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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "skill.hpp"
- #include <array>
- #include <math.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <time.h>
- #include "../common/cbasetypes.hpp"
- #include "../common/ers.hpp"
- #include "../common/malloc.hpp"
- #include "../common/nullpo.hpp"
- #include "../common/random.hpp"
- #include "../common/showmsg.hpp"
- #include "../common/strlib.hpp"
- #include "../common/timer.hpp"
- #include "../common/utilities.hpp"
- #include "../common/utils.hpp"
- #include "achievement.hpp"
- #include "battle.hpp"
- #include "battleground.hpp"
- #include "chrif.hpp"
- #include "clif.hpp"
- #include "date.hpp"
- #include "elemental.hpp"
- #include "guild.hpp"
- #include "homunculus.hpp"
- #include "intif.hpp"
- #include "itemdb.hpp"
- #include "log.hpp"
- #include "map.hpp"
- #include "mercenary.hpp"
- #include "mob.hpp"
- #include "npc.hpp"
- #include "party.hpp"
- #include "path.hpp"
- #include "pc.hpp"
- #include "pc_groups.hpp"
- #include "pet.hpp"
- #include "script.hpp"
- #include "status.hpp"
- #include "unit.hpp"
- using namespace rathena;
- #define SKILLUNITTIMER_INTERVAL 100
- #define TIMERSKILL_INTERVAL 150
- static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
- static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
- DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
- /**
- * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
- */
- DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
- struct skill_usave {
- uint16 skill_id, skill_lv;
- };
- struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
- static unsigned short skill_produce_count;
- AbraDatabase abra_db;
- ReadingSpellbookDatabase reading_spellbook_db;
- SkillArrowDatabase skill_arrow_db;
- #define MAX_SKILL_CHANGEMATERIAL_DB 75
- #define MAX_SKILL_CHANGEMATERIAL_SET 3
- struct s_skill_changematerial_db {
- t_itemid nameid;
- unsigned short rate;
- unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
- unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
- };
- struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
- static unsigned short skill_changematerial_count;
- MagicMushroomDatabase magic_mushroom_db;
- struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
- int firewall_unit_pos;
- int icewall_unit_pos;
- int earthstrain_unit_pos;
- int firerain_unit_pos;
- int wallofthorn_unit_pos;
- struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
- static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
- //Early declaration
- bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
- static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
- static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
- static int skill_destroy_trap( struct block_list *bl, va_list ap );
- static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
- static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
- static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
- // Use this function for splash skills that can't hit icewall when cast by players
- static inline int splash_target(struct block_list* bl) {
- return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
- }
- /**
- * Get skill id from name
- * @param name
- * @return Skill ID of the skill, or 0 if not found.
- **/
- uint16 skill_name2id(const char* name) {
- if (name == nullptr)
- return 0;
- for (const auto &it : skill_db) {
- if (strcmpi(it.second->name, name) == 0)
- return it.first;
- }
- return 0;
- }
- /**
- * Get Skill name
- * @param skill_id
- * @return AEGIS Skill name
- **/
- const char* skill_get_name( uint16 skill_id ) {
- return skill_db.find(skill_id)->name;
- }
- /**
- * Get Skill name
- * @param skill_id
- * @return English Skill name
- **/
- const char* skill_get_desc( uint16 skill_id ) {
- return skill_db.find(skill_id)->desc;
- }
- static bool skill_check(uint16 id) {
- if (id == 0 || skill_get_index(id) == 0)
- return false;
- return true;
- }
- #define skill_get(id, var) do {\
- if (!skill_check(id))\
- return 0;\
- return var;\
- } while(0)
- #define skill_get_lv(id, lv, arrvar) do {\
- if (!skill_check(id))\
- return 0;\
- int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
- if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
- int a__ = arrvar[lv_idx - 2];\
- int b__ = arrvar[lv_idx - 1];\
- int c__ = arrvar[lv_idx];\
- return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
- }\
- return arrvar[lv_idx];\
- } while(0)
- // Skill DB
- e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
- int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
- int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
- int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
- int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
- int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
- int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
- int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
- int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
- int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
- int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
- int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
- int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
- int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
- int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
- int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
- int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
- int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
- int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
- int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
- int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
- int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
- int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
- int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
- int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
- int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
- int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
- int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
- int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
- #ifdef RENEWAL_CAST
- int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
- #endif
- // Skill requirements
- int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
- int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
- int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
- int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
- int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
- int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
- int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
- int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
- int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
- int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
- int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
- int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
- int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
- int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
- sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
- int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
- int splash = skill_get_splash_(skill_id, skill_lv);
- if (splash < 0)
- return AREA_SIZE;
- return splash;
- }
- bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
- if( skill_id == 0 ){
- return false;
- }
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if (!skill)
- return false;
- for (const auto &nkit : nk) {
- if (skill->nk[nkit])
- return true;
- }
- return false;
- }
- bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
- if( skill_id == 0 ){
- return false;
- }
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if (!skill)
- return false;
- for (const auto &inf2it : inf2) {
- if (skill->inf2[inf2it])
- return true;
- }
- return false;
- }
- bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
- if( skill_id == 0 ){
- return false;
- }
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if (!skill)
- return false;
- for (const auto &unitit : unit) {
- if (skill->unit_flag[unitit])
- return true;
- }
- return false;
- }
- int skill_tree_get_max(uint16 skill_id, int b_class) {
- auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
- if (skill != nullptr)
- return skill->max_lv;
- else
- return skill_get_max(skill_id);
- }
- int skill_frostjoke_scream(struct block_list *bl,va_list ap);
- int skill_attack_area(struct block_list *bl,va_list ap);
- std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
- int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
- int skill_greed(struct block_list *bl, va_list ap);
- static int skill_cell_overlap(struct block_list *bl, va_list ap);
- static int skill_trap_splash(struct block_list *bl, va_list ap);
- struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
- static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
- int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
- static int skill_unit_effect(struct block_list *bl,va_list ap);
- static int skill_bind_trap(struct block_list *bl, va_list ap);
- e_cast_type skill_get_casttype (uint16 skill_id) {
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if( skill == nullptr ){
- return CAST_DAMAGE;
- }
- if (skill->inf&(INF_GROUND_SKILL))
- return CAST_GROUND;
- if (skill->inf&INF_SUPPORT_SKILL)
- return CAST_NODAMAGE;
- if (skill->inf&INF_SELF_SKILL) {
- if(skill->inf2[INF2_NOTARGETSELF])
- return CAST_DAMAGE; //Combo skill.
- return CAST_NODAMAGE;
- }
- if (skill->nk[NK_NODAMAGE])
- return CAST_NODAMAGE;
- return CAST_DAMAGE;
- }
- //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
- int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
- if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
- return 9; //Mobs have a range of 9 regardless of skill used.
- int32 range = skill_get_range(skill_id, skill_lv);
- if( range < 0 ) {
- if( battle_config.use_weapon_skill_range&bl->type )
- return status_get_range(bl);
- range *=-1;
- }
- if (isServer && range > 14) {
- range = 14; // Server-sided base range can't be above 14
- }
- std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
- if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
- if( bl->type == BL_PC ) {
- if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
- // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
- if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
- } else
- range += battle_config.mob_eye_range_bonus;
- }
- if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
- if( bl->type == BL_PC ) {
- if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
- if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
- if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
- int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
- range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
- }
- }
- }
- if( !range && bl->type != BL_PC )
- return 9; // Enable non players to use self skills on others. [Skotlex]
- return range;
- }
- /** Copy Referral: dummy skills should point to their source.
- * @param skill_id Dummy skill ID
- * @return Real skill id if found
- **/
- unsigned short skill_dummy2skill_id(unsigned short skill_id) {
- switch (skill_id) {
- case AB_DUPLELIGHT_MELEE:
- case AB_DUPLELIGHT_MAGIC:
- return AB_DUPLELIGHT;
- case WL_CHAINLIGHTNING_ATK:
- return WL_CHAINLIGHTNING;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- return WL_TETRAVORTEX;
- case WL_SUMMON_ATK_FIRE:
- return WL_SUMMONFB;
- case WL_SUMMON_ATK_WIND:
- return WL_SUMMONBL;
- case WL_SUMMON_ATK_WATER:
- return WL_SUMMONWB;
- case WL_SUMMON_ATK_GROUND:
- return WL_SUMMONSTONE;
- case LG_OVERBRAND_BRANDISH:
- case LG_OVERBRAND_PLUSATK:
- return LG_OVERBRAND;
- case WM_REVERBERATION_MELEE:
- case WM_REVERBERATION_MAGIC:
- return WM_REVERBERATION;
- case WM_SEVERE_RAINSTORM_MELEE:
- return WM_SEVERE_RAINSTORM;
- case GN_CRAZYWEED_ATK:
- return GN_CRAZYWEED;
- case GN_HELLS_PLANT_ATK:
- return GN_HELLS_PLANT;
- case GN_SLINGITEM_RANGEMELEEATK:
- return GN_SLINGITEM;
- case RL_R_TRIP_PLUSATK:
- return RL_R_TRIP;
- case NPC_MAXPAIN_ATK:
- return NPC_MAXPAIN;
- case SU_CN_METEOR2:
- return SU_CN_METEOR;
- case SU_SV_ROOTTWIST_ATK:
- return SU_SV_ROOTTWIST;
- case SU_LUNATICCARROTBEAT2:
- return SU_LUNATICCARROTBEAT;
- case NPC_REVERBERATION_ATK:
- return NPC_REVERBERATION;
- case NPC_MAGMA_ERUPTION_DOTDAMAGE:
- return NPC_MAGMA_ERUPTION;
- case NPC_DANCINGBLADE_ATK:
- return NPC_DANCINGBLADE;
- case DK_SERVANTWEAPON_ATK:
- return DK_SERVANTWEAPON;
- case DK_HACKANDSLASHER_ATK:
- return DK_HACKANDSLASHER;
- case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
- return AG_DESTRUCTIVE_HURRICANE;
- case AG_VIOLENT_QUAKE_ATK:
- return AG_VIOLENT_QUAKE;
- case AG_ALL_BLOOM_ATK:
- case AG_ALL_BLOOM_ATK2:
- return AG_ALL_BLOOM;
- case AG_CRYSTAL_IMPACT_ATK:
- return AG_CRYSTAL_IMPACT;
- case AG_ASTRAL_STRIKE_ATK:
- return AG_ASTRAL_STRIKE;
- case AG_CRIMSON_ARROW_ATK:
- return AG_CRIMSON_ARROW;
- case CD_ARBITRIUM_ATK:
- return CD_ARBITRIUM;
- case ABC_CHAIN_REACTION_SHOT_ATK:
- return ABC_CHAIN_REACTION_SHOT;
- case ABC_FROM_THE_ABYSS_ATK:
- return ABC_FROM_THE_ABYSS;
- case BO_ACIDIFIED_ZONE_WATER_ATK:
- return BO_ACIDIFIED_ZONE_WATER;
- case BO_ACIDIFIED_ZONE_GROUND_ATK:
- return BO_ACIDIFIED_ZONE_GROUND;
- case BO_ACIDIFIED_ZONE_WIND_ATK:
- return BO_ACIDIFIED_ZONE_WIND;
- case BO_ACIDIFIED_ZONE_FIRE_ATK:
- return BO_ACIDIFIED_ZONE_FIRE;
- case TR_ROSEBLOSSOM_ATK:
- return TR_ROSEBLOSSOM;
- case EM_ELEMENTAL_BUSTER_FIRE:
- case EM_ELEMENTAL_BUSTER_WATER:
- case EM_ELEMENTAL_BUSTER_WIND:
- case EM_ELEMENTAL_BUSTER_GROUND:
- case EM_ELEMENTAL_BUSTER_POISON:
- return EM_ELEMENTAL_BUSTER;
- }
- return skill_id;
- }
- /**
- * Check skill unit maxcount
- * @param src: Caster to check against
- * @param x: X location of skill
- * @param y: Y location of skill
- * @param skill_id: Skill used
- * @param skill_lv: Skill level used
- * @param type: Type of unit to check against for battle_config checks
- * @param display_failure: Display skill failure message
- * @return True on skill cast success or false on failure
- */
- bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
- if (!src)
- return false;
- struct unit_data *ud = unit_bl2ud(src);
- struct map_session_data *sd = map_id2sd(src->id);
- int maxcount = 0;
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
- if (sd && display_failure)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
- if (sd && display_failure)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
- unit_skillunit_maxcount(*ud, skill_id, maxcount);
- if (maxcount == 0) {
- if (sd && display_failure)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- }
- return true;
- }
- /**
- * Calculates heal value of skill's effect
- * @param src: Unit casting heal
- * @param target: Target of src
- * @param skill_id: Skill ID used
- * @param skill_lv: Skill Level used
- * @param heal: True if it's the heal part or false if it's the damage part of the skill
- * @return modified heal value
- */
- int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
- int skill, hp = 0;
- #ifdef RENEWAL
- int hp_bonus = 0;
- double global_bonus = 1;
- #endif
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct map_session_data *tsd = BL_CAST(BL_PC, target);
- struct status_change *sc, *tsc;
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
- switch( skill_id ) {
- #ifndef RENEWAL
- case BA_APPLEIDUN:
- hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
- if (sd)
- hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
- break;
- #endif
- case PR_SANCTUARY:
- hp = (skill_lv > 6) ? 777 : skill_lv * 100;
- break;
- case NPC_EVILLAND:
- hp = (skill_lv > 6) ? 666 : skill_lv * 100;
- break;
- case AB_HIGHNESSHEAL:
- #ifdef RENEWAL
- hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
- if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
- hp_bonus += skill * 2;
- #else
- hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
- hp = (hp * (17 + 3 * skill_lv)) / 10;
- #endif
- break;
- case SU_FRESHSHRIMP:
- hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
- break;
- case SU_BUNCHOFSHRIMP:
- hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
- break;
- case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
- case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
- //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
- hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
- #ifdef RENEWAL
- if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
- hp_bonus += skill * 2;
- #endif
- break;
- default:
- if (skill_lv >= battle_config.max_heal_lv)
- return battle_config.max_heal;
- #ifdef RENEWAL
- /**
- * Renewal Heal Formula
- * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
- */
- hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
- #else
- hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
- #endif
- if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
- #ifdef RENEWAL
- hp_bonus += skill * 2;
- #else
- hp += hp * skill * 2 / 100;
- #endif
- else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
- #ifdef RENEWAL
- hp_bonus += skill * 2;
- #else
- hp += hp * skill * 2 / 100;
- #endif
- if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
- hp *= 2;
- break;
- }
- if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
- hp >>= 1;
- if (sd) {
- if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
- #ifdef RENEWAL
- hp_bonus += 10;
- #else
- hp += hp * 10 / 100;
- #endif
- if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
- #ifdef RENEWAL
- hp_bonus += 20;
- #else
- hp += hp * 20 / 100;
- #endif
- }
- if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
- #ifdef RENEWAL
- hp_bonus += 2 * skill;
- #else
- hp += hp * skill * 2 / 100;
- #endif
- if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
- #ifdef RENEWAL
- hp_bonus += 3 * skill;
- #else
- hp += hp * skill * 3 / 100;
- #endif
- if (skill = pc_skillheal_bonus(sd, skill_id))
- #ifdef RENEWAL
- hp_bonus += skill;
- #else
- hp += hp * skill / 100;
- #endif
- }
- if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
- #ifdef RENEWAL
- hp_bonus += skill;
- #else
- hp += hp * skill / 100;
- #endif
- if (sc && sc->count) {
- if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
- skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
- #ifdef RENEWAL
- hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
- #else
- hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
- #endif
- if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
- #ifdef RENEWAL
- hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
- #else
- hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
- #endif
- #ifdef RENEWAL
- if (sc->data[SC_MEDIALE] && skill_id == CD_MEDIALE_VOTUM)
- hp_bonus += sc->data[SC_MEDIALE]->val2;
- #endif
- }
- if (tsc && tsc->count) {
- if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
- if (tsc->data[SC_INCHEALRATE])
- #ifdef RENEWAL
- hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
- #else
- hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
- #endif
- if (tsc->data[SC_GLASTHEIM_HEAL])
- #ifdef RENEWAL
- hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
- #else
- hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
- #endif
- if (tsc->data[SC_ANCILLA])
- #ifdef RENEWAL
- hp_bonus += tsc->data[SC_ANCILLA]->val1;
- #else
- hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
- if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
- hp += hp / 10;
- #endif
- #ifdef RENEWAL
- if (tsc->data[SC_ASSUMPTIO])
- hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
- #endif
- if (tsc->data[SC_VITALIZE_POTION])
- #ifdef RENEWAL
- hp_bonus += 10;
- #else
- hp += hp * 10 / 100;
- #endif
- }
- }
- #ifdef RENEWAL
- if (hp_bonus)
- hp += hp * hp_bonus / 100;
- // MATK part of the RE heal formula [malufett]
- // Note: in this part matk bonuses from items or skills are not applied
- switch( skill_id ) {
- case BA_APPLEIDUN:
- case PR_SANCTUARY:
- case NPC_EVILLAND:
- break;
- default:
- {
- struct status_data *status = status_get_status_data(src);
- int min, max;
- min = status_base_matk_min(src, status, status_get_lv(src));
- max = status_base_matk_max(src, status, status_get_lv(src));
- if( status->rhw.matk > 0 ){
- int wMatk, variance;
- wMatk = status->rhw.matk;
- variance = wMatk * status->rhw.wlv / 10;
- min += wMatk - variance;
- max += wMatk + variance;
- }
- if( sc && sc->data[SC_RECOGNIZEDSPELL] )
- min = max;
- if( sd && sd->right_weapon.overrefine > 0 ){
- min++;
- max += sd->right_weapon.overrefine - 1;
- }
- if(max > min)
- hp += min+rnd()%(max-min);
- else
- hp += min;
- }
- }
- // Global multipliers are applied after the MATK is applied
- if (tsc && tsc->count) {
- if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
- if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
- global_bonus *= 1.1f;
- }
- }
- if (skill_id == AB_HIGHNESSHEAL)
- global_bonus *= 2 + 0.3f * (skill_lv - 1);
- else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
- global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
- #endif
- if (heal && tsc && tsc->count) {
- uint8 penalty = 0;
- if (tsc->data[SC_CRITICALWOUND])
- penalty += tsc->data[SC_CRITICALWOUND]->val2;
- if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
- penalty += 20;
- if (tsc->data[SC_NORECOVER_STATE])
- penalty = 100;
- if (penalty > 0) {
- #ifdef RENEWAL
- penalty = cap_value(penalty, 1, 100);
- global_bonus *= (100 - penalty) / 100.f;
- #else
- hp -= hp * penalty / 100;
- #endif
- }
- }
- #ifdef RENEWAL
- hp = (int)(hp * global_bonus);
- // Final heal increased by HPlus.
- // Is this the right place for this??? [Rytech]
- if ( sd && status_get_hplus(src) > 0 )
- hp += hp * status_get_hplus(src) / 100;
- return (heal) ? max(1, hp) : hp;
- #else
- return hp;
- #endif
- }
- /**
- * Making Plagiarism and Reproduce check their own function
- * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
- * @param sd: Player who will copy the skill
- * @param skill_id: Target skill
- * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
- * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
- */
- static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
- uint16 skill_idx = skill_get_index(skill_id);
- if (!skill_idx)
- return 0;
- // Only copy skill that player doesn't have or the skill is old clone
- if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
- return 0;
- s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
- //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
- if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
- return 1;
- //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
- if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
- return 2;
- return 0;
- }
- /**
- * Check if the skill is ok to cast and when.
- * Done before skill_check_condition_castbegin, requirement
- * @param skill_id: Skill ID that casted
- * @param sd: Player who casted
- * @return true: Skill cannot be used, false: otherwise
- * @author [MouseJstr]
- */
- bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
- {
- nullpo_retr(1,sd);
- if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
- return false; // can do any damn thing they want
- if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
- return false; // Teleport lv 3 bypasses this check.[Inkfish]
- struct map_data *mapdata = map_getmapdata(sd->bl.m);
- if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
- return true;
- // Epoque:
- // This code will compare the player's attack motion value which is influenced by ASPD before
- // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
- // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
- if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
- DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
- {// attempted to cast a skill before the attack motion has finished
- return true;
- }
- if (skill_blockpc_get(sd, skill_id) != -1){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
- return true;
- }
- /**
- * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
- * 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
- */
- if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
- return false;
- uint32 skill_nocast = skill_get_nocast(skill_id);
- // Check skill restrictions [Celest]
- if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
- (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
- (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
- (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
- (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
- (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
- clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
- return true;
- }
- if( sd->sc.data[SC_ALL_RIDING] )
- return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
- switch (skill_id) {
- case AL_WARP:
- case RETURN_TO_ELDICASTES:
- case ALL_GUARDIAN_RECALL:
- case ECLAGE_RECALL:
- case ALL_PRONTERA_RECALL:
- if(mapdata->flag[MF_NOWARP]) {
- clif_skill_teleportmessage(sd,0);
- return true;
- }
- return false;
- case AL_TELEPORT:
- case NPC_FATALMENACE:
- case SC_DIMENSIONDOOR:
- case ALL_ODINS_RECALL:
- case WE_CALLALLFAMILY:
- if(mapdata->flag[MF_NOTELEPORT]) {
- clif_skill_teleportmessage(sd,0);
- return true;
- }
- return false; // gonna be checked in 'skill_castend_nodamage_id'
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- if (mapdata->flag[MF_NOMEMO]) {
- clif_skill_teleportmessage(sd,1);
- return true;
- }
- break;
- case MC_VENDING:
- if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
- clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return true;
- }
- if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
- clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return true;
- }
- if (npc_isnear(&sd->bl)) {
- // uncomment to send msg_txt.
- //char output[150];
- //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
- //clif_displaymessage(sd->fd, output);
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
- return true;
- }
- break;
- case ALL_BUYING_STORE:
- if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
- clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return true;
- }
- if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
- clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return true;
- }
- if( npc_isnear(&sd->bl) ) {
- // uncomment to send msg_txt.
- //char output[150];
- //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
- //clif_displaymessage(sd->fd, output);
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
- return true;
- }
- break;
- case MC_IDENTIFY:
- return false; // always allowed
- case WZ_ICEWALL:
- // noicewall flag [Valaris]
- if (mapdata->flag[MF_NOICEWALL]) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return true;
- }
- break;
- case GC_DARKILLUSION:
- if( mapdata_flag_gvg2(mapdata) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return true;
- }
- break;
- case GD_EMERGENCYCALL:
- case GD_ITEMEMERGENCYCALL:
- if (
- !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
- !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
- (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
- ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return true;
- }
- break;
- case WM_SIRCLEOFNATURE:
- case WM_SOUND_OF_DESTRUCTION:
- case WM_LULLABY_DEEPSLEEP:
- case WM_GLOOMYDAY:
- case WM_SATURDAY_NIGHT_FEVER:
- if( !mapdata_flag_vs(mapdata) ) {
- clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
- return true;
- }
- break;
- }
- return false;
- }
- /**
- * Check if the homunculus skill is ok to be processed
- * After checking from Homunculus side, also check the master condition
- * @param hd: Homunculus who casted
- * @param skill_id: Skill ID casted
- * @param skill_lv: Skill level casted
- * @return true: Skill cannot be used, false: otherwise
- */
- bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
- {
- struct map_session_data *sd = NULL;
- struct status_change *sc;
- int8 spiritball = 0;
- nullpo_retr(true, hd);
- spiritball = skill_get_spiritball(skill_id, skill_lv);
- sd = hd->master;
- sc = status_get_sc(&hd->bl);
- if (!sd)
- return true;
- if (sc && !sc->count)
- sc = NULL;
- if (util::vector_exists(hd->blockskill, skill_id))
- return true;
- switch(skill_id) {
- case HFLI_SBR44:
- if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
- return true;
- }
- break;
- case HVAN_EXPLOSION:
- if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
- return true;
- }
- break;
- case MH_LIGHT_OF_REGENE: // Must be cordial
- if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
- return true;
- }
- break;
- case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
- if (sc && sc->data[SC_ANGRIFFS_MODUS])
- return true;
- break;
- case MH_ANGRIFFS_MODUS:
- if (sc && sc->data[SC_GOLDENE_FERSE])
- return true;
- break;
- case MH_TINDER_BREAKER: // Must be in grappling mode
- if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
- return true;
- }
- break;
- case MH_SONIC_CRAW: // Must be in fighting mode
- if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
- return true;
- }
- break;
- case MH_SILVERVEIN_RUSH:
- if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
- return true;
- }
- if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
- return true;
- }
- break;
- case MH_MIDNIGHT_FRENZY:
- if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
- return true;
- }
- if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
- return true;
- }
- break;
- case MH_CBC:
- if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
- return true;
- }
- if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
- return true;
- }
- break;
- case MH_EQC:
- if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
- return true;
- }
- if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
- return true;
- }
- break;
- }
- if (spiritball) {
- if (hd->homunculus.spiritball < spiritball) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
- return true;
- }
- hom_delspiritball(hd, spiritball, 1);
- }
- //Use master's criteria.
- return skill_isNotOk(skill_id, hd->master);
- }
- /**
- * Check if the mercenary skill is ok to be processed
- * After checking from Homunculus side, also check the master condition
- * @param skill_id: Skill ID that casted
- * @param md: Mercenary who casted
- * @return true: Skill cannot be used, false: otherwise
- */
- bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
- {
- nullpo_retr(1, md);
- if (util::vector_exists(md->blockskill, skill_id))
- return true;
- return skill_isNotOk(skill_id, md->master);
- }
- /**
- * Check if the skill can be casted near NPC or not
- * @param src Object who casted
- * @param skill_id Skill ID that casted
- * @param skill_lv Skill Lv
- * @param pos_x Position x of the target
- * @param pos_y Position y of the target
- * @return true: Skill cannot be used, false: otherwise
- * @author [Cydh]
- */
- bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
- if (!src)
- return false;
- if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
- return false;
- //if self skill
- if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
- pos_x = src->x;
- pos_y = src->y;
- }
- if (pos_x <= 0) pos_x = src->x;
- if (pos_y <= 0) pos_y = src->y;
- return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
- }
- struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
- {
- int pos = skill_get_unit_layout_type(skill_id,skill_lv);
- uint8 dir;
- if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
- ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
- pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
- }
- nullpo_retr(NULL, src);
- //Monsters sometimes deploy more units on level 10
- if (src->type == BL_MOB && skill_lv >= 10) {
- if (skill_id == WZ_WATERBALL)
- pos = 4; //9x9 Area
- }
- if (pos != -1) // simple single-definition layout
- return &skill_unit_layout[pos];
- dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
- if (skill_id == MG_FIREWALL)
- return &skill_unit_layout [firewall_unit_pos + dir];
- else if (skill_id == WZ_ICEWALL)
- return &skill_unit_layout [icewall_unit_pos + dir];
- else if( skill_id == WL_EARTHSTRAIN )
- return &skill_unit_layout [earthstrain_unit_pos + dir];
- else if( skill_id == RL_FIRE_RAIN )
- return &skill_unit_layout[firerain_unit_pos + dir];
- else if( skill_id == GN_WALLOFTHORN )
- return &skill_unit_layout[wallofthorn_unit_pos + dir];
- ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
- return &skill_unit_layout[0]; // default 1x1 layout
- }
- /** Stores temporary values.
- * Common usages:
- * [0] holds number of targets in area
- * [1] holds the id of the original target
- * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
- */
- static int skill_area_temp[8];
- /*==========================================
- * Add effect to skill when hit succesfully target
- *------------------------------------------*/
- int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
- {
- struct map_session_data *sd, *dstsd;
- struct mob_data *md, *dstmd;
- struct status_data *sstatus, *tstatus;
- struct status_change *sc, *tsc;
- int skill;
- int rate;
- nullpo_ret(src);
- nullpo_ret(bl);
- if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
- if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
- return 0;
- sd = BL_CAST(BL_PC, src);
- md = BL_CAST(BL_MOB, src);
- dstsd = BL_CAST(BL_PC, bl);
- dstmd = BL_CAST(BL_MOB, bl);
- sc = status_get_sc(src);
- tsc = status_get_sc(bl);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(bl);
- // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
- if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
- // Chance to trigger Taekwon kicks
- if (sc->data[SC_READYSTORM] &&
- sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
- 0, 2, 0,
- (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
- ; //Stance triggered
- else if (sc->data[SC_READYDOWN] &&
- sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
- 0, 2, 0,
- (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
- ; //Stance triggered
- else if (sc->data[SC_READYTURN] &&
- sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
- 0, 2, 0,
- (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
- ; //Stance triggered
- else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
- rate = 20;
- if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
- rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
- status_change_end(src, SC_SKILLRATE_UP);
- }
- sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
- 0, 2, 0,
- (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
- ; //Stance triggered
- }
- }
- if (!tsc) //skill additional effect is about adding effects to the target...
- //So if the target can't be inflicted with statuses, this is pointless.
- return 0;
- if( sd )
- { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
- if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
- #ifndef RENEWAL
- && skill_id != ASC_BREAKER
- #endif
- ) {
- // Trigger status effects
- for (const auto &it : sd->addeff) {
- rate = it.rate;
- if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
- rate += it.arrow_rate;
- if( !rate )
- continue;
- if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
- // Trigger has attack type consideration.
- if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
- (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
- (it.flag&ATF_MISC && attack_type&BF_MISC))
- ;
- else
- continue;
- }
- if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
- // Trigger has range consideration.
- if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
- (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
- continue; //Range Failed.
- }
- if (it.flag&ATF_TARGET)
- status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
- if (it.flag&ATF_SELF)
- status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
- }
- }
- // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
- if (sc != nullptr) {
- status_change_entry *sce = sc->data[SC_SHADOW_WEAPON];
- unit_data *ud = unit_bl2ud(bl);
- if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
- unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
- }
- }
- if( skill_id ) {
- // Trigger status effects on skills
- for (const auto &it : sd->addeff_onskill) {
- if (skill_id != it.skill_id || !it.rate)
- continue;
- if (it.target&ATF_TARGET)
- status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
- if (it.target&ATF_SELF)
- status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
- }
- //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
- if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
- sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
- #ifdef RENEWAL
- if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
- #else
- if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
- #endif
- clif_emotion(bl,ET_HUK);
- }
- }
- }
- if( dmg_lv < ATK_DEF ) // no damage, return;
- return 0;
- switch(skill_id) {
- case 0:
- { // Normal attacks (no skill used)
- if( attack_type&BF_SKILL )
- break; // If a normal attack is a skill, it's splash damage. [Inkfish]
- if(sd) {
- // Automatic trigger of Blitz Beat
- if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
- if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
- rate = 5;
- else
- rate = (sd->status.job_level + 9) / 10;
- skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
- }
- // Automatic trigger of Warg Strike
- if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
- rate = sstatus->luk * 10 / 3 + 1;
- if (pc_isfalcon(sd))
- rate = rate / 3;
- if (rnd() % 1000 <= rate)
- skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
- }
- // Automatic trigger of Hawk Rush
- if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
- rate = sstatus->con * 10 / 3 + 1;
- rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
- if (rnd() % 1000 <= rate)
- skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
- }
- // Gank
- if(dstmd && sd->status.weapon != W_BOW &&
- (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
- (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
- if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
- clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
- else
- clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
- }
- }
- if (sc) {
- struct status_change_entry *sce;
- // Enchant Poison gives a chance to poison attacked enemies
- if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
- status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
- skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
- // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
- if((sce=sc->data[SC_EDP]))
- sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
- skill_get_time2(ASC_EDP,sce->val1));
- if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
- skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
- }
- }
- break;
- case SM_BASH:
- if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
- //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
- status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
- skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
- }
- break;
- case MER_CRASH:
- sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case AS_VENOMKNIFE:
- if (sd) //Poison chance must be that of Envenom. [Skotlex]
- skill_lv = pc_checkskill(sd, TF_POISON);
- case TF_POISON:
- case AS_SPLASHER:
- if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
- && sd && skill_id==TF_POISON
- )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- case AS_SONICBLOW:
- sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case AS_GRIMTOOTH:
- if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
- sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
- break;
- case WZ_FIREPILLAR:
- unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
- break;
- case MG_FROSTDIVER:
- if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- case WZ_FROSTNOVA:
- sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case WZ_STORMGUST:
- // Storm Gust counter was dropped in renewal
- #ifdef RENEWAL
- sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- #else
- //On third hit, there is a 150% to freeze the target
- if(tsc->sg_counter >= 3 &&
- sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
- tsc->sg_counter = 0;
- // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
- else if( tsc->sg_counter > 250 )
- tsc->sg_counter = 0;
- #endif
- break;
- case NPC_STORMGUST2:
- if (skill_lv == 1)
- sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
- else if (skill_lv == 2)
- sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
- else
- sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case WZ_METEOR:
- sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case WZ_VERMILION:
- #ifdef RENEWAL
- sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- #else
- sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
- #endif
- break;
- case WZ_HEAVENDRIVE:
- status_change_end(bl, SC_SV_ROOTTWIST);
- break;
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case HT_FLASHER:
- sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case HT_LANDMINE:
- case MA_LANDMINE:
- sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case HT_SHOCKWAVE:
- status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
- break;
- case HT_SANDMAN:
- case MA_SANDMAN:
- sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case TF_SPRINKLESAND:
- sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case TF_THROWSTONE:
- if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
- sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_DARKCROSS:
- case CR_HOLYCROSS:
- sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_GRANDDARKNESS:
- sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- attack_type |= BF_WEAPON;
- break;
- case CR_GRANDCROSS:
- //Chance to cause blind status vs demon and undead element, but not against players
- if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- attack_type |= BF_WEAPON;
- break;
- case AM_ACIDTERROR:
- sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
- #ifdef RENEWAL
- if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
- #else
- if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
- #endif
- clif_emotion(bl,ET_HUK);
- break;
- case AM_DEMONSTRATION:
- #ifdef RENEWAL
- skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
- #else
- skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
- #endif
- break;
- case CR_SHIELDCHARGE:
- sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- #ifndef RENEWAL
- case PA_PRESSURE:
- status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
- //Fall through
- case HW_GRAVITATION:
- //Pressure and Gravitation can trigger physical autospells
- attack_type |= BF_NORMAL;
- attack_type |= BF_WEAPON;
- break;
- #endif
- case RG_RAID:
- sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- #ifdef RENEWAL
- sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
- break;
- case RG_BACKSTAP:
- sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
- #endif
- break;
- case BA_FROSTJOKER:
- sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case DC_SCREAM:
- sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case BD_LULLABY:
- 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
- break;
- case DC_UGLYDANCE:
- rate = 5+5*skill_lv;
- if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
- rate += 5+skill;
- #ifdef RENEWAL
- status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
- #else
- status_zap(bl, 0, rate);
- #endif
- break;
- case SL_STUN:
- if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
- sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case NPC_PETRIFYATTACK:
- sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
- break;
- case NPC_CURSEATTACK:
- sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_SLEEPATTACK:
- sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_BLINDATTACK:
- sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_POISON:
- sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_SILENCEATTACK:
- sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_STUNATTACK:
- sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_BLEEDING:
- sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_CHANGEUNDEAD:
- sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case NPC_ACIDBREATH:
- sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_ICEBREATH:
- sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_MENTALBREAKER:
- { //Based on observations by Tharis, Mental Breaker should do SP damage
- //equal to Matk*skLevel.
- rate = sstatus->matk_min;
- if (rate < sstatus->matk_max)
- rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
- rate*=skill_lv;
- status_zap(bl, 0, rate);
- break;
- }
- // Equipment breaking monster skills [Celest]
- case NPC_WEAPONBRAKER:
- skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_ARMORBRAKE:
- skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_HELMBRAKE:
- skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_SHIELDBRAKE:
- skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
- break;
- case CH_TIGERFIST: {
- uint16 basetime = skill_get_time(skill_id, skill_lv);
- uint16 mintime = 30 * (status_get_lv(src) + 100);
- if (status_get_class_(bl) == CLASS_BOSS)
- basetime /= 5;
- basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
- sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
- }
- break;
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
- sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
- break;
- case ST_REJECTSWORD:
- sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case PF_FOGWALL:
- if (src != bl && !tsc->data[SC_DELUGE])
- sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
- if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
- break;
- case ASC_METEORASSAULT:
- //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
- switch(rnd()%3) {
- case 0:
- sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
- break;
- case 1:
- sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
- break;
- default:
- sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
- }
- break;
- case HW_NAPALMVULCAN:
- sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case WS_CARTTERMINATION: // Cart termination
- sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case CR_ACIDDEMONSTRATION:
- case GN_FIRE_EXPANSION_ACID:
- skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
- break;
- case TK_DOWNKICK:
- sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case TK_JUMPKICK:
- // debuff the following statuses
- if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
- status_change_end(bl, SC_SPIRIT);
- status_change_end(bl, SC_ADRENALINE2);
- status_change_end(bl, SC_KAITE);
- status_change_end(bl, SC_KAAHI);
- status_change_end(bl, SC_ONEHAND);
- status_change_end(bl, SC_ASPDPOTION2);
- // New soul links confirmed to not dispell with this skill
- // but thats likely a bug since soul links can't stack and
- // soul cutter skill works on them. So ill add this here for now. [Rytech]
- status_change_end(bl, SC_SOULGOLEM);
- status_change_end(bl, SC_SOULSHADOW);
- status_change_end(bl, SC_SOULFALCON);
- status_change_end(bl, SC_SOULFAIRY);
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
- if(attack_type&BF_MISC) //70% base stun chance...
- sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case GS_BULLSEYE: //0.1% coma rate.
