;
  16457. return -1;
  16458. }
  16459. md->blockskill[idx] = 1;
  16460. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  16461. }
  16462. /**
  16463. * Adds a new skill unit entry for this player to recast after map load
  16464. **/
  16465. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  16466. struct skill_usave * sus = NULL;
  16467. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  16468. idb_remove(skillusave_db,sd->status.char_id);
  16469. }
  16470. CREATE( sus, struct skill_usave, 1 );
  16471. idb_put( skillusave_db, sd->status.char_id, sus );
  16472. sus->skill_id = skill_id;
  16473. sus->skill_lv = skill_lv;
  16474. return;
  16475. }
  16476. void skill_usave_trigger(struct map_session_data *sd) {
  16477. struct skill_usave * sus = NULL;
  16478. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  16479. return;
  16480. }
  16481. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  16482. idb_remove(skillusave_db,sd->status.char_id);
  16483. return;
  16484. }
  16485. /*
  16486. *
  16487. */
  16488. int skill_split_str (char *str, char **val, int num) {
  16489. int i;
  16490. for( i = 0; i < num && str; i++ ) {
  16491. val[i] = str;
  16492. str = strchr(str,',');
  16493. if( str )
  16494. *str++=0;
  16495. }
  16496. return i;
  16497. }
  16498. /*
  16499. *
  16500. */
  16501. int skill_split_atoi (char *str, int *val) {
  16502. int i, j, diff, step = 1;
  16503. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  16504. if (!str) break;
  16505. val[i] = atoi(str);
  16506. str = strchr(str,':');
  16507. if (str)
  16508. *str++=0;
  16509. }
  16510. if(i==0) //No data found.
  16511. return 0;
  16512. if(i==1) { //Single value, have the whole range have the same value.
  16513. for (; i < MAX_SKILL_LEVEL; i++)
  16514. val[i] = val[i-1];
  16515. return i;
  16516. }
  16517. //Check for linear change with increasing steps until we reach half of the data acquired.
  16518. for (step = 1; step <= i/2; step++) {
  16519. diff = val[i-1] - val[i-step-1];
  16520. for(j = i-1; j >= step; j--)
  16521. if ((val[j]-val[j-step]) != diff)
  16522. break;
  16523. if (j>=step) //No match, try next step.
  16524. continue;
  16525. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  16526. val[i] = val[i-step]+diff;
  16527. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  16528. { val[i] = 1; diff = 0; step = 1; }
  16529. }
  16530. return i;
  16531. }
  16532. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  16533. for (;i<MAX_SKILL_LEVEL; i++)
  16534. val[i] = val[i-1];
  16535. return i;
  16536. }
  16537. /*
  16538. *
  16539. */
  16540. void skill_init_unit_layout (void) {
  16541. int i,j,size,pos = 0;
  16542. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  16543. // standard square layouts go first
  16544. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  16545. size = i*2+1;
  16546. skill_unit_layout[i].count = size*size;
  16547. for (j=0; j<size*size; j++) {
  16548. skill_unit_layout[i].dx[j] = (j%size-i);
  16549. skill_unit_layout[i].dy[j] = (j/size-i);
  16550. }
  16551. }
  16552. // afterwards add special ones
  16553. pos = i;
  16554. for (i=0;i<MAX_SKILL_DB;i++) {
  16555. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  16556. continue;
  16557. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  16558. int skill = i;
  16559. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  16560. skill -= EL_SKILLRANGEMIN;
  16561. skill += EL_SKILLBASE;
  16562. }
  16563. if( skill == EL_FIRE_MANTLE ) {
  16564. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  16565. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  16566. skill_unit_layout[pos].count = 8;
  16567. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16568. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16569. }
  16570. } else {
  16571. switch (i) {
  16572. case MG_FIREWALL:
  16573. case WZ_ICEWALL:
  16574. case WL_EARTHSTRAIN://Warlock
  16575. // these will be handled later
  16576. break;
  16577. case PR_SANCTUARY:
  16578. case NPC_EVILLAND: {
  16579. static const int dx[] = {
  16580. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  16581. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  16582. static const int dy[]={
  16583. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  16584. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  16585. skill_unit_layout[pos].count = 21;
  16586. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16587. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16588. }
  16589. break;
  16590. case PR_MAGNUS: {