- if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
- status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
- break;
- case GS_PIERCINGSHOT:
- sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
- break;
- case NJ_HYOUSYOURAKU:
- sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case GS_FLING:
- sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
- break;
- case GS_DISARM:
- skill_strip_equip(src, bl, skill_id, skill_lv);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case NPC_EVILLAND:
- sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_HELLJUDGEMENT:
- sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_CRITICALWOUND:
- sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_FIRESTORM:
- sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case RK_DRAGONBREATH:
- sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
- break;
- case RK_DRAGONBREATH_WATER:
- sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case NPC_DRAGONBREATH:
- if (skill_lv > 5)
- sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
- else
- sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
- break;
- case AB_ADORAMUS:
- sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case WL_COMET:
- sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
- break;
- case NPC_COMET:
- sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
- break;
- case NPC_JACKFROST:
- sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case RA_WUGBITE: {
- int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
- if (wug_rate < 50)
- wug_rate = 50;
- sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
- }
- break;
- case RA_SENSITIVEKEEN:
- if( rnd()%100 < 8 * skill_lv )
- skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
- break;
- case RA_FIRINGTRAP:
- sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
- break;
- case RA_ICEBOUNDTRAP:
- sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case NC_PILEBUNKER:
- if( rnd()%100 < 25 + 15*skill_lv ) {
- status_change_end(bl, SC_KYRIE);
- status_change_end(bl, SC_ASSUMPTIO);
- status_change_end(bl, SC_STEELBODY);
- status_change_end(bl, SC_GT_CHANGE);
- status_change_end(bl, SC_GT_REVITALIZE);
- status_change_end(bl, SC_AUTOGUARD);
- status_change_end(bl, SC_REFLECTDAMAGE);
- status_change_end(bl, SC_DEFENDER);
- status_change_end(bl, SC_PRESTIGE);
- status_change_end(bl, SC_BANDING);
- status_change_end(bl, SC_MILLENNIUMSHIELD);
- }
- break;
- case NC_FLAMELAUNCHER:
- sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case NC_COLDSLOWER:
- // Status chances are applied officially through a check
- // The skill first trys to give the frozen status to targets that are hit
- sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
- sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case NC_POWERSWING:
- sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case GC_WEAPONCRUSH:
- skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
- break;
- case LG_PINPOINTATTACK:
- rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
- switch( skill_lv ) {
- case 1:
- sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
- break;
- case 2:
- skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
- break;
- case 3:
- skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
- break;
- case 4:
- skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
- break;
- case 5:
- skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
- break;
- }
- break;
- case LG_MOONSLASHER:
- sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
- if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
- sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
- break;
- case NPC_RAYOFGENESIS:
- if (skill_lv < 8)
- sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
- else
- sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
- break;
- case LG_HESPERUSLIT:
- if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
- skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
- break;
- case SR_DRAGONCOMBO:
- sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SR_WINDMILL:
- if( dstsd )
- skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
- else if( dstmd )
- sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
- break;
- case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
- sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SR_EARTHSHAKER:
- sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- status_change_end(bl, SC_SV_ROOTTWIST);
- break;
- case SO_EARTHGRAVE:
- sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
- break;
- case SO_DIAMONDDUST:
- rate = 5 + 5 * skill_lv;
- if( sc && sc->data[SC_COOLER_OPTION] )
- rate += (sd ? sd->status.job_level / 5 : 0);
- sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case SO_VARETYR_SPEAR:
- sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SO_POISON_BUSTER:
- sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case GN_SPORE_EXPLOSION:
- sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- if( sd ) {
- switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
- case ITEMID_COCONUT_BOMB:
- sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
- sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
- break;
- case ITEMID_MELON_BOMB:
- sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
- break;
- case ITEMID_BANANA_BOMB:
- {
- uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
- sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
- sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
- break;
- }
- }
- sd->itemid = 0;
- }
- break;
- case GN_HELLS_PLANT_ATK:
- sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
- break;
- case EL_WIND_SLASH: // Non confirmed rate.
- sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
- break;
- case EL_STONE_HAMMER:
- rate = 10 * skill_lv;
- sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
- break;
- case EL_ROCK_CRUSHER:
- sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
- break;
- case EL_ROCK_CRUSHER_ATK:
- sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
- break;
- case EL_TYPOON_MIS:
- sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case KO_JYUMONJIKIRI:
- sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case SP_SOULEXPLOSION:
- case KO_SETSUDAN: // Remove soul link when hit.
- status_change_end(bl, SC_SPIRIT);
- status_change_end(bl, SC_SOULGOLEM);
- status_change_end(bl, SC_SOULSHADOW);
- status_change_end(bl, SC_SOULFALCON);
- status_change_end(bl, SC_SOULFAIRY);
- break;
- case KO_MAKIBISHI:
- sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
- break;
- case MH_EQC:
- {
- struct homun_data *hd = BL_CAST(BL_HOM, src);
- if (hd) {
- sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
- status_change_end(bl, SC_TINDER_BREAKER2);
- }
- }
- break;
- case MH_STAHL_HORN:
- sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case MH_NEEDLE_OF_PARALYZE:
- sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case MH_XENO_SLASHER:
- sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
- break;
- case NPC_MAGMA_ERUPTION:
- case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
- sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
- sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
- break;
- case GN_ILLUSIONDOPING:
- if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
- sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case RL_MASS_SPIRAL:
- sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
- break;
- case RL_SLUGSHOT:
- sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case RL_BANISHING_BUSTER: {
- if (!tsc || !tsc->count)
- break;
- if (status_isimmune(bl))
- break;
- if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- uint16 n = skill_lv;
- for (const auto &it : status_db) {
- sc_type status = static_cast<sc_type>(it.first);
- if (n <= 0)
- break;
- if (!tsc->data[status])
- continue;
-
- if (it.second->flag[SCF_NOBANISHINGBUSTER])
- continue;
- switch (status) {
- case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
- case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
- case SC_FORTUNE: case SC_SERVICE4U:
- if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
- continue; //If in song area don't end it, even if config enabled
- break;
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
- continue;
- break;
- }
- if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
- tsc->data[status]->val2 = 0;
- status_change_end(bl,status);
- n--;
- }
- //Remove bonus_script by Banishing Buster
- if (dstsd)
- pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
- }
- break;
- case RL_S_STORM:
- //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
- skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
- break;
- case RL_AM_BLAST:
- sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case SU_SCRATCH:
- sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
- break;
- case SU_SV_STEMSPEAR:
- sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
- break;
- case SU_CN_METEOR2:
- sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case SU_SCAROFTAROU:
- sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
- break;
- case SU_LUNATICCARROTBEAT2:
- sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case SJ_FULLMOONKICK:
- sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SJ_STAREMPEROR:
- sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SP_CURSEEXPLOSION:
- status_change_end(bl, SC_SOULCURSE);
- break;
- case SP_SHA:
- sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case DK_SERVANT_W_PHANTOM:
- sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
- if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 1)
- skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
- break;
- case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
- skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
- break;
- case IQ_OLEUM_SANCTUM:
- sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case IQ_FIRST_BRAND:
- sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case IQ_SECOND_FLAME:
- case IQ_SECOND_FAITH:
- case IQ_SECOND_JUDGEMENT:
- sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case IQ_THIRD_PUNISH:
- case IQ_THIRD_FLAME_BOMB:
- case IQ_THIRD_CONSECRATION:
- status_change_end(bl, SC_SECOND_BRAND);
- break;
- case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
- sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
- break;
- case SHC_FATAL_SHADOW_CROW:
- sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
- break;
- case ABC_UNLUCKY_RUSH:
- sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case ABC_CHAIN_REACTION_SHOT:
- skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
- break;
- case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
- sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case WH_SOLIDTRAP:
- sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case WH_SWIFTTRAP:
- sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case WH_FLAMETRAP:
- sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
- sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
- case WM_METALICSOUND:
- case WM_REVERBERATION:
- case TR_RHYTHMSHOOTING:
- case TR_METALIC_FURY:
- status_change_end(bl, SC_SOUNDBLEND);
- break;
- case EM_DIAMOND_STORM:
- sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case EM_LIGHTNING_LAND:
- sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case EM_VENOM_SWAMP:
- sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case EM_CONFLAGRATION:
- sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case EM_TERRA_DRIVE:
- sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- } //end switch skill_id
- if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
- { //Pass heritage to Master for status causing effects. [Skotlex]
- sd = map_id2sd(md->master_id);
- src = sd?&sd->bl:src;
- }
- // Coma
- if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
- rate = 0;
- //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
- if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
- rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
- rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
- }
- if (attack_type&BF_WEAPON) {
- rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
- rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
- rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
- }
- if (rate > 0)
- status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
- }
- if( attack_type&BF_WEAPON )
- { // Breaking Equipment
- if( sd && battle_config.equip_self_break_rate )
- { // Self weapon breaking
- rate = battle_config.equip_natural_break_rate;
- #ifndef RENEWAL
- if( sc )
- {
- if(sc->data[SC_OVERTHRUST])
- rate += 10;
- if(sc->data[SC_MAXOVERTHRUST])
- rate += 10;
- }
- #endif
- if( rate )
- skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
- }
- if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
- { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
- // Target weapon breaking
- rate = 0;
- if( sd )
- rate += sd->bonus.break_weapon_rate;
- if( sc && sc->data[SC_MELTDOWN] )
- rate += sc->data[SC_MELTDOWN]->val2;
- if( rate )
- skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
- // Target armor breaking
- rate = 0;
- if( sd )
- rate += sd->bonus.break_armor_rate;
- if( sc && sc->data[SC_MELTDOWN] )
- rate += sc->data[SC_MELTDOWN]->val3;
- if( rate )
- skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
- }
- if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
- if (sd->def_set_race[tstatus->race].rate)
- status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
- 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
- if (sd->mdef_set_race[tstatus->race].rate)
- status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
- 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
- if (sd->norecover_state_race[tstatus->race].rate)
- status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
- 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
- }
- }
- if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
- struct unit_data *ud = unit_bl2ud(src);
- if( sc->data[SC_WILD_STORM_OPTION] )
- skill = sc->data[SC_WILD_STORM_OPTION]->val2;
- else if( sc->data[SC_UPHEAVAL_OPTION] )
- skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
- else if( sc->data[SC_TROPIC_OPTION] )
- skill = sc->data[SC_TROPIC_OPTION]->val3;
- else if( sc->data[SC_CHILLY_AIR_OPTION] )
- skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
- else
- skill = 0;
- if ( rnd()%100 < 25 && skill ){
- skill_castend_damage_id(src, bl, skill, 5, tick, 0);
- if (ud) {
- rate = skill_delayfix(src, skill, skill_lv);
- if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
- ud->canact_tick = i64max(tick + rate, ud->canact_tick);
- if ( battle_config.display_status_timers )
- clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
- }
- }
- }
- }
- // Autospell when attacking
- if( sd && !status_isdead(bl) && !sd->autospell.empty() )
- {
- for (const auto &it : sd->autospell) {
- if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
- ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
- ((it.battle_flag)&attack_type)&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- skill = it.id;
- sd->state.autocast = 1;
- if ( skill_isNotOk(skill, sd) ) {
- sd->state.autocast = 0;
- continue;
- }
- sd->state.autocast = 0;
- uint16 autospl_skill_lv = it.lv ? it.lv : 1;
- if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
- autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
- rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
- if (rnd()%1000 >= rate)
- continue;
- block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
- e_cast_type type = skill_get_casttype(skill);
- if (type == CAST_GROUND) {
- if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
- continue;
- }
- if (battle_config.autospell_check_range &&
- !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
- continue;
- if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
- type = CAST_GROUND;
- #ifndef RENEWAL
- else if (skill == AS_SONICBLOW)
- pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
- #endif
- sd->state.autocast = 1;
- skill_consume_requirement(sd,skill,autospl_skill_lv,1);
- #ifndef RENEWAL
- skill_toggle_magicpower(src, skill);
- #endif
- switch (type) {
- case CAST_GROUND:
- skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
- break;
- }
- sd->state.autocast = 0;
- //Set canact delay. [Skotlex]
- unit_data *ud = unit_bl2ud(src);
- if (ud) {
- int delay = skill_delayfix(src, skill, autospl_skill_lv);
- if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
- ud->canact_tick = i64max(tick + delay, ud->canact_tick);
- if ( battle_config.display_status_timers && sd )
- clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
- }
- }
- }
- }
- //Autobonus when attacking
- if( sd && !sd->autobonus.empty() )
- {
- for(auto &it : sd->autobonus) {
- if( it == nullptr ){
- continue;
- }
- if (rnd()%1000 >= it->rate)
- continue;
- if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
- ((it->atk_type)&attack_type)&BF_RANGEMASK &&
- ((it->atk_type)&attack_type)&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- pc_exeautobonus(*sd, &sd->autobonus, it);
- }
- }
- //Polymorph
- if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
- dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
- (rnd()%10000 < sd->bonus.classchange))
- {
- int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
- if (class_ != 0 && mobdb_checkid(class_))
- mob_class_change(dstmd,class_);
- }
- if (sd && sc) {
- struct status_change_entry *sce;
- if ((sce = sc->data[SC_2011RWC_SCROLL]) && rnd() % 1000 <= 10)
- skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
- }
- return 0;
- }
- int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
- if( sd == nullptr || !skill_id )
- return 0;
- for (auto &it : sd->autospell3) {
- if (it.trigger_skill != skill_id)
- continue;
- if (it.lock)
- continue; // autospell already being executed
- uint16 skill = it.id;
- sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
- if( skill_isNotOk(skill, sd) ) {
- sd->state.autocast = 0;
- continue;
- }
- sd->state.autocast = 0;
- // DANGER DANGER: here force target actually means use yourself as target!
- block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
- if( tbl == nullptr ){
- continue; // No target
- }
- if( rnd()%1000 >= it.rate )
- continue;
- uint16 skill_lv = it.lv ? it.lv : 1;
- if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
- skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
- e_cast_type type = skill_get_casttype(skill);
- if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
- continue;
- if (battle_config.autospell_check_range &&
- !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
- continue;
- sd->state.autocast = 1;
- it.lock = true;
- skill_consume_requirement(sd,skill,skill_lv,1);
- switch( type ) {
- case CAST_GROUND:
- skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
- break;
- }
- it.lock = false;
- sd->state.autocast = 0;
- }
- if( sd && !sd->autobonus3.empty() ) {
- for (auto &it : sd->autobonus3) {
- if (it == nullptr)
- continue;
- if (rnd()%1000 >= it->rate)
- continue;
- if (it->atk_type != skill_id)
- continue;
- pc_exeautobonus(*sd, &sd->autobonus3, it);
- }
- }
- return 1;
- }
- /* Splitted off from skill_additional_effect, which is never called when the
- * attack skill kills the enemy. Place in this function counter status effects
- * when using skills (eg: Asura's sp regen penalty, or counter-status effects
- * from cards) that will take effect on the source, not the target. [Skotlex]
- * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
- * type of skills, so not every instance of skill_additional_effect needs a call
- * to this one.
- */
- int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
- {
- int rate;
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- nullpo_ret(src);
- nullpo_ret(bl);
- if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
- sd = BL_CAST(BL_PC, src);
- dstsd = BL_CAST(BL_PC, bl);
- if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
- for (const auto &it : dstsd->addeff_atked) {
- rate = it.rate;
- if (attack_type&BF_LONG)
- rate += it.arrow_rate;
- if (rate == 0)
- continue;
- if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
- // Trigger has attack type consideration.
- if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
- (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
- (it.flag&ATF_MISC && attack_type&BF_MISC))
- ;
- else
- continue;
- }
- if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
- if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
- (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
- continue; //Range Failed.
- }
- if (it.flag&ATF_TARGET && src != bl)
- status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
- if (it.flag&ATF_SELF && !status_isdead(bl))
- status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
- }
- }
- switch(skill_id) {
- case MO_EXTREMITYFIST:
- sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case GS_FULLBUSTER:
- sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case HFLI_SBR44: //[orn]
- if(src->type == BL_HOM){
- struct homun_data *hd = (struct homun_data *)src;
- if (hd != nullptr) {
- hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
- if (hd->master)
- clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
- }
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- attack_type |= BF_WEAPON;
- break;
- case LG_HESPERUSLIT:
- {
- status_change *sc = status_get_sc(src);
- if( sc && sc->data[SC_FORCEOFVANGUARD]) {
- for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
- pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
- }
- }
- break;
- case SP_SPA:
- sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SP_SHA:
- sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case SP_SWHOO:
- sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- }
- if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
- status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
- if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
- !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
- (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
- ){ //Soul Drain should only work on targetted spells [Skotlex]
- if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
- clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
- }
- if( sd && status_isdead(bl) ) {
- int sp = 0, hp = 0;
- if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
- sp += sd->bonus.sp_gain_value;
- sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
- hp += sd->bonus.hp_gain_value;
- }
- if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
- sp += sd->bonus.long_sp_gain_value;
- hp += sd->bonus.long_hp_gain_value;
- }
- if( attack_type&BF_MAGIC ) {
- sp += sd->bonus.magic_sp_gain_value;
- hp += sd->bonus.magic_hp_gain_value;
- if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
- struct status_change *sc = NULL;
- if( ( sc = status_get_sc(src) ) ) {
- if(sc->data[SC_SPIRIT] &&
- sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
- sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
- }
- }
- }
- if( hp || sp ) { // updated to force healing to allow healing through berserk
- status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
- }
- }
- if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
- struct status_change *sc = status_get_sc(bl);
- if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
- skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
- }
- // Trigger counter-spells to retaliate against damage causing skills.
- if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
- !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
- {
- for (const auto &it : dstsd->autospell2) {
- if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
- ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
- ((it.battle_flag)&attack_type)&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
- if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
- autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
- int autospl_rate = it.rate;
- //Physical range attacks only trigger autospells half of the time
- if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
- autospl_rate>>=1;
- dstsd->state.autocast = 1;
- if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
- dstsd->state.autocast = 0;
- continue;
- }
- dstsd->state.autocast = 0;
- if (rnd()%1000 >= autospl_rate)
- continue;
- block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
- e_cast_type type = skill_get_casttype(autospl_skill_id);
- if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
- continue;
- if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
- continue;
- dstsd->state.autocast = 1;
- skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
- switch (type) {
- case CAST_GROUND:
- skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
- break;
- }
- dstsd->state.autocast = 0;
- //Set canact delay. [Skotlex]
- unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
- if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
- ud->canact_tick = i64max(tick + delay, ud->canact_tick);
- if ( battle_config.display_status_timers && dstsd )
- clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
- }
- }
- }
- }
- //Autobonus when attacked
- if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
- for (auto &it : dstsd->autobonus2) {
- if( it == nullptr ){
- continue;
- }
- if (rnd()%1000 >= it->rate)
- continue;
- if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
- ((it->atk_type)&attack_type)&BF_RANGEMASK &&
- ((it->atk_type)&attack_type)&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
- }
- }
- return 0;
- }
- /*=========================================================================
- Breaks equipment. On-non players causes the corresponding strip effect.
- - rate goes from 0 to 10000 (100.00%)
- - flag is a BCT_ flag to indicate which type of adjustment should be used
- (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
- --------------------------------------------------------------------------*/
- int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
- {
- status_change *src_sc = status_get_sc(src);
- // Grant player skills/items the ability to "break" non-player equipment.
- // WS_MELTDOWN is exempt from this check.
- if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->data[SC_MELTDOWN]))
- return 0;
- const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
- const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
- const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
- struct status_change *sc = status_get_sc(bl);
- int i;
- TBL_PC *sd;
- sd = BL_CAST(BL_PC, bl);
- if (sc && !sc->count)
- sc = NULL;
- if (sd) {
- if (sd->bonus.unbreakable_equip)
- where &= ~sd->bonus.unbreakable_equip;
- if (sd->bonus.unbreakable)
- rate -= rate*sd->bonus.unbreakable/100;
- if (where&EQP_WEAPON) {
- switch (sd->status.weapon) {
- case W_FIST: //Bare fists should not break :P
- case W_1HAXE:
- case W_2HAXE:
- case W_MACE: // Axes and Maces can't be broken [DracoRPG]
- case W_2HMACE:
- case W_STAFF:
- case W_2HSTAFF:
- case W_BOOK: //Rods and Books can't be broken [Skotlex]
- case W_HUUMA:
- case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
- case W_DOUBLE_DA:
- case W_DOUBLE_SA:
- where &= ~EQP_WEAPON;
- }
- }
- }
- if (flag&BCT_ENEMY) {
- if (battle_config.equip_skill_break_rate != 100)
- rate = rate*battle_config.equip_skill_break_rate/100;
- } else if (flag&(BCT_PARTY|BCT_SELF)) {
- if (battle_config.equip_self_break_rate != 100)
- rate = rate*battle_config.equip_self_break_rate/100;
- }
- for (i = 0; i < 6; i++) {
- if (where&where_list[i]) {
- if (sc && sc->count && sc->data[scdef[i]])
- where&=~where_list[i];
- else if (rnd()%10000 >= rate)
- where&=~where_list[i];
- else if (!sd) //Cause Strip effect.
- sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
- }
- }
- if (!where) //Nothing to break.
- return 0;
- if (sd) {
- for (i = 0; i < EQI_MAX; i++) {
- short j = sd->equip_index[i];
- if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
- continue;
- switch(i) {
- case EQI_HEAD_TOP: //Upper Head
- flag = (where&EQP_HELM);
- break;
- case EQI_ARMOR: //Body
- flag = (where&EQP_ARMOR);
- break;
- case EQI_HAND_R: //Left/Right hands
- case EQI_HAND_L:
- flag = (
- (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
- (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
- break;
- case EQI_SHOES:
- flag = (where&EQP_SHOES);
- break;
- case EQI_GARMENT:
- flag = (where&EQP_GARMENT);
- break;
- case EQI_ACC_L:
- flag = (where&EQP_ACC_L);
- break;
- case EQI_ACC_R:
- flag = (where&EQP_ACC_R);
- break;
- case EQI_SHADOW_ARMOR:
- flag = (where&EQP_SHADOW_ARMOR);
- break;
- case EQI_SHADOW_WEAPON:
- flag = (where&EQP_SHADOW_WEAPON);
- break;
- case EQI_SHADOW_SHIELD:
- flag = (where&EQP_SHADOW_SHIELD);
- break;
- case EQI_SHADOW_SHOES:
- flag = (where&EQP_SHADOW_SHOES);
- break;
- case EQI_SHADOW_ACC_R:
- flag = (where&EQP_SHADOW_ACC_R);
- break;
- case EQI_SHADOW_ACC_L:
- flag = (where&EQP_SHADOW_ACC_L);
- break;
- default:
- continue;
- }
- if (flag) {
- sd->inventory.u.items_inventory[j].attribute = 1;
- pc_unequipitem(sd, j, 3);
- }
- }
- clif_equiplist(sd);
- }
- return where; //Return list of pieces broken.
- }
- /**
- * Strip equipment from a target
- * @param src: Source of call
- * @param target: Target to strip
- * @param skill_id: Skill used
- * @param skill_lv: Skill level used
- * @return True on successful strip or false otherwise
- */
- bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- nullpo_retr(false, src);
- nullpo_retr(false, target);
- struct status_change *tsc = status_get_sc(target);
- if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
- return false;
- const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
- const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
- const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
- struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
- int rate, time, location, mod = 100;
- switch (skill_id) { // Rate
- case RG_STRIPWEAPON:
- case RG_STRIPARMOR:
- case RG_STRIPSHIELD:
- case RG_STRIPHELM:
- case GC_WEAPONCRUSH:
- rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
- mod = 1000;
- break;
- case ST_FULLSTRIP: {
- int min_rate = 50 + 20 * skill_lv;
- rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
- rate = max(min_rate, rate);
- mod = 1000;
- break;
- }
- case GS_DISARM:
- rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
- rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
- break;
- case WL_EARTHSTRAIN: {
- int job_lv = 0;
- if (src->type == BL_PC)
- job_lv = ((TBL_PC*)src)->status.job_level;
- rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
- break;
- }
- case SC_STRIPACCESSARY:
- rate = 12 + 2 * skill_lv;
- break;
- case ABC_STRIP_SHADOW:
- rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
- mod = 1000;
- break;
- default:
- return false;
- }
- if (rnd()%mod >= rate)
- return false;
- switch (skill_id) { // Duration
- case SC_STRIPACCESSARY:
- case GS_DISARM:
- time = skill_get_time(skill_id, skill_lv);
- break;
- case WL_EARTHSTRAIN:
- case RG_STRIPWEAPON:
- case RG_STRIPARMOR:
- case RG_STRIPSHIELD:
- case RG_STRIPHELM:
- case GC_WEAPONCRUSH:
- case ST_FULLSTRIP:
- case ABC_STRIP_SHADOW:
- if (skill_id == WL_EARTHSTRAIN)
- time = skill_get_time2(skill_id, skill_lv);
- else
- time = skill_get_time(skill_id, skill_lv);
- if (target->type == BL_PC)
- time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
- else {
- time += 15000;
- time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
- }
- break;
- }
- switch (skill_id) { // Location
- case GC_WEAPONCRUSH:
- case RG_STRIPWEAPON:
- case GS_DISARM:
- location = EQP_WEAPON;
- break;
- case RG_STRIPARMOR:
- location = EQP_ARMOR;
- break;
- case RG_STRIPSHIELD:
- location = EQP_SHIELD;
- break;
- case RG_STRIPHELM:
- location = EQP_HELM;
- break;
- case ST_FULLSTRIP:
- location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
- break;
- case SC_STRIPACCESSARY:
- location = EQP_ACC;
- break;
- case ABC_STRIP_SHADOW:
- location = EQP_SHADOW_GEAR;
- break;
- }
- for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
- if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
- location &=~ pos[i];
- }
- if (!location)
- return false;
- for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
- if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
- location &=~ pos[i];
- }
- return location ? true : false;
- }
- /**
- * Used to knock back players, monsters, traps, etc
- * @param src Object that give knock back
- * @param target Object that receive knock back
- * @param count Number of knock back cell requested
- * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
- * @param flag
- BLOWN_DONT_SEND_PACKET - position update packets must not be sent
- BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
- These flags "return 'count' instead of 0 if target is cannot be knocked back":
- BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
- BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
- BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
- BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
- * @return Number of knocked back cells done
- */
- short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
- {
- int dx = 0, dy = 0;
- uint8 checkflag = 0;
- struct status_change *tsc = status_get_sc(target);
- enum e_unit_blown reason = UB_KNOCKABLE;
- nullpo_ret(src);
- nullpo_ret(target);
- if (!count)
- return count; // Actual knockback distance is 0.
- // Create flag needed in unit_blown_immune
- if(src != target)
- checkflag |= 0x1; // Offensive
- if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
- checkflag |= 0x2; // Knockback type
- if(status_get_class_(src) == CLASS_BOSS)
- checkflag |= 0x4; // Boss attack
- // Get reason and check for flags
- reason = unit_blown_immune(target, checkflag);
- switch(reason) {
- case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
- case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
- case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
- case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
- case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
- }
- if (dir == -1) // <optimized>: do the computation here instead of outside
- dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
- if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
- dx = -dirx[dir];
- dy = -diry[dir];
- }
- if (tsc) {
- if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
- status_change_end(target, SC_SU_STOOP);
- if (tsc->data[SC_ROLLINGCUTTER])
- status_change_end(target, SC_ROLLINGCUTTER);
- if (tsc->data[SC_CRESCIVEBOLT])
- status_change_end(target, SC_CRESCIVEBOLT);
- if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
- return 0;
- }
- return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
- }
- // Checks if 'bl' should reflect back a spell cast by 'src'.
- // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
- // In case of success returns type of reflection, otherwise 0
- // 1 - Regular reflection (Maya)
- // 2 - SL_KAITE reflection
- static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
- {
- struct status_change *sc = status_get_sc(bl);
- struct map_session_data* sd = BL_CAST(BL_PC, bl);
- // Deadly Projection null's all magic reflection.
- if (sc && sc->data[SC_DEADLY_DEFEASANCE])
- return 0;
- if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
- // Item-based reflection - Bypasses Boss check
- if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
- return 1;
- }
- // Magic Mirror reflection - Bypasses Boss check
- if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
- return 1;
- if( status_get_class_(src) == CLASS_BOSS )
- return 0;
- // status-based reflection
- if( !sc || sc->count == 0 )
- return 0;
- // Kaite reflection - Does not bypass Boss check
- if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
- #ifdef RENEWAL
- && type // Does not reflect AoE
- #endif
- ) {
- // Kaite only works against non-players if they are low-level.
- // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
- clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
- if( --sc->data[SC_KAITE]->val2 <= 0 )
- status_change_end(bl, SC_KAITE);
- return 2;
- }
- return 0;
- }
- /**
- * Checks whether a skill can be used in combos or not
- * @param skill_id: Target skill
- * @return 0: Skill is not a combo
- * 1: Skill is a normal combo
- * 2: Skill is combo that prioritizes auto-target even if val2 is set
- * @author Panikon
- */
- int skill_is_combo(uint16 skill_id) {
- switch(skill_id) {
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- case MO_EXTREMITYFIST:
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- case TK_JUMPKICK:
- case HT_POWER:
- case SR_DRAGONCOMBO:
- return 1;
- case SR_FALLENEMPIRE:
- case SR_TIGERCANNON:
- case SR_GATEOFHELL:
- return 2;
- }
- return 0;
- }
- /*
- * Combo handler, start stop combo status
- */
- void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
- TBL_PC *sd = BL_CAST(BL_PC, bl);
- switch (skill_id) {
- case MH_MIDNIGHT_FRENZY:
- case MH_EQC:
- {
- int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
- short idx = hom_skill_get_index(skill_id2);
- int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
- TBL_HOM *hd = BL_CAST(BL_HOM, bl);
- if (idx == -1)
- break;
- sd = hd->master;
- hd->homunculus.hskill[idx].flag= flag;
- if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
- }
- break;
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
- break;
- case TK_JUMPKICK:
- if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
- break;
- case MO_TRIPLEATTACK:
- if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
- clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
- break;
- case SR_FALLENEMPIRE:
- if (sd){
- clif_skillinfo(sd,SR_GATEOFHELL, inf);
- clif_skillinfo(sd,SR_TIGERCANNON, inf);
- }
- break;
- }
- }
- void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
- t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
- int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
- int target_id = bl->id; //Set to 0 if combo skill should not autotarget
- struct status_change_entry *sce;
- TBL_PC *sd = BL_CAST(BL_PC,src);
- TBL_HOM *hd = BL_CAST(BL_HOM,src);
- struct status_change *sc = status_get_sc(src);
- if(sc == NULL) return;
- //End previous combo state after skill is invoked
- if ((sce = sc->data[SC_COMBO]) != NULL) {
- switch (skill_id) {
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
- sce->val1 = skill_id; //Update combo-skill
- sce->val3 = skill_id;
- if( sce->timer != INVALID_TIMER )
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
- break;
- }
- unit_cancel_combo(src); // Cancel combo wait
- break;
- default:
- if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
- status_change_end(src, SC_COMBO);
- }
- }
- //start new combo
- if (sd) { //player only
- switch (skill_id) {
- case MO_TRIPLEATTACK:
- if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
- duration = 1;
- target_id = 0; // Will target current auto-target instead
- }
- break;
- case MO_CHAINCOMBO:
- if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
- duration = 1;
- target_id = 0; // Will target current auto-target instead
- }
- break;
- case MO_COMBOFINISH:
- if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
- party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
- if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
- duration = 1;
- target_id = 0; // Will target current auto-target instead
- }
- case CH_TIGERFIST:
- if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
- duration = 1;
- target_id = 0; // Will target current auto-target instead
- }
- case CH_CHAINCRUSH:
- if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
- duration = 1;
- target_id = 0; // Will target current auto-target instead
- }
- break;
- case AC_DOUBLE:
- if (pc_checkskill(sd, HT_POWER)) {
- duration = 2000;
- nodelay = 1; //Neither gives walk nor attack delay
- target_id = 0; //Does not need to be used on previous target
- }
- break;
- case SR_DRAGONCOMBO:
- if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
- duration = 1;
- break;
- case SR_FALLENEMPIRE:
- if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
- duration = 1;
- break;
- case SJ_PROMINENCEKICK:
- if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
- duration = 1;
- break;
- }
- }
- else { //other
- switch(skill_id) {
- case MH_TINDER_BREAKER:
- case MH_CBC:
- case MH_SONIC_CRAW:
- case MH_SILVERVEIN_RUSH:
- if(hd->homunculus.spiritball > 0) duration = 2000;
- nodelay = 1;
- break;
- case MH_EQC:
- case MH_MIDNIGHT_FRENZY:
- if(hd->homunculus.spiritball >= 2) duration = 2000;
- nodelay = 1;
- break;
- }
- }
- if (duration) { //Possible to chain
- if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
- duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
- sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
- clif_combo_delay(src, duration);
- }
- }
- /**
- * Copy skill by Plagiarism or Reproduce
- * @param src: The caster
- * @param bl: The target
- * @param skill_id: Skill that casted
- * @param skill_lv: Skill level of the casted skill
- */
- static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
- {
- TBL_PC *tsd = BL_CAST(BL_PC, bl);
- if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
- return;
- //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
- else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
- return;
- else {
- uint16 idx;
- uint8 lv;
- skill_id = skill_dummy2skill_id(skill_id);
- //Use skill index, avoiding out-of-bound array [Cydh]
- if (!(idx = skill_get_index(skill_id)))
- return;
- switch (skill_isCopyable(tsd,skill_id)) {
- case 1: //Copied by Plagiarism
- {
- if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
- clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
- tsd->status.skill[tsd->cloneskill_idx].id = 0;
- tsd->status.skill[tsd->cloneskill_idx].lv = 0;
- tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
- }
- lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
- tsd->cloneskill_idx = idx;
- pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
- pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
- }
- break;
- case 2: //Copied by Reproduce
- {
- struct status_change *tsc = status_get_sc(bl);
- //Already did SC check
- //Skill level copied depends on Reproduce skill that used
- lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
- if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
- clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
- tsd->status.skill[tsd->reproduceskill_idx].id = 0;
- tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
- tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
- }
- //Level dependent and limitation.
- if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
- lv = min(lv,skill_get_max(skill_id));
- else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
- lv = min(lv,skill_lv);
- tsd->reproduceskill_idx = idx;
- pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
- pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
- }
- break;
- default: return;
- }
- tsd->status.skill[idx].id = skill_id;
- tsd->status.skill[idx].lv = lv;
- tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
- clif_addskill(tsd,skill_id);
- }
- }
- /**
- * Knockback the target on skill_attack
- * @param src is the master behind the attack
- * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
- * @param target is the target to be attacked.
- * @param blewcount
- * @param skill_id
- * @param skill_lv
- * @param damage
- * @param tick
- * @param flag can hold a bunch of information:
- */
- void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
- int8 dir = -1; // Default direction
- //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
- //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
- if (!blewcount || target == dsrc || status_isdead(target))
- return;
- // Skill specific direction
- switch (skill_id) {
- case MG_FIREWALL:
- case EL_FIRE_MANTLE:
- dir = unit_getdir(target); // Backwards
- break;
- // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
- case NPC_STORMGUST2:
- case WZ_STORMGUST:
- if(!battle_config.stormgust_knockback)
- dir = rnd()%8;
- break;
- case MC_CARTREVOLUTION:
- if (battle_config.cart_revo_knockback)
- dir = 6; // Official servers push target to the West
- break;
- case AC_SHOWER:
- case WL_CRIMSONROCK:
- if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
- dir = map_calc_dir(target, src->x, src->y);
- else
- dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
- break;
- case HT_PHANTASMIC: // issue #1378
- if (status_get_hp(target) - damage <= 0) return;
- break;
- }
- // Blown-specific handling
- switch( skill_id ) {
- case SR_KNUCKLEARROW:
- // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
- // Boss & Immune Knockback stay in place and don't get bonus damage
- // Give knockback damage bonus only hits the wall. (bugreport:9096)
- if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
- skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
- dir_ka = -1;
- break;
- case RL_R_TRIP:
- if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
- skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
- break;
- default:
- skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
- if (!blewcount && target->type == BL_SKILL && damage > 0) {
- TBL_SKILL *su = (TBL_SKILL*)target;
- if (su->group && su->group->skill_id == HT_BLASTMINE)
- skill_blown(src, target, 3, -1, BLOWN_NONE);
- }
- break;
- }
- clif_fixpos(target);
- }
- /*
- * =========================================================================
- * Does a skill attack with the given properties.
- * @param src is the master behind the attack (player/mob/pet)
- * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
- * @param bl is the target to be attacked.
- * @param flag can hold a bunch of information:
- * flag&1
- * flag&2 - Disable re-triggered by double casting
- * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
- * flag&8 - SC_COMBO state used to deal bonus damage
- *
- * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
- * (usually holds number of targets, or just 1 for simple splash attacks)
- *
- * flag&0xF000 - Values from enum e_skill_display
- * flag&0x3F0000 - Values from enum e_battle_check_target
- *
- * flag&0x1000000 - Return 0 if damage was reflected
- *-------------------------------------------------------------------------*/
- int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
- {
- struct Damage dmg;
- struct status_data *sstatus, *tstatus;
- struct status_change *sc, *tsc;
- struct map_session_data *sd, *tsd;
- int64 damage;
- bool rmdamage = false;//magic reflected
- int type;
- enum e_damage_type dmg_type;
- bool shadow_flag = false;
- bool additional_effects = true;
- if(skill_id > 0 && !skill_lv)
- return 0;
- nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
- nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
- nullpo_ret(bl); //Target to be attacked.
- if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
- return 0;
- if (src != dsrc) {
- //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
- return 0;
- } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
- //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]
- if (!status_check_skilluse(src, bl, skill_id, 2))
- return 0;
- }
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, bl);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(bl);
- sc= status_get_sc(src);
- tsc= status_get_sc(bl);
- if (tsc && !tsc->count)
- tsc = NULL; //Don't need it.
- //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
- if (tsc && tsc->data[SC_TRICKDEAD])
- return 0;
- #ifndef RENEWAL
- //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
- if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
- return 0;
- #endif
- dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
- //If the damage source is a unit, the damage is not delayed
- if (src != dsrc && skill_id != GS_GROUNDDRIFT)
- dmg.amotion = 0;
- //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
- // Adjusted to the new system [Skotlex]
- if( src->type == BL_PET ) { // [Valaris]
- struct pet_data *pd = (TBL_PET*)src;
- if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
- if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
- int element = skill_get_ele(skill_id, skill_lv);
- /*if (skill_id == -1) Does it ever worked?
- element = sstatus->rhw.ele;*/
- if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
- dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
- else
- dmg.damage = pd->a_skill->damage; // Fixed damage
-
- }
- else
- dmg.damage = 1*pd->a_skill->div_;
- dmg.damage2 = 0;
- dmg.div_= pd->a_skill->div_;
- }
- }
- if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
- { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
- if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
- { //Magic reflection, switch caster/target
- struct block_list *tbl = bl;
- rmdamage = true;
- bl = src;
- src = tbl;
- dsrc = tbl;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, bl);
- tsc = status_get_sc(bl);
- if (tsc && !tsc->count)
- tsc = NULL; //Don't need it.
- /* bugreport:2564 flag&2 disables double casting trigger */
- flag |= 2;
- //Reflected magic damage will not cause the caster to be knocked back [Playtester]
- flag |= 4;
- //Spirit of Wizard blocks Kaite's reflection
- if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
- { //Consume one Fragment per hit of the casted skill? [Skotlex]
- type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
- if (type >= 0) {
- if ( tsd )
- pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_MISS;
- tsc->data[SC_SPIRIT]->val3 = skill_id;
- tsc->data[SC_SPIRIT]->val4 = dsrc->id;
- }
- } else if( type != 2 ) /* Kaite bypasses */
- additional_effects = false;
- // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
- #if MAGIC_REFLECTION_TYPE
- #ifdef RENEWAL
- if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
- #else
- // issue:6415 in pre-renewal Kaite reflected the entire damage received
- // regardless of caster's equipment (Aegis 11.1)
- if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
- #endif
- short s_ele = skill_get_ele(skill_id, skill_lv);
- if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
- s_ele = sstatus->rhw.ele;
- else if (s_ele == ELE_ENDOWED) //Use status element
- s_ele = status_get_attack_sc_element(src,status_get_sc(src));
- else if( s_ele == ELE_RANDOM) //Use random element
- s_ele = rnd()%ELE_ALL;
- dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
- if( tsc && tsc->data[SC_ENERGYCOAT] ) {
- struct status_data *status = status_get_status_data(bl);
- int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
- per /=20; //Uses 20% SP intervals.
- //SP Cost: 1% + 0.5% per every 20% SP
- if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
- status_change_end(bl, SC_ENERGYCOAT);
- //Reduction: 6% + 6% every 20%
- dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
- }
- if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
- dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
- dmg.damage = i64max(dmg.damage, 1);
- }
- }
- #endif
- }
- if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
- int sp = skill_get_sp(skill_id,skill_lv);
- #ifndef RENEWAL
- clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
- #endif
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
- sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
- if(skill_id == WZ_WATERBALL && skill_lv > 1)
- sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
- status_heal(bl, 0, sp, 2);
- }
- if( (dmg.damage || dmg.damage2) && tsc && (tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 || tsc->data[SC_NPC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_NPC_HALLUCINATIONWALK]->val3) ) {
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_MISS;
- }
- }
- damage = dmg.damage + dmg.damage2;
- if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
- skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
- skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->data[SC_CHANGEUNDEAD] )
- damage = 1;
- if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
- struct block_list *nbl;
- nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
- if( nbl ){ // Only one target is chosen.
- damage = damage / 2; // Deflect half of the damage to a target nearby
- clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
- }
- }
- //Skill hit type
- dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
- switch( skill_id ) {
- case SC_TRIANGLESHOT:
- if( rnd()%100 > (1 + skill_lv) )
- dmg.blewcount = 0;
- break;
- default:
- if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
- dmg.blewcount = 0; //only pushback when it hit for other
- break;
- }
- switch( skill_id ) {
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- if( battle_config.gx_disptype)
- dsrc = src;
- if( src == bl)
- dmg_type = DMG_ENDURE;
- else
- flag|= SD_ANIMATION;
- break;
- case NJ_TATAMIGAESHI: //For correct knockback.
- dsrc = src;
- flag|= SD_ANIMATION;
- break;
- case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
- int level;
- if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
- party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
- }
- break;
- case SL_STIN:
- case SL_STUN:
- if (skill_lv >= 7) {
- struct status_change *sc_cur = status_get_sc(src);
- if (sc_cur && !sc_cur->data[SC_SMA])
- sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
- }
- break;
- case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
- pc_addservantball( *sd );
- break;
- case KN_PIERCE:
- case LK_SPIRALPIERCE:
- case RK_HUNDREDSPEAR:
- case DK_MADNESS_CRUSHER:
- if (sc && sc->data[SC_CHARGINGPIERCE]) {
- if (sc->data[SC_CHARGINGPIERCE_COUNT]) {
- if (sc->data[SC_CHARGINGPIERCE_COUNT]->val1 < 10) // If the charge count is below 10, add 1.
- sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->data[SC_CHARGINGPIERCE_COUNT]->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
- else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
- clif_specialeffect(bl, 1767, AREA);
- status_change_end(src, SC_CHARGINGPIERCE_COUNT);
- }
- } else // No count status detected? Start charge count at 1.
- sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
- }
- break;
- }
- //combo handling
- skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
- //Display damage.
- switch( skill_id ) {
- case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
- break;
- //Skills that need be passed as a normal attack for the client to display correctly.
- case HVAN_EXPLOSION:
- case NPC_SELFDESTRUCTION:
- if(src->type == BL_PC)
- dmg.blewcount = 10;
- dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
- // fall through
- case KN_AUTOCOUNTER:
- case NPC_CRITICALSLASH:
- case TF_DOUBLE:
- case GS_CHAINACTION:
- dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
- break;
- case AS_SPLASHER:
- if( flag&SD_ANIMATION ) // the surrounding targets
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
- else // the central target doesn't display an animation
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
- break;
- case SR_EARTHSHAKER:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
- break;
- case WL_SOULEXPANSION:
- case WL_COMET:
- case NPC_COMET:
- case KO_MUCHANAGE:
- #ifndef RENEWAL
- case NJ_HUUMA:
- #endif
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
- break;
- case WL_CHAINLIGHTNING_ATK:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
- break;
- case WL_TETRAVORTEX_FIRE:
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
- break;
- case LG_SHIELDPRESS:
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
- break;
- case NPC_EARTHQUAKE:
- dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
- break;
- case NPC_DARKPIERCING:
- case EL_FIRE_BOMB:
- case EL_FIRE_BOMB_ATK:
- case EL_FIRE_WAVE:
- case EL_FIRE_WAVE_ATK:
- case EL_FIRE_MANTLE:
- case EL_CIRCLE_OF_FIRE:
- case EL_FIRE_ARROW:
- case EL_ICE_NEEDLE:
- case EL_WATER_SCREW:
- case EL_WATER_SCREW_ATK:
- case EL_WIND_SLASH:
- case EL_TIDAL_WEAPON:
- case EL_ROCK_CRUSHER:
- case EL_ROCK_CRUSHER_ATK:
- case EL_HURRICANE:
- case EL_HURRICANE_ATK:
- case KO_BAKURETSU:
- case GN_HELLS_PLANT_ATK:
- case SU_SV_ROOTTWIST_ATK:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
- break;
- case GN_FIRE_EXPANSION_ACID:
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
- break;
- case EL_STONE_RAIN:
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
- break;
- case WM_SEVERE_RAINSTORM_MELEE:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
- break;
- case HT_CLAYMORETRAP:
- case HT_BLASTMINE:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case RA_CLUSTERBOMB:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
- if( dsrc != src ) // avoid damage display redundancy
- break;
- //Fall through
- case HT_LANDMINE:
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
- break;
- case WZ_SIGHTBLASTER:
- //Sightblaster should never call clif_skill_damage twice
- dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
- break;
- case RL_R_TRIP_PLUSATK:
- case RL_S_STORM:
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
- break;
- case SU_LUNATICCARROTBEAT:
- case SU_LUNATICCARROTBEAT2:
- case SP_CURSEEXPLOSION:
- case SP_SPA:
- case SP_SHA:
- if (dmg.div_ < 2)
- type = DMG_SPLASH;
- if (!(flag&SD_ANIMATION))
- clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
- // Fall through
- case WM_REVERBERATION:
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
- break;
- case SJ_FALLINGSTAR_ATK:
- case SJ_FALLINGSTAR_ATK2:
- dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
- break;
- case SJ_NOVAEXPLOSING:
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
- break;
- case DK_HACKANDSLASHER_ATK:
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
- break;
- case AG_STORM_CANNON:
- case AG_CRIMSON_ARROW:
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
- break;
- case TR_ROSEBLOSSOM_ATK:
- case ABC_FROM_THE_ABYSS_ATK:
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
- break;
- case TR_SOUNDBLEND:
- if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
- else
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
- break;
- case AB_DUPLELIGHT_MELEE:
- case AB_DUPLELIGHT_MAGIC:
- dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
- default:
- if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
- dmg_type = DMG_SPLASH;
- if (src->type == BL_SKILL) {
- TBL_SKILL *su = (TBL_SKILL*)src;
- if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
- clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
- break;
- }
- }
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
- break;
- }
- map_freeblock_lock();
- if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
- dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
- skill_do_copy(src,bl,skill_id,skill_lv);
- if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
- { //Skills with can't walk delay also stop normal attacking for that
- //duration when the attack connects. [Skotlex]
- struct unit_data *ud = unit_bl2ud(src);
- if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
- ud->attackabletime = tick + type;
- }
- shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
- // Instant damage
- if( !dmg.amotion ) {
- if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
- #ifndef RENEWAL
- || skill_id == HW_GRAVITATION
- #endif
- || skill_id == NPC_EVILLAND) && !shadow_flag )
- status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if( !status_isdead(bl) && additional_effects )
- skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
- if( damage > 0 ) //Counter status effects [Skotlex]
- skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
- }
- // Blow!
- if (!(flag&4))
- skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
- // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
- if( dmg.amotion ) {
- if( shadow_flag ) {
- if( !status_isdead(bl) && additional_effects )
- skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
- if( dmg.flag > ATK_BLOCK )
- skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
- } else
- battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
- } else {
- // Trigger monster skill condition for damage skills with no amotion.
- if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
- if (damage > 0)
- mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
- if (skill_id > 0)
- mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
- }
- }
- if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
- #ifndef RENEWAL
- && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
- #endif
- ) {
- if (tsc->data[SC_DEVOTION]) {
- struct status_change_entry *sce = tsc->data[SC_DEVOTION];
- struct block_list *d_bl = map_id2bl(sce->val1);
- if (d_bl && (
- (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
- (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
- ) && check_distance_bl(bl, d_bl, sce->val3) )
- {
- int64 devotion_damage = damage;
- // Needed to check the devotion master for Rebound Shield status.
- struct status_change *d_sc = status_get_sc(d_bl);
- if (d_sc && d_sc->data[SC_REBOUND_S])
- devotion_damage -= devotion_damage * d_sc->data[SC_REBOUND_S]->val2 / 100;
- if (!rmdamage) {
- clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
- status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
- } else {
- bool isDevotRdamage = false;
- if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
- isDevotRdamage = true;
- // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
- // This check is only for magical skill.
- // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
- clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
- status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
- }
- } else {
- status_change_end(bl, SC_DEVOTION);
- if (!dmg.amotion)
- status_fix_damage(src, bl, damage, dmg.dmotion, 0);
- }
- }
- if (tsc->data[SC_WATER_SCREEN_OPTION]) {
- struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
- struct block_list *e_bl = map_id2bl(sce->val1);
- if (e_bl) {
- if (!rmdamage) {
- clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
- status_fix_damage(NULL, e_bl, damage, 0, 0);
- } else {
- clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
- status_fix_damage(bl, bl, damage, 0, 0);
- }
- }
- }
- }
- if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
- if( skill_id == RG_INTIMIDATE ) {
- int rate = 50 + skill_lv * 5;
- rate = rate + (status_get_lv(src) - status_get_lv(bl));
- if(rnd()%100 < rate)
- skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
- } else if( skill_id == NPC_FATALMENACE ) {
- int16 x = skill_area_temp[4], y = skill_area_temp[5];
- map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
- skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
- }
- }
- if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
- dmg.flag |= BF_WEAPON;
- if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
- (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
- {
- if (battle_config.left_cardfix_to_right)
- battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
- else
- battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
- }
- if (sd && tsc && dmg.flag&BF_LONG && tsc->data[SC_WINDSIGN] && rand()%100 < tsc->data[SC_WINDSIGN]->val2)
- status_heal(src, 0, 0, 1, 0);
- if( damage > 0 ) { // Post-damage effects
- switch( skill_id ) {
- case GC_VENOMPRESSURE: {
- struct status_change *ssc = status_get_sc(src);
- if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
- sc_start4(src, bl, (sc_type)ssc->data[SC_POISONINGWEAPON]->val2, 100, ssc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
- status_change_end(src,SC_POISONINGWEAPON);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- }
- break;
- }
- if( sd )
- skill_onskillusage(sd, bl, skill_id, tick);
- }
- if (!(flag&2)) {
- switch (skill_id) {
- case MG_COLDBOLT:
- case MG_FIREBOLT:
- case MG_LIGHTNINGBOLT:
- if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
- //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
- skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
- break;
- case SU_BITE:
- case SU_SCRATCH:
- case SU_SV_STEMSPEAR:
- case SU_SCAROFTAROU:
- case SU_PICKYPECK:
- if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
- skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
- break;
- case ABC_DEFT_STAB:
- if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
- skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
- break;
- case ABC_FRENZY_SHOT:
- if (rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
- skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
- break;
- }
- }
- map_freeblock_unlock();
- if ((flag&0x1000000) && rmdamage)
- return 0; //Should return 0 when damage was reflected
- return damage;
- }
- /*==========================================
- * Sub function for recursive skill call.
- * Checking bl battle flag and display damage
- * then call func with source,target,skill_id,skill_lv,tick,flag
- *------------------------------------------*/
- typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
- int skill_area_sub(struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- uint16 skill_id,skill_lv;
- int flag;
- t_tick tick;
- SkillFunc func;
- nullpo_ret(bl);
- src = va_arg(ap,struct block_list *);
- skill_id = va_arg(ap,int);
- skill_lv = va_arg(ap,int);
- tick = va_arg(ap,t_tick);
- flag = va_arg(ap,int);
- func = va_arg(ap,SkillFunc);
- if (flag&BCT_WOS && src == bl)
- return 0;
- if(battle_check_target(src,bl,flag) > 0) {
- // several splash skills need this initial dummy packet to display correctly
- if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- if (flag&(SD_SPLASH|SD_PREAMBLE))
- skill_area_temp[2]++;
- return func(src,bl,skill_id,skill_lv,tick,flag);
- }
- return 0;
- }
- static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
- {
- struct skill_unit *unit;
- uint16 skill_id,g_skill_id;
- unit = (struct skill_unit *)bl;
- if(bl->prev == NULL || bl->type != BL_SKILL)
- return 0;
- if(!unit->alive)
- return 0;
- skill_id = va_arg(ap,int);
- g_skill_id = unit->group->skill_id;
- switch (skill_id) {
- case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
- if(g_skill_id == SA_LANDPROTECTOR)
- break;
- //Fall through
- case MH_STEINWAND:
- case MG_SAFETYWALL:
- case SC_MAELSTROM:
- if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
- return 0;
- break;
- case AL_WARP:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case HT_TALKIEBOX:
- #ifndef RENEWAL
- case HP_BASILICA:
- #endif
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- case SC_DIMENSIONDOOR:
- case SC_BLOODYLUST:
- case NPC_REVERBERATION:
- case GN_THORNS_TRAP:
- case RL_B_TRAP:
- case SC_ESCAPE:
- //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
- if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
- return 0;
- break;
- default: //Avoid stacking with same kind of trap. [Skotlex]
- if (g_skill_id != skill_id)
- return 0;
- break;
- }
- return 1;
- }
- static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
- {
- //Non players do not check for the skill's splash-trigger area.
- int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
- int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
- return 0;
- }
- range += layout_type;
- return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
- }
- static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
- {
- uint16 skill_id;
- if(bl->prev == NULL)
- return 0;
- skill_id = va_arg(ap,int);
- if( status_isdead(bl) && skill_id != AL_WARP )
- return 0;
- #ifndef RENEWAL
- if( skill_id == HP_BASILICA && bl->type == BL_PC )
- return 0;
- #endif
- if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
- return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
- return 1;
- }
- /**
- * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
- * @param bl Object that casted skill
- * @param x Position x of the target
- * @param y Position y of the target
- * @param skill_id The casted skill
- * @param skill_lv The skill Lv
- * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
- * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
- */
- static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
- {
- int range = 0, type;
- //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
- if (isNearNPC)
- range = skill_get_splash(skill_id,skill_lv);
- //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
- if (!isNearNPC || !range) {
- switch (skill_id) { // to be expanded later
- case WZ_ICEWALL:
- range = 2;
- break;
- case SC_MANHOLE:
- range = 0;
- break;
- default: {
- int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
- if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
- return 0;
- }
- range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
- }
- break;
- }
- }
- uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
- //Check the additional range [Cydh]
- if (isNearNPC && skill_npc_range > 0)
- range += skill_npc_range;
- if (!isNearNPC) { //Doesn't check the NPC range
- //If the caster is a monster/NPC, only check for players. Otherwise just check characters
- if (bl->type&battle_config.skill_nofootset)
- type = BL_CHAR;
- else if(bl->type == BL_MOB)
- type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
- else
- return 0; //Don't check
- } else
- type = BL_NPC;
- return (!isNearNPC) ?
- //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
- map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
- //isNearNPC is used to check range from NPC
- map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
- }
- /*==========================================
- * Checks that you have the requirements for casting a skill for homunculus/mercenary.
- * Flag:
- * &1: finished casting the skill (invoke hp/sp/item consumption)
- * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
- *------------------------------------------*/
- static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
- {
- struct status_data *status;
- struct map_session_data *sd = NULL;
- int i, hp, sp, hp_rate, sp_rate, state, mhp;
- t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
- int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
- nullpo_retr(0, bl);
- switch( bl->type )
- {
- case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
- case BL_MER: sd = ((TBL_MER*)bl)->master; break;
- }
- status = status_get_status_data(bl);
- skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if (skill == nullptr)
- return 0;
- // Requirements
- for( i = 0; i < ARRAYLENGTH(itemid); i++ )
- {
- itemid[i] = skill->require.itemid[i];
- amount[i] = skill->require.amount[i];
- }
- hp = skill->require.hp[skill_lv - 1];
- sp = skill->require.sp[skill_lv - 1];
- hp_rate = skill->require.hp_rate[skill_lv - 1];
- sp_rate = skill->require.sp_rate[skill_lv - 1];
- state = skill->require.state;
- if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
- hp += (status->max_hp * mhp) / 100;
- if( hp_rate > 0 )
- hp += (status->hp * hp_rate) / 100;
- else
- hp += (status->max_hp * (-hp_rate)) / 100;
- if( sp_rate > 0 )
- sp += (status->sp * sp_rate) / 100;
- else
- sp += (status->max_sp * (-sp_rate)) / 100;
- if( !(type&2) )
- {
- if( hp > 0 && status->hp <= (unsigned int)hp )
- {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
- return 0;
- }
- if( sp > 0 && status->sp <= (unsigned int)sp )
- {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
- return 0;
- }
- }
- if( !type )
- switch( state )
- {
- case ST_MOVE_ENABLE:
- if( !unit_can_move(bl) )
- {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return 0;
- }
- break;
- }
- if( !(type&1) )
- return 1;
- // Check item existences
- for( i = 0; i < ARRAYLENGTH(itemid); i++ )
- {
- index[i] = -1;
- if( itemid[i] == 0 ) continue; // No item
- index[i] = pc_search_inventory(sd, itemid[i]);
- if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
- {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return 0;
- }
- }
- // Consume items
- for( i = 0; i < ARRAYLENGTH(itemid); i++ )
- {
- if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
- }
- if( type&2 )
- return 1;
- if( sp || hp )
- status_zap(bl, hp, sp);
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
- {
- switch (skill_id) {
- case RL_QD_SHOT:
- {
- if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
- struct unit_data *ud = unit_bl2ud(src);
- if (ud && ud->target == target->id)
- return 1;
- }
- }
- }
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static TIMER_FUNC(skill_timerskill){
- struct block_list *src = map_id2bl(id),*target;
- struct unit_data *ud = unit_bl2ud(src);
- struct skill_timerskill *skl;
- struct skill_unit *unit = NULL;
- int range;
- nullpo_ret(src);
- nullpo_ret(ud);
- skl = ud->skilltimerskill[data];
- nullpo_ret(skl);
- ud->skilltimerskill[data] = NULL;
- do {
- if(src->prev == NULL)
- break; // Source not on Map
- if(skl->target_id) {
- target = map_id2bl(skl->target_id);
- if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
- target = src; //Required since it has to warp.
- if (skl->skill_id == SR_SKYNETBLOW) {
- skill_area_temp[1] = 0;
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
- map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
- skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
- break;
- }
- if(target == NULL)
- break; // Target offline?
- if(target->prev == NULL)
- break; // Target not on Map
- if(src->m != target->m)
- break; // Different Maps
- if(status_isdead(src)) {
- switch(skl->skill_id) {
- case WL_CHAINLIGHTNING_ATK:
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- // For SR_FLASHCOMBO
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- case SR_TIGERCANNON:
- case NPC_DANCINGBLADE_ATK:
- if (src->type != BL_PC)
- continue;
- break; // Exceptions
- default:
- continue; // Caster is Dead
- }
- }
- if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
- break;
- switch(skl->skill_id) {
- case KN_AUTOCOUNTER:
- clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
- break;
- case RG_INTIMIDATE:
- if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
- short x,y;
- map_search_freecell(src, 0, &x, &y, 1, 1, 0);
- if (target != src && !status_isdead(target))
- unit_warp(target, -1, x, y, CLR_TELEPORT);
- }
- break;
- case BA_FROSTJOKER:
- case DC_SCREAM:
- range= skill_get_splash(skl->skill_id, skl->skill_lv);
- map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
- skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
- break;
- case PR_LEXDIVINA:
- if (src->type == BL_MOB) {
- // Monsters use the default duration when casting Lex Divina
- sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
- break;
- }
- sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
- break;
- case PR_STRECOVERY:
- sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
- break;
- case BS_HAMMERFALL:
- sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
- break;
- case MER_LEXDIVINA:
- sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
- break;
- case WZ_WATERBALL:
- {
- //Get the next waterball cell to consume
- struct s_skill_unit_layout *layout;
- int i;
- layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
- for (i = skl->type; i >= 0 && i < layout->count; i++) {
- int ux = skl->x + layout->dx[i];
- int uy = skl->y + layout->dy[i];
- unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
- if (unit)
- break;
- }
- } // Fall through
- case WZ_JUPITEL:
- // Official behaviour is to hit as long as there is a line of sight, regardless of distance
- if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
- // Apply canact delay here to prevent hacks (unlimited casting)
- ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
- skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
- }
- if (unit && !status_isdead(target) && !status_isdead(src)) {
- skill_delunit(unit); // Consume unit for next waterball
- //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
- unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
- skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
- } else {
- struct status_change *sc = status_get_sc(src);
- if(sc) {
- if(sc->data[SC_SPIRIT] &&
- sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == skl->skill_id)
- sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
- }
- }
- break;
- case NPC_DANCINGBLADE_ATK:
- skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type < 4) {
- struct block_list *nbl = NULL;
- nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
- skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
- }
- break;
- case WL_CHAINLIGHTNING_ATK: {
- #ifndef RENEWAL
- skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
- #endif
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
- if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
- { // Remaining Chains Hit
- struct block_list *nbl = NULL; // Next Target of Chain
- nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
- splash_target(src), target->id); // Search for a new Target around current one...
- if( nbl == NULL )
- skl->x++;
- else
- skl->x = 0;
- skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
- }
- }
- break;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
- if (skl->type >= 3) { // Final Hit
- if (!status_isdead(target)) { // Final Status Effect
- int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
- applyeffects[4] = { 0, 0, 0, 0 },
- i, j = 0, k = 0;
- for(i = 1; i <= 8; i = i + i) {
- if (skl->x&i) {
- applyeffects[j] = effects[k];
- j++;
- }
- k++;
- }
- if (j) {
- i = applyeffects[rnd()%j];
- sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
- }
- }
- }
- break;
- case NPC_REVERBERATION_ATK:
- skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
- break;
- case NPC_FATALMENACE:
- unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
- break;
- case SR_WINDMILL:
- if( target->type == BL_PC ) {
- struct map_session_data *tsd = NULL;
- if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
- pc_setsit(tsd);
- skill_sit(tsd, true);
- clif_sitting(&tsd->bl);
- }
- }
- break;
- case SR_KNUCKLEARROW:
- skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
- break;
- case CH_PALMSTRIKE:
- {
- struct status_change* tsc = status_get_sc(target);
- struct status_change* sc = status_get_sc(src);
- if( ( tsc && tsc->option&OPTION_HIDE ) ||
- ( sc && sc->option&OPTION_HIDE ) ){
- skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
- break;
- }
- skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- }
- // For SR_FLASHCOMBO
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- case SR_TIGERCANNON:
- if( src->type == BL_PC ) {
- if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
- break;
- skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
- }
- break;
- case SU_SV_ROOTTWIST_ATK: {
- struct status_change *tsc = status_get_sc(target);
- if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
- if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
- skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
- skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
- }
- }
- break;
- case NPC_PULSESTRIKE2:
- skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- case ABC_DEFT_STAB:
- case ABC_FRENZY_SHOT:
- skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
- break;
- default:
- skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- }
- }
- else {
- if(src->m != skl->map)
- break;
- switch( skl->skill_id )
- {
- case GN_CRAZYWEED_ATK:
- {
- int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
- 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);
- }
- case WL_EARTHSTRAIN:
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
- break;
- case RL_FIRE_RAIN: {
- int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
- if (rnd() % 100 < (15 + 5 * skl->skill_lv))
- map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
- }
- break;
- case NPC_MAGMA_ERUPTION:
- case NC_MAGMA_ERUPTION:
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
- break;
- }
- }
- } while (0);
- //Free skl now that it is no longer needed.
- ers_free(skill_timer_ers, skl);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
- {
- int i;
- struct unit_data *ud;
- nullpo_retr(1, src);
- if (src->prev == NULL)
- return 0;
- ud = unit_bl2ud(src);
- nullpo_retr(1, ud);
- ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
- if( i == MAX_SKILLTIMERSKILL ) return 1;
- ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
- ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
- ud->skilltimerskill[i]->src_id = src->id;
- ud->skilltimerskill[i]->target_id = target;
- ud->skilltimerskill[i]->skill_id = skill_id;
- ud->skilltimerskill[i]->skill_lv = skill_lv;
- ud->skilltimerskill[i]->map = src->m;
- ud->skilltimerskill[i]->x = x;
- ud->skilltimerskill[i]->y = y;
- ud->skilltimerskill[i]->type = type;
- ud->skilltimerskill[i]->flag = flag;
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_cleartimerskill (struct block_list *src)
- {
- int i;
- struct unit_data *ud;
- nullpo_ret(src);
- ud = unit_bl2ud(src);
- nullpo_ret(ud);
- for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
- if(ud->skilltimerskill[i]) {
- switch(ud->skilltimerskill[i]->skill_id) {
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- // For SR_FLASHCOMBO
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- case SR_TIGERCANNON:
- if (src->type != BL_PC)
- break;
- continue;
- }
- delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
- ers_free(skill_timer_ers, ud->skilltimerskill[i]);
- ud->skilltimerskill[i]=NULL;
- }
- }
- return 1;
- }
- static int skill_active_reverberation(struct block_list *bl, va_list ap) {
- skill_unit *su = (skill_unit*)bl;
- nullpo_ret(su);
- if (bl->type != BL_SKILL)
- return 0;
- std::shared_ptr<s_skill_unit_group> sg = su->group;
- if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
- map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
- su->limit = DIFF_TICK(gettick(), sg->tick);
- sg->unit_id = UNT_USED_TRAPS;
- }
- return 1;
- }
- /**
- * Reveal hidden trap
- **/
- static int skill_reveal_trap(struct block_list *bl, va_list ap)
- {
- TBL_SKILL *su = (TBL_SKILL*)bl;
- if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
- //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
- //clif_changetraplook(bl, su->group->unit_id);
- su->hidden = false;
- skill_getareachar_skillunit_visibilty(su, AREA);
- return 1;
- }
- return 0;
- }
- /**
- * Attempt to reveal trap in area
- * @param src Skill caster
- * @param range Affected range
- * @param x
- * @param y
- * TODO: Remove hardcode usages for this function
- **/
- void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
- if (!battle_config.traps_setting)
- return;
- nullpo_retv(src);
- map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
- }
- /*========================================== [Playtester]
- * Process tarot card's effects
- * @param src: Source of the tarot card effect
- * @param target: Target of the tartor card effect
- * @param skill_id: ID of the skill used
- * @param skill_lv: Level of the skill used
- * @param tick: Processing tick time
- * @return Card number
- *------------------------------------------*/
- static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
- {
- int card = 0;
- if (battle_config.tarotcard_equal_chance) {
- //eAthena equal chances
- card = rnd() % 14 + 1;
- }
- else {
- //Official chances
- int rate = rnd() % 100;
- if (rate < 10) card = 1; // THE FOOL
- else if (rate < 20) card = 2; // THE MAGICIAN
- else if (rate < 30) card = 3; // THE HIGH PRIESTESS
- else if (rate < 37) card = 4; // THE CHARIOT
- else if (rate < 47) card = 5; // STRENGTH
- else if (rate < 62) card = 6; // THE LOVERS
- else if (rate < 63) card = 7; // WHEEL OF FORTUNE
- else if (rate < 69) card = 8; // THE HANGED MAN
- else if (rate < 74) card = 9; // DEATH
- else if (rate < 82) card = 10; // TEMPERANCE
- else if (rate < 83) card = 11; // THE DEVIL
- else if (rate < 85) card = 12; // THE TOWER
- else if (rate < 90) card = 13; // THE STAR
- else card = 14; // THE SUN
- }
- switch (card) {
- case 1: // THE FOOL - heals SP to 0
- {
- status_percent_damage(src, target, 0, 100, false);
- break;
- }
- case 2: // THE MAGICIAN - matk halved
- {
- sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
- break;
- }
- case 3: // THE HIGH PRIESTESS - all buffs removed
- {
- status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
- break;
- }
- case 4: // THE CHARIOT - 1000 damage, random armor destroyed
- {
- status_fix_damage(src, target, 1000, 0, skill_id);
- clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
- if (!status_isdead(target))
- {
- unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
- skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
- }
- break;
- }
- case 5: // STRENGTH - atk halved
- {
- sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
- break;
- }
- case 6: // THE LOVERS - 2000HP heal, random teleported
- {
- status_heal(target, 2000, 0, 0);
- if (!map_flag_vs(target->m))
- unit_warp(target, -1, -1, -1, CLR_TELEPORT);
- break;
- }
- case 7: // WHEEL OF FORTUNE - random 2 other effects
- {
- // Recursive call
- skill_tarotcard(src, target, skill_id, skill_lv, tick);
- skill_tarotcard(src, target, skill_id, skill_lv, tick);
- break;
- }
- case 8: // THE HANGED MAN - stop, freeze or stoned
- {
- enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
- uint8 rand_eff = rnd() % 3;
- int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
- if (sc[rand_eff] == SC_STONEWAIT)
- sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
- else
- sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
- break;
- }
- case 9: // DEATH - curse, coma and poison
- {
- status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
- sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
- sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
- break;
- }
- case 10: // TEMPERANCE - confusion
- {
- sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- }
- case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
- {
- status_fix_damage(src, target, 6666, 0, skill_id);
- clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
- sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
- sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
- sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
- break;
- }
- case 12: // THE TOWER - 4444 damage
- {
- status_fix_damage(src, target, 4444, 0, skill_id);
- clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
- break;
- }
- case 13: // THE STAR - stun
- {
- sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
- break;
- }
- default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
- {
- #ifdef RENEWAL
- //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
- sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- #endif
- sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
- sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
- sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
- sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
- sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
- return 14; //To make sure a valid number is returned
- }
- }
- return card;
- }
- /*==========================================
- *
- *
- *------------------------------------------*/
- int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
- {
- struct map_session_data *sd = NULL;
- struct status_data *tstatus;
- struct status_change *sc, *tsc;
- if (skill_id > 0 && !skill_lv) return 0;
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
- if (src->m != bl->m)
- return 1;
- if (bl->prev == NULL)
- return 1;
- sd = BL_CAST(BL_PC, src);
- if (status_isdead(bl))
- return 1;
- if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
- { //GTB makes all targetted magic display miss with a single bolt.
- sc_type sct = skill_get_sc(skill_id);
- if(sct != SC_NONE)
- status_change_end(bl, sct);
- 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));
- return 1;
- }
- sc = status_get_sc(src);
- tsc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL; //Unneeded
- if (tsc && !tsc->count)
- tsc = NULL;
- tstatus = status_get_status_data(bl);
- map_freeblock_lock();
- switch(skill_id) {
- case MER_CRASH:
- case SM_BASH:
- case MS_BASH:
- case MC_MAMMONITE:
- case TF_DOUBLE:
- case AC_DOUBLE:
- case MA_DOUBLE:
- case AS_SONICBLOW:
- case KN_PIERCE:
- case ML_PIERCE:
- case KN_SPEARBOOMERANG:
- case TF_POISON:
- case TF_SPRINKLESAND:
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- case RG_INTIMIDATE:
- case AM_ACIDTERROR:
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- case BA_DISSONANCE:
- case CR_HOLYCROSS:
- case NPC_DARKCROSS:
- case CR_SHIELDCHARGE:
- case CR_SHIELDBOOMERANG:
- case NPC_PIERCINGATT:
- case NPC_MENTALBREAKER:
- case NPC_RANGEATTACK:
- case NPC_CRITICALSLASH:
- case NPC_COMBOATTACK:
- case NPC_GUIDEDATTACK:
- case NPC_POISON:
- case NPC_RANDOMATTACK:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_UNDEADATTACK:
- case NPC_CHANGEUNDEAD:
- case NPC_ARMORBRAKE:
- case NPC_WEAPONBRAKER:
- case NPC_HELMBRAKE:
- case NPC_SHIELDBRAKE:
- case NPC_BLINDATTACK:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- #ifdef RENEWAL
- case CR_ACIDDEMONSTRATION:
- #endif
- case LK_AURABLADE:
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- case CG_ARROWVULCAN:
- case HW_MAGICCRASHER:
- case ITM_TOMAHAWK:
- case CH_CHAINCRUSH:
- case CH_TIGERFIST:
- case PA_SHIELDCHAIN: // Shield Chain
- case PA_SACRIFICE:
- case WS_CARTTERMINATION: // Cart Termination
- case AS_VENOMKNIFE:
- case HT_PHANTASMIC:
- case TK_DOWNKICK:
- case TK_COUNTER:
- case GS_CHAINACTION:
- case GS_TRIPLEACTION:
- #ifndef RENEWAL
- case GS_MAGICALBULLET:
- #endif
- case GS_TRACKING:
- case GS_PIERCINGSHOT:
- case GS_RAPIDSHOWER:
- case GS_DUST:
- case GS_DISARM: // Added disarm. [Reddozen]
- case GS_FULLBUSTER:
- case NJ_SYURIKEN:
- case NJ_KUNAI:
- case ASC_BREAKER:
- case HFLI_MOON: //[orn]
- case HFLI_SBR44: //[orn]
- case NPC_BLEEDING:
- case NPC_CRITICALWOUND:
- case NPC_HELLPOWER:
- case RK_SONICWAVE:
- case AB_DUPLELIGHT_MELEE:
- case RA_AIMEDBOLT:
- case NC_BOOSTKNUCKLE:
- case NC_PILEBUNKER:
- case NC_AXEBOOMERANG:
- case NC_POWERSWING:
- case NPC_MAGMA_ERUPTION:
- case NC_MAGMA_ERUPTION:
- case GC_WEAPONCRUSH:
- case GC_VENOMPRESSURE:
- case SC_TRIANGLESHOT:
- case SC_FEINTBOMB:
- case LG_BANISHINGPOINT:
- case LG_SHIELDPRESS:
- case LG_RAGEBURST:
- case LG_HESPERUSLIT:
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- case SR_CRESCENTELBOW_AUTOSPELL:
- case SR_GATEOFHELL:
- case SR_GENTLETOUCH_QUIET:
- case WM_SEVERE_RAINSTORM_MELEE:
- case WM_GREAT_ECHO:
- case GN_SLINGITEM_RANGEMELEEATK:
- case KO_SETSUDAN:
- case RL_MASS_SPIRAL:
- case RL_BANISHING_BUSTER:
- case RL_SLUGSHOT:
- case RL_AM_BLAST:
- case DK_SERVANTWEAPON_ATK:
- case BO_ACIDIFIED_ZONE_WATER_ATK:
- case BO_ACIDIFIED_ZONE_GROUND_ATK:
- case BO_ACIDIFIED_ZONE_WIND_ATK:
- case BO_ACIDIFIED_ZONE_FIRE_ATK:
- case ABC_CHAIN_REACTION_SHOT_ATK:
- case ABR_BATTLE_BUSTER:
- case ABR_DUAL_CANNON_FIRE:
- case ABR_INFINITY_BUSTER:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case IG_SHIELD_SHOOTING:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case DK_DRAGONIC_AURA:
- case DK_STORMSLASH:
- case IG_GRAND_JUDGEMENT:
- case CD_EFFLIGO:
- case ABC_FRENZY_SHOT:
- case WH_HAWKRUSH:
- case WH_HAWKBOOMERANG:
- case TR_ROSEBLOSSOM:
- case TR_RHYTHMSHOOTING:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- if (skill_id == DK_DRAGONIC_AURA)
- sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
- else if (skill_id == IG_GRAND_JUDGEMENT)
- sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SHC_ETERNAL_SLASH:
- if( sc && sc->data[SC_E_SLASH_COUNT] )
- sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->data[SC_E_SLASH_COUNT]->val1 ), skill_get_time(skill_id, skill_lv));
- else
- sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case SHC_SHADOW_STAB:
- if (sc && (sc->data[SC_CLOAKING] || sc->data[SC_CLOAKINGEXCEED]))
- flag |= 2;// Flag to deal 2 hits.
- status_change_end(src, SC_CLOAKING);
- status_change_end(src, SC_CLOAKINGEXCEED);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case WH_CRESCIVE_BOLT:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- if( sc && sc->data[SC_CRESCIVEBOLT] )
- sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->data[SC_CRESCIVEBOLT]->val1 ), skill_get_time(skill_id, skill_lv));
- else
- sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
- break;
- case ABC_UNLUCKY_RUSH:
- // Jump to the target before attacking.
- if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
- skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case MO_TRIPLEATTACK:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
- break;
- case LK_HEADCRUSH:
- if (status_get_class_(bl) == CLASS_BOSS) {
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case LK_JOINTBEAT:
- flag = 1 << rnd() % 6;
- if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
- flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
- if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
- status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
- break;
- case MO_COMBOFINISH:
- if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
- { //Becomes a splash attack when Soul Linked.