  16591. static const int dx[] = {
  16592. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16593. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16594. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  16595. static const int dy[] = {
  16596. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16597. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16598. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  16599. skill_unit_layout[pos].count = 33;
  16600. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16601. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16602. }
  16603. break;
  16604. case AS_VENOMDUST: {
  16605. static const int dx[] = {-1, 0, 0, 0, 1};
  16606. static const int dy[] = { 0,-1, 0, 1, 0};
  16607. skill_unit_layout[pos].count = 5;
  16608. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16609. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16610. }
  16611. break;
  16612. case CR_GRANDCROSS:
  16613. case NPC_GRANDDARKNESS: {
  16614. static const int dx[] = {
  16615. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  16616. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  16617. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  16618. static const int dy[] = {
  16619. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  16620. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  16621. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  16622. skill_unit_layout[pos].count = 29;
  16623. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16624. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16625. }
  16626. break;
  16627. case PF_FOGWALL: {
  16628. static const int dx[] = {
  16629. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  16630. static const int dy[] = {
  16631. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  16632. skill_unit_layout[pos].count = 15;
  16633. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16634. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16635. }
  16636. break;
  16637. case PA_GOSPEL: {
  16638. static const int dx[] = {
  16639. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16640. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16641. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  16642. -1, 0, 1};
  16643. static const int dy[] = {
  16644. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16645. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16646. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  16647. 3, 3, 3};
  16648. skill_unit_layout[pos].count = 33;
  16649. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16650. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16651. }
  16652. break;
  16653. case NJ_KAENSIN: {
  16654. 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};
  16655. 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};
  16656. skill_unit_layout[pos].count = 24;
  16657. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16658. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16659. }
  16660. break;
  16661. case NJ_TATAMIGAESHI: {
  16662. //Level 1 (count 4, cross of 3x3)
  16663. static const int dx1[] = {-1, 1, 0, 0};
  16664. static const int dy1[] = { 0, 0,-1, 1};
  16665. //Level 2-3 (count 8, cross of 5x5)
  16666. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  16667. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  16668. //Level 4-5 (count 12, cross of 7x7
  16669. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  16670. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  16671. //lv1
  16672. j = 0;
  16673. skill_unit_layout[pos].count = 4;
  16674. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  16675. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  16676. skill_db[i].unit_layout_type[j] = pos;
  16677. //lv2/3
  16678. j++;
  16679. pos++;
  16680. skill_unit_layout[pos].count = 8;
  16681. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  16682. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  16683. skill_db[i].unit_layout_type[j] = pos;
  16684. skill_db[i].unit_layout_type[++j] = pos;
  16685. //lv4/5
  16686. j++;
  16687. pos++;
  16688. skill_unit_layout[pos].count = 12;
  16689. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  16690. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  16691. skill_db[i].unit_layout_type[j] = pos;
  16692. skill_db[i].unit_layout_type[++j] = pos;
  16693. //Fill in the rest using lv 5.
  16694. for (;j<MAX_SKILL_LEVEL;j++)
  16695. skill_db[i].unit_layout_type[j] = pos;
  16696. //Skip, this way the check below will fail and continue to the next skill.
  16697. pos++;
  16698. }
  16699. break;
  16700. case GN_WALLOFTHORN: {
  16701. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  16702. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  16703. skill_unit_layout[pos].count = 16;
  16704. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16705. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16706. }
  16707. break;
  16708. case LG_OVERBRAND: {
  16709. static const int dx[] = {-1,-1,-1,-1, 0, 0, 0, 0, 1, 1, 1, 1,
  16710. -5,-5,-5,-5,-4,-4,-4,-4,-3,-3,-3,-3,-2,-2,-2,-2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5,
  16711. -1,-1,-1, 0, 0, 0, 1, 1, 1};
  16712. static const int dy[] = { 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3,
  16713. 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3,
  16714. -4,-5,-6,-4,-5,-6,-4,-5,-6};
  16715. skill_unit_layout[pos].count = 53;
  16716. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16717. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16718. }
  16719. break;
  16720. default:
  16721. ShowError("unknown unit layout at skill %d\n",i);
  16722. break;
  16723. }
  16724. }
  16725. if (!skill_unit_layout[pos].count)
  16726. continue;
  16727. for (j=0;j<MAX_SKILL_LEVEL;j++)
  16728. skill_db[i].unit_layout_type[j] = pos;
  16729. pos++;
  16730. }
  16731. // firewall and icewall have 8 layouts (direction-dependent)
  16732. firewall_unit_pos = pos;
  16733. for (i=0;i<8;i++) {
  16734. if (i&1) {
  16735. skill_unit_layout[pos].count = 5;
  16736. if (i&0x2) {
  16737. int dx[] = {-1,-1, 0, 0, 1};
  16738. int dy[] = { 1, 0, 0,-1,-1};
  16739. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16740. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16741. } else {
  16742. int dx[] = { 1, 1 ,0, 0,-1};
  16743. int dy[] = { 1, 0, 0,-1,-1};
  16744. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16745. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16746. }
  16747. } else {
  16748. skill_unit_layout[pos].count = 3;
  16749. if (i%4==0) {
  16750. int dx[] = {-1, 0, 1};
  16751. int dy[] = { 0, 0, 0};
  16752. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16753. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16754. } else {
  16755. int dx[] = { 0, 0, 0};
  16756. int dy[] = {-1, 0, 1};
  16757. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16758. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16759. }
  16760. }
  16761. pos++;
  16762. }
  16763. icewall_unit_pos = pos;
  16764. for (i=0;i<8;i++) {
  16765. skill_unit_layout[pos].count = 5;
  16766. if (i&1) {
  16767. if (i&0x2) {
  16768. int dx[] = {-2,-1, 0, 1, 2};
  16769. int dy[] = { 2, 1, 0,-1,-2};
  16770. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16771. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16772. } else {
  16773. int dx[] = { 2, 1 ,0,-1,-2};
  16774. int dy[] = { 2, 1, 0,-1,-2};
  16775. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16776. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16777. }
  16778. } else {
  16779. if (i%4==0) {
  16780. int dx[] = {-2,-1, 0, 1, 2};
  16781. int dy[] = { 0, 0, 0, 0, 0};
  16782. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16783. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16784. } else {
  16785. int dx[] = { 0, 0, 0, 0, 0};
  16786. int dy[] = {-2,-1, 0, 1, 2};
  16787. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16788. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16789. }
  16790. }
  16791. pos++;
  16792. }
  16793. earthstrain_unit_pos = pos;
  16794. for( i = 0; i < 8; i++ )
  16795. { // For each Direction
  16796. skill_unit_layout[pos].count = 15;
  16797. switch( i )
  16798. {
  16799. case 0: case 1: case 3: case 4: case 5: case 7:
  16800. {
  16801. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  16802. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  16803. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16804. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16805. }
  16806. break;
  16807. case 2:
  16808. case 6:
  16809. {
  16810. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  16811. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  16812. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16813. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16814. }
  16815. break;
  16816. }
  16817. pos++;
  16818. }
  16819. }
  16820. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  16821. int inf = 0;
  16822. int inf3 = 0;
  16823. struct status_change *sc = status_get_sc(bl);
  16824. if( !sc || !bl || !skill_id )
  16825. return 0; // Can do it
  16826. inf3 = skill_get_inf3(skill_id);
  16827. switch(type){
  16828. case SC_STASIS:
  16829. inf = skill_get_inf2(skill_id);
  16830. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  16831. return 1; // Can't do it.