- 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);
- } else
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case TK_STORMKICK: // Taekwon kicks [Dralnu]
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_area_temp[1] = 0;
- map_foreachinshootrange(skill_attack_area, src,
- skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
- BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
- break;
- case KN_CHARGEATK:
- {
- bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
- #ifdef RENEWAL
- int dist = skill_get_blewcount(skill_id, skill_lv);
- #else
- unsigned int dist = distance_bl(src, bl);
- #endif
- uint8 dir = map_calc_dir(bl, src->x, src->y);
- // teleport to target (if not on WoE grounds)
- if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
- skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
- // cause damage and knockback if the path to target was a straight one
- if (path) {
- if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
- #ifdef RENEWAL
- if (map_getmapdata(src->m)->flag[MF_PVP])
- dist += 2; // Knockback is 4 on PvP maps
- #endif
- skill_blown(src, bl, dist, dir, BLOWN_NONE);
- }
- //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
- // make the caster look in the direction of the target
- unit_setdir(src, (dir+4)%8);
- }
- }
- break;
- case NC_FLAMELAUNCHER:
- skill_area_temp[1] = bl->id;
- if (battle_config.skill_eightpath_algorithm) {
- //Use official AoE algorithm
- map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
- skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
- } else {
- map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
- skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
- }
- break;
- #ifndef RENEWAL
- case SN_SHARPSHOOTING:
- flag |= 2; // Flag for specific mob damage formula
- #endif
- case MA_SHARPSHOOTING:
- case NJ_KAMAITACHI:
- case NPC_DARKPIERCING:
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- case AG_STORM_CANNON:
- case AG_CRIMSON_ARROW:
- skill_area_temp[1] = bl->id;
- if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (battle_config.skill_eightpath_algorithm) {
- //Use official AoE algorithm
- if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
- skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
- #ifndef RENEWAL
- if (skill_id == SN_SHARPSHOOTING)
- flag &= ~2; // Only targets in the splash area are affected
- #endif
- //These skills hit at least the target if the AoE doesn't hit
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- }
- } else {
- map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
- skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
- }
- if (skill_id == AG_CRIMSON_ARROW)
- skill_attack(skill_get_type(AG_CRIMSON_ARROW_ATK), src, src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
- break;
- case MO_INVESTIGATE:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- status_change_end(src, SC_BLADESTOP);
- break;
- case RG_BACKSTAP:
- {
- if (!check_distance_bl(src, bl, 0)) {
- #ifdef RENEWAL
- uint8 dir = map_calc_dir(src, bl->x, bl->y);
- short x, y;
- if (dir > 0 && dir < 4)
- x = -1;
- else if (dir > 4)
- x = 1;
- else
- x = 0;
- if (dir > 2 && dir < 6)
- y = -1;
- else if (dir == 7 || dir < 2)
- y = 1;
- else
- y = 0;
- if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
- #else
- uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
- if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
- #endif
- status_change_end(src, SC_HIDING);
- dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
- unit_setdir(bl,dir);
- #ifdef RENEWAL
- clif_blown(src);
- #endif
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- }
- else if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- }
- break;
- case MO_FINGEROFFENSIVE:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if (battle_config.finger_offensive_type && sd) {
- for (int i = 1; i < sd->spiritball_old; i++)
- skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
- }
- status_change_end(src, SC_BLADESTOP);
- break;
- case MO_CHAINCOMBO:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- status_change_end(src, SC_BLADESTOP);
- break;
- #ifndef RENEWAL
- case NJ_ISSEN:
- #endif
- case MO_EXTREMITYFIST:
- {
- struct block_list *mbl = bl; // For NJ_ISSEN
- short x, y, i = 2; // Move 2 cells (From target)
- short dir = map_calc_dir(src,bl->x,bl->y);
- #ifdef RENEWAL
- if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
- flag |= 1; // Give +100% damage increase
- #endif
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if (skill_id == MO_EXTREMITYFIST) {
- status_set_sp(src, 0, 0);
- status_change_end(src, SC_EXPLOSIONSPIRITS);
- status_change_end(src, SC_BLADESTOP);
- #ifdef RENEWAL
- sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
- #endif
- } else {
- status_set_hp(src, 1, 0);
- status_change_end(src, SC_NEN);
- status_change_end(src, SC_HIDING);
- }
- if (skill_id == MO_EXTREMITYFIST) {
- mbl = src; // For MO_EXTREMITYFIST
- i = 3; // Move 3 cells (From caster)
- }
- if (dir > 0 && dir < 4)
- x = -i;
- else if (dir > 4)
- x = i;
- else
- x = 0;
- if (dir > 2 && dir < 6)
- y = -i;
- else if (dir == 7 || dir < 2)
- y = i;
- else
- y = 0;
- // Ashura Strike still has slide effect in GVG
- if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
- unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
- clif_blown(src);
- clif_spiritball(src);
- }
- }
- break;
- case HT_POWER:
- if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case SU_PICKYPECK:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- case SU_BITE:
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case SU_SVG_SPIRIT:
- skill_area_temp[1] = bl->id;
- map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
- skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
- break;
- //Splash attack skills.
- case AS_GRIMTOOTH:
- case MC_CARTREVOLUTION:
- case NPC_SPLASHATTACK:
- flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
- case AS_SPLASHER:
- case HT_BLITZBEAT:
- case AC_SHOWER:
- case MA_SHOWER:
- case MG_NAPALMBEAT:
- case MG_FIREBALL:
- case RG_RAID:
- #ifdef RENEWAL
- case SN_SHARPSHOOTING:
- #endif
- case HW_NAPALMVULCAN:
- case NJ_HUUMA:
- case ASC_METEORASSAULT:
- case GS_SPREADATTACK:
- case NPC_PULSESTRIKE:
- case NPC_PULSESTRIKE2:
- case NPC_HELLJUDGEMENT:
- case NPC_VAMPIRE_GIFT:
- case NPC_MAXPAIN_ATK:
- case NPC_JACKFROST:
- case NPC_REVERBERATION_ATK:
- case NPC_ARROWSTORM:
- case NPC_IGNITIONBREAK:
- case RK_IGNITIONBREAK:
- case RK_HUNDREDSPEAR:
- case AB_JUDEX:
- case AB_ADORAMUS:
- case WL_SOULEXPANSION:
- case WL_CRIMSONROCK:
- case WL_JACKFROST:
- case RA_ARROWSTORM:
- case RA_WUGDASH:
- case NC_VULCANARM:
- case NC_COLDSLOWER:
- case NC_SELFDESTRUCTION:
- case NC_AXETORNADO:
- case GC_ROLLINGCUTTER:
- case GC_COUNTERSLASH:
- case LG_CANNONSPEAR:
- case LG_OVERBRAND:
- case LG_MOONSLASHER:
- case LG_RAYOFGENESIS:
- case NPC_RAYOFGENESIS:
- case LG_EARTHDRIVE:
- case SR_RAMPAGEBLASTER:
- case SR_SKYNETBLOW:
- case SR_WINDMILL:
- case SR_RIDEINLIGHTNING:
- case SO_VARETYR_SPEAR:
- case SO_POISON_BUSTER:
- case GN_CART_TORNADO:
- case GN_CARTCANNON:
- case GN_SPORE_EXPLOSION:
- case GN_DEMONIC_FIRE:
- case GN_FIRE_EXPANSION_ACID:
- case GN_HELLS_PLANT_ATK:
- case KO_HAPPOKUNAI:
- case KO_HUUMARANKA:
- case KO_MUCHANAGE:
- case KO_BAKURETSU:
- case GN_ILLUSIONDOPING:
- case RL_FIREDANCE:
- case RL_S_STORM:
- case RL_R_TRIP:
- case MH_XENO_SLASHER:
- case NC_ARMSCANNON:
- case SU_SCRATCH:
- case SU_LUNATICCARROTBEAT:
- case SU_LUNATICCARROTBEAT2:
- case SJ_FULLMOONKICK:
- case SJ_NEWMOONKICK:
- case SJ_SOLARBURST:
- case SJ_PROMINENCEKICK:
- case SJ_STAREMPEROR:
- case SJ_FALLINGSTAR_ATK2:
- case SP_CURSEEXPLOSION:
- case SP_SHA:
- case SP_SWHOO:
- case DK_SERVANT_W_PHANTOM:
- case DK_SERVANT_W_DEMOL:
- case DK_MADNESS_CRUSHER:
- case AG_DESTRUCTIVE_HURRICANE:
- case AG_SOUL_VC_STRIKE:
- case AG_CRYSTAL_IMPACT:
- case AG_CRYSTAL_IMPACT_ATK:
- case AG_ROCK_DOWN:
- case AG_FROZEN_SLASH:
- case IQ_OLEUM_SANCTUM:
- case IQ_MASSIVE_F_BLASTER:
- case IQ_EXPOSION_BLASTER:
- case IQ_FIRST_BRAND:
- case IQ_SECOND_FLAME:
- case IQ_SECOND_FAITH:
- case IQ_SECOND_JUDGEMENT:
- case IQ_THIRD_PUNISH:
- case IQ_THIRD_FLAME_BOMB:
- case IQ_THIRD_CONSECRATION:
- case IG_OVERSLASH:
- case CD_ARBITRIUM_ATK:
- case CD_PETITIO:
- case CD_FRAMEN:
- case SHC_DANCING_KNIFE:
- case SHC_SAVAGE_IMPACT:
- case SHC_IMPACT_CRATER:
- case SHC_FATAL_SHADOW_CROW:
- case MT_AXE_STOMP:
- case MT_RUSH_QUAKE:
- case MT_A_MACHINE:
- case ABC_ABYSS_DAGGER:
- case ABC_CHAIN_REACTION_SHOT:
- case ABC_DEFT_STAB:
- case WH_GALESTORM:
- case BO_ACIDIFIED_ZONE_WATER:
- case BO_ACIDIFIED_ZONE_GROUND:
- case BO_ACIDIFIED_ZONE_WIND:
- case BO_ACIDIFIED_ZONE_FIRE:
- case TR_ROSEBLOSSOM_ATK:
- case TR_METALIC_FURY:
- case ABC_FROM_THE_ABYSS_ATK:
- case EM_ELEMENTAL_BUSTER_FIRE:
- case EM_ELEMENTAL_BUSTER_WATER:
- case EM_ELEMENTAL_BUSTER_WIND:
- case EM_ELEMENTAL_BUSTER_GROUND:
- case EM_ELEMENTAL_BUSTER_POISON:
- case EM_EL_FLAMEROCK:
- case EM_EL_AGE_OF_ICE:
- case EM_EL_STORM_WIND:
- case EM_EL_AVALANCHE:
- case EM_EL_DEADLY_POISON:
- if( flag&1 ) {//Recursive invocation
- int sflag = skill_area_temp[0] & 0xFFF;
- int heal = 0;
- std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
- if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
- break; // Under Hovering characters are immune to select trap and ground target skills.
- if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
- break; // No damage should happen if the target is on Land Protector
- // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
- if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->data[SC_SERVANT_SIGN] && tsc->data[SC_SERVANT_SIGN]->val1 == src->id))
- break;
- // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
- if (skill_id == ABC_DEFT_STAB && flag&2)
- sflag |= 2;
- if( flag&SD_LEVEL )
- sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
- if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
- sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
- // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
- if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
- break;
- heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
- switch (skill_id) {
- case NPC_VAMPIRE_GIFT:
- if (heal > 0) {
- clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status_heal(src, heal, 0, 0);
- }
- break;
- #ifdef RENEWAL
- case SN_SHARPSHOOTING:
- status_change_end(src, SC_CAMOUFLAGE);
- break;
- #endif
- case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
- break;
- }
- } else {
- int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = 0;
- if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- break;
- }
- if (skill_id == SP_SWHOO)
- status_change_end(src, SC_USE_SKILL_SP_SPA);
- switch ( skill_id ) {
- case LG_EARTHDRIVE:
- case GN_CARTCANNON:
- case SU_SCRATCH:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- #ifdef RENEWAL
- case NJ_HUUMA:
- #endif
- case LG_MOONSLASHER:
- case MH_XENO_SLASHER:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- break;
- case NPC_REVERBERATION_ATK:
- case NC_ARMSCANNON:
- skill_area_temp[1] = 0;
- starget = splash_target(src);
- break;
- case WL_CRIMSONROCK:
- skill_area_temp[4] = bl->x;
- skill_area_temp[5] = bl->y;
- break;
- case SU_LUNATICCARROTBEAT:
- if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
- skill_id = SU_LUNATICCARROTBEAT2;
- break;
- case DK_SERVANT_W_PHANTOM:
- case SHC_SAVAGE_IMPACT:
- case SHC_FATAL_SHADOW_CROW:
- case MT_RUSH_QUAKE:
- // Jump to the target before attacking.
- if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
- skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
- break;
- case AG_CRYSTAL_IMPACT_ATK:
- if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 5)
- splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
- break;
- case AG_ROCK_DOWN:
- case IQ_FIRST_BRAND:
- case IQ_SECOND_FLAME:
- case IQ_SECOND_FAITH:
- case IQ_SECOND_JUDGEMENT:
- case CD_PETITIO:
- case CD_FRAMEN:
- case ABC_DEFT_STAB:
- case ABC_CHAIN_REACTION_SHOT:
- case EM_EL_FLAMEROCK:
- case EM_EL_AGE_OF_ICE:
- case EM_EL_STORM_WIND:
- case EM_EL_AVALANCHE:
- case EM_EL_DEADLY_POISON:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
- case IQ_THIRD_PUNISH:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (sd) {
- uint8 limit = 5;
- if (sc && sc->data[SC_RAISINGDRAGON])
- limit += sc->data[SC_RAISINGDRAGON]->val1;
- for (uint8 i = 0; i < limit; i++)
- pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
- }
- break;
- case IQ_THIRD_FLAME_BOMB:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (sd && sd->spiritball / 5 > 1)
- skill_area_temp[0] = sd->spiritball / 5 - 1;
- break;
- case IQ_THIRD_CONSECRATION:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
- break;
- case IG_OVERSLASH:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
- break;
- case WH_GALESTORM:// Give AP if 3 or more targets are hit.
- if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
- status_heal(src, 0, 0, 10, 0);
- break;
- case BO_ACIDIFIED_ZONE_WATER:
- case BO_ACIDIFIED_ZONE_GROUND:
- case BO_ACIDIFIED_ZONE_WIND:
- case BO_ACIDIFIED_ZONE_FIRE:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
- skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
- break;
- case TR_METALIC_FURY:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (tsc && tsc->data[SC_SOUNDBLEND])
- skill_area_temp[0] = 1 + rnd()%4;
- break;
- }
- // if skill damage should be split among targets, count them
- //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
- //special case: Venom Splasher uses a different range for searching than for splashing
- if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
- skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
- // recursive invocation of skill_castend_damage_id() with flag|1
- map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- if (skill_id == RA_ARROWSTORM)
- status_change_end(src, SC_CAMOUFLAGE);
- if( skill_id == AS_SPLASHER ) {
- map_freeblock_unlock(); // Don't consume a second gemstone.
- return 0;
- }
- }
- break;
- case DK_HACKANDSLASHER:
- case DK_HACKANDSLASHER_ATK:
- if (flag & 1) {
- skill_addtimerskill(src, tick + (200 + status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
- } else {
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = 0;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(DK_HACKANDSLASHER_ATK, skill_lv), BL_CHAR|BL_SKILL, src, DK_HACKANDSLASHER_ATK, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- }
- break;
- //Place units around target
- case NJ_BAKUENRYU:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
- break;
- case SM_MAGNUM:
- case MS_MAGNUM:
- if( flag&1 ) {
- // For players, damage depends on distance, so add it to flag if it is > 1
- // Cannot hit hidden targets
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
- }
- break;
- #ifdef RENEWAL
- case KN_BRANDISHSPEAR:
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- #else
- case KN_BRANDISHSPEAR:
- #endif
- case ML_BRANDISH:
- //Coded apart for it needs the flag passed to the damage calculation.
- if (skill_area_temp[1] != bl->id)
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
- else
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- #ifdef RENEWAL
- case KN_BOWLINGBASH:
- if (flag & 1) {
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
- skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
- } else {
- skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
- }
- break;
- #else
- case KN_BOWLINGBASH:
- #endif
- case MS_BOWLINGBASH:
- {
- int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
- // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
- c = (skill_lv-(flag&0xFFF)+1)/2;
- // Determine the Bowling Bash area depending on configuration
- if (battle_config.bowling_bash_area == 0) {
- // Gutter line system
- min_x = ((src->x)-c) - ((src->x)-c)%40;
- if(min_x < 0) min_x = 0;
- max_x = min_x + 39;
- min_y = ((src->y)-c) - ((src->y)-c)%40;
- if(min_y < 0) min_y = 0;
- max_y = min_y + 39;
- } else if (battle_config.bowling_bash_area == 1) {
- // Gutter line system without demi gutter bug
- min_x = src->x - (src->x)%40;
- max_x = min_x + 39;
- min_y = src->y - (src->y)%40;
- max_y = min_y + 39;
- } else {
- // Area around caster
- min_x = src->x - battle_config.bowling_bash_area;
- max_x = src->x + battle_config.bowling_bash_area;
- min_y = src->y - battle_config.bowling_bash_area;
- max_y = src->y + battle_config.bowling_bash_area;
- }
- // Initialization, break checks, direction
- if((flag&0xFFF) > 0) {
- // Ignore monsters outside area
- if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
- break;
- // Ignore monsters already in list
- if(idb_exists(bowling_db, bl->id))
- break;
- // Random direction
- dir = rnd()%8;
- } else {
- // Create an empty list of already hit targets
- db_clear(bowling_db);
- // Direction is walkpath
- dir = (unit_getdir(src)+4)%8;
- }
- // Add current target to the list of already hit targets
- idb_put(bowling_db, bl->id, bl);
- // Keep moving target in direction square by square
- tx = bl->x;
- ty = bl->y;
- for(i=0;i<c;i++) {
- // Target coordinates (get changed even if knockback fails)
- tx -= dirx[dir];
- ty -= diry[dir];
- // If target cell is a wall then break
- if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
- break;
- skill_blown(src,bl,1,dir,BLOWN_NONE);
- int count;
- // Splash around target cell, but only cells inside area; we first have to check the area is not negative
- if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
- (max(min_y,ty-1) <= min(max_y,ty+1)) &&
- (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
- // Recursive call
- map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
- // Self-collision
- if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
- break;
- }
- }
- // Original hit or chain hit depending on flag
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
- }
- break;
- case KN_SPEARSTAB:
- if(flag&1) {
- if (bl->id==skill_area_temp[1])
- break;
- if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
- skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
- } else {
- int x=bl->x,y=bl->y,i,dir;
- dir = map_calc_dir(bl,src->x,src->y);
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
- // all the enemies between the caster and the target are hit, as well as the target
- if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
- skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
- for (i=0;i<4;i++) {
- map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- x += dirx[dir];
- y += diry[dir];
- }
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
- {
- skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
- if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
- map_foreachinallrange(skill_area_sub,bl,
- skill_get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
- skill_castend_nodamage_id);
- }
- break;
- case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
- // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
- clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
- skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
- break;
- case PR_TURNUNDEAD:
- case ALL_RESURRECTION:
- if (!battle_check_undead(tstatus->race, tstatus->def_ele))
- break;
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case AL_HOLYLIGHT:
- status_change_end(bl, SC_P_ALTER);
- case MG_SOULSTRIKE:
- case NPC_DARKSTRIKE:
- case MG_COLDBOLT:
- case MG_FIREBOLT:
- case MG_LIGHTNINGBOLT:
- case WZ_EARTHSPIKE:
- case AL_HEAL:
- case NPC_DARKTHUNDER:
- case NPC_FIRESTORM:
- case PR_ASPERSIO:
- case MG_FROSTDIVER:
- case WZ_SIGHTBLASTER:
- case WZ_SIGHTRASHER:
- #ifdef RENEWAL
- case PA_PRESSURE:
- #endif
- case NJ_KOUENKA:
- case NJ_HYOUSENSOU:
- case NJ_HUUJIN:
- case AB_HIGHNESSHEAL:
- case AB_DUPLELIGHT_MAGIC:
- case WM_METALICSOUND:
- case KO_KAIHOU:
- case MH_ERASER_CUTTER:
- case AG_ASTRAL_STRIKE:
- case AG_ASTRAL_STRIKE_ATK:
- case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
- case CD_ARBITRIUM:
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case IG_JUDGEMENT_CROSS:
- case TR_SOUNDBLEND:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case AG_DEADLY_PROJECTION:
- sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case NPC_MAGICALATTACK:
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case HVAN_CAPRICE: //[blackhole89]
- {
- int ran=rnd()%4;
- int sid = 0;
- switch(ran)
- {
- case 0: sid=MG_COLDBOLT; break;
- case 1: sid=MG_FIREBOLT; break;
- case 2: sid=MG_LIGHTNINGBOLT; break;
- case 3: sid=WZ_EARTHSPIKE; break;
- }
- skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
- }
- break;
- case WZ_WATERBALL:
- //Deploy waterball cells, these are used and turned into waterballs via the timerskill
- skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
- skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
- break;
- case WZ_JUPITEL:
- //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
- skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
- break;
- case PR_BENEDICTIO:
- //Should attack undead and demons. [Skotlex]
- if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
- skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case SJ_NOVAEXPLOSING:
- skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
- // We can end Dimension here since the cooldown code is processed before this point.
- if (sc && sc->data[SC_DIMENSION])
- status_change_end(src, SC_DIMENSION);
- else // Dimension not active? Activate the 2 second skill block penalty.
- sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
-
- case SP_SOULEXPLOSION:
- if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
- // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
- // if the cooldown still happens after it fails. Need a confirm. [Rytech]
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case SL_SMA:
- status_change_end(src, SC_SMA);
- case SL_STIN:
- case SL_STUN:
- case SP_SPA:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case NPC_DARKBREATH:
- clif_emotion(src,ET_ANGER);
- if (rnd() % 2 == 0)
- break; // 50% chance
- case SN_FALCONASSAULT:
- #ifndef RENEWAL
- case PA_PRESSURE:
- case CR_ACIDDEMONSTRATION:
- #endif
- case TF_THROWSTONE:
- case NPC_SMOKING:
- case GS_FLING:
- case NJ_ZENYNAGE:
- case GN_THORNS_TRAP:
- case RL_B_TRAP:
- skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- #ifdef RENEWAL
- case NJ_ISSEN: {
- short x, y;
- short dir = map_calc_dir(src, bl->x, bl->y);
- // Move 2 cells (From target)
- if (dir > 0 && dir < 4)
- x = -2;
- else if (dir > 4)
- x = 2;
- else
- x = 0;
- if (dir > 2 && dir < 6)
- y = -2;
- else if (dir == 7 || dir < 2)
- y = 2;
- else
- y = 0;
- // Doesn't have slide effect in GVG
- if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
- clif_blown(src);
- clif_spiritball(src);
- }
- skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
- status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
- status_change_end(src, SC_NEN);
- status_change_end(src, SC_HIDING);
- }
- break;
- #endif
- case RK_DRAGONBREATH_WATER:
- case RK_DRAGONBREATH:
- case NPC_DRAGONBREATH:
- if( tsc && tsc->data[SC_HIDING] )
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- else {
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
- case NPC_SELFDESTRUCTION:
- if( tsc && tsc->data[SC_HIDING] )
- break;
- case HVAN_EXPLOSION:
- if (src != bl)
- skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- // Celest
- case PF_SOULBURN:
- if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (skill_lv == 5)
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- status_percent_damage(src, bl, 0, 100, false);
- } else {
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- if (skill_lv == 5)
- skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
- status_percent_damage(src, src, 0, 100, false);
- }
- break;
- case NPC_BLOODDRAIN:
- case NPC_ENERGYDRAIN:
- {
- int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
- src, src, bl, skill_id, skill_lv, tick, flag);
- if (heal > 0){
- clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status_heal(src, heal, 0, 0);
- }
- }
- break;
- case GS_BULLSEYE:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case NJ_KASUMIKIRI:
- if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
- sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case NJ_KIRIKAGE:
- if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
- { //You don't move on GVG grounds.
- short x, y;
- map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
- if (unit_movepos(src, x, y, 0, 0)) {
- clif_blown(src);
- }
- }
- status_change_end(src, SC_HIDING);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case RK_PHANTOMTHRUST:
- case NPC_PHANTOMTHRUST:
- unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
- if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case RK_WINDCUTTER:
- case RK_STORMBLAST:
- if( flag&1 )
- skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- else {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
- }
- break;
- case GC_DARKILLUSION:
- {
- short x, y;
- short dir = map_calc_dir(src,bl->x,bl->y);
- if( dir > 0 && dir < 4) x = 2;
- else if( dir > 4 ) x = -2;
- else x = 0;
- if( dir > 2 && dir < 6 ) y = 2;
- else if( dir == 7 || dir < 2 ) y = -2;
- else y = 0;
- if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
- clif_blown(src);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if( rnd()%100 < 4 * skill_lv )
- skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
- }
- }
- break;
- case GC_CROSSRIPPERSLASHER:
- if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
- else
- {
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
- case GC_CROSSIMPACT:
- if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
- skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- } else {
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- }
- break;
- case GC_PHANTOMMENACE:
- if (flag&1) { // Only Hits Invisible Targets
- if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
- status_change_end(bl, SC_CLOAKINGEXCEED);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }
- if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
- }
- break;
- case GC_DARKCROW:
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
- break;
- case WL_DRAINLIFE:
- {
- int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- int rate = 70 + 5 * skill_lv;
- heal = heal * (5 + 5 * skill_lv) / 100;
- if( bl->type == BL_SKILL )
- heal = 0; // Don't absorb heal from Ice Walls or other skill units.
- if( heal && rnd()%100 < rate )
- {
- status_heal(src, heal, 0, 0);
- clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- }
- }
- break;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
- break;
- case WL_TETRAVORTEX:
- if (sd == nullptr) { // Monster usage
- uint8 i = 0;
- const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
- { WL_TETRAVORTEX_WIND, 4 },
- { WL_TETRAVORTEX_WATER, 2 },
- { WL_TETRAVORTEX_GROUND, 8 } };
- for (const auto &skill : tetra_skills) {
- if (skill_lv > 5) {
- skill_area_temp[0] = i;
- skill_area_temp[1] = skill[1];
- map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
- } else
- skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
- i++;
- }
- } else if (sc) { // No SC? No spheres
- int i, k = 0;
- if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
- status_change_end(src, SC_SPHERE_1);
- for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
- if (sc->data[static_cast<sc_type>(i)] == nullptr)
- continue;
- uint16 subskill = 0;
- switch (sc->data[static_cast<sc_type>(i)]->val1) {
- case WLS_FIRE:
- subskill = WL_TETRAVORTEX_FIRE;
- k |= 1;
- break;
- case WLS_WIND:
- subskill = WL_TETRAVORTEX_WIND;
- k |= 4;
- break;
- case WLS_WATER:
- subskill = WL_TETRAVORTEX_WATER;
- k |= 2;
- break;
- case WLS_STONE:
- subskill = WL_TETRAVORTEX_GROUND;
- k |= 8;
- break;
- }
- if (skill_lv > 5) {
- skill_area_temp[0] = abs(i - SC_SPHERE_5);
- skill_area_temp[1] = k;
- map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
- } else
- skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
- status_change_end(src, static_cast<sc_type>(i));
- }
- }
- break;
- case WL_RELEASE:
- if (sc == nullptr)
- break;
- if (sd) {
- int i;
- #ifndef RENEWAL
- skill_toggle_magicpower(src, skill_id); // No hit will be amplified
- #endif
- if (skill_lv == 1) { // SpellBook
- if (sc->data[SC_FREEZE_SP] == nullptr)
- break;
- bool found_spell = false;
- for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
- if (sc->data[i] != nullptr) {
- found_spell = true;
- break;
- }
- }
- if (!found_spell)
- break;
- // Now extract the data from the preserved spell
- uint16 pres_skill_id = sc->data[i]->val1;
- uint16 pres_skill_lv = sc->data[i]->val2;
- uint16 point = sc->data[i]->val3;
- status_change_end(src, static_cast<sc_type>(i));
- if( sc->data[SC_FREEZE_SP]->val2 > point )
- sc->data[SC_FREEZE_SP]->val2 -= point;
- else // Last spell to be released
- status_change_end(src, SC_FREEZE_SP);
- if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
- break;
- // Get the requirement for the preserved skill
- skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
- switch( skill_get_casttype(pres_skill_id) )
- {
- case CAST_GROUND:
- skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
- break;
- }
- sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
- clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
- int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
- if( cooldown > 0 )
- skill_blockpc_start(sd, pres_skill_id, cooldown);
- } else { // Summoned Balls
- for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
- if (sc->data[static_cast<sc_type>(i)] == nullptr)
- continue;
- int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
- // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
- skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->data[static_cast<sc_type>(i)]->val2, BF_MAGIC, flag | SD_LEVEL);
- status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
- }
- clif_skill_nodamage(src, bl, skill_id, 0, 1);
- }
- }
- break;
- case WL_FROSTMISTY:
- // Causes Freezing status through walls.
- sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- // Doesn't deal damage through non-shootable walls.
- if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
- break;
- case WL_HELLINFERNO:
- if (flag & 1) {
- skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
- skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
- } else {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
- }
- break;
- case RA_WUGSTRIKE:
- if( sd && pc_isridingwug(sd) ){
- short x[8]={0,-1,-1,-1,0,1,1,1};
- short y[8]={1,1,0,-1,-1,-1,0,1};
- uint8 dir = map_calc_dir(bl, src->x, src->y);
- if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
- clif_blown(src);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- }
- break;
- }
- case RA_WUGBITE:
- if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- case RA_SENSITIVEKEEN:
- if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
- if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
- status_change_end(bl, SC_CLOAKINGEXCEED);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }
- if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
- } else {
- skill_unit *su = BL_CAST(BL_SKILL, bl);
- std::shared_ptr<s_skill_unit_group> sg;
- if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
- if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
- {
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
- item_tmp.identify = 1;
- if( item_tmp.nameid )
- map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
- }
- skill_delunit(su);
- }
- }
- break;
- case NC_INFRAREDSCAN:
- if( flag&1 ) {
- status_change_end(bl, SC_HIDING);
- status_change_end(bl, SC_CLOAKING);
- status_change_end(bl, SC_CLOAKINGEXCEED);
- status_change_end(bl, SC_CAMOUFLAGE);
- status_change_end(bl, SC_NEWMOON);
- if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM);
- sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
- } else {
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- }
- break;
- case SC_FATALMENACE:
- if( flag&1 )
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- else {
- 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);
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
- }
- break;
-
- case NPC_FATALMENACE: // todo should it teleport the target ?
- if( flag&1 )
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- else {
- short x, y;
- map_search_freecell(src, 0, &x, &y, -1, -1, 0);
- // Destination area
- skill_area_temp[4] = x;
- skill_area_temp[5] = y;
- 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);
- skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
- }
- break;
-
- case LG_PINPOINTATTACK:
- if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
- clif_blown(src);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case SR_KNUCKLEARROW:
- // Holds current direction of bl/target to src/attacker before the src is moved to bl location
- dir_ka = map_calc_dir(bl, src->x, src->y);
- // Has slide effect
- if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
- skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
- skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
- break;
- case SR_HOWLINGOFLION:
- status_change_end(bl, SC_SWINGDANCE);
- status_change_end(bl, SC_SYMPHONYOFLOVER);
- status_change_end(bl, SC_MOONLITSERENADE);
- status_change_end(bl, SC_RUSHWINDMILL);
- status_change_end(bl, SC_ECHOSONG);
- status_change_end(bl, SC_HARMONIZE);
- status_change_end(bl, SC_NETHERWORLD);
- status_change_end(bl, SC_VOICEOFSIREN);
- status_change_end(bl, SC_DEEPSLEEP);
- status_change_end(bl, SC_SIRCLEOFNATURE);
- status_change_end(bl, SC_GLOOMYDAY);
- status_change_end(bl, SC_GLOOMYDAY_SK);
- status_change_end(bl, SC_SONGOFMANA);
- status_change_end(bl, SC_DANCEWITHWUG);
- status_change_end(bl, SC_SATURDAYNIGHTFEVER);
- status_change_end(bl, SC_LERADSDEW);
- status_change_end(bl, SC_MELODYOFSINK);
- status_change_end(bl, SC_BEYONDOFWARCRY);
- status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
- break;
- case SR_EARTHSHAKER:
- if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- status_change_end(bl, SC_CLOAKINGEXCEED);
- if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM);
- } else {
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- }
- break;
- case SR_TIGERCANNON:
- if (flag & 1) {
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- } else if (sd) {
- if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
- flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
- }
- break;
- case WM_REVERBERATION:
- if (flag & 1)
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- else {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
- }
- break;
- case NPC_POISON_BUSTER:
- if( tsc && tsc->data[SC_POISON] ) {
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- status_change_end(bl, SC_POISON);
- }
- else if( sd )
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- case KO_JYUMONJIKIRI: {
- short x, y;
- short dir = map_calc_dir(src,bl->x,bl->y);
- if (dir > 0 && dir < 4)
- x = 2;
- else if (dir > 4)
- x = -2;
- else
- x = 0;
- if (dir > 2 && dir < 6)
- y = 2;
- else if (dir == 7 || dir < 2)
- y = -2;
- else
- y = 0;
- if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
- clif_blown(src);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }
- }
- break;
- case EL_FIRE_BOMB:
- case EL_FIRE_WAVE:
- case EL_WATER_SCREW:
- case EL_HURRICANE:
- case EL_TYPOON_MIS:
- if( flag&1 )
- skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
- else {
- int i = skill_get_splash(skill_id,skill_lv);
- clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- if( rnd()%100 < 30 )
- map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- else
- skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
- case EL_ROCK_CRUSHER:
- clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- if( rnd()%100 < 50 )
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- else
- skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
- break;
- case EL_STONE_RAIN:
- if( flag&1 )
- skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- else {
- int i = skill_get_splash(skill_id,skill_lv);
- clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- if( rnd()%100 < 30 )
- map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- else
- skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
- case EL_FIRE_ARROW:
- case EL_ICE_NEEDLE:
- case EL_WIND_SLASH:
- case EL_STONE_HAMMER:
- clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case EL_TIDAL_WEAPON:
- if( src->type == BL_ELEM ) {
- s_elemental_data *ele = BL_CAST(BL_ELEM,src);
- struct status_change *tsc_ele = status_get_sc(&ele->bl);
- sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
- clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
- status_change_end(battle_get_master(src),type);
- status_change_end(src,type2);
- }
- if( rnd()%100 < 50 )
- skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- else {
- sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
- }
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- }
- break;
- //recursive homon skill
- case MH_MAGMA_FLOW:
- case MH_HEILIGE_STANGE:
- if(flag&1){
- if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
- break;//chance to not trigger atk for magma
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- }
- else
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
- break;
- case MH_STAHL_HORN:
- case MH_NEEDLE_OF_PARALYZE:
- case MH_SONIC_CRAW:
- case MH_MIDNIGHT_FRENZY:
- case MH_SILVERVEIN_RUSH:
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case MH_TINDER_BREAKER:
- case MH_CBC:
- case MH_EQC:
- {
- TBL_HOM *hd = BL_CAST(BL_HOM,src);
- int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
- sc_type type;
- if( skill_id == MH_TINDER_BREAKER ){
- type = SC_TINDER_BREAKER2;
- if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
- clif_blown(src);
- clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
- }
- }else if( skill_id == MH_CBC ){
- type = SC_CBC;
- }else if( skill_id == MH_EQC ){
- type = SC_EQC;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
- skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
- case RL_H_MINE:
- if (!(flag&1)) {
- // Direct attack
- if (!sd || !sd->flicker) {
- if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
- status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- break;
- }
- // Triggered by RL_FLICKER
- if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
- // Splash damage around it!
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- flag |= 1; // Don't consume requirement
- tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
- status_change_end(bl, SC_H_MINE);
- sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
- }
- }
- else
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- if (sd && sd->flicker)
- flag |= 1; // Don't consume requirement
- break;
- case RL_QD_SHOT:
- if (skill_area_temp[1] == bl->id)
- break;
- if (flag&1 && tsc && tsc->data[SC_C_MARKER])
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
- break;
- case RL_D_TAIL:
- case RL_HAMMER_OF_GOD:
- if (flag&1)
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
- else {
- if (sd && tsc && tsc->data[SC_C_MARKER]) {
- int i;
- ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
- if (i < MAX_SKILL_CRIMSON_MARKER)
- flag |= 8;
- }
- if (skill_id == RL_HAMMER_OF_GOD)
- clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
- else
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- }
- break;
- case SU_SCAROFTAROU:
- sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case SU_SV_STEMSPEAR:
- if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
- sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case 0:/* no skill - basic/normal attack */
- if(sd) {
- if (flag & 3){
- if (bl->id != skill_area_temp[1])
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
- } else {
- skill_area_temp[1] = bl->id;
- map_foreachinallrange(skill_area_sub, bl,
- sd->bonus.splash_range, BL_CHAR,
- src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
- }
- }
- break;
- case SJ_FALLINGSTAR_ATK:
- if (sd) { // If a player used the skill it will search for targets marked by that player.
- if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
- int8 i = 0;
- ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
- if (i < MAX_STELLAR_MARKS) {
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
- }
- }
- } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
- // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
- }
- break;
- case SJ_FLASHKICK: {
- struct map_session_data *tsd = BL_CAST(BL_PC, bl);
- struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
- // Only players and monsters can be tagged....I think??? [Rytech]
- // Lets only allow players and monsters to use this skill for safety reasons.
- if ((!tsd && !tmd) || !sd && !md) {
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- break;
- }
- // Check if the target is already tagged by another source.
- if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
- // Can't tag a player that was already tagged from another source.
- if (sd)
- clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
- map_freeblock_unlock();
- return 1;
- }
- if (sd) { // Tagging the target.
- int i;
- ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
- if (i == MAX_STELLAR_MARKS) {
- ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
- if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- map_freeblock_unlock();
- return 1;
- }
- }
- // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
- // Note: Not sure if it works like this in official but you can't mark on something you can't
- // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
- if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
- sd->stellar_mark[i] = bl->id;
- // Val4 flags if the status was applied by a player or a monster.
- // This will be important for other skills that work together with this one.
- // 1 = Player, 2 = Monster.
- // Note: Because the attacker's ID and the slot number is handled here, we have to
- // apply the status here. We can't pass this data to skill_additional_effect.
- sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
- }
- } else if (md) { // Monsters can't track with this skill. Just give the status.