  16832. if( inf3&INF3_STATIS_BL)
  16833. return 1;
  16834. break;
  16835. case SC_KAGEHUMI:
  16836. if( inf3&INF3_KAGEHUMI_BL)
  16837. return 1;
  16838. break;
  16839. }
  16840. return 0;
  16841. }
  16842. /* Determines whether a skill is currently active or not
  16843. * Used for purposes of cancelling SP usage when disabling a skill
  16844. */
  16845. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  16846. {
  16847. switch( skill_id ){ // HP & SP Consumption Check
  16848. case BS_MAXIMIZE:
  16849. case NV_TRICKDEAD:
  16850. case TF_HIDING:
  16851. case AS_CLOAKING:
  16852. case GC_CLOAKINGEXCEED:
  16853. case ST_CHASEWALK:
  16854. case CR_DEFENDER:
  16855. case CR_SHRINK:
  16856. case CR_AUTOGUARD:
  16857. case ML_DEFENDER:
  16858. case ML_AUTOGUARD:
  16859. case PA_GOSPEL:
  16860. case GS_GATLINGFEVER:
  16861. case TK_READYCOUNTER:
  16862. case TK_READYDOWN:
  16863. case TK_READYSTORM:
  16864. case TK_READYTURN:
  16865. case TK_RUN:
  16866. case SG_FUSION:
  16867. case KO_YAMIKUMO:
  16868. case RA_WUGDASH:
  16869. case RA_CAMOUFLAGE:
  16870. if( sc->data[status_skill2sc(skill_id)] )
  16871. return 1;
  16872. break;
  16873. // These 2 skills contain a master and are not correctly pulled using skill2sc
  16874. case NC_NEUTRALBARRIER:
  16875. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  16876. return 1;
  16877. break;
  16878. case NC_STEALTHFIELD:
  16879. if( sc->data[SC_STEALTHFIELD_MASTER] )
  16880. return 1;
  16881. break;
  16882. }
  16883. return 0;
  16884. }
  16885. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  16886. int type = 0;
  16887. switch( skill_id ) {
  16888. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  16889. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  16890. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  16891. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  16892. }
  16893. type += skill_lv - 1;
  16894. return type;
  16895. }
  16896. /*==========================================
  16897. * sub-function of DB reading.
  16898. * skill_db.txt
  16899. *------------------------------------------*/
  16900. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  16901. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  16902. uint16 skill_id = atoi(split[0]);
  16903. uint16 idx;
  16904. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  16905. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  16906. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  16907. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  16908. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  16909. return false;
  16910. }
  16911. idx = skill_get_index(skill_id);
  16912. if( !idx ) // invalid skill id
  16913. return false;
  16914. skill_split_atoi(split[1],skill_db[idx].range);
  16915. skill_db[idx].hit = atoi(split[2]);
  16916. skill_db[idx].inf = atoi(split[3]);
  16917. skill_split_atoi(split[4],skill_db[idx].element);
  16918. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  16919. skill_split_atoi(split[6],skill_db[idx].splash);
  16920. skill_db[idx].max = atoi(split[7]);
  16921. skill_split_atoi(split[8],skill_db[idx].num);
  16922. if( strcmpi(split[9],"yes") == 0 )
  16923. skill_db[idx].castcancel = 1;
  16924. else
  16925. skill_db[idx].castcancel = 0;
  16926. skill_db[idx].cast_def_rate = atoi(split[10]);
  16927. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  16928. skill_split_atoi(split[12],skill_db[idx].maxcount);
  16929. if( strcmpi(split[13],"weapon") == 0 )
  16930. skill_db[idx].skill_type = BF_WEAPON;
  16931. else if( strcmpi(split[13],"magic") == 0 )
  16932. skill_db[idx].skill_type = BF_MAGIC;
  16933. else if( strcmpi(split[13],"misc") == 0 )
  16934. skill_db[idx].skill_type = BF_MISC;
  16935. else
  16936. skill_db[idx].skill_type = 0;
  16937. skill_split_atoi(split[14],skill_db[idx].blewcount);
  16938. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  16939. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  16940. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  16941. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  16942. return true;
  16943. }
  16944. /** Split string to int or constanta value (const.txt)
  16945. * @param *str: String input
  16946. * @param *val: Temporary storage
  16947. * @param *delim: Delimiter (for multiple value support)