- if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
- sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
- }
- }
- break;
- case NPC_VENOMIMPRESS:
- if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
- sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
- break;
- default:
- ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
- 0, abs(skill_get_num(skill_id, skill_lv)),
- skill_id, skill_lv, skill_get_hit(skill_id));
- map_freeblock_unlock();
- return 1;
- }
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER);
- map_freeblock_unlock();
- if( sd && !(flag&1) )
- {// ensure that the skill last-cast tick is recorded
- sd->canskill_tick = gettick();
- if( sd->state.arrow_atk )
- {// consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skill_id, skill_lv);
- }
- // perform skill requirement consumption
- skill_consume_requirement(sd,skill_id,skill_lv,2);
- }
- return 0;
- }
- /**
- * Give a song's buff/debuff or damage to all targets around
- * @param target: Target
- * @param ap: Argument list
- * @return 1 on success or 0 otherwise
- */
- static int skill_apply_songs(struct block_list* target, va_list ap)
- {
- int flag = va_arg(ap, int);
- struct block_list* src = va_arg(ap, struct block_list*);
- uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
- uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
- t_tick tick = va_arg(ap, t_tick);
- if (flag & BCT_WOS && src == target)
- return 0;
- if (battle_check_target(src, target, flag) > 0) {
- switch (skill_id) {
- // Attack type songs
- case BA_DISSONANCE:
- skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
- return 1;
- case DC_UGLYDANCE:
- case BD_LULLABY:
- return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
- default: // Buff/Debuff type songs
- if (skill_id == CG_HERMODE && src->id != target->id)
- status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
- return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- }
- return 0;
- }
- /**
- * Calculate a song's bonus values
- * @param src: Caster
- * @param skill_id: Song skill ID
- * @param skill_lv: Song skill level
- * @param tick: Timer tick
- * @return Number of targets or 0 otherwise
- */
- static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
- {
- nullpo_ret(src);
- if (src->type != BL_PC) {
- ShowWarning("skill_castend_song: Expected player type for src!\n");
- return 0;
- }
- if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
- ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
- return 0;
- }
- struct map_session_data* sd = BL_CAST(BL_PC, src);
- int flag = BCT_PARTY;
- switch (skill_id) {
- case BD_ROKISWEIL:
- flag = BCT_ENEMY | BCT_WOS;
- break;
- case BD_LULLABY:
- case BD_ETERNALCHAOS:
- case BA_DISSONANCE:
- case DC_UGLYDANCE:
- case DC_DONTFORGETME:
- flag = BCT_ENEMY;
- break;
- case CG_HERMODE:
- flag |= BCT_GUILD;
- break;
- }
- clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
- sd->skill_id_dance = skill_id;
- sd->skill_lv_dance = skill_lv;
- if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
- skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
- return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
- }
- /**
- * Use no-damage skill from 'src' to 'bl
- * @param src Caster
- * @param bl Target of the skill, bl maybe same with src for self skill
- * @param skill_id
- * @param skill_lv
- * @param tick
- * @param flag Various value, &1: Recursive effect
- **/
- int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
- {
- struct map_session_data *sd, *dstsd;
- struct mob_data *md, *dstmd;
- struct homun_data *hd;
- s_mercenary_data *mer;
- struct status_data *sstatus, *tstatus;
- struct status_change *tsc;
- struct status_change_entry *tsce;
- int i = 0;
- enum sc_type type;
- if(skill_id > 0 && !skill_lv) return 0; // celest
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
- if (src->m != bl->m)
- return 1;
- sd = BL_CAST(BL_PC, src);
- hd = BL_CAST(BL_HOM, src);
- md = BL_CAST(BL_MOB, src);
- mer = BL_CAST(BL_MER, src);
- dstsd = BL_CAST(BL_PC, bl);
- dstmd = BL_CAST(BL_MOB, bl);
- if(bl->prev == NULL)
- return 1;
- if(status_isdead(src))
- return 1;
- if( src != bl && status_isdead(bl) ) {
- switch( skill_id ) { // Skills that may be cast on dead targets
- case NPC_WIDESOULDRAIN:
- case PR_REDEMPTIO:
- case ALL_RESURRECTION:
- case WM_DEADHILLHERE:
- case WE_ONEFOREVER:
- break;
- default:
- return 1;
- }
- }
- tstatus = status_get_status_data(bl);
- sstatus = status_get_status_data(src);
- //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
- switch (skill_id) {
- case HLIF_HEAL: //[orn]
- if (bl->type != BL_HOM) {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
- break ;
- }
- case AL_HEAL:
- case ALL_RESURRECTION:
- case PR_ASPERSIO:
- case AB_HIGHNESSHEAL:
- //Apparently only player casted skills can be offensive like this.
- if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
- if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
- //Offensive heal does not works on non-enemies. [Skotlex]
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
- }
- break;
- case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
- return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
- case MH_STEINWAND: {
- struct block_list *s_src = battle_get_master(src);
- short ret = 0;
- if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
- ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
- if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
- ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- return ret;
- }
- break;
- default:
- //Skill is actually ground placed.
- if (src == bl && skill_get_unit_id(skill_id))
- return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
- }
- type = skill_get_sc(skill_id);
- tsc = status_get_sc(bl);
- tsce = (tsc && type != SC_NONE)?tsc->data[type]:NULL;
- if (src!=bl && type > SC_NONE &&
- CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
- skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
- battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
- return 1; //Skills that cause an status should be blocked if the target element blocks its element.
- map_freeblock_lock();
- switch(skill_id)
- {
- case HLIF_HEAL: //[orn]
- case AL_HEAL:
- case AB_HIGHNESSHEAL:
- {
- int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
- if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
- heal = 0;
- if( tsc && tsc->count ) {
- if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
- if (--tsc->data[SC_KAITE]->val2 <= 0)
- status_change_end(bl, SC_KAITE);
- if (src == bl)
- heal=0; //When you try to heal yourself under Kaite, the heal is voided.
- else {
- bl = src;
- dstsd = sd;
- }
- }
- else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
- heal = 0; //Needed so that it actually displays 0 when healing.
- }
- if (skill_id == AL_HEAL)
- status_change_end(bl, SC_BITESCAR);
- clif_skill_nodamage (src, bl, skill_id, heal, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
- heal = ~heal + 1;
- t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
- if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
- heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
- if (heal_get_jobexp <= 0)
- heal_get_jobexp = 1;
- pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
- }
- }
- break;
- case CD_REPARATIO: {
- if (bl->type != BL_PC) { // Only works on players.
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- int heal_amount = 0;
- if (!status_isimmune(bl))
- heal_amount = tstatus->max_hp;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
- status_heal(bl, heal_amount, 0, 0);
- }
- break;
- case PR_REDEMPTIO:
- if (sd && !(flag&1)) {
- if (sd->status.party_id == 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- skill_area_temp[0] = 0;
- 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);
- if (skill_area_temp[0] == 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- #ifndef RENEWAL
- skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
- if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
- //If total penalty is 1% => reduced 0.2% penalty per each revived player
- pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
- }
- status_set_sp(src, 0, 0);
- #endif
- status_set_hp(src, 1, 0);
- break;
- } else if (status_isdead(bl) && flag&1) { //Revive
- skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
- skill_lv = 3; //Resurrection level 3 is used
- } else //Invalid target, skip resurrection.
- break;
- case ALL_RESURRECTION:
- if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
- { //No reviving in WoE grounds!
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if (!status_isdead(bl))
- break;
- {
- int per = 0, sper = 0;
- if (tsc && tsc->data[SC_HELLPOWER]) {
- clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
- break;
- }
- if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
- break;
- switch(skill_lv){
- case 1: per=10; break;
- case 2: per=30; break;
- case 3: per=50; break;
- case 4: per=80; break;
- }
- if(dstsd && dstsd->special_state.restart_full_recover)
- per = sper = 100;
- if (status_revive(bl, per, sper))
- {
- clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
- if(sd && dstsd && battle_config.resurrection_exp > 0)
- {
- t_exp exp = 0,jexp = 0;
- int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
- if(lv > 0 && pc_nextbaseexp(dstsd)) {
- exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
- if (exp < 1) exp = 1;
- }
- if(jlv > 0 && pc_nextjobexp(dstsd)) {
- jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
- if (jexp < 1) jexp = 1;
- }
- if(exp > 0 || jexp > 0)
- pc_gainexp (sd, bl, exp, jexp, 0);
- }
- }
- }
- break;
- case AL_DECAGI:
- case MER_DECAGI:
- clif_skill_nodamage (src, bl, skill_id, skill_lv,
- 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)));
- break;
- case AL_CRUCIS:
- if (flag&1)
- 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));
- else {
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case SP_SOULCURSE:
- if (flag&1)
- sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- else {
- 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);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case PR_LEXDIVINA:
- case MER_LEXDIVINA:
- if (tsce)
- status_change_end(bl, type);
- else
- skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
- clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
- break;
- case SA_ABRACADABRA:
- if (abra_db.empty()) {
- clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
- break;
- }
- else {
- int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
- do {
- auto abra_spell = abra_db.random();
- abra_skill_id = abra_spell->skill_id;
- abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
- if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
- break;
- }
- } while (checked++ < checked_max);
- clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
- if( sd )
- {// player-casted
- sd->state.abra_flag = 1;
- sd->skillitem = abra_skill_id;
- sd->skillitemlv = abra_skill_lv;
- sd->skillitem_keep_requirement = false;
- clif_item_skill(sd, abra_skill_id, abra_skill_lv);
- }
- else
- {// mob-casted
- struct unit_data *ud = unit_bl2ud(src);
- int inf = skill_get_inf(abra_skill_id);
- if (!ud) break;
- if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
- if (src->type == BL_PET)
- bl = (struct block_list*)((TBL_PET*)src)->master;
- if (!bl) bl = src;
- unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
- } else { //Assume offensive skills
- int target_id = 0;
- if (ud->target)
- target_id = ud->target;
- else switch (src->type) {
- case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
- case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
- }
- if (!target_id)
- break;
- if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
- bl = map_id2bl(target_id);
- if (!bl) bl = src;
- unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
- } else
- unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
- }
- }
- }
- break;
- case SA_COMA:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
- break;
- case SA_FULLRECOVERY:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (status_isimmune(bl))
- break;
- status_percent_heal(bl, 100, 100);
- break;
- case NPC_ALLHEAL:
- {
- int heal;
- if( status_isimmune(bl) )
- break;
- heal = status_percent_heal(bl, 100, 0);
- clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
- if( dstmd )
- { // Reset Damage Logs
- memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
- dstmd->tdmg = 0;
- }
- }
- break;
- case SA_SUMMONMONSTER:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
- break;
- case SA_LEVELUP:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd && pc_nextbaseexp(sd))
- pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
- break;
- case SA_INSTANTDEATH:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_kill(src);
- break;
- case SA_QUESTION:
- clif_emotion(src,ET_QUESTION);
- case SA_GRAVITY:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case SA_CLASSCHANGE:
- case SA_MONOCELL:
- if (dstmd)
- {
- int class_;
- if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- mob_class_change(dstmd,class_);
- if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
- 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 };
- for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
- if (tsc->data[i]) status_change_end(bl, (sc_type)i);
- for (i = 0; i < ARRAYLENGTH(scs); i++)
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i]);
- }
- }
- break;
- case SA_DEATH:
- if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_kill(bl);
- break;
- case SA_REVERSEORCISH:
- case ALL_REVERSEORCISH:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
- break;
- case SA_FORTUNE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
- break;
- case SA_TAMINGMONSTER:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
- pet_catch_process1(sd, dstmd->mob_id);
- }
- break;
- case CR_PROVIDENCE:
- if(sd && dstsd){ //Check they are not another crusader [Skotlex]
- if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case CG_MARIONETTE:
- {
- if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
- {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- status_change* sc = status_get_sc(src);
- if( sc && tsc )
- {
- if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
- {
- sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
- sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- else
- if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
- tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
- {
- status_change_end(src, SC_MARIONETTE);
- status_change_end(bl, SC_MARIONETTE2);
- }
- else
- {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- }
- break;
- case RG_CLOSECONFINE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
- break;
- case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- if (dstsd && dstsd->status.weapon == W_FIST) {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
- #ifdef RENEWAL
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- #else
- // 100% success rate at lv4 & 5, but lasts longer at lv5
- 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)))) {
- if (dstsd){
- short index = dstsd->equip_index[EQI_HAND_R];
- if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
- pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
- }
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- #endif
- break;
- case PR_ASPERSIO:
- if (sd && dstmd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case ITEM_ENCHANTARMS:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
- break;
- case TK_SEVENWIND:
- switch(skill_get_ele(skill_id,skill_lv)) {
- case ELE_EARTH : type = SC_EARTHWEAPON; break;
- case ELE_WIND : type = SC_WINDWEAPON; break;
- case ELE_WATER : type = SC_WATERWEAPON; break;
- case ELE_FIRE : type = SC_FIREWEAPON; break;
- case ELE_GHOST : type = SC_GHOSTWEAPON; break;
- case ELE_DARK : type = SC_SHADOWWEAPON; break;
- case ELE_HOLY : type = SC_ASPERSIO; break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case PR_KYRIE:
- case MER_KYRIE:
- case SU_TUNAPARTY:
- case SU_GROOMING:
- case SU_CHATTERING:
- clif_skill_nodamage(bl,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- //Passive Magnum, should had been casted on yourself.
- case SM_MAGNUM:
- case MS_MAGNUM:
- skill_area_temp[1] = 0;
- map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- clif_skill_nodamage (src,src,skill_id,skill_lv,1);
- // Initiate 20% of your damage becomes fire element.
- #ifdef RENEWAL
- sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
- #else
- sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
- #endif
- break;
- case TK_JUMPKICK:
- /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
- if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
- if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- clif_blown(src);
- }
- } else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
- break;
- case PR_BENEDICTIO:
- if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- break;
- case AL_INCAGI:
- case AL_BLESSING:
- case MER_INCAGI:
- case MER_BLESSING:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (dstsd != nullptr && tsc && tsc->data[SC_CHANGEUNDEAD]) {
- if (tstatus->hp > 1)
- skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- }
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case PR_SLOWPOISON:
- case PR_LEXAETERNA:
- #ifndef RENEWAL
- case PR_IMPOSITIO:
- case PR_SUFFRAGIUM:
- #endif
- case LK_BERSERK:
- case MS_BERSERK:
- case KN_TWOHANDQUICKEN:
- case KN_ONEHAND:
- case MER_QUICKEN:
- case CR_SPEARQUICKEN:
- case CR_REFLECTSHIELD:
- case MS_REFLECTSHIELD:
- case AS_POISONREACT:
- #ifndef RENEWAL
- case MC_LOUD:
- #endif
- case MG_ENERGYCOAT:
- case MO_EXPLOSIONSPIRITS:
- case MO_STEELBODY:
- case MO_BLADESTOP:
- case LK_AURABLADE:
- case LK_PARRYING:
- case MS_PARRYING:
- case LK_CONCENTRATION:
- #ifdef RENEWAL
- case HP_BASILICA:
- #endif
- case WS_CARTBOOST:
- case SN_SIGHT:
- case WS_MELTDOWN:
- case WS_OVERTHRUSTMAX:
- case ST_REJECTSWORD:
- case HW_MAGICPOWER:
- case PF_MEMORIZE:
- case PA_SACRIFICE:
- #ifndef RENEWAL
- case ASC_EDP:
- #endif
- case PF_DOUBLECASTING:
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- case GS_MADNESSCANCEL:
- case GS_ADJUSTMENT:
- case GS_INCREASING:
- #ifdef RENEWAL
- case GS_MAGICALBULLET:
- #endif
- case NJ_KASUMIKIRI:
- case NJ_UTSUSEMI:
- case NJ_NEN:
- case NPC_DEFENDER:
- case NPC_MAGICMIRROR:
- case ST_PRESERVE:
- case NPC_KEEPING:
- case NPC_BARRIER:
- case NPC_INVINCIBLE:
- case NPC_INVINCIBLEOFF:
- case MER_INVINCIBLEOFF2:
- case RK_DEATHBOUND:
- case AB_EXPIATIO:
- case AB_DUPLELIGHT:
- case AB_SECRAMENT:
- case AB_OFFERTORIUM:
- case NC_ACCELERATION:
- case NC_HOVERING:
- case NC_SHAPESHIFT:
- case WL_MARSHOFABYSS:
- case WL_RECOGNIZEDSPELL:
- case GC_VENOMIMPRESS:
- case SC_DEADLYINFECT:
- case LG_EXEEDBREAK:
- case LG_PRESTIGE:
- case LG_INSPIRATION:
- case SR_CRESCENTELBOW:
- case SR_LIGHTNINGWALK:
- case GN_CARTBOOST:
- case GN_BLOOD_SUCKER:
- case GN_HELLS_PLANT:
- case KO_MEIKYOUSISUI:
- case ALL_ODINS_POWER:
- case ALL_FULL_THROTTLE:
- case RA_UNLIMIT:
- case WL_TELEKINESIS_INTENSE:
- case RL_HEAT_BARREL:
- case RL_P_ALTER:
- case RL_E_CHAIN:
- case SU_FRESHSHRIMP:
- case SU_ARCLOUSEDASH:
- case NPC_MAXPAIN:
- case SP_SOULREAPER:
- case SJ_LIGHTOFMOON:
- case SJ_LIGHTOFSTAR:
- case SJ_FALLINGSTAR:
- case SJ_LIGHTOFSUN:
- case SJ_BOOKOFDIMENSION:
- case NPC_HALLUCINATIONWALK:
- case DK_CHARGINGPIERCE:
- case DK_VIGOR:
- case AG_CLIMAX:
- case IQ_POWERFUL_FAITH:
- case IQ_FIRM_FAITH:
- case IQ_SINCERE_FAITH:
- case IQ_FIRST_FAITH_POWER:
- case IQ_JUDGE:
- case IQ_THIRD_EXOR_FLAME:
- case IG_REBOUND_SHIELD:
- case IG_HOLY_SHIELD:
- case CD_ARGUTUS_VITA:
- case CD_ARGUTUS_TELUM:
- case CD_PRESENS_ACIES:
- case CD_RELIGIO:
- case CD_BENEDICTUM:
- case SHC_SHADOW_EXCEED:
- case SHC_POTENT_VENOM:
- case SHC_ENCHANTING_SHADOW:
- case MT_D_MACHINE:
- case ABC_ABYSS_SLAYER:
- case WH_WIND_SIGN:
- case WH_CALAMITYGALE:
- case BO_RESEARCHREPORT:
- case TR_MYSTIC_SYMPHONY:
- case TR_KVASIR_SONATA:
- case EM_SPELL_ENCHANTING:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- #ifdef RENEWAL
- // EDP also give +25% WATK poison pseudo element to user.
- case ASC_EDP:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
- break;
- #endif
- case LG_SHIELDSPELL:
- if (skill_lv == 1)
- type = SC_SHIELDSPELL_HP;
- else if (skill_lv == 2)
- type = SC_SHIELDSPELL_SP;
- else
- type = SC_SHIELDSPELL_ATK;
- clif_skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- break;
- case DK_SERVANTWEAPON:
- case ABC_FROM_THE_ABYSS:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
- break;
- case TR_SOUNDBLEND:
- skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
- break;
- case AG_VIOLENT_QUAKE:
- case AG_ALL_BLOOM:
- sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case AG_DESTRUCTIVE_HURRICANE:
- case AG_CRYSTAL_IMPACT:
- if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
- sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- } else {
- uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
- status_change *sc = status_get_sc(src);
- if (sc && sc->data[SC_CLIMAX])
- climax_lv = sc->data[SC_CLIMAX]->val1;
- if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
- if (skill_id == AG_DESTRUCTIVE_HURRICANE)
- splash_size = 9; // 19x19
- else if(skill_id == AG_CRYSTAL_IMPACT)
- splash_size = AREA_SIZE; // 29x29 - Entire screen.
- }
- skill_area_temp[1] = 0;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
- sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
- else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
- map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
- else {
- if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
- clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
- map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
- }
- }
- break;
- case CD_MEDIALE_VOTUM:
- case CD_DILECTIO_HEAL:
- if (flag & 1) {
- if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
- int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
- clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
- status_heal(bl, heal_amount, 0, 0);
- } else if (sd)
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
- } else {
- if (skill_id == CD_MEDIALE_VOTUM)
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- else { // Dilectio Heal
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
- skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
- }
- }
- break;
- case CD_COMPETENTIA:
- if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
- int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
- int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
- clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
- status_heal(bl, hp_amount, 0, 0);
- clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
- status_heal(bl, 0, sp_amount, 0);
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- } else if (sd)
- 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);
- break;
- case BO_ADVANCE_PROTECTION:
- if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock(); // Don't consume item requirements
- return 0;
- }
- clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
- break;
- case EM_ACTIVITY_BURN:
- if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
- uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
- } else
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- break;
- case EM_INCREASING_ACTIVITY:
- if (bl->type == BL_PC) {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_heal(bl, 0, 0, 20 + 5 * skill_lv, 0);
- } else
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- break;
- case SJ_GRAVITYCONTROL: {
- int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
- if (bl->type == BL_PC)
- fall_damage += dstsd->weight / 10 - tstatus->def;
- else // Monster's don't have weight. Put something in its place.
- fall_damage += 50 * status_get_lv(src) - tstatus->def;
- fall_damage = max(1, fall_damage);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
- }
- break;
- case NPC_HALLUCINATION:
- case NPC_HELLPOWER:
- clif_skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
- break;
- case KN_AUTOCOUNTER:
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
- break;
- case SO_STRIKING:
- if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
- int bonus = 0;
- if (dstsd) {
- short index = dstsd->equip_index[EQI_HAND_R];
- if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
- bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
- } else if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
- break;
- case NPC_STOP:
- if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
- sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
- break;
- case HP_ASSUMPTIO:
- if( sd && dstmd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- else
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case MG_SIGHT:
- case MER_SIGHT:
- case AL_RUWACH:
- case WZ_SIGHTBLASTER:
- case NPC_WIDESIGHT:
- case NPC_STONESKIN:
- case NPC_ANTIMAGIC:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
- break;
- case HLIF_AVOID:
- case HAMI_DEFENCE:
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
- clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
- break;
- case NJ_BUNSINJYUTSU:
- status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- status_change_end(bl, SC_NEN);
- break;
- /* Was modified to only affect targetted char. [Skotlex]
- case HP_ASSUMPTIO:
- if (flag&1)
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- else
- {
- map_foreachinallrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv), BL_PC,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- */
- case SM_ENDURE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case AS_ENCHANTPOISON:
- if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
- clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
- }else{
- clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
- if( sd != nullptr ){
- clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
- }
- }
- break;
- case LK_TENSIONRELAX:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
- skill_get_time(skill_id,skill_lv)));
- break;
- case MC_CHANGECART:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MC_CARTDECORATE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( sd ) {
- clif_SelectCart(sd);
- }
- break;
- case TK_MISSION:
- if (sd) {
- if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
- clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
- if (!id) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- sd->mission_mobid = id;
- sd->mission_count = 0;
- pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
- clif_mission_info(sd, id, 0);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case AC_CONCENTRATION:
- {
- int splash = skill_get_splash(skill_id, skill_lv);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- skill_reveal_trap_inarea(src, splash, src->x, src->y);
- map_foreachinallrange( status_change_timer_sub, src,
- splash, BL_CHAR, src, NULL, type, tick);
- }
- break;
- case SM_PROVOKE:
- case SM_SELFPROVOKE:
- case MER_PROVOKE:
- if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
- map_freeblock_unlock();
- return 1;
- }
- // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
- if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
- {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
- unit_skillcastcancel(bl, 2);
- if( dstmd )
- {
- dstmd->state.provoke_flag = src->id;
- mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
- }
- break;
- case ML_DEVOTION:
- case CR_DEVOTION:
- {
- int count, lv;
- if( !dstsd || (!sd && !mer) )
- { // Only players can be devoted
- if( sd )
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
- lv = -lv;
- if( lv > battle_config.devotion_level_difference || // Level difference requeriments
- (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
- (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
- (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
- {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- i = 0;
- count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
- if( sd )
- { // Player Devoting Player
- ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
- if( i == count )
- {
- ARR_FIND(0, count, i, sd->devotion[i] == 0 );
- if( i == count )
- { // No free slots, skill Fail
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock();
- return 1;
- }
- }
- sd->devotion[i] = bl->id;
- }
- else
- mer->devotion_flag = 1; // Mercenary Devoting Owner
- clif_skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
- clif_devotion(src, NULL);
- }
- break;
- case SP_SOULUNITY: {
- int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
- if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
- if (!dstsd || !sd) { // Only put player's souls in unity.
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- break;
- }
- if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- map_freeblock_unlock();
- return 1;
- }
- if (sd) { // Unite player's soul with caster's soul.
- i = 0;
- ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
- if (i == count) {
- ARR_FIND(0, count, i, sd->united_soul[i] == 0);
- if(i == count) { // No more free slots? Fail the skill.
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- map_freeblock_unlock();
- return 1;
- }
- }
- sd->united_soul[i] = bl->id;
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
- } else if (sd)
- 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);
- }
- break;
- case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
- // Only players and monsters can be marked....I think??? [Rytech]
- // Lets only allow players and monsters to use this skill for safety reasons.
- if ((!dstsd && !dstmd) || !sd && !md) {
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- break;
- }
- // Check if the target is already marked by another source.
- if (tsc && tsc->data[type] && tsc->data[type]->val1 != src->id) {
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- map_freeblock_unlock();
- return 1;
- }
-
- // Mark the target.
- if( sd ){
- int8 count = MAX_SERVANT_SIGN;
- ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
- if (i == count) {
- ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
- if (i == count) { // Max number of targets marked. Fail the skill.
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- map_freeblock_unlock();
- return 1;
- }
- // Add the ID of the marked target to the player's sign list.
- sd->servant_sign[i] = bl->id;
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
- } else if (md) // Monster's cant track with this skill. Just give the status.
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
- break;
- case MO_CALLSPIRITS:
- if(sd) {
- int limit = skill_lv;
- if( sd->sc.data[SC_RAISINGDRAGON] )
- limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
- }
- break;
- case CH_SOULCOLLECT:
- if(sd) {
- int limit = 5;
- if( sd->sc.data[SC_RAISINGDRAGON] )
- limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- for (i = 0; i < limit; i++)
- pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
- }
- break;
- case MO_KITRANSLATION:
- if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
- //Require will define how many spiritballs will be transferred
- struct s_skill_condition require;
- require = skill_get_requirement(sd,skill_id,skill_lv);
- pc_delspiritball(sd,require.spiritball,0);
- for (i = 0; i < require.spiritball; i++)
- pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
- } else {
- if(sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
- if (skill_area_temp[1] != bl->id) {
- skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
- skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
- }
- break;
- case MO_ABSORBSPIRITS:
- i = 0;
- if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
- ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
- if (dstsd->spiritball > 0) {
- i = dstsd->spiritball * 7;
- pc_delspiritball(dstsd,dstsd->spiritball,0);
- }
- if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
- i += dstsd->spiritcharm * 7;
- pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
- }
- } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
- i = 2 * dstmd->level;
- mob_target(dstmd,src,0);
- } else {
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- if (i) status_heal(src, 0, i, 3);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
- break;
- case AC_MAKINGARROW:
- if(sd) {
- clif_arrow_create_list(sd);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case AM_PHARMACY:
- if(sd) {
- clif_skill_produce_mix_list(sd,skill_id,22);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case SA_CREATECON:
- if(sd) {
- clif_elementalconverter_list(sd);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case BS_HAMMERFALL:
- skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
- break;
- case RG_RAID:
- skill_area_temp[1] = 0;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- status_change_end(src, SC_HIDING);
- break;
- //List of self skills that give damage around caster
- case ASC_METEORASSAULT:
- case GS_SPREADATTACK:
- case RK_WINDCUTTER:
- case RK_STORMBLAST:
- case NC_AXETORNADO:
- case GC_COUNTERSLASH:
- case SR_SKYNETBLOW:
- case SR_RAMPAGEBLASTER:
- case SR_HOWLINGOFLION:
- case LG_CANNONSPEAR:
- case LG_OVERBRAND:
- case NPC_RAYOFGENESIS:
- case LG_RAYOFGENESIS:
- case KO_HAPPOKUNAI:
- case RL_FIREDANCE:
- case RL_R_TRIP:
- case SJ_FULLMOONKICK:
- case SJ_NEWMOONKICK:
- case SJ_SOLARBURST:
- case SJ_STAREMPEROR:
- case SJ_FALLINGSTAR_ATK:
- case DK_SERVANT_W_DEMOL:
- case AG_FROZEN_SLASH:
- case IQ_OLEUM_SANCTUM:
- case IQ_MASSIVE_F_BLASTER:
- case IQ_EXPOSION_BLASTER:
- case SHC_IMPACT_CRATER:
- case MT_AXE_STOMP:
- case ABC_ABYSS_DAGGER:
- {
- struct status_change *sc = status_get_sc(src);
- int starget = BL_CHAR|BL_SKILL;
- if (skill_id == SR_HOWLINGOFLION)
- starget = splash_target(src);
- if (skill_id == SJ_NEWMOONKICK) {
- if (tsce) {
- status_change_end(bl, type);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
- } else
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
- if (sd) {
- // Remove old shields if any exist.
- pc_delspiritball(sd, sd->spiritball, 0);
- sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
- sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
- }
- status_change_end(src, SC_DIMENSION);
- }
- if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- skill_area_temp[1] = 0;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- }
- break;
- case SHC_DANCING_KNIFE:
- case MT_A_MACHINE:
- if (flag & 1) {
- skill_area_temp[1] = 0;
- if (sd && pc_issit(sd)) { // Force player to stand before attacking
- pc_setstand(sd, true);
- skill_sit(sd, false);
- }
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
- } else {
- if (skill_id == MT_A_MACHINE && dstsd) {
- int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
- if (lv > battle_config.attack_machine_level_difference) {
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock();
- return 0;
- }
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- }
- break;
- case EM_ELEMENTAL_BUSTER: {
- if (sd == nullptr)
- break;
- if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock();
- return 0;
- }
- uint16 buster_element;
- switch (sd->ed->elemental.class_) {
- case ELEMENTALID_ARDOR:
- buster_element = EM_ELEMENTAL_BUSTER_FIRE;
- break;
- case ELEMENTALID_DILUVIO:
- buster_element = EM_ELEMENTAL_BUSTER_WATER;
- break;
- case ELEMENTALID_PROCELLA:
- buster_element = EM_ELEMENTAL_BUSTER_WIND;
- break;
- case ELEMENTALID_TERREMOTUS:
- buster_element = EM_ELEMENTAL_BUSTER_GROUND;
- break;
- case ELEMENTALID_SERPENS:
- buster_element = EM_ELEMENTAL_BUSTER_POISON;
- break;
- }
- skill_area_temp[1] = 0;
- clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
- map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
- }
- break;
- case NPC_IGNITIONBREAK:
- case RK_IGNITIONBREAK:
- skill_area_temp[1] = 0;
- #if PACKETVER >= 20180207
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- #else
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- #endif
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- break;
- case SR_TIGERCANNON:
- case SR_WINDMILL:
- case GN_CART_TORNADO:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- case SR_EARTHSHAKER:
- case NC_INFRAREDSCAN:
- case NPC_VAMPIRE_GIFT:
- case NPC_HELLJUDGEMENT:
- case NPC_PULSESTRIKE:
- case LG_MOONSLASHER:
- skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- break;
- #ifdef RENEWAL
- case KN_BRANDISHSPEAR:
- map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
- src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
- skill_castend_damage_id);
- break;
- #else
- case KN_BRANDISHSPEAR:
- #endif
- case ML_BRANDISH:
- skill_area_temp[1] = bl->id;
- if(skill_lv >= 10)
- map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
- src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
- skill_castend_damage_id);
- if(skill_lv >= 7)
- map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
- src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
- skill_castend_damage_id);
- if(skill_lv >= 4)
- map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
- src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
- skill_castend_damage_id);
- map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
- skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
- src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
- skill_castend_damage_id);
- break;
- case WZ_SIGHTRASHER:
- //Passive side of the attack.
- status_change_end(src, SC_SIGHT);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinshootrange(skill_area_sub,src,
- skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
- skill_castend_damage_id);
- break;
- case WZ_FROSTNOVA:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_area_temp[1] = 0;
- map_foreachinshootrange(skill_attack_area, src,
- skill_get_splash(skill_id, skill_lv), splash_target(src),
- BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
- break;
- case HVAN_EXPLOSION: //[orn]
- case NPC_SELFDESTRUCTION:
- //Self Destruction hits everyone in range (allies+enemies)
- //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
- i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
- BCT_ENEMY:BCT_ALL;
- clif_skill_nodamage(src, src, skill_id, -1, 1);
- map_delblock(src); //Required to prevent chain-self-destructions hitting back.
- map_foreachinshootrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
- src, skill_id, skill_lv, tick, flag|i,
- skill_castend_damage_id);
- if(map_addblock(src)) {
- map_freeblock_unlock();
- return 1;
- }
- status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
- if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
- struct homun_data *hd = (struct homun_data *)src;
- if (hd != nullptr) {
- hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
- if (hd->master)
- clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
- }
- }
- break;
- case AL_ANGELUS:
- #ifdef RENEWAL
- case PR_SUFFRAGIUM:
- case PR_IMPOSITIO:
- #endif
- case PR_MAGNIFICAT:
- case PR_GLORIA:
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- // Animations don't play when outside visible range
- if (check_distance_bl(src, bl, AREA_SIZE))
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- else if (sd)
- 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);
- break;
- #ifdef RENEWAL
- case MC_LOUD:
- #endif
- case SN_WINDWALK:
- case CASH_BLESSING:
- case CASH_INCAGI:
- case CASH_ASSUMPTIO:
- case WM_FRIGG_SONG:
- case NV_HELPANGEL:
- case IG_GUARDIAN_SHIELD:
- case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
- if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- else if (sd)
- {
- if (skill_id == IG_ULTIMATE_SACRIFICE)
- status_set_hp(src, 1, 0);
- 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);
- }
- break;
- case MER_MAGNIFICAT:
- if( mer != NULL )
- {
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
- 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);
- else if( mer->master && !(flag&1) )
- 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)));
- }
- break;
- case BS_ADRENALINE:
- case BS_ADRENALINE2:
- case BS_WEAPONPERFECT:
- case BS_OVERTHRUST:
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- int weapontype = skill_get_weapontype(skill_id);
- if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
- clif_skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
- }
- } else if (sd) {
- 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);
- }
- break;
- case BS_MAXIMIZE:
- case NV_TRICKDEAD:
- case CR_DEFENDER:
- case ML_DEFENDER:
- case CR_AUTOGUARD:
- case ML_AUTOGUARD:
- case TK_READYSTORM:
- case TK_READYDOWN:
- case TK_READYTURN:
- case TK_READYCOUNTER:
- case TK_DODGE:
- case CR_SHRINK:
- case SG_FUSION:
- case GS_GATLINGFEVER:
- case SJ_LUNARSTANCE:
- case SJ_STARSTANCE:
- case SJ_UNIVERSESTANCE:
- case SJ_SUNSTANCE:
- case SP_SOULCOLLECT:
- case IG_GUARD_STANCE:
- case IG_ATTACK_STANCE:
- if( tsce )
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
- map_freeblock_unlock();
- return 0;
- }
- if( skill_id == SP_SOULCOLLECT ){
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
- }else{
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- }
- break;
- case SL_KAITE:
- case SL_KAAHI:
- case SL_KAIZEL:
- case SL_KAUPE:
- case SP_KAUTE:
- if (sd) {
- if (!dstsd || !(
- (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
- dstsd->status.char_id == sd->status.char_id ||
- dstsd->status.char_id == sd->status.partner_id ||
- dstsd->status.char_id == sd->status.child ||
- (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
- )) {
- status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- }
- if (skill_id == SP_KAUTE) {
- if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
- if (sd)
- clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
- break;
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
- } else
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- break;
- case SM_AUTOBERSERK:
- case MER_AUTOBERSERK:
- if( tsce )
- i = status_change_end(bl, type);
- else
- i = sc_start(src,bl,type,100,skill_lv,60000);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
- break;
- case TF_HIDING:
- case ST_CHASEWALK:
- case KO_YAMIKUMO:
- if (tsce)
- {
- clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case TK_RUN:
- if (tsce)
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
- if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
- clif_walkok(sd); // So aegis has to resend the walk ok.
- break;
- case AS_CLOAKING:
- case GC_CLOAKINGEXCEED:
- case LG_FORCEOFVANGUARD:
- case SC_REPRODUCE:
- case SC_INVISIBILITY:
- case RA_CAMOUFLAGE:
- if (tsce) {
- i = status_change_end(bl, type);
- if( i )
- clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
- else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- if( i )
- clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
- else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- case CG_SPECIALSINGER:
- if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_change_end(bl, SC_ENSEMBLEFATIGUE);
- }
- break;
- case BD_ADAPTATION:
- #ifdef RENEWAL
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- #else
- if(tsc && tsc->data[SC_DANCING]){
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(bl, SC_DANCING);
- }
- #endif
- break;
- case BA_FROSTJOKER:
- case DC_SCREAM:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
- if (md) {
- // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
- //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
- char temp[70];
- snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
- clif_disp_overhead(&md->bl,temp);
- }
- break;
- case BA_PANGVOICE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
- #ifdef RENEWAL
- sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
- #endif
- break;
- case DC_WINKCHARM:
- if( dstsd ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
- #ifdef RENEWAL
- sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
- #endif
- } else
- if( dstmd )
- {
- if( status_get_lv(src) > status_get_lv(bl)
- && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
- && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
- 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)));
- else
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
- if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- }
- break;
- #ifdef RENEWAL
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_UGLYDANCE:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- skill_castend_song(src, skill_id, skill_lv, tick);
- break;
- #endif
- case TF_STEAL:
- if(sd) {
- if(pc_steal_item(sd,bl,skill_lv))
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
- }
- break;
- case RG_STEALCOIN:
- if(sd) {
- if(pc_steal_coin(sd,bl))
- {
- dstmd->state.provoke_flag = src->id;
- mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case MG_STONECURSE:
- {
- if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if(status_isimmune(bl) || !tsc)
- break;
- int32 brate = 0;
- if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
- brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
- if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- else if(sd) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- // Level 6-10 doesn't consume a red gem if it fails [celest]
- if (skill_lv > 5)
- { // not to consume items
- map_freeblock_unlock();
- return 0;
- }
- }
- }
- break;
- case NV_FIRSTAID:
- clif_skill_nodamage(src,bl,skill_id,5,1);
- status_heal(bl,5,0,0);
- break;
- case AL_CURE:
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
- status_change_end(bl, SC_SILENCE);
- status_change_end(bl, SC_BLIND);
- status_change_end(bl, SC_CONFUSION);
- status_change_end(bl, SC_BITESCAR);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case TF_DETOXIFY:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(bl, SC_POISON);
- status_change_end(bl, SC_DPOISON);
- break;
- case PR_STRECOVERY:
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
- if (tsc) {
- status_change_end(bl, SC_FREEZE);
- status_change_end(bl, SC_STONEWAIT);
- status_change_end(bl, SC_STONE);
- status_change_end(bl, SC_SLEEP);
- status_change_end(bl, SC_STUN);
- status_change_end(bl, SC_WHITEIMPRISON);
- status_change_end(bl, SC_STASIS);
- status_change_end(bl, SC_NETHERWORLD);
- }
- if(battle_check_undead(tstatus->race,tstatus->def_ele))
- skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(dstmd)
- mob_unlocktarget(dstmd,tick);
- break;
- // Mercenary Supportive Skills
- case MER_BENEDICTION:
- status_change_end(bl, SC_CURSE);
- status_change_end(bl, SC_BLIND);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_COMPRESS:
- status_change_end(bl, SC_BLEEDING);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_MENTALCURE:
- status_change_end(bl, SC_CONFUSION);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_RECUPERATE:
- status_change_end(bl, SC_POISON);
- status_change_end(bl, SC_DPOISON);
- status_change_end(bl, SC_SILENCE);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_REGAIN:
- status_change_end(bl, SC_SLEEP);
- status_change_end(bl, SC_STUN);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_TENDER:
- status_change_end(bl, SC_FREEZE);
- status_change_end(bl, SC_STONE);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_SCAPEGOAT:
- if( mer && mer->master )
- {
- status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
- status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
- }
- break;
- case MER_ESTIMATION:
- if( !mer )
- break;
- sd = mer->master;
- case WZ_ESTIMATION:
- if( sd == NULL )
- break;
- if( dstsd )
- { // Fail on Players
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- clif_skill_estimation(sd, bl);
- if( skill_id == MER_ESTIMATION )
- sd = NULL;
- break;
- case BS_REPAIRWEAPON:
- if(sd && dstsd)
- clif_item_repair_list(sd,dstsd,skill_lv);
- break;
- case MC_IDENTIFY:
- if(sd) {
- clif_item_identify_list(sd);
- if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
- map_freeblock_unlock();
- return 1;
- }
- else { // consume sp only if succeeded
- struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
- status_zap(src,0,req.sp);
- }
- }
- break;
- // Weapon Refining [Celest]
- case WS_WEAPONREFINE:
- if(sd)
- clif_item_refine_list(sd);
- break;
- case MC_VENDING:
- if(sd)
- { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
- if ( !pc_can_give_items(sd) )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- else {
- sd->state.prevend = 1;
- sd->state.workinprogress = WIP_DISABLE_ALL;
- sd->vend_skill_lv = skill_lv;
- ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
- if (i < MAX_CART)
- intif_storage_save(sd, &sd->cart);
- else
- clif_openvendingreq(sd,2+skill_lv);
- }
- }
- break;
- case AL_TELEPORT:
- case ALL_ODINS_RECALL:
- if(sd)
- {
- if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
- clif_skill_teleportmessage(sd,0);
- break;
- }
- if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
- char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
- clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
- break;
- }
- if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
- sd->hd->blockskill.clear();
- sd->hd->blockskill.shrink_to_fit();
- }
- if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
- {
- if( skill_lv == 1 )
- pc_randomwarp(sd,CLR_TELEPORT);
- else
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
- break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
- clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
- else
- clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
- } else
- unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
- break;
- case NPC_EXPULSION:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
- break;
- case AL_HOLYWATER:
- if(sd) {
- if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
- struct skill_unit* su;
- if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
- skill_delunit(su);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case TF_PICKSTONE:
- if(sd) {
- unsigned char eflag;
- struct item item_tmp;
- struct block_list tbl;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- memset(&item_tmp,0,sizeof(item_tmp));
- memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
- item_tmp.nameid = ITEMID_STONE;
- item_tmp.identify = 1;
- tbl.id = 0;
- // Commented because of duplicate animation [Lemongrass]
- // At the moment this displays the pickup animation a second time
- // If this is required in older clients, we need to add a version check here
- //clif_takeitem(&sd->bl,&tbl);
- eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
- if(eflag) {
- clif_additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
- }
- }
- break;
- case ASC_CDP:
- if(sd) {
- if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
- }
- break;
- case RG_STRIPWEAPON:
- case RG_STRIPSHIELD:
- case RG_STRIPARMOR:
- case RG_STRIPHELM:
- case ST_FULLSTRIP:
- case GC_WEAPONCRUSH:
- case SC_STRIPACCESSARY:
- case ABC_STRIP_SHADOW: {
- bool i;
- //Special message when trying to use strip on FCP [Jobbie]
- 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])
- {
- clif_gospel_info(sd, 0x28);
- break;
- }
- if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
- clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
- //Nothing stripped.
- if( sd && !i )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- case AM_BERSERKPITCHER:
- case AM_POTIONPITCHER:
- {
- int j,hp = 0,sp = 0;
- if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
- map_freeblock_unlock();
- return 1;
- }
- if( sd ) {
- int x,bonus=100;
- struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
- x = skill_lv%11 - 1;
- j = pc_search_inventory(sd, require.itemid[x]);
- if (j < 0 || require.itemid[x] <= 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- if( skill_id == AM_BERSERKPITCHER ) {
- if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- potion_flag = 1;
- potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
- potion_target = bl->id;
- run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
- potion_flag = potion_target = 0;
- if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
- bonus += sd->status.base_level;
- if( potion_per_hp > 0 || potion_per_sp > 0 ) {
- hp = tstatus->max_hp * potion_per_hp / 100;
- hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- if( dstsd ) {
- sp = dstsd->status.max_sp * potion_per_sp / 100;
- sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- }
- } else {
- if( potion_hp > 0 ) {
- hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- hp = hp * (100 + (tstatus->vit<<1)) / 100;
- if( dstsd )
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if( potion_sp > 0 ) {
- sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- sp = sp * (100 + (tstatus->int_<<1)) / 100;
- if( dstsd )
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
- }
- }
- if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
- hp += hp * bonus / 100;
- }
- if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
- sp += sp * bonus / 100;
- }
- if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
- hp += hp * j / 100;
- sp += sp * j / 100;
- }
- } else {
- //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
- switch (skill_lv) {
- case 1: hp = 45; break;
- case 2: hp = 105; break;
- case 3: hp = 175; break;
- default: hp = 325; break;
- }
- hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
- hp = hp * (100 + (tstatus->vit<<1)) / 100;
- if( dstsd )
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
- hp += hp * j / 100;
- sp += sp * j / 100;
- }
- // Final heal increased by HPlus.
- // Is this the right place for this??? [Rytech]
- // Can HPlus also affect SP recovery???
- if (sd && sstatus->hplus > 0) {
- hp += hp * sstatus->hplus / 100;
- sp += sp * sstatus->hplus / 100;
- }
- if (tsc && tsc->count) {
- uint8 penalty = 0;
- if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
- hp += hp / 10;
- sp += sp / 10;
- }
- if (tsc->data[SC_CRITICALWOUND])
- penalty += tsc->data[SC_CRITICALWOUND]->val2;
- if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
- penalty += 20;
- if (tsc->data[SC_NORECOVER_STATE])
- penalty = 100;
- if (penalty > 0) {
- hp -= hp * penalty / 100;
- sp -= sp * penalty / 100;
- }
- }
- #ifdef RENEWAL
- if (bl->type == BL_HOM)
- hp *= 3; // Heal effectiveness is 3x for Homunculus
- #endif
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- if( sp > 0 )
- clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- if (tsc) {
- #ifdef RENEWAL
- if (tsc->data[SC_EXTREMITYFIST2])
- sp = 0;
- #endif
- if (tsc->data[SC_NORECOVER_STATE]) {
- hp = 0;
- sp = 0;
- }
- }
- status_heal(bl,hp,sp,0);
- }
- break;
- case AM_CP_WEAPON:
- case AM_CP_SHIELD:
- case AM_CP_ARMOR:
- case AM_CP_HELM:
- {
- unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
- if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock(); // Don't consume item requirements
- return 0;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }
- break;
- case AM_TWILIGHT1:
- if (sd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- //Prepare 200 White Potions.
- if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case AM_TWILIGHT2:
- if (sd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- //Prepare 200 Slim White Potions.
- if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case AM_TWILIGHT3:
- if (sd) {
- int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
- short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
- if( ebottle >= 0 )
- ebottle = sd->inventory.u.items_inventory[ebottle].amount;
- //check if you can produce all three, if not, then fail:
- if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
- || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
- || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
- || ebottle < 200 //200 empty bottle are required at total.
- ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
- skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
- skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
- }
- break;
- case SA_DISPELL:
- if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
- if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
- break; // Outside PvP it should only affect party members and no skill fail message
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
- || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
- || rnd()%100 >= 50+10*skill_lv)
- {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if(status_isimmune(bl))
- break;
- //Remove bonus_script by Dispell
- if (dstsd)
- pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
- if(!tsc || !tsc->count)
- break;
- //Statuses that can't be Dispelled
- for (const auto &it : status_db) {
- sc_type status = static_cast<sc_type>(it.first);
- if (!tsc->data[status])
- continue;
- if (it.second->flag[SCF_NODISPELL])
- continue;
- switch (status) {
- // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
- case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
- case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
- case SC_FORTUNE: case SC_SERVICE4U:
- if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
- continue; //If in song area don't end it, even if config enabled
- break;
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
- continue;
- break;
- }
- if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
- tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
- status_change_end(bl, status);
- }
- break;
- }
- //Affect all targets on splash area.
- map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|1,
- skill_castend_damage_id);
- break;
- case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
- {
- short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
- #ifdef RENEWAL
- |BLOWN_DONT_SEND_PACKET
- #endif
- ));
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- #ifdef RENEWAL
- if(blew_count > 0)
- clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
- #else
- clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
- #endif
- }
- break;
- case TK_HIGHJUMP:
- {
- int x,y, dir = unit_getdir(src);
- struct map_data *mapdata = &map[src->m];
- //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
- if( mapdata->flag[MF_NOTELEPORT] &&
- !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
- ) {
- clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
- break;
- } else if(dir%2) {
- //Diagonal
- x = src->x + dirx[dir]*(skill_lv*4)/3;
- y = src->y + diry[dir]*(skill_lv*4)/3;
- } else {
- x = src->x + dirx[dir]*skill_lv*2;
- y = src->y + diry[dir]*skill_lv*2;
- }
- int x1 = x + dirx[dir];
- int y1 = y + diry[dir];
- clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
- if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
- !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
- unit_movepos(src, x, y, 1, 0))
- clif_blown(src);
- }
- break;
- case SA_CASTCANCEL:
- case SO_SPELLFIST:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- unit_skillcastcancel(src,1);
- if(sd) {
- int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
- if( skill_id == SO_SPELLFIST ){
- sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
- sd->skill_id_old = sd->skill_lv_old = 0;
- break;
- }
- sp = sp * (90 - (skill_lv-1)*20) / 100;
- if(sp < 0) sp = 0;
- status_zap(src, 0, sp);
- }
- break;
- case SA_SPELLBREAKER:
- {
- int sp;
- if(tsc && tsc->data[SC_MAGICROD]) {
- sp = skill_get_sp(skill_id,skill_lv);
- sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
- if(sp < 1) sp = 1;
- status_heal(bl,0,sp,2);
- status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
- } else {
- struct unit_data *ud = unit_bl2ud(bl);
- int bl_skill_id=0,bl_skill_lv=0,hp = 0;
- if (!ud || ud->skilltimer == INVALID_TIMER)
- break; //Nothing to cancel.
- bl_skill_id = ud->skill_id;
- bl_skill_lv = ud->skill_lv;
- if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
- if (rnd()%100 < 90)
- {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
- hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- unit_skillcastcancel(bl,0);
- sp = skill_get_sp(bl_skill_id,bl_skill_lv);
- status_zap(bl, hp, sp);
- if (hp && skill_lv >= 5)
- hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
- else
- hp = 0;
- if (sp) //Recover some of the SP used
- sp = sp*(25*(skill_lv-1))/100;
- if(hp || sp)
- status_heal(src, hp, sp, 2);
- }
- }
- break;
- case SA_MAGICROD:
- #ifdef RENEWAL
- clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
- #endif
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case SA_AUTOSPELL:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd) {
- sd->state.workinprogress = WIP_DISABLE_ALL;
- clif_autospell(sd,skill_lv);
- } else {
- int maxlv=1,spellid=0;
- static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
- if(skill_lv >= 10) {
- spellid = MG_FROSTDIVER;
- // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
- // maxlv = 10;
- // else
- maxlv = skill_lv - 9;
- }
- else if(skill_lv >=8) {
- spellid = MG_FIREBALL;
- maxlv = skill_lv - 7;
- }
- else if(skill_lv >=5) {
- spellid = MG_SOULSTRIKE;
- maxlv = skill_lv - 4;
- }
- else if(skill_lv >=2) {
- int i_rnd = rnd()%3;
- spellid = spellarray[i_rnd];
- maxlv = skill_lv - 1;
- }
- else if(skill_lv > 0) {
- spellid = MG_NAPALMBEAT;
- maxlv = 3;
- }
- if(spellid > 0)
- sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skill_lv));
- }
- break;
- case BS_GREED:
- if(sd){
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinallrange(skill_greed,bl,
- skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
- }
- break;
- case SA_ELEMENTWATER:
- case SA_ELEMENTFIRE:
- case SA_ELEMENTGROUND:
- case SA_ELEMENTWIND:
- if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
- break;
- case NPC_ATTRICHANGE:
- case NPC_CHANGEWATER:
- case NPC_CHANGEGROUND:
- case NPC_CHANGEFIRE:
- case NPC_CHANGEWIND:
- case NPC_CHANGEPOISON:
- case NPC_CHANGEHOLY:
- case NPC_CHANGEDARKNESS:
- case NPC_CHANGETELEKINESIS:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
- skill_get_time(skill_id, skill_lv)));
- break;
- case NPC_PROVOCATION:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (md) mob_unlocktarget(md, tick);
- break;
- case NPC_REBIRTH:
- if( md && md->state.rebirth )
- break; // only works once
- sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
- break;
- case NPC_DARKBLESSING:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
- break;
- case NPC_LICK:
- status_zap(bl, 0, 100);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
- break;
- case NPC_SUICIDE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_kill(src); //When suiciding, neither exp nor drops is given.
- break;
- case NPC_SUMMONSLAVE:
- case NPC_SUMMONMONSTER:
- case NPC_DEATHSUMMON:
- if(md && md->skill_idx >= 0)
- mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
- break;
- case NPC_CALLSLAVE:
- mob_warpslave(src,MOB_SLAVEDISTANCE);
- break;
- case NPC_RANDOMMOVE:
- if (md) {
- md->next_walktime = tick - 1;
- mob_randomwalk(md,tick);
- }
- break;
- case NPC_SPEEDUP:
- {
- // or does it increase casting rate? just a guess xD
- int i_type = SC_ASPDPOTION0 + skill_lv - 1;
- if (i_type > SC_ASPDPOTION3)
- i_type = SC_ASPDPOTION3;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
- }
- break;
- case NPC_REVENGE:
- // not really needed... but adding here anyway ^^
- if (md && md->master_id > 0) {
- struct block_list *mbl, *tbl;
- if ((mbl = map_id2bl(md->master_id)) == NULL ||
- (tbl = battle_gettargeted(mbl)) == NULL)
- break;
- md->state.provoke_flag = tbl->id;
- mob_target(md, tbl, sstatus->rhw.range);
- }
- break;
- case NPC_RUN:
- if (md) {
- block_list* tbl = map_id2bl(md->target_id);
- if (tbl) {
- mob_unlocktarget(md, tick);
- unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
- }
- }
- break;
- case NPC_TRANSFORMATION:
- case NPC_METAMORPHOSIS:
- if(md && md->skill_idx >= 0) {
- int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
- if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
- mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
- if (class_) mob_class_change(md, class_);
- }
- break;
- case NPC_EMOTION_ON:
- case NPC_EMOTION:
- //val[0] is the emotion to use.
- //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
- //val[1] 'sets' the mode
- //val[2] adds to the current mode
- //val[3] removes from the current mode
- //val[4] if set, asks to delete the previous mode change.
- if(md && md->skill_idx >= 0 && tsc)
- {
- clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
- if(md->db->skill[md->skill_idx]->val[4] && tsce)
- status_change_end(bl, type);
- //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
- if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
- mob_unlocktarget(md,tick);
- if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
- sc_start4(src,src, type, 100, skill_lv,
- md->db->skill[md->skill_idx]->val[1],
- md->db->skill[md->skill_idx]->val[2],
- md->db->skill[md->skill_idx]->val[3],
- skill_get_time(skill_id, skill_lv));
- //Reset aggressive state depending on resulting mode
- if (!battle_config.npc_emotion_behavior)
- md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
- }
- break;
- case NPC_POWERUP:
- sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
- break;
- case NPC_AGIUP:
- sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
- break;
- case NPC_INVISIBLE:
- //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
- break;
- case NPC_SIEGEMODE:
- // not sure what it does
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case WE_MALE: {
- uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
- if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
- int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
- clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
- }
- }
- break;
- case WE_FEMALE: {
- uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
- if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
- int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
- clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
- }
- }
- break;
- // parent-baby skills
- case WE_BABY:
- if(sd){
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
- if( (!f_sd && !m_sd) // if neither was found
- || (sd->status.party_id != 0 && //not in same party
- ((!f_sd || sd->status.party_id != f_sd->status.party_id)
- && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
- ))
- || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
- && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
- ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
- if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- }
- break;
- case WE_CALLALLFAMILY:
- if (sd) {
- struct map_session_data *p_sd = pc_get_partner(sd);
- struct map_session_data *c_sd = pc_get_child(sd);
- if (!p_sd && !c_sd) { // Fail if no family members are found
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock();
- return 1;
- }
- // Partner must be on the same map and in same party
- if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
- pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
- // Child must be on the same map and in same party as the parent casting
- if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
- pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
- }
- break;
- case WE_ONEFOREVER:
- if (sd) {
- struct map_session_data *p_sd = pc_get_partner(sd);
- struct map_session_data *c_sd = pc_get_child(sd);
- if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock();
- return 1;
- }
- if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- if (status_isdead(bl)) {
- int per = 30, sper = 0;
- if (battle_check_undead(tstatus->race, tstatus->def_ele))
- break;
- if (tsc && tsc->data[SC_HELLPOWER])
- break;
- if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
- break;
- if (dstsd->special_state.restart_full_recover)
- per = sper = 100;
- if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- }
- break;
- case WE_CHEERUP:
- if (sd) {
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
- if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock();
- return 1;
- }
- if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
- if (dstsd == f_sd || dstsd == m_sd)
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- } else
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
- }
- break;
- case PF_HPCONVERSION:
- {
- int hp, sp;
- hp = sstatus->max_hp/10;
- sp = hp * 10 * skill_lv / 100;
- if (!status_charge(src,hp,0)) {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_heal(bl,0,sp,2);
- }
- break;
- case MA_REMOVETRAP:
- case HT_REMOVETRAP:
- {
- skill_unit* su = BL_CAST(BL_SKILL, bl);
- std::shared_ptr<s_skill_unit_group> sg;
- std::shared_ptr<s_skill_db> skill_group;
- // Mercenaries can remove any trap
- // Players can only remove their own traps or traps on Vs maps.
- if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
- {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
- { // prevent picking up expired traps
- if( battle_config.skill_removetrap_type )
- { // get back all items used to deploy the trap
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
- {
- if( skill_group->require.itemid[i] > 0 )
- {
- int flag2;
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = skill_group->require.itemid[i];
- item_tmp.identify = 1;
- item_tmp.amount = skill_group->require.amount[i];
- if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
- clif_additem(sd,0,0,flag2);
- map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
- }
- }
- }
- }
- else
- { // get back 1 trap
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
- item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
- {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
- }
- }
- }
- skill_delunit(su);
- }else if(sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- }
- break;
- case HT_SPRINGTRAP:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
- switch(su->group->unit_id){
- case UNT_ANKLESNARE: // ankle snare
- if (su->group->val2 != 0)
- // if it is already trapping something don't spring it,
- // remove trap should be used instead
- break;
- // otherwise fallthrough to below
- case UNT_BLASTMINE:
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLAYMORETRAP:
- case UNT_TALKIEBOX:
- su->group->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(bl, UNT_USED_TRAPS);
- su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
- su->limit=DIFF_TICK(tick+1500,su->group->tick);
- }
- }
- }
- break;
- case BD_ENCORE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd)
- unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
- break;
- case TR_RETROSPECTION:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (sd)
- unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
- break;
- case AS_SPLASHER:
- if( status_has_mode(tstatus,MD_STATUSIMMUNE)
- // Renewal dropped the 3/4 hp requirement
- #ifndef RENEWAL
- || tstatus-> hp > tstatus->max_hp*3/4
- #endif
- ) {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
- #ifndef RENEWAL
- if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
- #endif
- break;
- case PF_MINDBREAKER:
- {
- if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
- map_freeblock_unlock();
- return 1;
- }
- if (tsce)
- { //HelloKitty2 (?) explained that this silently fails when target is
- //already inflicted. [Skotlex]
- map_freeblock_unlock();
- return 1;
- }
- //Has a 55% + skill_lv*5% success chance.
- if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
- {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- unit_skillcastcancel(bl,0);
- if (dstmd)
- mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
- }
- break;
- case PF_SOULCHANGE:
- {
- unsigned int sp1 = 0, sp2 = 0;
- if (dstmd) {
- if (dstmd->state.soul_change_flag) {
- if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- dstmd->state.soul_change_flag = 1;
- sp2 = sstatus->max_sp * 3 /100;
- status_heal(src, 0, sp2, 2);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- }
- sp1 = sstatus->sp;
- sp2 = tstatus->sp;
- #ifdef RENEWAL
- sp1 = sp1 / 2;
- sp2 = sp2 / 2;
- if (tsc && tsc->data[SC_EXTREMITYFIST2])
- sp1 = tstatus->sp;
- #endif
- if (tsc && tsc->data[SC_NORECOVER_STATE])
- sp1 = tstatus->sp;
- status_set_sp(src, sp2, 3);
- status_set_sp(bl, sp1, 3);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- // Slim Pitcher
- case CR_SLIMPITCHER:
- // Updated to block Slim Pitcher from working on barricades and guardian stones.
- if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
- break;
- if (potion_hp || potion_sp) {
- int hp = potion_hp, sp = potion_sp;
- hp = hp * (100 + (tstatus->vit<<1))/100;
- sp = sp * (100 + (tstatus->int_<<1))/100;
- if (dstsd) {
- if (hp)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
- if (sp)
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
- }
- if (tsc && tsc->count) {
- uint8 penalty = 0;
- if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
- hp += hp / 10;
- sp += sp / 10;
- }
- if (tsc->data[SC_CRITICALWOUND])
- penalty += tsc->data[SC_CRITICALWOUND]->val2;
- if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
- penalty += 20;
- if (tsc->data[SC_NORECOVER_STATE])
- penalty = 100;
- if (penalty > 0) {
- hp -= hp * penalty / 100;
- sp -= sp * penalty / 100;
- }
- }
- if(hp > 0)
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- if(sp > 0)
- clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- status_heal(bl,hp,sp,0);
- }
- break;
- // Full Chemical Protection
- case CR_FULLPROTECTION:
- {
- unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
- int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
- for (i_eqp = 0; i_eqp < 4; i_eqp++) {
- if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
- continue;
- sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
- s++;
- }
- if( sd && !s ){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock(); // Don't consume item requirements
- return 0;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case RG_CLEANER: //AppleGirl
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- #ifndef RENEWAL
- case CG_LONGINGFREEDOM:
- {
- if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
- && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }
- }
- break;
- #endif
- case CG_TAROTCARD:
- {
- int card = -1;
- if (tsc && tsc->data[SC_TAROTCARD]) {
- //Target currently has the SUN tarot card effect and is immune to any other effect
- map_freeblock_unlock();
- return 0;
- }
- if( rnd() % 100 > skill_lv * 8 ||
- #ifndef RENEWAL
- (tsc && tsc->data[SC_BASILICA]) ||
- #endif
- (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
- card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
- clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case SL_ALCHEMIST:
- case SL_ASSASIN:
- case SL_BARDDANCER:
- case SL_BLACKSMITH:
- case SL_CRUSADER:
- case SL_HUNTER:
- case SL_KNIGHT:
- case SL_MONK:
- case SL_PRIEST:
- case SL_ROGUE:
- case SL_SAGE:
- case SL_SOULLINKER:
- case SL_STAR:
- case SL_SUPERNOVICE:
- case SL_WIZARD:
- case SL_HIGH:
- if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
- clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
- // 1% chance to erase death count on successful cast
- if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
- pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
- clif_specialeffect( bl, EF_ANGEL2, AREA );
- status_calc_pc( dstsd, SCO_NONE );
- }
- sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
- }else{
- if( sd ){
- clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
- }
- }
- break;
- case SP_SOULGOLEM:
- case SP_SOULSHADOW:
- case SP_SOULFALCON:
- case SP_SOULFAIRY:
- if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
- clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
- }else{
- if( sd ){
- clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
- }
- }
- break;
- case SP_SOULREVOLVE:
- if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
- if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- break;
- }
- status_heal(bl, 0, 50*skill_lv, 2);
- status_change_end(bl, SC_SPIRIT);
- status_change_end(bl, SC_SOULGOLEM);
- status_change_end(bl, SC_SOULSHADOW);
- status_change_end(bl, SC_SOULFALCON);
- status_change_end(bl, SC_SOULFAIRY);
- break;
- case SL_SWOO:
- if (tsce) {
- if(sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
- status_change_end(bl, SC_SWOO);
- break;
- }
- case SL_SKA: // [marquis007]
- case SL_SKE:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- if (skill_id == SL_SKE)
- sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
- break;
- // New guild skills [Celest]
- case GD_BATTLEORDER:
- case GD_REGENERATION:
- case GD_RESTORE:
- case GD_EMERGENCY_MOVE:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl)) {
- if( skill_id == GD_RESTORE )
- clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
- else
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
- }
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinallrange(skill_area_sub, src,
- skill_get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- #ifdef RENEWAL
- skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- #else
- guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
- #endif
- }
- break;
- case GD_EMERGENCYCALL:
- case GD_ITEMEMERGENCYCALL:
- {
- int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
- int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
- uint8 j = 0, calls = 0, called = 0;
- struct guild *g;
- // i don't know if it actually summons in a circle, but oh well. ;P
- g = sd?sd->guild:guild_search(status_get_guild_id(src));
- if (!g)
- break;
- if (skill_id == GD_ITEMEMERGENCYCALL)
- switch (skill_lv) {
- case 1: calls = 7; break;
- case 2: calls = 12; break;
- case 3: calls = 20; break;
- default: calls = 0; break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
- if (j > 8)
- j = 0;
- if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
- if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
- continue;
- if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
- continue;
- if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
- dx[j] = dy[j] = 0;
- if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
- called++;
- }
- }
- if (sd)
- #ifdef RENEWAL
- skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- #else
- guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
- #endif
- }
- break;
- case GD_CHARGESHOUT_FLAG:
- if (sd && sd->guild && sd->state.gmaster_flag == 1) {
- mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
- if (md) {
- sd->guild->chargeshout_flag_id = md->bl.id;
- md->master_id = src->id;
- if (md->deletetimer != INVALID_TIMER)
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn(md);
- }
- }
- break;
- case GD_CHARGESHOUT_BEATING:
- if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
- block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
- if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- else
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- } else
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- case SG_FEEL:
- //AuronX reported you CAN memorize the same map as all three. [Skotlex]
- if (sd) {
- if(!sd->feel_map[skill_lv-1].index)
- clif_feel_req(sd->fd,sd, skill_lv);
- else
- clif_feel_info(sd, skill_lv-1, 1);
- }
- break;
- case SG_HATE:
- if (sd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (!pc_set_hate_mob(sd, skill_lv-1, bl))
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case SJ_DOCUMENT:
- if (sd) {
- switch (skill_lv) {
- case 1:
- pc_resetfeel(sd);
- break;
- case 2:
- pc_resethate(sd);
- break;
- case 3:
- pc_resetfeel(sd);
- pc_resethate(sd);
- break;
- }
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
- case GS_GLITTERING:
- if(sd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(rnd()%100 < (20+10*skill_lv))
- pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
- else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
- pc_delspiritball(sd,1,0);
- }
- break;
- case GS_CRACKER:
- /* per official standards, this skill works on players and mobs. */
- if (sd && (dstsd || dstmd))
- {
- i =65 -5*distance_bl(src,bl); //Base rate
- if (i < 30) i = 30;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
- }
- break;
- case AM_CALLHOMUN: //[orn]
- if (sd && !hom_call(sd))
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- #ifdef RENEWAL
- else if (sd && hom_is_active(sd->hd))
- skill_area_temp[0] = 1; // Already passed pre-cast checks
- #endif
- break;
- case AM_REST:
- if (sd) {
- if (hom_vaporize(sd,HOM_ST_REST))
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case HAMI_CASTLE: //[orn]
- if (src != bl && rnd()%100 < 20 * skill_lv) {
- int x = src->x, y = src->y;
- if (hd)
- skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
- // Move source
- if (unit_movepos(src,bl->x,bl->y,0,0)) {
- clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
- clif_blown(src);
- // Move target
- if (unit_movepos(bl,x,y,0,0)) {
- clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
- clif_blown(bl);
- }
- map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
- }
- }
- else if (hd && hd->master) // Failed
- clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
- else if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- case HVAN_CHAOTIC: //[orn]
- {
- static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
- int r = rnd()%100;
- i = (skill_lv-1)%5;
- if(r<per[i][0]) //Self
- bl = src;
- else if(r<per[i][1]) //Master
- bl = battle_get_master(src);
- else //Enemy
- bl = map_id2bl(battle_gettarget(src));
- if (!bl) bl = src;
- i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
- //Eh? why double skill packet?
- clif_skill_nodamage(src,bl,AL_HEAL,i,1);
- clif_skill_nodamage(src,bl,skill_id,i,1);
- status_heal(bl, i, 0, 0);
- }
- break;
- //Homun single-target support skills [orn]
- case HAMI_BLOODLUST:
- case HFLI_FLEET:
- case HFLI_SPEED:
- case HLIF_CHANGE:
- case MH_ANGRIFFS_MODUS:
- case MH_GOLDENE_FERSE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_DRAGONFEAR:
- if (flag&1) {
- const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
- int j;
- j = i = rnd()%ARRAYLENGTH(sc);
- while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
- i++;
- if ( i == ARRAYLENGTH(sc) )
- i = 0;
- if (i == j)
- break;
- }
- break;
- }
- case NPC_WIDEBLEEDING:
- case NPC_WIDECONFUSE:
- case NPC_WIDECURSE:
- case NPC_WIDEFREEZE:
- case NPC_WIDESLEEP:
- case NPC_WIDESILENCE:
- case NPC_WIDESTONE:
- case NPC_WIDESTUN:
- case NPC_SLOWCAST:
- case NPC_WIDEHELLDIGNITY:
- case NPC_WIDEHEALTHFEAR:
- case NPC_WIDEBODYBURNNING:
- case NPC_WIDEFROSTMISTY:
- case NPC_WIDECOLD:
- case NPC_WIDE_DEEP_SLEEP:
- case NPC_WIDESIREN:
- case NPC_WIDEWEB:
- if (flag&1){
- switch ( type ) {
- case SC_BURNING:
- sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
- break;
- case SC_STONEWAIT:
- sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
- break;
- default:
- sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
- }
- }
- else {
- skill_area_temp[2] = 0; //For SD_PREAMBLE
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinallrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill_castend_nodamage_id);
- }
- break;
- case NPC_WIDESOULDRAIN:
- if (flag&1)
- status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
- else {
- skill_area_temp[2] = 0; //For SD_PREAMBLE
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinallrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill_castend_nodamage_id);
- }
- break;
- case NPC_FIRESTORM: {
- int sflag = flag;
- if( skill_lv > 1 )
- sflag |= 4;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
- skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
- }
- break;
- case ALL_PARTYFLEE:
- if( sd && !(flag&1) ) {
- if( !sd->status.party_id ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- 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);
- } else
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case NPC_TALK:
- case ALL_WEWISH:
- case ALL_CATCRY:
- case ALL_DREAM_SUMMERNIGHT:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case ALL_BUYING_STORE:
- if( sd )
- {// players only, skill allows 5 buying slots
- clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
- }
- break;
- case RK_ENCHANTBLADE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
- break;
- case RK_DRAGONHOWLING:
- if( flag&1)
- sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
- else
- {
- skill_area_temp[2] = 0;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinallrange(skill_area_sub, src,
- skill_get_splash(skill_id,skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill_castend_nodamage_id);
- }
- break;
- case LG_EARTHDRIVE: {
- int dummy = 1;
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- i = skill_get_splash(skill_id,skill_lv);
- map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
- map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- }
- break;
- case RK_LUXANIMA:
- status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
- case RK_GIANTGROWTH:
- case RK_STONEHARDSKIN:
- case RK_VITALITYACTIVATION:
- case RK_ABUNDANCE:
- case RK_CRUSHSTRIKE:
- case RK_REFRESH:
- case RK_MILLENNIUMSHIELD:
- if (sd) {
- uint8 rune_level = 1; // RK_GIANTGROWTH
- if (skill_id == RK_VITALITYACTIVATION)
- rune_level = 2;
- else if (skill_id == RK_STONEHARDSKIN)
- rune_level = 4;
- else if (skill_id == RK_ABUNDANCE)
- rune_level = 6;
- else if (skill_id == RK_CRUSHSTRIKE)
- rune_level = 7;
- else if (skill_id == RK_REFRESH)
- rune_level = 8;
- else if (skill_id == RK_MILLENNIUMSHIELD)
- rune_level = 9;
- if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
- if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- else if (skill_id == RK_STONEHARDSKIN)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
- } else
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- }
- break;
- case NPC_MILLENNIUMSHIELD:
- if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
- case RK_FIGHTINGSPIRIT: {
- uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
- // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
- // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
- sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- }
- case GC_ROLLINGCUTTER:
- {
- short count = 1;
- skill_area_temp[2] = 0;
- 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);
- if( tsc && tsc->data[SC_ROLLINGCUTTER] )
- { // Every time the skill is casted the status change is reseted adding a counter.
- count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
- if( count > 10 )
- count = 10; // Max coounter
- status_change_end(bl, SC_ROLLINGCUTTER);
- }
- sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- }
- break;
- case GC_WEAPONBLOCKING:
- if( tsc && tsc->data[SC_WEAPONBLOCKING] )
- status_change_end(bl, SC_WEAPONBLOCKING);
- else
- sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case GC_CREATENEWPOISON:
- if( sd )
- {
- clif_skill_produce_mix_list(sd,skill_id,25);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case GC_POISONINGWEAPON:
- if( sd ) {
- clif_poison_list(sd,skill_lv);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case GC_ANTIDOTE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( tsc )
- {
- status_change_end(bl, SC_PARALYSE);
- status_change_end(bl, SC_PYREXIA);
- status_change_end(bl, SC_DEATHHURT);
- status_change_end(bl, SC_LEECHESEND);
- status_change_end(bl, SC_VENOMBLEED);
- status_change_end(bl, SC_MAGICMUSHROOM);
- status_change_end(bl, SC_TOXIN);
- status_change_end(bl, SC_OBLIVIONCURSE);
- }
- break;
- case GC_PHANTOMMENACE:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
- case GC_HALLUCINATIONWALK:
- {
- int heal = status_get_max_hp(bl) / 10;
- if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
- if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- break;
- }
- if( !status_charge(bl,heal,0) )
- {
- if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }
- break;
- case AB_ANCILLA:
- if( sd ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
- }
- break;
- case AB_CLEMENTIA:
- case AB_CANTO:
- {
- int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
- int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
- if( sd == NULL || sd->status.party_id == 0 || flag&1 )
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
- (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
- else if( sd )
- 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);
- }
- break;
- case AB_PRAEFATIO:
- case AB_RENOVATIO:
- if( !sd || sd->status.party_id == 0 || flag&1 ) {
- if (skill_id == AB_PRAEFATIO)
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
- else
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- } else if( sd )
- 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);
- break;
- case AB_CHEAL:
- if( !sd || sd->status.party_id == 0 || flag&1 ) {
- if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
- int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
- i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
- if( partycount > 1 )
- i += (i / 100) * (partycount * 10) / 4;
- if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
- i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
- clif_skill_nodamage(src, bl, skill_id, i, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && i )
- i = ~i + 1;
- status_heal(bl, i, 0, 0);
- }
- } else if( sd )
- 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);
- break;
- case NPC_CHEAL:
- if( flag&1 ) {
- if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
- i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
- if (status_isimmune(bl))
- i = 0;
- clif_skill_nodamage(src, bl, skill_id, i, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && i )
- i = ~i + 1;
- status_heal(bl, i, 0, 0);
- }
- }
- else {
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
- src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case AB_ORATIO:
- if( flag&1 )
- sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- else {
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case AB_LAUDAAGNUS:
- if( flag&1 || !sd || !sd->status.party_id ) {
- if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
- tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
- // Success Chance: (60 + 10 * Skill Level) %
- if( rnd()%100 > 60+10*skill_lv ) break;
- status_change_end(bl, SC_FREEZE);
- status_change_end(bl, SC_STONE);
- status_change_end(bl, SC_BLIND);
- status_change_end(bl, SC_BURNING);
- status_change_end(bl, SC_FREEZING);
- status_change_end(bl, SC_CRYSTALIZE);
- } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
- clif_skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- } else if( sd )
- 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);
- break;
- case AB_LAUDARAMUS:
- if( flag&1 || !sd || !sd->status.party_id ) {
- if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
- // Success Chance: (60 + 10 * Skill Level) %
- if( rnd()%100 > 60+10*skill_lv ) break;
- status_change_end(bl, SC_SLEEP);
- status_change_end(bl, SC_STUN);
- status_change_end(bl, SC_MANDRAGORA);
- status_change_end(bl, SC_SILENCE);
- status_change_end(bl, SC_DEEPSLEEP);
- } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
- clif_skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- } else if( sd )
- 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);
- break;
- case AB_CLEARANCE:
- if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
- if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
- break;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(rnd()%100 >= 60 + 8 * skill_lv) {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
-
- if(status_isimmune(bl))
- break;
- //Remove bonus_script by Clearance
- if (dstsd)
- pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
- if(!tsc || !tsc->count)
- break;
- //Statuses change that can't be removed by Cleareance
- for (const auto &it : status_db) {
- sc_type status = static_cast<sc_type>(it.first);
- if (!tsc->data[status])
- continue;
- if (it.second->flag[SCF_NOCLEARANCE])
- continue;
- switch (status) {
- case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
- case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
- case SC_FORTUNE: case SC_SERVICE4U:
- if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
- continue; //If in song area don't end it, even if config enabled
- break;
- case SC_ASSUMPTIO:
- if (bl->type == BL_MOB)
- continue;
- break;
- }
- if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
- tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
- status_change_end(bl,status);
- }
- break;
- }
- map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
- break;
- case AB_SILENTIUM:
- // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
- case WL_STASIS:
- if (flag&1)
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- else {
- struct map_data *mapdata = map_getmapdata(src->m);
- map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case NPC_DANCINGBLADE:
- skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
- break;
- case WL_CHAINLIGHTNING:
- skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
- break;
- case WL_WHITEIMPRISON:
- if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
- {
- int rate = ( sd? sd->status.job_level : 50 ) / 4;
- if( src == bl ) rate = 100; // Success Chance: On self, 100%
- else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
- else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
- if( sd )
- skill_blockpc_start(sd,skill_id,4000);
- if( !(tsc && tsc->data[type]) ){
- 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));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
- if( !i )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- }else
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
- break;
- case NPC_JACKFROST:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
- case WL_SIENNAEXECRATE:
- if( status_isimmune(bl) || !tsc )
- break;
- if( flag&1 ) {
- if( bl->id == skill_area_temp[1] )
- break; // Already work on this target
- status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
- } else {
- int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
- // IroWiki says Rate should be reduced by target stats, but currently unknown
- if( rnd()%100 < rate ) { // Success on First Target
- if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_area_temp[1] = bl->id;
- map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
- }
- // Doesn't send failure packet if it fails on defense.