  16948. * @param useConst: 'true' uses const.txt as reference, 'false' uses atoi()
  16949. * @param min: Min value of each const. Example: SC has min value SC_NONE (-1), so the value that less or equal won't be counted
  16950. * @return count: Number of success
  16951. */
  16952. uint8 skill_split2(char *str, int *val, const char *delim, bool useConst, short min) {
  16953. uint8 i = 0;
  16954. char *p = strtok(str,delim);
  16955. while (p != NULL) {
  16956. int n = -1;
  16957. if (useConst)
  16958. script_get_constant(trim(p),&n);
  16959. else
  16960. n = atoi(p);
  16961. if (n > min) {
  16962. val[i] = n;
  16963. i++;
  16964. }
  16965. p = strtok(NULL,delim);
  16966. }
  16967. return i;
  16968. }
  16969. /// Clear status data from skill requirement
  16970. static void skill_destroy_requirement(void) {
  16971. uint16 i;
  16972. for (i = 0; i < MAX_SKILL; i++) {
  16973. if (skill_db[i].require.status_count)
  16974. aFree(skill_db[i].require.status);
  16975. if (skill_db[i].require.eqItem_count)
  16976. aFree(skill_db[i].require.eqItem);
  16977. }
  16978. }
  16979. /**
  16980. * Read skill requirement from skill_require_db.txt
  16981. **/
  16982. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  16983. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  16984. char* p;
  16985. uint16 skill_id = atoi(split[0]), idx, i;
  16986. if (!skill_get_index(skill_id)) // invalid skill id
  16987. return false;
  16988. idx = skill_get_index(skill_id);
  16989. skill_split_atoi(split[1],skill_db[idx].require.hp);
  16990. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  16991. skill_split_atoi(split[3],skill_db[idx].require.sp);
  16992. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  16993. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  16994. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  16995. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  16996. p = split[7];
  16997. while (p) {
  16998. int l = atoi(p);
  16999. if( l == 99 ) { // Any weapon
  17000. skill_db[idx].require.weapon = 0;
  17001. break;
  17002. } else
  17003. skill_db[idx].require.weapon |= 1<<l;
  17004. p = strchr(p,':');
  17005. if(!p)
  17006. break;
  17007. p++;
  17008. }
  17009. //Ammo type that required, see doc/item_db for ammo types (View column)
  17010. p = split[8];
  17011. while (p) {
  17012. int l = atoi(p);
  17013. if( l == 99 ) { // Any ammo type
  17014. skill_db[idx].require.ammo = 0xFFFFFFFF;
  17015. break;
  17016. } else if( l ) // 0 stands for no requirement
  17017. skill_db[idx].require.ammo |= 1<<l;
  17018. p = strchr(p,':');
  17019. if( !p )
  17020. break;
  17021. p++;
  17022. }
  17023. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  17024. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  17025. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  17026. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  17027. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  17028. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  17029. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  17030. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  17031. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  17032. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  17033. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  17034. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  17035. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  17036. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  17037. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  17038. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  17039. //Status requirements
  17040. trim(split[11]);
  17041. if (split[11][0] != '\0') {
  17042. int require[MAX_SKILL_STATUS_REQUIRE];
  17043. if ((skill_db[idx].require.status_count = skill_split2(split[11],require,":",true,SC_NONE))) {
  17044. skill_db[idx].require.status = aMalloc(skill_db[idx].require.status_count * sizeof(sc_type));
  17045. for (i = 0; i < skill_db[idx].require.status_count; i++)
  17046. skill_db[idx].require.status[i] = (sc_type)require[i];
  17047. }
  17048. }
  17049. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  17050. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  17051. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  17052. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  17053. }
  17054. //Equipped Item requirements.