- }
- else if( sd ) // Failure on Rate
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case WL_SUMMONFB:
- case WL_SUMMONBL:
- case WL_SUMMONWB:
- case WL_SUMMONSTONE:
- {
- status_change *sc = status_get_sc(src);
- if (sc == nullptr)
- break;
- e_wl_spheres element;
- switch (skill_id) { // Set val2. The SC element for this ball
- case WL_SUMMONFB:
- element = WLS_FIRE;
- break;
- case WL_SUMMONBL:
- element = WLS_WIND;
- break;
- case WL_SUMMONWB:
- element = WLS_WATER;
- break;
- case WL_SUMMONSTONE:
- element = WLS_STONE;
- break;
- }
- if (skill_lv == 1) {
- sc_type sphere = SC_NONE;
- for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
- if (sc->data[i] == nullptr) {
- sphere = static_cast<sc_type>(i); // Take the free SC
- break;
- }
- }
- if (sphere == SC_NONE) {
- if (sd) // No free slots to put SC
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
- break;
- }
- sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
- } else {
- for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
- status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
- sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- }
- clif_skill_nodamage(src, bl, skill_id, 0, 0);
- }
- break;
- case WL_READING_SB_READING:
- if (sd) {
- if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
- break;
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
- }
- break;
- case RA_FEARBREEZE:
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- break;
- case RA_WUGMASTERY:
- if( sd ) {
- if( !pc_iswug(sd) )
- pc_setoption(sd,sd->sc.option|OPTION_WUG);
- else
- pc_setoption(sd,sd->sc.option&~OPTION_WUG);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case RA_WUGRIDER:
- if( sd ) {
- if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
- pc_setoption(sd,sd->sc.option&~OPTION_WUG);
- pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
- } else if( pc_isridingwug(sd) ) {
- pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
- pc_setoption(sd,sd->sc.option|OPTION_WUG);
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case RA_WUGDASH:
- if( tsce ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
- map_freeblock_unlock();
- return 0;
- }
- if( sd && pc_isridingwug(sd) ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
- clif_walkok(sd);
- }
- break;
- case RA_SENSITIVEKEEN:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- 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);
- break;
- case NC_F_SIDESLIDE:
- case NC_B_SIDESLIDE:
- {
- uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
- skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case NC_SELFDESTRUCTION:
- if( sd ) {
- if( pc_ismadogear(sd) )
- pc_setmadogear(sd, false);
- skill_area_temp[1] = 0;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- status_set_sp(src, 0, 0);
- skill_clear_unitgroup(src);
- }
- break;
- case NC_EMERGENCYCOOL:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (sd) {
- struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
- int16 limit[] = { -45, -75, -105 };
- i = 0;
- for (const auto &reqItem : req.eqItem) {
- if (pc_search_inventory(sd, reqItem) != -1)
- break;
- i++;
- }
- pc_overheat(*sd, limit[min(i, 2)]);
- }
- break;
- case NC_ANALYZE:
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case NC_MAGNETICFIELD:
- if (flag & 1) {
- sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
- } else {
- if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
- sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
- map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- }
- break;
- case NC_REPAIR:
- if( sd ) {
- int heal, hp = 0;
- if( !dstsd || !pc_ismadogear(dstsd) ) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
- break;
- }
- switch(skill_lv) {
- case 1: hp = 4; break;
- case 2: hp = 7; break;
- case 3: hp = 13; break;
- case 4: hp = 17; break;
- case 5: default: hp = 23; break;
- }
- heal = dstsd->status.max_hp * hp / 100;
- status_heal(bl,heal,0,2);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
- }
- break;
- case NC_DISJOINT:
- {
- if( bl->type != BL_MOB ) break;
- md = map_id2md(bl->id);
- if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
- status_kill(bl);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case SC_AUTOSHADOWSPELL:
- if( sd ) {
- if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
- (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
- {
- sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
- clif_autoshadowspell_list(sd);
- clif_skill_nodamage(src,bl,skill_id,1,1);
- }
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
- }
- break;
- case SC_SHADOWFORM:
- if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
- 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))) )
- dstsd->shadowform_id = src->id;
- }
- else if( sd )
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- case SC_BODYPAINT:
- if( flag&1 ) {
- if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
- status_change_end(bl,SC_HIDING);
- status_change_end(bl,SC_CLOAKING);
- status_change_end(bl,SC_CLOAKINGEXCEED);
- status_change_end(bl,SC_CAMOUFLAGE);
- status_change_end(bl,SC_NEWMOON);
- if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM);
- }
- // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- } else {
- clif_skill_nodamage(src, bl, skill_id, 0, 1);
- map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- }
- break;
- case SC_ENERVATION:
- case SC_GROOMY:
- case SC_LAZINESS:
- case SC_UNLUCKY:
- case SC_WEAKNESS:
- if( !(tsc && tsc->data[type]) ) {
- int rate;
- if (status_get_class_(bl) == CLASS_BOSS)
- break;
- rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
- - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
- rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
- clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
- } else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- case SC_IGNORANCE:
- if( !(tsc && tsc->data[type]) ) {
- int rate;
- if (status_get_class_(bl) == CLASS_BOSS)
- break;
- rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
- - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
- rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
- if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
- int sp = 100 * skill_lv;
- if( dstmd )
- sp = dstmd->level;
- if( !dstmd )
- status_zap(bl, 0, sp);
- status_heal(src, 0, sp / 2, 3);
- } else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- } else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- case LG_TRAMPLE:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- if (rnd()%100 < (25 + 25 * skill_lv))
- map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
- status_change_end(bl, SC_SV_ROOTTWIST);
- break;
- case LG_REFLECTDAMAGE:
- if( tsc && tsc->data[type] )
- status_change_end(bl,type);
- else
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case LG_PIETY:
- if( flag&1 )
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- else {
- skill_area_temp[2] = 0;
- map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case SR_CURSEDCIRCLE:
- if( flag&1 ) {
- if( status_get_class_(bl) == CLASS_BOSS )
- break;
- if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
- if( bl->type == BL_MOB )
- mob_unlocktarget((TBL_MOB*)bl,gettick());
- clif_bladestop(src, bl->id, 1);
- map_freeblock_unlock();
- return 1;
- }
- } else {
- int count = 0;
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- 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
- BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- if( sd ) pc_delspiritball(sd, count, 0);
- clif_skill_nodamage(src, src, skill_id, skill_lv,
- sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
- }
- break;
- case NPC_SR_CURSEDCIRCLE:
- if( flag&1 ) {
- if( status_get_class_(bl) == CLASS_BOSS )
- break;
- if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
- if( bl->type == BL_MOB )
- mob_unlocktarget((TBL_MOB*)bl,gettick());
- clif_bladestop(src, bl->id, 1);
- map_freeblock_unlock();
- return 1;
- }
- } else {
- int count = 0;
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- 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
- BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- if( sd ) pc_delspiritball(sd, count, 0);
- clif_skill_nodamage(src, src, skill_id, skill_lv,
- sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
- }
- break;
- case SR_RAISINGDRAGON:
- if( sd ) {
- short max = 5 + skill_lv;
- sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
- pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
- }
- break;
- case SR_ASSIMILATEPOWER:
- if (flag&1) {
- i = 0;
- if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
- if (dstsd->spiritball > 0) {
- i = dstsd->spiritball;
- pc_delspiritball(dstsd,dstsd->spiritball,0);
- }
- if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
- i += dstsd->spiritcharm;
- pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
- }
- }
- if (i)
- status_percent_heal(src, 0, i);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
- } else {
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
- }
- break;
- case SR_POWERVELOCITY:
- if( !dstsd )
- break;
- if( sd && dstsd->spiritball <= 5 ) {
- for(i = 0; i <= 5; i++) {
- pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
- pc_delspiritball(sd, sd->spiritball, 0);
- }
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
- case SR_GENTLETOUCH_CURE:
- {
- unsigned int heal;
- if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
- heal = 0;
- else {
- heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
- status_heal(bl, heal, 0, 0);
- }
- if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
- status_change_end(bl, SC_STONE);
- status_change_end(bl, SC_FREEZE);
- status_change_end(bl, SC_STUN);
- status_change_end(bl, SC_POISON);
- status_change_end(bl, SC_SILENCE);
- status_change_end(bl, SC_BLIND);
- status_change_end(bl, SC_HALLUCINATION);
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case SR_GENTLETOUCH_ENERGYGAIN:
- case SR_GENTLETOUCH_CHANGE:
- case SR_GENTLETOUCH_REVITALIZE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case SR_FLASHCOMBO: {
- const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
- const int delay[] = { 0, 750, 1250 };
- if (sd) // Disable attacking/acting/moving for skill's duration.
- sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- for (i = 0; i < ARRAYLENGTH(combo); i++)
- skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
- }
- break;
- case WA_SWING_DANCE:
- case WA_MOONLIT_SERENADE:
- case WA_SYMPHONY_OF_LOVER:
- case MI_RUSH_WINDMILL:
- case MI_ECHOSONG:
- if( !sd || !sd->status.party_id || (flag & 1) ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
- } else if( sd ) {
- 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);
- sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case MI_HARMONIZE:
- if( src != bl )
- clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
- break;
- case WM_DEADHILLHERE:
- if( bl->type == BL_PC ) {
- if( !status_isdead(bl) )
- break;
- int heal = tstatus->sp;
- if( heal <= 0 )
- heal = 1;
- tstatus->hp = heal;
- tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- pc_revive((TBL_PC*)bl,heal,0);
- clif_resurrection(bl,1);
- }
- break;
- case WM_VOICEOFSIREN:
- if (flag&1)
- sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
- else {
- // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
- skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
- skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case WM_GLOOMYDAY:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
- pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
- pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
- { // !TODO: Which skills aren't boosted anymore?
- sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- }
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case WM_SATURDAY_NIGHT_FEVER:
- if( flag&1 ) {
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- } else if (sd) {
- if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- }
- break;
- case WM_SIRCLEOFNATURE:
- case WM_SONG_OF_MANA:
- case WM_DANCE_WITH_WUG:
- case WM_LERADS_DEW:
- case WM_UNLIMITED_HUMMING_VOICE:
- if( flag&1 ) { // These affect to to all party members near the caster.
- struct status_change *sc = status_get_sc(src);
- if( sc && sc->data[type] ) {
- sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
- }
- } else if( sd ) {
- if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
- 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);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case WM_MELODYOFSINK:
- if( flag&1 ) {
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- } else { // These affect to all targets around the caster.
- if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- }
- break;
- case WM_BEYOND_OF_WARCRY:
- if( flag&1 ) {
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- } else { // These affect to all targets around the caster.
- if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- }
- break;
- case WM_SOUND_OF_DESTRUCTION:
- if (flag&1) {
- sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
- } else {
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case WM_RANDOMIZESPELL:
- if (rnd() % 100 < 30 + (10 * skill_lv)) {
- status_change_end(bl, SC_SONGOFMANA);
- status_change_end(bl, SC_DANCEWITHWUG);
- status_change_end(bl, SC_LERADSDEW);
- status_change_end(bl, SC_SATURDAYNIGHTFEVER);
- status_change_end(bl, SC_BEYONDOFWARCRY);
- status_change_end(bl, SC_MELODYOFSINK);
- status_change_end(bl, SC_BEYONDOFWARCRY);
- status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case RETURN_TO_ELDICASTES:
- case ALL_GUARDIAN_RECALL:
- case ECLAGE_RECALL:
- case ALL_PRONTERA_RECALL:
- if( sd )
- {
- short x=0, y=0; // Destiny position.
- unsigned short mapindex=0;
- switch(skill_id){
- default:
- case RETURN_TO_ELDICASTES:
- x = 198;
- y = 187;
- mapindex = mapindex_name2id(MAP_DICASTES);
- break;
- case ALL_GUARDIAN_RECALL:
- x = 44;
- y = 151;
- mapindex = mapindex_name2id(MAP_MORA);
- break;
- case ECLAGE_RECALL:
- x = 47;
- y = 31;
- mapindex = mapindex_name2id(MAP_ECLAGE_IN);
- break;
- case ALL_PRONTERA_RECALL:
- if(skill_lv == 1) {
- x = 115;
- y = 72;
- }
- else if(skill_lv == 2) {
- x = 159;
- y = 192;
- }
- mapindex = mapindex_name2id(MAP_PRONTERA);
- break;
- }
- if(!mapindex)
- { //Given map not found?
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
- }
- break;
- case ECL_SNOWFLIP:
- case ECL_PEONYMAMY:
- case ECL_SADAGUI:
- case ECL_SEQUOIADUST:
- switch(skill_id){
- case ECL_SNOWFLIP:
- status_change_end(bl, SC_SLEEP);
- status_change_end(bl, SC_BLEEDING);
- status_change_end(bl, SC_BURNING);
- status_change_end(bl, SC_DEEPSLEEP);
- break;
- case ECL_PEONYMAMY:
- status_change_end(bl, SC_FREEZE);
- status_change_end(bl, SC_FREEZING);
- status_change_end(bl, SC_CRYSTALIZE);
- break;
- case ECL_SADAGUI:
- status_change_end(bl, SC_STUN);
- status_change_end(bl, SC_CONFUSION);
- status_change_end(bl, SC_HALLUCINATION);
- status_change_end(bl, SC_FEAR);
- break;
- case ECL_SEQUOIADUST:
- status_change_end(bl, SC_STONE);
- status_change_end(bl, SC_POISON);
- status_change_end(bl, SC_CURSE);
- status_change_end(bl, SC_BLIND);
- status_change_end(bl, SC_ORCISH);
- status_change_end(bl, SC_DECREASEAGI);
- break;
- }
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case GM_SANDMAN:
- if( tsc ) {
- if( tsc->opt1 == OPT1_SLEEP )
- tsc->opt1 = 0;
- else
- tsc->opt1 = OPT1_SLEEP;
- clif_changeoption(bl);
- clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
- }
- break;
- case SO_ARRULLO:
- {
- int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- break;
- case WM_LULLABY_DEEPSLEEP:
- if (flag&1) {
- int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
- int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
- sc_start(src, bl, type, rate, skill_lv, duration);
- } else {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- }
- break;
- case SO_SUMMON_AGNI:
- case SO_SUMMON_AQUA:
- case SO_SUMMON_VENTUS:
- case SO_SUMMON_TERA:
- if( sd ) {
- int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
- // Remove previous elemental first.
- if( sd->ed )
- elemental_delete(sd->ed);
- // Summoning the new one.
- if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case SO_EL_CONTROL:
- if( sd ) {
- int mode;
- if( !sd->ed ) break;
- if( skill_lv == 4 ) {// At level 4 delete elementals.
- elemental_delete(sd->ed);
- break;
- }
- switch( skill_lv ) {// Select mode bassed on skill level used.
- case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
- case 2: mode = EL_MODE_ASSIST; break;
- case 3: mode = EL_MODE_AGGRESSIVE; break;
- }
- if( !elemental_change_mode(sd->ed,mode) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case SO_EL_ACTION:
- if( sd ) {
- int duration = 3000;
- if( !sd->ed )
- break;
- switch(sd->ed->db->class_) {
- case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
- case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
- duration = 6000;
- break;
- case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
- case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
- duration = 9000;
- break;
- }
- sd->skill_id_old = skill_id;
- elemental_action(sd->ed, bl, tick);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_blockpc_start(sd, skill_id, duration);
- }
- break;
- case SO_EL_CURE:
- if( sd ) {
- s_elemental_data *ed = sd->ed;
- int s_hp, s_sp;
- if( !ed )
- break;
- s_hp = sd->battle_status.hp * 10 / 100;
- s_sp = sd->battle_status.sp * 10 / 100;
- if( !status_charge(&sd->bl,s_hp,s_sp) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- status_heal(&ed->bl,s_hp,s_sp,3);
- clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
- }
- break;
- case GN_CHANGEMATERIAL:
- case SO_EL_ANALYSIS:
- if( sd ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif_skill_itemlistwindow(sd,skill_id,skill_lv);
- }
- break;
- case NPC_MANDRAGORA:
- case GN_MANDRAGORA:
- if( flag&1 ) {
- int rate;
- if (skill_id == NPC_MANDRAGORA)
- rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
- else
- rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
- if (rate < 10)
- rate = 10;
- if (bl->type == BL_MOB || (tsc && tsc->data[type]))
- break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
- if (rnd()%100 < rate) {
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
- }
- } else {
- map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- }
- break;
- case GN_SLINGITEM:
- if( sd ) {
- i = sd->equip_index[EQI_AMMO];
- if( i < 0 )
- break; // No ammo.
- t_itemid ammo_id = sd->inventory_data[i]->nameid;
- if( ammo_id == 0 )
- break;
- sd->itemid = ammo_id;
- if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
- if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
- if( ammo_id == ITEMID_PINEAPPLE_BOMB )
- 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);
- else
- skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
- } else //Otherwise, it fails, shows animation and removes items.
- clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
- } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
- switch (ammo_id) {
- case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
- sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
- status_percent_heal(bl, 1, 0);
- break;
- case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
- sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
- status_percent_heal(bl, 2, 0);
- break;
- case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
- sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
- status_percent_heal(bl, 5, 0);
- break;
- case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
- sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
- status_percent_heal(bl, 0, 2);
- break;
- case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
- sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
- status_percent_heal(bl, 0, 4);
- break;
- case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
- sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
- status_percent_heal(bl, 0, 8);
- break;
- default:
- if (dstsd)
- run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
- break;
- }
- }
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
- break;
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- if( sd ) {
- int qty = 1;
- sd->skill_id_old = skill_id;
- sd->skill_lv_old = skill_lv;
- if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
- qty = 10;
- clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case EL_CIRCLE_OF_FIRE:
- case EL_PYROTECHNIC:
- case EL_HEATER:
- case EL_TROPIC:
- case EL_AQUAPLAY:
- case EL_COOLER:
- case EL_CHILLY_AIR:
- case EL_GUST:
- case EL_BLAST:
- case EL_WILD_STORM:
- case EL_PETROLOGY:
- case EL_CURSED_SOIL:
- case EL_UPHEAVAL:
- case EL_FIRE_CLOAK:
- case EL_WATER_DROP:
- case EL_WIND_CURTAIN:
- case EL_SOLID_SKIN:
- case EL_STONE_SHIELD:
- case EL_WIND_STEP:
- case EM_EL_FLAMETECHNIC:
- case EM_EL_FLAMEARMOR:
- case EM_EL_COLD_FORCE:
- case EM_EL_CRYSTAL_ARMOR:
- case EM_EL_GRACE_BREEZE:
- case EM_EL_EYES_OF_STORM:
- case EM_EL_EARTH_CARE:
- case EM_EL_STRONG_PROTECTION:
- case EM_EL_DEEP_POISONING:
- case EM_EL_POISON_SHIELD:
- {
- s_elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- sc_type type2 = (sc_type)(type-1);
- struct status_change *sc = status_get_sc(&ele->bl);
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- status_change_end(src,type);
- status_change_end(bl,type2);
- } else {
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
- clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
- skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
- sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- }
- }
- }
- break;
- case EL_FIRE_MANTLE:
- case EL_WATER_BARRIER:
- case EL_ZEPHYR:
- case EL_POWER_OF_GAIA:
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
- break;
- case EL_WATER_SCREEN: {
- s_elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- struct status_change *sc = status_get_sc(&ele->bl);
- sc_type type2 = (sc_type)(type-1);
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- status_change_end(bl,type);
- status_change_end(src,type2);
- } else {
- // This not heals at the end.
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
- }
- }
- }
- break;
- case KO_KAHU_ENTEN:
- case KO_HYOUHU_HUBUKI:
- case KO_KAZEHU_SEIRAN:
- case KO_DOHU_KOUKAI:
- if (sd) {
- int ele_type = skill_get_ele(skill_id,skill_lv);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
- }
- break;
- case KO_ZANZOU:
- if(sd){
- struct mob_data *md2;
- md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
- if( md2 )
- {
- md2->master_id = src->id;
- md2->special_state.ai = AI_ZANZOU;
- if( md2->deletetimer != INVALID_TIMER )
- delete_timer(md2->deletetimer, mob_timer_delete);
- md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
- mob_spawn( md2 );
- map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
- }
- }
- break;
- case KO_KYOUGAKU:
- if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- case KO_JYUSATSU:
- if( dstsd && tsc && !tsc->data[type] &&
- rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
- status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
- if( status_get_lv(bl) <= status_get_lv(src) )
- status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
- }else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- case KO_GENWAKU:
- if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
- int x = src->x, y = src->y;
- if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- // Confusion is still inflicted (but rate isn't reduced), no matter map type.
- status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
- status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
- if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
- clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
- clif_blown(src);
- if (!unit_blown_immune(bl, 0x1)) {
- unit_movepos(bl,x,y,0,0);
- if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
- clif_sitting(bl); //Avoid sitting sync problem
- clif_blown(bl);
- map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
- }
- }
- }
- break;
- case OB_AKAITSUKI:
- case OB_OBOROGENSOU:
- if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
- || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- case KO_IZAYOI:
- case OB_ZANGETSU:
- case KG_KYOMU:
- case KG_KAGEMUSYA:
- case SP_SOULDIVISION:
- if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
- if (bl->type != BL_PC) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- break;
- case KG_KAGEHUMI:
- if( flag&1 ){
- if (bl->type != BL_PC)
- break;
- if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
- status_change_end(bl, SC_HIDING);
- status_change_end(bl, SC_CLOAKING);
- status_change_end(bl, SC_CLOAKINGEXCEED);
- status_change_end(bl, SC_CAMOUFLAGE);
- status_change_end(bl, SC_NEWMOON);
- if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM);
- status_change_end(bl, SC_MARIONETTE);
- status_change_end(bl, SC_HARMONIZE);
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- }else{
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case MH_SILENT_BREEZE:
- {
- int heal = 5 * status_get_lv(&hd->bl) +
- #ifdef RENEWAL
- status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
- #else
- status_base_matk_min(&hd->battle_status);
- #endif
- //Silences the homunculus and target
- status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
- status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
- //Recover the target's HP
- status_heal(bl,heal,0,3);
- //Removes these SC from target
- if (tsc) {
- const enum sc_type scs[] = {
- SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
- };
- for (i = 0; i < ARRAYLENGTH(scs); i++)
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i]);
- }
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_OVERED_BOOST:
- if (hd && battle_get_master(src)) {
- sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_GRANITIC_ARMOR:
- case MH_PYROCLASTIC:
- if(hd) {
- struct block_list *s_bl = battle_get_master(src);
- 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
- sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_LIGHT_OF_REGENE: //self
- if(hd) {
- struct block_list *s_bl = battle_get_master(src);
- if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_STYLE_CHANGE:
- if(hd){
- struct status_change_entry *sce;
- if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
- if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
- else sce->val1 = MH_MD_FIGHTING;
- //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
- // char output[128];
- // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
- // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
- //}
- }
- else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
- }
- break;
- case MH_PAIN_KILLER:
- bl = battle_get_master(src);
- if (bl != nullptr)
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- break;
- case MH_MAGMA_FLOW:
- sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- break;
- case MH_SUMMON_LEGION: {
- int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
- int qty[5] = {3 , 3 , 4 , 4 , 5};
- struct mob_data *sum_md;
- int i_slave,c=0;
- int maxcount = qty[skill_lv-1];
- i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
- if(c >= maxcount) {
- map_freeblock_unlock();
- return 0; //max qty already spawned
- }
- for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
- 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);
- if (sum_md) {
- sum_md->master_id = src->id;
- sum_md->special_state.ai = AI_LEGION;
- if (sum_md->deletetimer != INVALID_TIMER)
- delete_timer(sum_md->deletetimer, mob_timer_delete);
- sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
- mob_spawn(sum_md); //Now it is ready for spawning.
- sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
- }
- }
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
- case RL_RICHS_COIN:
- if (sd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- for (i = 0; i < 10; i++)
- pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
- }
- break;
- case RL_C_MARKER:
- if (sd) {
- // If marked by someone else remove it
- if (tsce && tsce->val2 != src->id)
- status_change_end(bl, type);
- // Check if marked before
- ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
- if (i == MAX_SKILL_CRIMSON_MARKER) {
- // Find empty slot
- ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
- if (i == MAX_SKILL_CRIMSON_MARKER) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- }
- sd->c_marker[i] = bl->id;
- status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- // If mob casts this, at least SC_C_MARKER as debuff
- else {
- status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case RL_QD_SHOT:
- if (sd) {
- skill_area_temp[1] = bl->id;
- // Check surrounding
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
- if (skill_area_temp[0])
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- // Main target always receives damage
- clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
- } else {
- clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- }
- status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
- skill_area_temp[0] = 0;
- skill_area_temp[1] = 0;
- break;
- case RL_FLICKER:
- if (sd) {
- sd->flicker = true;
- skill_area_temp[1] = 0;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- // Detonate RL_B_TRAP
- if (pc_checkskill(sd, RL_B_TRAP))
- map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
- // Detonate RL_H_MINE
- if ((i = pc_checkskill(sd, RL_H_MINE)))
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
- sd->flicker = false;
- }
- break;
- case SO_ELEMENTAL_SHIELD:
- if (!sd || sd->status.party_id == 0 || flag&1) {
- if (sd && sd->status.party_id == 0) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
- elemental_delete(sd->ed);
- }
- skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
- skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
- }
- else {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
- elemental_delete(sd->ed);
- 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);
- }
- break;
- case SU_HIDE:
- if (tsce) {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_change_end(bl, type);
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SU_STOOP:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SU_SV_ROOTTWIST:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (sd && status_get_class_(bl) == CLASS_BOSS) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
- break;
- }
- if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- else {
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
- sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
- skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
- }
- break;
- case SU_TUNABELLY:
- {
- unsigned int heal = 0;
- if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
- heal = 0;
- else if (status_get_hp(bl) != status_get_max_hp(bl))
- heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_heal(bl, heal, 0, 0);
- }
- break;
- case SU_BUNCHOFSHRIMP:
- case SU_HISS:
- case SU_PURRING:
- case SU_MEOWMEOW:
- if (sd == NULL || sd->status.party_id == 0 || flag&1) {
- int duration = skill_get_time(skill_id, skill_lv);
- if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
- duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
- } else if (sd) {
- 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);
- }
- break;
- case SU_SHRIMPARTY:
- if (sd == NULL || sd->status.party_id == 0 || flag&1) {
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
- clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
- sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
- }
- } else if (sd)
- 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);
- break;
- case SU_POWEROFFLOCK:
- if (flag&1) {
- sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
- } else {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (battle_config.skill_wall_check)
- map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- else
- 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);
- }
- break;
- case ALL_EQSWITCH:
- if( sd ){
- clif_equipswitch_reply( sd, false );
- for( int i = 0, position = 0; i < EQI_MAX; i++ ){
- if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
- position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
- }
- }
- }
- break;
- case AB_VITUPERATUM:
- if (flag&1)
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- else {
- 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);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case AB_CONVENIO:
- if (sd) {
- party_data *p = party_search(sd->status.party_id);
- int i = 0, count = 0;
- // Only usable in party
- if (p == nullptr) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- // Only usable as party leader.
- ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
- if (i == MAX_PARTY || !p->party.member[i].leader) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- // Do the teleport part
- for (i = 0; i < MAX_PARTY; ++i) {
- map_session_data *pl_sd = p->data[i].sd;
- if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
- sd->bl.m != pl_sd->bl.m)
- continue;
- // Respect /call configuration
- if( pl_sd->status.disable_call ){
- continue;
- }
- if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
- pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
- count++;
- }
- }
- if (!count)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- }
- break;
- case NPC_PULSESTRIKE2:
- for (int i = 0; i < 3; i++)
- skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
- break;
- case BO_THE_WHOLE_PROTECTION:
- if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
- unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
- for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
- if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
- continue;
- sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- } else if (sd) {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- 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);
- }
- break;
- case TR_MUSICAL_INTERLUDE:
- case TR_JAWAII_SERENADE:
- case TR_PRON_MARCH:
- if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
- sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
- else if (sd) {
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
- sd->skill_id_song = skill_id;
- sd->skill_lv_song = skill_lv;
- if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
- flag |= 2;
- 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);
- }
- break;
- case TR_GEF_NOCTURN:
- case TR_AIN_RHAPSODY:
- if (flag & 1)
- sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
- else if (sd) {
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
- sd->skill_id_song = skill_id;
- sd->skill_lv_song = skill_lv;
- if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
- flag |= 2;
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
- }
- break;
- case TR_ROKI_CAPRICCIO:
- case TR_NIPELHEIM_REQUIEM:
- if (flag & 1) { // Need official success chances.
- uint16 success_chance = 5 * skill_lv;
- if (flag & 2)
- success_chance *= 2;
- // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
- if (skill_id == TR_ROKI_CAPRICCIO) {
- sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
- } else { // TR_NIPELHEIM_REQUIEM
- sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
- }
- } else if (sd) {
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
- sd->skill_id_song = skill_id;
- sd->skill_lv_song = skill_lv;
- if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
- flag |= 2;
- map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
- }
- break;
- case ABR_NET_REPAIR:
- case ABR_NET_SUPPORT:
- if (flag & 1) {
- int heal_amount;
- if (skill_id == ABR_NET_REPAIR) {
- heal_amount = tstatus->max_hp * 10 / 100;
- clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
- status_heal(bl, heal_amount, 0, 0);
- } else { // ABR_NET_SUPPORT
- heal_amount = tstatus->max_sp * 3 / 100;
- clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
- status_heal(bl, 0, heal_amount, 0);
- }
- } else {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
- }
- break;
- case WH_HAWK_M:
- if (sd) {
- if (!pc_isfalcon(sd))
- pc_setoption(sd, sd->sc.option | OPTION_FALCON);
- else
- pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case EM_SUMMON_ELEMENTAL_ARDOR:
- case EM_SUMMON_ELEMENTAL_DILUVIO:
- case EM_SUMMON_ELEMENTAL_PROCELLA:
- case EM_SUMMON_ELEMENTAL_TERREMOTUS:
- case EM_SUMMON_ELEMENTAL_SERPENS: {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (sd == nullptr)
- break;
- uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
- uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
- uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
- if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
- (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
- (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
- sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
- // Remove the old elemental before summoning the super one.
- elemental_delete(sd->ed);
- if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- } else // Elemental summoned. Buff the player with the bonus.
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- } else {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- }
- break;
- case EM_ELEMENTAL_VEIL:
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if (sd == nullptr)
- break;
- if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
- sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- else
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- case MT_M_MACHINE:
- case BO_BIONIC_PHARMACY:
- if (sd) {
- sd->skill_id_old = skill_id;
- sd->skill_lv_old = skill_lv;
- if (skill_id == MT_M_MACHINE)
- clif_cooking_list(sd, 31, skill_id, 1, 7);
- else // BO_BIONIC_PHARMACY
- clif_cooking_list(sd, 32, skill_id, 1, 8);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case MT_SUMMON_ABR_BATTLE_WARIOR:
- case MT_SUMMON_ABR_DUAL_CANNON:
- case MT_SUMMON_ABR_MOTHER_NET:
- case MT_SUMMON_ABR_INFINITY: {
- uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
- if (md) {
- md->master_id = src->id;
- md->special_state.ai = AI_ABR;
- if (md->deletetimer != INVALID_TIMER)
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn(md);
- }
- }
- break;
- case BO_WOODENWARRIOR:
- case BO_WOODEN_FAIRY:
- case BO_CREEPER:
- case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
- uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
- if (md) {
- md->master_id = src->id;
- md->special_state.ai = AI_BIONIC;
- if (md->deletetimer != INVALID_TIMER)
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn(md);
- }
- }
- break;
- #ifdef RENEWAL
- case CG_HERMODE:
- skill_castend_song(src, skill_id, skill_lv, tick);
- break;
- #endif
- default: {
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_freeblock_unlock();
- return 1;
- }
- }
- if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
- struct status_change *sc = status_get_sc(src);
- if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER);
- }
- if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
- mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
- mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
- }
- if( sd && !(flag&1) )
- {// ensure that the skill last-cast tick is recorded
- sd->canskill_tick = gettick();
- if( sd->state.arrow_atk )
- {// consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skill_id, skill_lv);
- }
- skill_onskillusage(sd, bl, skill_id, tick);
- // perform skill requirement consumption
- skill_consume_requirement(sd,skill_id,skill_lv,2);
- }
- map_freeblock_unlock();
- return 0;
- }
- /**
- * Checking that causing skill failed
- * @param src Caster
- * @param target Target
- * @param skill_id
- * @param skill_lv
- * @return -1 success, others are failed @see enum useskill_fail_cause.
- **/
- static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- int inf = skill->inf;
- struct status_change *tsc = status_get_sc(target);
- if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
- return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
- switch (skill_id) {
- case AL_HEAL:
- case AL_INCAGI:
- case AL_DECAGI:
- case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
- case AB_RENOVATIO:
- case AB_HIGHNESSHEAL:
- if (tsc && tsc->option&OPTION_MADOGEAR)
- return USESKILL_FAIL_TOTARGET;
- break;
- case RG_BACKSTAP:
- {
- #ifndef RENEWAL
- uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
- if (map_check_dir(dir, t_dir))
- return USESKILL_FAIL_MAX;
- #endif
- if (check_distance_bl(src, target, 0))
- return USESKILL_FAIL_MAX;
- }
- break;
- case PR_TURNUNDEAD:
- {
- struct status_data *tstatus = status_get_status_data(target);
- if (!battle_check_undead(tstatus->race, tstatus->def_ele))
- return USESKILL_FAIL_MAX;
- }
- break;
- case PR_LEXDIVINA:
- case MER_LEXDIVINA:
- {
- //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
- if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
- return USESKILL_FAIL_LEVEL;
- else
- return -1; //Works on silenced allies
- }
- break;
- case RA_WUGSTRIKE:
- // Check if path can be reached
- if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
- return USESKILL_FAIL_MAX;
- break;
- case MG_NAPALMBEAT:
- case MG_FIREBALL:
- case HT_BLITZBEAT:
- case AS_GRIMTOOTH:
- case MO_COMBOFINISH:
- case NC_VULCANARM:
- case SR_TIGERCANNON:
- // These can damage traps, but can't target traps directly
- if (target->type == BL_SKILL) {
- TBL_SKILL *su = (TBL_SKILL*)target;
- if (!su || !su->group)
- return USESKILL_FAIL_MAX;
- if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
- return USESKILL_FAIL_MAX;
- }
- break;
- case IQ_SECOND_FLAME:
- case IQ_SECOND_FAITH:
- case IQ_SECOND_JUDGEMENT:
- if (!tsc || !(tsc->data[SC_FIRST_BRAND] || tsc->data[SC_SECOND_BRAND]))
- return USESKILL_FAIL_LEVEL;
- break;
- case IQ_THIRD_PUNISH:
- case IQ_THIRD_FLAME_BOMB:
- case IQ_THIRD_CONSECRATION:
- if (!tsc || !tsc->data[SC_SECOND_BRAND])
- return USESKILL_FAIL_LEVEL;
- break;
- }
- if (inf&INF_ATTACK_SKILL ||
- (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
- ) // Casted through combo.
- inf = BCT_ENEMY; //Offensive skill.
- else if (skill->inf2[INF2_NOTARGETENEMY])
- inf = BCT_NOENEMY;
- else
- inf = 0;
- if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
- inf |=
- (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
- (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
- //Remove neutral targets (but allow enemy if skill is designed to be so)
- inf &= ~BCT_NEUTRAL;
- }
- switch (skill_id) {
- // Cannot be casted to Emperium
- case WZ_ESTIMATION:
- case SL_SKE:
- case SL_SKA:
- case RK_PHANTOMTHRUST:
- case NPC_PHANTOMTHRUST:
- if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
- return USESKILL_FAIL_MAX;
- break;
- }
- if (inf && battle_check_target(src, target, inf) <= 0) {
- switch(skill_id) {
- case RK_PHANTOMTHRUST:
- case NPC_PHANTOMTHRUST:
- case AB_CLEARANCE:
- return USESKILL_FAIL_TOTARGET;
- default:
- return USESKILL_FAIL_LEVEL;
- }
- }
- // Fogwall makes all offensive-type targetted skills fail at 75%
- // Jump Kick can still fail even though you can jump to friendly targets.
- if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
- return USESKILL_FAIL_LEVEL;
- return -1;
- }
- TIMER_FUNC( skill_keep_using ){
- struct map_session_data* sd = map_id2sd( id );
- if( sd && sd->skill_keep_using.skill_id ){
- clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
- sd->skill_keep_using.tid = INVALID_TIMER;
- }
- return 0;
- }
- /**
- * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
- * @param tid
- * @param tick
- * @param data
- **/
- TIMER_FUNC(skill_castend_id){
- struct block_list *target, *src;
- struct map_session_data *sd;
- struct mob_data *md;
- struct unit_data *ud;
- struct status_change *sc = NULL;
- int flag = 0;
- src = map_id2bl(id);
- if( src == NULL )
- {
- ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
- return 0;// not found
- }
- ud = unit_bl2ud(src);
- if( ud == NULL )
- {
- ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
- return 0;// ???
- }
- sd = BL_CAST(BL_PC, src);
- md = BL_CAST(BL_MOB, src);
- if( src->prev == NULL ) {
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
- if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
- if( ud->skilltimer != tid ) {
- ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
- if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
- {// restore original walk speed
- ud->skilltimer = INVALID_TIMER;
- status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
- } else
- ud->skilltimer = INVALID_TIMER;
- }
- if (ud->skilltarget == id)
- target = src;
- else
- target = map_id2bl(ud->skilltarget);
- // Use a do so that you can break out of it when the skill fails.
- do {
- bool fail = false;
- int8 res = USESKILL_FAIL_LEVEL;
- if (!target || target->prev == NULL)
- break;
- if (src->m != target->m || status_isdead(src))
- break;
- //These should become skill_castend_pos
- switch (ud->skill_id) {
- case WE_CALLPARTNER:
- if (sd)
- clif_callpartner(sd);
- case WE_CALLPARENT:
- if (sd) {
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
- if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
- fail = true;
- break;
- }
- }
- case WE_CALLBABY:
- if (sd) {
- struct map_session_data *c_sd = pc_get_child(sd);
- if (c_sd && c_sd->state.autotrade) {
- fail = true;
- break;
- }
- }
- case AM_RESURRECTHOMUN:
- case PF_SPIDERWEB:
- {
- //Find a random spot to place the skill. [Skotlex]
- int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
- ud->skillx = target->x + splash;
- ud->skilly = target->y + splash;
- if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
- ud->skillx = target->x;
- ud->skilly = target->y;
- }
- ud->skilltimer = tid;
- return skill_castend_pos(tid,tick,id,data);
- }
- case GN_WALLOFTHORN:
- case SC_ESCAPE:
- case WL_FROSTMISTY:
- case SU_CN_POWDERING:
- case AG_RAIN_OF_CRYSTAL:
- ud->skillx = target->x;
- ud->skilly = target->y;
- ud->skilltimer = tid;
- return skill_castend_pos(tid,tick,id,data);
- }
- // Failing
- if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
- if (sd && res != USESKILL_FAIL_MAX)
- clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
- break;
- }
- //Avoid doing double checks for instant-cast skills.