  17055. //NOTE: We don't check the item is exist or not here
  17056. trim(split[33]);
  17057. if (split[33][0] != '\0') {
  17058. int require[MAX_SKILL_EQUIP_REQUIRE];
  17059. if ((skill_db[idx].require.eqItem_count = skill_split2(split[33],require,":",false,501))) {
  17060. skill_db[idx].require.eqItem = aMalloc(skill_db[idx].require.eqItem_count * sizeof(short));
  17061. for (i = 0; i < skill_db[idx].require.eqItem_count; i++)
  17062. skill_db[idx].require.eqItem[i] = require[i];
  17063. }
  17064. }
  17065. return true;
  17066. }
  17067. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  17068. {// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  17069. uint16 skill_id = atoi(split[0]);
  17070. uint16 idx = skill_get_index(skill_id);
  17071. if( !idx ) // invalid skill id
  17072. return false;
  17073. skill_split_atoi(split[1],skill_db[idx].cast);
  17074. skill_split_atoi(split[2],skill_db[idx].delay);
  17075. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  17076. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  17077. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  17078. skill_split_atoi(split[6],skill_db[idx].cooldown);
  17079. #ifdef RENEWAL_CAST
  17080. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  17081. #endif
  17082. return true;
  17083. }
  17084. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  17085. {// Skill id,Cast,Delay (optional)
  17086. uint16 skill_id = atoi(split[0]);
  17087. uint16 idx = skill_get_index(skill_id);
  17088. if( !idx ) // invalid skill id
  17089. return false;
  17090. skill_split_atoi(split[1],skill_db[idx].castnodex);
  17091. if( split[2] ) // optional column
  17092. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  17093. return true;
  17094. }
  17095. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  17096. {// skill_id,Flag
  17097. uint16 skill_id = atoi(split[0]);
  17098. uint16 idx = skill_get_index(skill_id);
  17099. if( !idx ) // invalid skill id
  17100. return false;
  17101. skill_db[idx].nocast |= atoi(split[1]);
  17102. return true;
  17103. }
  17104. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  17105. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  17106. uint16 skill_id = atoi(split[0]);
  17107. uint16 idx = skill_get_index(skill_id);
  17108. if( !idx ) // invalid skill id
  17109. return false;
  17110. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  17111. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  17112. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  17113. skill_split_atoi(split[4],skill_db[idx].unit_range);
  17114. skill_db[idx].unit_interval = atoi(split[5]);
  17115. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17116. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17117. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  17118. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  17119. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  17120. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  17121. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  17122. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  17123. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  17124. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  17125. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  17126. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  17127. skill_db[idx].unit_target = BCT_NOENEMY;
  17128. //By default, target just characters.
  17129. skill_db[idx].unit_target |= BL_CHAR;
  17130. if (skill_db[idx].unit_flag&UF_NOPC)
  17131. skill_db[idx].unit_target &= ~BL_PC;
  17132. if (skill_db[idx].unit_flag&UF_NOMOB)
  17133. skill_db[idx].unit_target &= ~BL_MOB;
  17134. if (skill_db[idx].unit_flag&UF_SKILL)
  17135. skill_db[idx].unit_target |= BL_SKILL;
  17136. return true;
  17137. }
  17138. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  17139. {// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  17140. int x,y;
  17141. int i = atoi(split[0]);
  17142. if( !i )
  17143. return false;
  17144. skill_produce_db[current].nameid = i;
  17145. skill_produce_db[current].itemlv = atoi(split[1]);
  17146. skill_produce_db[current].req_skill = atoi(split[2]);
  17147. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  17148. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  17149. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  17150. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  17151. }
  17152. return true;
  17153. }
  17154. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  17155. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  17156. int x,y;
  17157. int i = atoi(split[0]);
  17158. if( !i )
  17159. return false;
  17160. skill_arrow_db[current].nameid = i;
  17161. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  17162. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  17163. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  17164. }
  17165. return true;
  17166. }
  17167. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  17168. {// skill_id,PreservePoints
  17169. uint16 skill_id = atoi(split[0]);
  17170. int points = atoi(split[1]);
  17171. int nameid = atoi(split[2]);
  17172. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17173. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  17174. if ( !skill_get_inf(skill_id) )
  17175. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17176. if( points < 1 )
  17177. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17178. else {
  17179. skill_spellbook_db[current].skill_id = skill_id;
  17180. skill_spellbook_db[current].point = points;
  17181. skill_spellbook_db[current].nameid = nameid;
  17182. return true;
  17183. }
  17184. return false;
  17185. }
  17186. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  17187. {// SkillID,Rate
  17188. uint16 skill_id = atoi(split[0]);
  17189. short j = atoi(split[1]);
  17190. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  17191. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  17192. return false;
  17193. }
  17194. if ( !skill_get_inf(skill_id) ) {
  17195. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17196. return false;
  17197. }
  17198. if( j < 1 ) {
  17199. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17200. return false;
  17201. }
  17202. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  17203. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  17204. }
  17205. skill_improvise_db[current].skill_id = skill_id;
  17206. skill_improvise_db[current].per = j; // Still need confirm it.
  17207. return true;
  17208. }
  17209. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  17210. {// SkillID
  17211. uint16 skill_id = atoi(split[0]);
  17212. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17213. {
  17214. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  17215. return false;
  17216. }
  17217. if ( !skill_get_inf(skill_id) )
  17218. {
  17219. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17220. return false;
  17221. }
  17222. skill_magicmushroom_db[current].skill_id = skill_id;
  17223. return true;
  17224. }
  17225. static bool skill_parse_row_copyabledb(char* split[], int column, int current) {
  17226. uint16 skill_id = skill_name2id(split[0]), idx;
  17227. uint8 option;
  17228. if (!skill_get_index(skill_id)) {
  17229. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  17230. return false;
  17231. }
  17232. if (!(option = atoi(split[1]))) {
  17233. ShowError("skill_parse_row_copyabledb: Invalid option %d\n",option);
  17234. return false;
  17235. }
  17236. idx = skill_get_index(skill_id);
  17237. //skill that can be copied by plagiarism
  17238. skill_db[idx].copyable.plagiarism = (option&1) ? true : false;
  17239. //skill that can be copied by reproduce
  17240. skill_db[idx].copyable.reproduce = (option&2) ? true : false;
  17241. skill_db[idx].copyable.joballowed = (atoi(split[2])) ? cap_value(atoi(split[2]),1,63) : 63;
  17242. skill_db[idx].copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  17243. return true;
  17244. }
  17245. /// Reads additional range [Cydh]
  17246. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current) {
  17247. int idx;
  17248. uint16 skill_id = skill_name2id(split[0]);
  17249. if ((idx = skill_get_index(skill_id)) < 0) { // invalid skill id
  17250. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  17251. return false;
  17252. }
  17253. skill_db[idx].unit_nonearnpc_range = max(atoi(split[1]),0);
  17254. skill_db[idx].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  17255. return true;
  17256. }
  17257. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  17258. {// skill_id,DummyName,RatePerLvl
  17259. uint16 skill_id = atoi(split[0]);
  17260. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17261. {
  17262. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  17263. return false;
  17264. }
  17265. if ( !skill_get_inf(skill_id) )
  17266. {
  17267. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17268. return false;
  17269. }
  17270. skill_abra_db[current].skill_id = skill_id;
  17271. safestrncpy(skill_abra_db[current].name, trim(split[1]), sizeof(skill_abra_db[current].name)); //store dummyname
  17272. skill_split_atoi(split[2],skill_abra_db[current].per);
  17273. return true;
  17274. }
  17275. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  17276. {// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  17277. uint16 skill_id = atoi(split[0]);
  17278. short j = atoi(split[1]);
  17279. int x,y;
  17280. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  17281. if( skill_produce_db[x].nameid == skill_id )
  17282. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  17283. break;
  17284. }
  17285. if( x >= MAX_SKILL_PRODUCE_DB ){
  17286. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  17287. return false;
  17288. }
  17289. if( current >= MAX_SKILL_PRODUCE_DB ) {
  17290. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  17291. }
  17292. skill_changematerial_db[current].itemid = skill_id;
  17293. skill_changematerial_db[current].rate = j;
  17294. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  17295. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  17296. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  17297. }
  17298. return true;
  17299. }
  17300. /*==========================================
  17301. * Manage Skill Damage database [Lilith]
  17302. *------------------------------------------*/
  17303. #ifdef ADJUST_SKILL_DAMAGE
  17304. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  17305. {
  17306. uint16 skill_id = skill_name2id(split[0]), idx;
  17307. if ((idx = skill_get_index(skill_id)) < 0) { // invalid skill id
  17308. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  17309. return false;
  17310. }
  17311. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  17312. skill_db[idx].damage.caster |= atoi(split[1]);
  17313. skill_db[idx].damage.map |= atoi(split[2]);
  17314. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,MAX_SKILL_DAMAGE_RATE);
  17315. if (split[3])
  17316. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,MAX_SKILL_DAMAGE_RATE);
  17317. if (split[4])
  17318. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,MAX_SKILL_DAMAGE_RATE);
  17319. if (split[5])
  17320. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,MAX_SKILL_DAMAGE_RATE);
  17321. return true;
  17322. }
  17323. #endif
  17324. /*===============================
  17325. * DB reading.
  17326. * skill_db.txt
  17327. * skill_require_db.txt
  17328. * skill_cast_db.txt
  17329. * skill_castnodex_db.txt
  17330. * skill_nocast_db.txt
  17331. * skill_unit_db.txt
  17332. * produce_db.txt
  17333. * create_arrow_db.txt
  17334. * abra_db.txt
  17335. *------------------------------*/
  17336. static void skill_readdb(void) {
  17337. int i;
  17338. const char* dbsubpath[] = {
  17339. "",
  17340. "import"
  17341. //add other path here
  17342. };
  17343. // init skill db structures
  17344. db_clear(skilldb_name2id);
  17345. memset(skill_db,0,sizeof(skill_db));
  17346. memset(skill_produce_db,0,sizeof(skill_produce_db));
  17347. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  17348. memset(skill_abra_db,0,sizeof(skill_abra_db));
  17349. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  17350. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  17351. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  17352. // load skill databases
  17353. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  17354. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  17355. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  17356. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  17357. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  17358. char* dbsubpath1 = aMalloc(n1+1);
  17359. char* dbsubpath2 = aMalloc(n2+1);
  17360. safesnprintf(dbsubpath1,n1+1,"%s/%s",db_path,dbsubpath[i]);
  17361. if(i==0) safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  17362. else safesnprintf(dbsubpath2,n2,"%s/%s",db_path,dbsubpath[i]);
  17363. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb, i);
  17364. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);
  17365. #ifdef RENEWAL_CAST
  17366. sv_readdb(dbsubpath1, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb, i);
  17367. #else
  17368. sv_readdb(dbsubpath1, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb, i);
  17369. #endif
  17370. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb, i);
  17371. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb, i);
  17372. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb, i);
  17373. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  17374. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  17375. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  17376. //Warlock
  17377. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  17378. //Guillotine Cross
  17379. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  17380. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb, i);
  17381. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  17382. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb, i);
  17383. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb, i);
  17384. #ifdef ADJUST_SKILL_DAMAGE
  17385. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage, i);
  17386. #endif
  17387. aFree(dbsubpath1);
  17388. aFree(dbsubpath2);
  17389. }
  17390. skill_init_unit_layout();
  17391. }
  17392. void skill_reload (void) {
  17393. struct s_mapiterator *iter;
  17394. struct map_session_data *sd;
  17395. skill_destroy_requirement();
  17396. skill_readdb();
  17397. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  17398. iter = mapit_getallusers();
  17399. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  17400. clif_skillinfoblock(sd);
  17401. mapit_free(iter);
  17402. }
  17403. /*==========================================
  17404. *
  17405. *------------------------------------------*/
  17406. int do_init_skill (void)
  17407. {
  17408. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  17409. skill_readdb();
  17410. group_db = idb_alloc(DB_OPT_BASE);
  17411. skillunit_db = idb_alloc(DB_OPT_BASE);
  17412. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  17413. bowling_db = idb_alloc(DB_OPT_BASE);
  17414. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  17415. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  17416. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  17417. add_timer_func_list(skill_castend_id,"skill_castend_id");
  17418. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  17419. add_timer_func_list(skill_timerskill,"skill_timerskill");
  17420. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  17421. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  17422. return 0;
  17423. }
  17424. int do_final_skill(void)
  17425. {
  17426. skill_destroy_requirement();
  17427. db_destroy(skilldb_name2id);
  17428. db_destroy(group_db);
  17429. db_destroy(skillunit_db);
  17430. db_destroy(skillusave_db);
  17431. db_destroy(bowling_db);
  17432. ers_destroy(skill_unit_ers);
  17433. ers_destroy(skill_timer_ers);
  17434. return 0;
  17435. }