- if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
- break;
- if(md) {
- md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
- clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
- }
- if (src != target && battle_config.skill_add_range &&
- !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
- {
- if (sd) {
- clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
- if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
- skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
- }
- break;
- }
- #ifdef OFFICIAL_WALKPATH
- if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
- {
- if (sd) {
- clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
- }
- break;
- }
- #endif
- if( sd )
- {
- if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
- break;
- else {
- skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
- int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
- // Give AP
- if (add_ap > 0) {
- switch (ud->skill_id) {
- case TR_ROSEBLOSSOM:
- case TR_RHYTHMSHOOTING:
- case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
- case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
- add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
- break;
- case TR_GEF_NOCTURN:
- case TR_ROKI_CAPRICCIO:
- case TR_AIN_RHAPSODY:
- case TR_MUSICAL_INTERLUDE:
- case TR_JAWAII_SERENADE:
- case TR_NIPELHEIM_REQUIEM:
- case TR_PRON_MARCH:
- if (sd->skill_id_old == TR_RETROSPECTION) {
- add_ap += add_ap * 50 / 100;
- sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
- }
- break;
- }
- status_heal(&sd->bl, 0, 0, add_ap, 0);
- }
- if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
- clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
- break; // Show a skill fail message (Damage type consumes requirements)
- }
- }
- }
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
- break;
- if (ud->state.running && ud->skill_id == TK_JUMPKICK){
- ud->state.running = 0;
- status_change_end(src, SC_RUN);
- flag = 1;
- }
- if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
- unit_stop_walking(src,1);
- if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
- ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
- if (sd) { //Cooldown application
- int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
- if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
- }
- if( battle_config.display_status_timers && sd )
- clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
- if( sd )
- {
- switch( ud->skill_id )
- {
- case GS_DESPERADO:
- case RL_FIREDANCE:
- sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
- break;
- case KN_BRANDISHSPEAR:
- case CR_GRANDCROSS: {
- sc_type type;
- if (ud->skill_id == KN_BRANDISHSPEAR)
- type = SC_STRIPWEAPON;
- else
- type = SC_STRIPSHIELD;
- if ((sc = status_get_sc(src)) && sc->data[type]) {
- const struct TimerData* timer = get_timer(sc->data[type]->timer);
- if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
- break;
- }
- sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
- break;
- }
- }
- }
- if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
- unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
- src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
- map_freeblock_lock();
- if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
- skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
- else
- skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
- if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
- sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
- }
- sc = status_get_sc(src);
- if(sc && sc->count) {
- if (ud->skill_id != RA_CAMOUFLAGE)
- status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
- if(sc->data[SC_SPIRIT] &&
- sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
- ud->skill_id != WZ_WATERBALL)
- sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
- #ifndef RENEWAL
- if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
- skill_blockpc_start(sd,BD_ADAPTATION,3000);
- #endif
- }
- if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
- sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
- if (ud->skilltimer == INVALID_TIMER) {
- if(md) md->skill_idx = -1;
- else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skill_lv = ud->skilltarget = 0;
- }
- map_freeblock_unlock();
- return 1;
- } while(0);
- //Skill failed.
- if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
- { //When Asura fails... (except when it fails from Wall of Fog)
- //Consume SP/spheres
- skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
- status_set_sp(src, 0, 0);
- sc = &sd->sc;
- if (sc->count)
- { //End states
- status_change_end(src, SC_EXPLOSIONSPIRITS);
- status_change_end(src, SC_BLADESTOP);
- #ifdef RENEWAL
- sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
- #endif
- }
- if( target && target->m == src->m ) { //Move character to target anyway.
- short x, y;
- short dir = map_calc_dir(src,target->x,target->y);
- //Move 3 cells (From Caster)
- if( dir > 0 && dir < 4 )
- x = -3;
- else if( dir > 4 )
- x = 3;
- else
- x = 0;
- if( dir > 2 && dir < 6 )
- y = -3;
- else if( dir == 7 || dir < 2 )
- y = 3;
- else
- y = 0;
- if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
- clif_blown(src);
- clif_spiritball(src);
- }
- clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
- }
- }
- ud->skill_id = ud->skilltarget = 0;
- if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
- ud->canact_tick = tick;
- //You can't place a skill failed packet here because it would be
- //sent in ALL cases, even cases where skill_check_condition fails
- //which would lead to double 'skill failed' messages u.u [Skotlex]
- if (sd) {
- sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
- if (sd->skill_keep_using.skill_id > 0) {
- sd->skill_keep_using.skill_id = 0;
- if (sd->skill_keep_using.tid != INVALID_TIMER) {
- delete_timer(sd->skill_keep_using.tid, skill_keep_using);
- sd->skill_keep_using.tid = INVALID_TIMER;
- }
- }
- } else if (md)
- md->skill_idx = -1;
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- TIMER_FUNC(skill_castend_pos){
- struct block_list* src = map_id2bl(id);
- struct map_session_data *sd;
- struct unit_data *ud = unit_bl2ud(src);
- struct mob_data *md;
- nullpo_ret(ud);
- sd = BL_CAST(BL_PC , src);
- md = BL_CAST(BL_MOB, src);
- if( src->prev == NULL ) {
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
- if( ud->skilltimer != tid )
- {
- ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
- if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
- {// restore original walk speed
- ud->skilltimer = INVALID_TIMER;
- status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
- } else
- ud->skilltimer = INVALID_TIMER;
- do {
- if( status_isdead(src) )
- break;
- if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
- break;
- if(tid != INVALID_TIMER)
- { //Avoid double checks on instant cast skills. [Skotlex]
- if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
- break;
- if (battle_config.skill_add_range &&
- !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
- if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
- skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
- break;
- }
- }
- if( sd )
- {
- if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
- break;
- else {
- skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
- int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
- // Give AP
- if (add_ap > 0) {
- switch (ud->skill_id) {
- case WH_DEEPBLINDTRAP:
- case WH_SOLIDTRAP:
- case WH_SWIFTTRAP:
- case WH_FLAMETRAP:
- if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
- add_ap += 1;
- break;
- }
- status_heal(&sd->bl, 0, 0, add_ap, 0);
- }
- }
- }
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
- break;
- if(md) {
- md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
- clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
- }
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
- src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
- if (ud->walktimer != INVALID_TIMER)
- unit_stop_walking(src,1);
- if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
- ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
- if (sd) { //Cooldown application
- int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
- if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
- }
- if( battle_config.display_status_timers && sd )
- clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
- // if( sd )
- // {
- // switch( ud->skill_id )
- // {
- // case ????:
- // sd->canequip_tick = tick + ????;
- // break;
- // }
- // }
- unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
- map_freeblock_lock();
- skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
- if (ud->skill_id != RA_CAMOUFLAGE)
- status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
- if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
- sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
- if (ud->skilltimer == INVALID_TIMER) {
- if (md) md->skill_idx = -1;
- else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skill_lv = ud->skillx = ud->skilly = 0;
- }
- map_freeblock_unlock();
- return 1;
- } while(0);
- if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
- ud->canact_tick = tick;
- ud->skill_id = ud->skill_lv = 0;
- if(sd)
- sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
- else if(md)
- md->skill_idx = -1;
- return 0;
- }
- /* skill count without self */
- static int skill_count_wos(struct block_list *bl,va_list ap) {
- struct block_list* src = va_arg(ap, struct block_list*);
- if( src->id != bl->id ) {
- return 1;
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
- {
- struct map_session_data* sd;
- struct status_change* sc;
- struct status_change_entry *sce;
- std::shared_ptr<s_skill_unit_group> sg;
- enum sc_type type;
- int i;
- //if(skill_lv <= 0) return 0;
- if(skill_id > 0 && !skill_lv) return 0; // celest
- nullpo_ret(src);
- if(status_isdead(src))
- return 0;
- sd = BL_CAST(BL_PC, src);
- sc = status_get_sc(src);
- type = skill_get_sc(skill_id);
- sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
- switch (skill_id) { //Skill effect.
- case WZ_METEOR:
- case WZ_ICEWALL:
- case MO_BODYRELOCATION:
- case CR_CULTIVATION:
- case HW_GANBANTEIN:
- case LG_EARTHDRIVE:
- case SC_ESCAPE:
- case SU_CN_METEOR:
- break; //Effect is displayed on respective switch case.
- default:
- if(skill_get_inf(skill_id)&INF_SELF_SKILL)
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- else
- clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- }
- switch(skill_id)
- {
- case PR_BENEDICTIO:
- skill_area_temp[1] = src->id;
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_PC,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- map_foreachinallarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
- case BS_HAMMERFALL:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
- skill_castend_nodamage_id);
- break;
- case HT_DETECTING:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea( status_change_timer_sub,
- src->m, x-i, y-i, x+i,y+i,BL_CHAR,
- src,NULL,SC_SIGHT,tick);
- skill_reveal_trap_inarea(src, i, x, y);
- break;
- case SR_RIDEINLIGHTNING:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- break;
- case NPC_LEX_AETERNA:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
- PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- break;
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- { //Does not consumes if the skill is already active. [Skotlex]
- std::shared_ptr<s_skill_unit_group> sg2;
- if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
- {
- if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
- {
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- return 0; // not to consume items
- }
- else
- sg2->limit = 0; //Disable it.
- }
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
- }
- // Skill Unit Setting
- case MG_SAFETYWALL: {
- int dummy = 1;
- if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
- skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
- return 0; // Don't consume gems if cast on Land Protector
- }
- }
- case MG_FIREWALL:
- case MG_THUNDERSTORM:
- case AL_PNEUMA:
- case WZ_FIREPILLAR:
- case WZ_QUAGMIRE:
- case WZ_VERMILION:
- case WZ_STORMGUST:
- case WZ_HEAVENDRIVE:
- case PR_SANCTUARY:
- case PR_MAGNUS:
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case AS_VENOMDUST:
- case AM_DEMONSTRATION:
- case PF_FOGWALL:
- case PF_SPIDERWEB:
- case HT_TALKIEBOX:
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- case SA_LANDPROTECTOR:
- #ifndef RENEWAL
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_UGLYDANCE:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- #endif
- case CG_MOONLIT:
- case GS_DESPERADO:
- case NJ_KAENSIN:
- case NJ_BAKUENRYU:
- case NJ_SUITON:
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- case NJ_KAMAITACHI:
- #ifdef RENEWAL
- case HW_GRAVITATION:
- #endif
- case NPC_EVILLAND:
- case NPC_VENOMFOG:
- case NPC_COMET:
- case NPC_WIDESUCK:
- case NPC_ICEMINE:
- case NPC_FLAMECROSS:
- case NPC_HELLBURNING:
- case NPC_REVERBERATION:
- case WL_COMET:
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- case SC_MANHOLE:
- case SC_DIMENSIONDOOR:
- case SC_CHAOSPANIC:
- case SC_MAELSTROM:
- case SC_BLOODYLUST:
- case WM_POEMOFNETHERWORLD:
- case SO_PSYCHIC_WAVE:
- case NPC_PSYCHIC_WAVE:
- case SO_VACUUM_EXTREME:
- case GN_THORNS_TRAP:
- case SO_EARTHGRAVE:
- case SO_DIAMONDDUST:
- case SO_FIRE_INSIGNIA:
- case SO_WATER_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- case KO_ZENKAI:
- case MH_LAVA_SLIDE:
- case MH_VOLCANIC_ASH:
- case MH_POISON_MIST:
- case MH_STEINWAND:
- case MH_XENO_SLASHER:
- case LG_KINGS_GRACE:
- case SJ_BOOKOFCREATINGSTAR:
- case RL_B_TRAP:
- case NPC_STORMGUST2:
- case AG_RAIN_OF_CRYSTAL:
- case AG_MYSTERY_ILLUSION:
- case AG_STRANTUM_TREMOR:
- case AG_TORNADO_STORM:
- case AG_FLORAL_FLARE_ROAD:
- case IG_CROSS_RAIN:
- case CD_PNEUMATICUS_PROCELLA:
- case ABC_ABYSS_STRIKE:
- case ABC_ABYSS_SQUARE:
- case WH_DEEPBLINDTRAP:
- case WH_SOLIDTRAP:
- case WH_SWIFTTRAP:
- case WH_FLAMETRAP:
- case BO_ACIDIFIED_ZONE_WATER:
- case BO_ACIDIFIED_ZONE_GROUND:
- case BO_ACIDIFIED_ZONE_WIND:
- case BO_ACIDIFIED_ZONE_FIRE:
- case EM_DIAMOND_STORM:
- case EM_LIGHTNING_LAND:
- case EM_VENOM_SWAMP:
- case EM_CONFLAGRATION:
- case EM_TERRA_DRIVE:
- flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
- case GS_GROUNDDRIFT: //Ammo should be deleted right away.
- case GN_WALLOFTHORN:
- case GN_DEMONIC_FIRE:
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
- case WZ_ICEWALL:
- flag|=1;
- if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
- clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- flag|=1;
- break;
- case NPC_EARTHQUAKE:
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
- break;
- #ifndef RENEWAL
- case HP_BASILICA:
- if( sc->data[SC_BASILICA] ) {
- status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
- return 0;
- } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
- if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
- return 0;
- }
- skill_clear_unitgroup(src);
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- flag|=1;
- }
- break;
- #endif
- #ifndef RENEWAL
- case CG_HERMODE:
- skill_clear_unitgroup(src);
- if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
- sc_start4(src,src,SC_DANCING,100,
- skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
- flag|=1;
- #endif
- break;
- case RG_CLEANER: // [Valaris]
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
- break;
- case SO_WARMER:
- case SO_CLOUD_KILL:
- case NPC_CLOUD_KILL:
- flag |= (skill_id == SO_WARMER) ? 8 : 4;
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
- case SU_CN_POWDERING:
- case SU_NYANGGRASS:
- if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
- if (skill_id == SU_CN_POWDERING)
- sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
- else
- sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
- }
- flag |= 1;
- skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
- break;
- case SU_CN_METEOR:
- if (sd) {
- if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
- skill_id = SU_CN_METEOR2;
- if (pc_checkskill(sd, SU_SPIRITOFLAND))
- sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
- }
- // Fall through
- case WZ_METEOR:
- {
- int area = skill_get_splash(skill_id, skill_lv);
- short tmpx = 0, tmpy = 0;
- for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
- // Creates a random Cell in the Splash Area
- tmpx = x - area + rnd() % (area * 2 + 1);
- tmpy = y - area + rnd() % (area * 2 + 1);
- skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
- }
- }
- break;
- case AL_WARP:
- if(sd)
- {
- clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
- (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
- (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
- (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
- );
- }
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER);
- return 0; // not to consume item.
- case MO_BODYRELOCATION:
- if (unit_movepos(src, x, y, 2, 1)) {
- #if PACKETVER >= 20111005
- clif_snap(src, src->x, src->y);
- #else
- clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
- #endif
- if (sd)
- skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
- }
- break;
- case NJ_SHADOWJUMP:
- if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
- clif_blown(src);
- status_change_end(src, SC_HIDING);
- break;
- case AM_SPHEREMINE:
- case AM_CANNIBALIZE:
- {
- int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
- int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
- enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
- struct mob_data *md;
- // Correct info, don't change any of this! [celest]
- md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
- if (md) {
- md->master_id = src->id;
- md->special_state.ai = ai;
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn (md); //Now it is ready for spawning.
- }
- }
- break;
- // Slim Pitcher [Celest]
- case CR_SLIMPITCHER:
- if (sd) {
- int i_lv = 0, j = 0;
- struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
- i_lv = skill_lv%11 - 1;
- j = pc_search_inventory(sd, require.itemid[i_lv]);
- if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
- {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- potion_flag = 1;
- potion_hp = 0;
- potion_sp = 0;
- run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
- potion_flag = 0;
- //Apply skill bonuses
- i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
- + pc_checkskill(sd,AM_POTIONPITCHER)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5
- + pc_skillheal_bonus(sd, skill_id);
- potion_hp = potion_hp * (100+i_lv)/100;
- potion_sp = potion_sp * (100+i_lv)/100;
- // Final heal increased by HPlus.
- // Is this the right place for this??? [Rytech]
- // Can HPlus also affect SP recovery???
- status_data *sstatus = status_get_status_data(src);
- if (sstatus && sstatus->hplus > 0) {
- potion_hp += potion_hp * sstatus->hplus / 100;
- potion_sp += potion_sp * sstatus->hplus / 100;
- }
- if(potion_hp > 0 || potion_sp > 0) {
- i_lv = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub,
- src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill_castend_nodamage_id);
- }
- } else {
- struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
- int id = skill_get_max(CR_SLIMPITCHER) * 10;
- potion_flag = 1;
- potion_hp = 0;
- potion_sp = 0;
- run_script(item->script,0,src->id,0);
- potion_flag = 0;
- potion_hp = potion_hp * (100+id)/100;
- potion_sp = potion_sp * (100+id)/100;
- if(potion_hp > 0 || potion_sp > 0) {
- id = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub,
- src->m,x-id,y-id,x+id,y+id,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill_castend_nodamage_id);
- }
- }
- break;
- case HW_GANBANTEIN:
- if (rnd()%100 < 80) {
- int dummy = 1;
- clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
- } else {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- break;
- #ifndef RENEWAL
- case HW_GRAVITATION:
- if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
- sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
- flag|=1;
- break;
- #endif
- // Plant Cultivation [Celest]
- case CR_CULTIVATION:
- if (sd) {
- if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
- {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- if (rnd()%100 < 50) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- } else {
- TBL_MOB* md = NULL;
- int t, mob_id;
- if (skill_lv == 1)
- mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
- else {
- int rand_val = rnd() % 100;
- if (rand_val < 30)
- mob_id = MOBID_GREEN_PLANT;
- else if (rand_val < 55)
- mob_id = MOBID_RED_PLANT;
- else if (rand_val < 80)
- mob_id = MOBID_YELLOW_PLANT;
- else if (rand_val < 90)
- mob_id = MOBID_WHITE_PLANT;
- else if (rand_val < 98)
- mob_id = MOBID_BLUE_PLANT;
- else
- mob_id = MOBID_SHINING_PLANT;
- }
- md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
- if (!md)
- break;
- if ((t = skill_get_time(skill_id, skill_lv)) > 0)
- {
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
- }
- mob_spawn(md);
- }
- }
- break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- skill_clear_unitgroup(src);
- if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
- sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
- flag|=1;
- break;
- case PA_GOSPEL:
- if (sce && sce->val4 == BCT_SELF)
- {
- status_change_end(src, SC_GOSPEL);
- return 0;
- }
- else
- {
- sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
- if (!sg) break;
- if (sce)
- status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
- sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
- clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
- }
- break;
- case NJ_TATAMIGAESHI:
- if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
- sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case AM_RESURRECTHOMUN: //[orn]
- if (sd)
- {
- if (!hom_ressurect(sd, 20*skill_lv, x, y))
- {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- }
- break;
- case AC_SHOWER:
- status_change_end(src, SC_CAMOUFLAGE);
- case MA_SHOWER:
- case NC_COLDSLOWER:
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- case NPC_DRAGONBREATH:
- case WL_FROSTMISTY:
- case RL_HAMMER_OF_GOD:
- // Cast center might be relevant later (e.g. for knockback direction)
- skill_area_temp[4] = x;
- skill_area_temp[5] = y;
- i = skill_get_splash(skill_id,skill_lv);
- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
- case SO_ARRULLO:
- i = skill_get_splash(skill_id,skill_lv);
- map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- break;
- case GC_POISONSMOKE:
- if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
- return 0;
- }
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
- skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
- break;
- case AB_EPICLESIS:
- if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
- }
- break;
- case WL_EARTHSTRAIN:
- {
- int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
- int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
- for( w = 1; w <= wave; w++ )
- {
- switch( dir ){
- case 0: case 1: case 7: sy = y + w; break;
- case 3: case 4: case 5: sy = y - w; break;
- case 2: sx = x - w; break;
- case 6: sx = x + w; break;
- }
- skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
- }
- }
- break;
- case RA_DETONATOR:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
- break;
- case NC_NEUTRALBARRIER:
- case NC_STEALTHFIELD:
- if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
- skill_clear_unitgroup(src);
- return 0;
- }
- skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
- if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
- 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));
- }
- break;
- case NC_SILVERSNIPER:
- {
- struct mob_data *md;
- md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
- if( md ) {
- md->master_id = src->id;
- md->special_state.ai = AI_FAW;
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn(md);
- }
- }
- break;
- case NC_MAGICDECOY:
- if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
- break;
- case SC_FEINTBOMB: {
- std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
- if( group == nullptr || group->unit == nullptr ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
- skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
- clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
- sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- break;
- case SC_ESCAPE:
- skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
- skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- flag |= 1;
- break;
- case LG_BANDING:
- if( sc && sc->data[SC_BANDING] )
- status_change_end(src,SC_BANDING);
- else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
- sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- break;
- case WM_DOMINION_IMPULSE:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
- break;
- case WM_GREAT_ECHO:
- i = skill_get_splash(skill_id,skill_lv);
- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
- case WM_SEVERE_RAINSTORM:
- flag |= 1;
- if (sd)
- sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
- case GN_CRAZYWEED: {
- int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
- for( i = 0; i < 3 + (skill_lv/2); i++ ) {
- int x1 = x - area + rnd()%(area * 2 + 1);
- int y1 = y - area + rnd()%(area * 2 + 1);
- skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
- }
- }
- break;
- case GN_FIRE_EXPANSION: {
- struct unit_data *ud = unit_bl2ud(src);
- if( !ud ) break;
- for (const auto itsu : ud->skillunits) {
- skill_unit *su = itsu->unit;
- std::shared_ptr<s_skill_unit_group> sg = itsu->unit->group;
- if (itsu->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
- switch (skill_lv) {
- case 1: {
- // TODO:
- int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
- skill_delunit(su);
- skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
- flag |= 1;
- }
- break;
- case 2:
- map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
- if (su != NULL)
- skill_delunit(su);
- break;
- case 3:
- skill_delunit(su);
- skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
- flag |= 1;
- break;
- case 4:
- skill_delunit(su);
- skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
- flag |= 1;
- break;
- case 5: {
- uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
- if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
- acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
- map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
- if (su != NULL)
- skill_delunit(su);
- }
- break;
- }
- }
- }
- }
- break;
- case SO_FIREWALK:
- case SO_ELECTRICWALK:
- case NPC_FIREWALK:
- case NPC_ELECTRICWALK:
- if( sc && sc->data[type] )
- status_change_end(src,type);
- sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case KO_MAKIBISHI:
- for( i = 0; i < (skill_lv+2); i++ ) {
- x = src->x - 1 + rnd()%3;
- y = src->y - 1 + rnd()%3;
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- }
- break;
- case KO_MUCHANAGE: {
- struct status_data *sstatus;
- int rate = 0;
- sstatus = status_get_status_data(src);
- i = skill_get_splash(skill_id,skill_lv);
- rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
- if( rate < 0 )
- rate = 0;
- skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
- if( rnd()%100 < rate )
- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- }
- break;
- case RL_FALLEN_ANGEL:
- if (unit_movepos(src,x,y,1,1)) {
- clif_snap(src, src->x, src->y);
- sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
- } else {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case RL_FIRE_RAIN: {
- int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
- int sx = x = src->x, sy = y = src->y;
- for (w = 0; w <= wave; w++) {
- switch (dir) {
- case DIR_NORTH:
- case DIR_NORTHWEST:
- case DIR_NORTHEAST:
- sy = y + w;
- break;
- case DIR_WEST:
- sx = x - w;
- break;
- case DIR_SOUTHWEST:
- case DIR_SOUTH:
- case DIR_SOUTHEAST:
- sy = y - w;
- break;
- case DIR_EAST:
- sx = x + w;
- break;
- }
- skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
- }
- }
- break;
- case NPC_MAGMA_ERUPTION:
- case NC_MAGMA_ERUPTION:
- // 1st, AoE 'slam' damage
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
- // 2nd, AoE 'eruption' unit
- skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
- break;
- case SU_LOPE:
- {
- uint8 dir = map_calc_dir(src, x, y);
- // Fails on noteleport maps, except for GvG and BG maps
- if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
- x = src->x;
- y = src->y;
- }
- clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
- if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
- clif_blown(src);
- }
- break;
- case AG_ASTRAL_STRIKE:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- flag |= 1;
- skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
- break;
- case AG_VIOLENT_QUAKE:
- case AG_ALL_BLOOM: {
- int area = skill_get_splash(skill_id, skill_lv);
- int unit_time = skill_get_time(skill_id, skill_lv);
- int unit_interval = skill_get_unit_interval(skill_id);
- uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
- // Grab Climax's effect level if active.
- // This affects the behavior of certain skills in certain ways.
- if (sc && sc->data[SC_CLIMAX])
- climax_lv = sc->data[SC_CLIMAX]->val1;
- if (skill_id == AG_VIOLENT_QUAKE) {
- sub_skill = AG_VIOLENT_QUAKE_ATK;
- // Fixes rising rocks spawn area to 7x7.
- if (climax_lv == 5)
- area = 3;
- } else { // AG_ALL_BLOOM
- sub_skill = AG_ALL_BLOOM_ATK;
- if (climax_lv == 1) { // Rose buds spawn at double the speed.
- unit_time /= 2;
- unit_interval /= 2;
- }
- }
- // Displays the earthquake / flower garden.
- skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
- if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
- } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
- tmpx = x - area + rnd() % (area * 2 + 1);
- tmpy = y - area + rnd() % (area * 2 + 1);
- skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
- if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
- tmpx = x - area + rnd() % (area * 2 + 1);
- tmpy = y - area + rnd() % (area * 2 + 1);
- skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
- }
- }
- // One final attack the size of the flower garden is dealt after
- // all rose buds explode if Climax level 5 is active.
- if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
- skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
- }
- break;
- default:
- ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
- return 1;
- }
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER);
- if( sd )
- {// ensure that the skill last-cast tick is recorded
- sd->canskill_tick = gettick();
- if( sd->state.arrow_atk && !(flag&1) )
- {// consume arrow if this is a ground skill
- battle_consume_ammo(sd, skill_id, skill_lv);
- }
- skill_onskillusage(sd, NULL, skill_id, tick);
- // perform skill requirement consumption
- skill_consume_requirement(sd,skill_id,skill_lv,2);
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
- {
- nullpo_ret(sd);
- //Simplify skill_failed code.
- #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
- if(skill_id != sd->menuskill_id)
- return 0;
- if( sd->bl.prev == NULL || pc_isdead(sd) ) {
- skill_failed(sd);
- return 0;
- }
- if( sd->sc.cant.cast ) {
- skill_failed(sd);
- return 0;
- }
- pc_stop_attack(sd);
- if(battle_config.skill_log && battle_config.skill_log&BL_PC)
- ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
- if(strcmp(mapname,"cancel")==0) {
- skill_failed(sd);
- return 0;
- }
- switch(skill_id)
- {
- case AL_TELEPORT:
- case ALL_ODINS_RECALL:
- //The storage window is closed automatically by the client when there's
- //any kind of map change, so we need to restore it automatically
- //bugreport:8027
- if(strcmp(mapname,"Random") == 0)
- pc_randomwarp(sd,CLR_TELEPORT);
- else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
- clif_refresh_storagewindow(sd);
- break;
- case AL_WARP:
- {
- const struct point *p[4];
- std::shared_ptr<s_skill_unit_group> group;
- int i, lv, wx, wy;
- int maxcount=0;
- int x,y;
- unsigned short mapindex;
- mapindex = mapindex_name2id((char*)mapname);
- if(!mapindex) { //Given map not found?
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- skill_failed(sd);
- return 0;
- }
- p[0] = &sd->status.save_point;
- p[1] = &sd->status.memo_point[0];
- p[2] = &sd->status.memo_point[1];
- p[3] = &sd->status.memo_point[2];
- if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
- unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
- if (maxcount == 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- skill_failed(sd);
- return 0;
- }
- }
- lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
- wx = sd->menuskill_val>>16;
- wy = sd->menuskill_val&0xffff;
- if( lv <= 0 ) return 0;
- if( lv > 4 ) lv = 4; // crash prevention
- // check if the chosen map exists in the memo list
- ARR_FIND( 0, lv, i, mapindex == p[i]->map );
- if( i < lv ) {
- x=p[i]->x;
- y=p[i]->y;
- } else {
- skill_failed(sd);
- return 0;
- }
- if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
- { // This checks versus skill_id/skill_lv...
- skill_failed(sd);
- return 0;
- }
- skill_consume_requirement(sd,sd->menuskill_id,lv,2);
- sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
- if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
- skill_failed(sd);
- return 0;
- }
- group->val1 = (group->val1<<16)|(short)0;
- // record the destination coordinates
- group->val2 = (x<<16)|y;
- group->val3 = mapindex;
- }
- break;
- }
- sd->menuskill_id = sd->menuskill_val = 0;
- return 0;
- #undef skill_failed
- }
- /// transforms 'target' skill unit into dissonance (if conditions are met)
- static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
- {
- struct skill_unit* target = (struct skill_unit*)bl;
- struct skill_unit* src = va_arg(ap, struct skill_unit*);
- int flag = va_arg(ap, int);
- if (src == target)
- return 0;
- if (!target->group || !(target->group->state.song_dance&0x1))
- return 0;
- if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
- return 0;
- if (flag) //Set dissonance
- target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
- else //Remove dissonance
- target->val2 &= ~(1 << UF_ENSEMBLE);
- skill_getareachar_skillunit_visibilty(target, AREA);
- return 1;
- }
- //Does the song/dance overlapping -> dissonance check. [Skotlex]
- //When flag is 0, this unit is about to be removed, cancel the dissonance effect
- //When 1, this unit has been positioned, so start the cancel effect.
- int skill_dance_overlap(struct skill_unit* unit, int flag)
- {
- if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
- return 0;
- if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
- return 0; //Nothing to remove, this unit is not overlapped.
- if (unit->val1 != unit->group->skill_id)
- { //Reset state
- unit->val1 = unit->group->skill_id;
- unit->val2 &= ~(1 << UF_ENSEMBLE);
- }
- return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
- }
- /**
- * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
- * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
- * @param flag 0 Convert
- * @param flag 1 Revert
- * @return true success
- * @TODO: This should be completely removed later and rewritten
- * The entire execution of the overlapping songs instances is dirty and hacked together
- * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
- */
- static bool skill_dance_switch(struct skill_unit* unit, int flag)
- {
- static int prevflag = 1; // by default the backup is empty
- static s_skill_unit_group backup;
- std::shared_ptr<s_skill_unit_group> group;
- if( unit == nullptr || (group = unit->group) == nullptr )
- return false;
- //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
- if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
- return false;
- if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
- ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
- flag ? "read an empty backup" : "write to a full backup",
- group->skill_id, group->skill_lv, group->src_id);
- return false;
- }
- prevflag = flag;
- if (!flag) { //Transform
- uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
- // backup
- backup.skill_id = group->skill_id;
- backup.skill_lv = group->skill_lv;
- backup.unit_id = group->unit_id;
- backup.target_flag = group->target_flag;
- backup.bl_flag = group->bl_flag;
- backup.interval = group->interval;
- // replace
- group->skill_id = skill_id;
- group->skill_lv = 1;
- group->unit_id = skill_get_unit_id(skill_id);
- group->target_flag = skill_get_unit_target(skill_id);
- group->bl_flag = skill_get_unit_bl_target(skill_id);
- group->interval = skill_get_unit_interval(skill_id);
- } else { //Restore
- group->skill_id = backup.skill_id;
- group->skill_lv = backup.skill_lv;
- group->unit_id = backup.unit_id;
- group->target_flag = backup.target_flag;
- group->bl_flag = backup.bl_flag;
- group->interval = backup.interval;
- }
- return true;
- }
- /**
- * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
- * @param src Object that triggers the skill
- * @param skill_id Skill ID
- * @param skill_lv Skill level of used skill
- * @param x Position x
- * @param y Position y
- * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
- * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
- * @return s_skill_unit_group
- */
- std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
- {
- std::shared_ptr<s_skill_unit_group> group;
- int i, val1 = 0, val2 = 0, val3 = 0;
- t_tick limit;
- int link_group_id = 0;
- int target, interval, range;
- t_itemid req_item = 0;
- struct s_skill_unit_layout *layout;
- struct map_session_data *sd;
- struct status_data *status;
- struct status_change *sc;
- int active_flag = 1;
- int subunt = 0;
- bool hidden = false;
- struct map_data *mapdata;
- nullpo_retr(nullptr, src);
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- mapdata = map_getmapdata(src->m);
- limit = skill_get_time3(mapdata, skill_id,skill_lv);
- range = skill_get_unit_range(skill_id,skill_lv);
- interval = skill->unit_interval;
- target = skill_get_unit_target(skill_id);
- layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
- sd = BL_CAST(BL_PC, src);
- status = status_get_status_data(src);
- sc = status_get_sc(src); // for traps, firewall and fogwall - celest
- hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
- switch( skill_id ) {
- case MH_STEINWAND:
- val2 = 4 + skill_lv;
- val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
- break;
- case MG_SAFETYWALL:
- val2 = skill_lv + 1;
- #ifdef RENEWAL
- val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
- #endif
- break;
- case MG_FIREWALL:
- if(sc && sc->data[SC_VIOLENTGALE])
- limit = limit*3/2;
- val2 = 4+skill_lv;
- break;
- case AL_WARP:
- val1=skill_lv+6;
- if(!(flag&1))
- limit=2000;
- else // previous implementation (not used anymore)
- { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
- if( src->type != BL_SKILL ) return nullptr;
- group = ((TBL_SKILL*)src)->group;
- src = map_id2bl(group->src_id);
- if( !src ) return nullptr;
- val2 = group->val2; //Copy the (x,y) position you warp to
- val3 = group->val3; //as well as the mapindex to warp to.
- }
- break;
- #ifndef RENEWAL
- case HP_BASILICA:
- val1 = src->id; // Store caster id.
- break;
- #endif
- case PR_SANCTUARY:
- case NPC_EVILLAND:
- val1=skill_lv+3;
- break;
- case WZ_METEOR:
- case SU_CN_METEOR:
- case SU_CN_METEOR2:
- limit = flag;
- flag = 0; // Flag should not influence anything else for these skills
- break;
- case WZ_FIREPILLAR:
- if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
- return nullptr;
- if((flag&1)!=0)
- limit=1000;
- val1=skill_lv+2;
- break;
- case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
- case AM_DEMONSTRATION:
- if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
- target = BCT_ALL;
- break;
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- //Save position of caster
- val1 = ((src->x)<<16)|(src->y);
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_CLAYMORETRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- case RL_B_TRAP:
- case SC_ESCAPE:
- {
- struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
- ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
- if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
- req_item = req.itemid[i];
- if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
- break;
- if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
- target = BCT_ALL;
- }
- break;
- case SA_LANDPROTECTOR:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- case SC_CHAOSPANIC:
- {
- std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
- if (old_sg != nullptr)
- { //HelloKitty confirmed that these are interchangeable,
- //so you can change element and not consume gemstones.
- if ((
- old_sg->skill_id == SA_VOLCANO ||
- old_sg->skill_id == SA_DELUGE ||
- old_sg->skill_id == SA_VIOLENTGALE
- ) && old_sg->limit > 0)
- { //Use the previous limit (minus the elapsed time) [Skotlex]
- limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
- if (limit < 0) //This can happen...
- limit = skill_get_time(skill_id,skill_lv);
- }
- skill_clear_group(src,1);
- }
- break;
- }
- case BA_WHISTLE:
- val1 = skill_lv + status->agi / 10; // Flee increase
- val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
- if (sd) {
- val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
- val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
- }
- break;
- case DC_HUMMING:
- val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
- if (sd)
- val1 += pc_checkskill(sd, DC_DANCINGLESSON);
- break;
- case BA_POEMBRAGI:
- val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
- //For some reason at level 10 the base delay reduction is 50%.
- val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
- if (sd) {
- val1 += pc_checkskill(sd, BA_MUSICALLESSON);
- val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
- }
- break;
- case DC_DONTFORGETME:
- #ifdef RENEWAL
- val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
- val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
- #else
- val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
- val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
- #endif
- if (sd) {
- val1 += pc_checkskill(sd, DC_DANCINGLESSON);
- #ifdef RENEWAL
- val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
- #else
- val2 += pc_checkskill(sd, DC_DANCINGLESSON);
- #endif
- }
- val1 *= 10; //Because 10 is actually 1% aspd
- break;
- case DC_SERVICEFORYOU:
- val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
- val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
- if (sd) {
- val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
- val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
- }
- break;
- case BA_ASSASSINCROSS:
- if (sd)
- val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
- val1 += 5 + skill_lv + (status->agi / 20);
- val1 *= 10; // ASPD works with 1000 as 100%
- break;
- case DC_FORTUNEKISS:
- val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
- val1 *= 10; //Because every 10 crit is an actual cri point.
- if (sd)
- val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
- break;
- case BD_DRUMBATTLEFIELD:
- val1 = (skill_lv+1)*25; //Atk increase
- val2 = (skill_lv+1)*2; //Def increase
- break;
- case BD_RINGNIBELUNGEN:
- val1 = (skill_lv+2)*25; //Atk increase
- break;
- case BD_RICHMANKIM:
- val1 = 25 + 11*skill_lv; //Exp increase bonus.
- break;
- case BD_SIEGFRIED:
- val1 = 55 + skill_lv*5; //Elemental Resistance
- val2 = skill_lv*10; //Status ailment resistance
- break;
- case WE_CALLPARTNER:
- if (sd) val1 = sd->status.partner_id;
- break;
- case WE_CALLPARENT:
- if (sd) {
- val1 = sd->status.father;
- val2 = sd->status.mother;
- }
- break;
- case WE_CALLBABY:
- if (sd) val1 = sd->status.child;
- break;
- case NJ_KAENSIN:
- skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
- val2 = (skill_lv+1)/2 + 4;
- break;
- case NJ_SUITON:
- skill_clear_group(src, 1);
- break;
- case GS_GROUNDDRIFT:
- {
- // Ground Drift Element is decided when it's placed.
- int ele = skill_get_ele(skill_id, skill_lv);
- int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
- if (ele == ELE_RANDOM)
- val1 = element[rnd()%5]; // Use random from available unit visual?
- else if (ele == ELE_ENDOWED)
- val1 = status_get_attack_sc_element(src,sc);
- else if (ele == ELE_WEAPON) {
- val1 = status->rhw.ele;
- if (sc && sc->data[SC_ENCHANTARMS])
- val1 = sc->data[SC_ENCHANTARMS]->val1;
- }
- switch (val1) {
- case ELE_FIRE:
- subunt++;
- case ELE_WATER:
- subunt++;
- case ELE_POISON:
- subunt++;
- case ELE_DARK:
- subunt++;
- case ELE_WIND:
- break;
- default:
- subunt = rnd()%5;
- break;
- }
- break;
- }
- case GC_POISONSMOKE:
- if( !(sc && sc->data[SC_POISONINGWEAPON]) )
- return nullptr;
- val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
- val3 = sc->data[SC_POISONINGWEAPON]->val1;
- limit = skill_get_time(skill_id, skill_lv);
- break;
- case NPC_COMET:
- case WL_COMET:
- if (sc) {
- sc->comet_x = x;
- sc->comet_y = y;
- }
- break;
- case GD_LEADERSHIP:
- case GD_GLORYWOUNDS:
- case GD_SOULCOLD:
- case GD_HAWKEYES:
- limit = 1000000;//it doesn't matter
- break;
- case LG_BANDING:
- limit = -1;
- break;
- case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
- if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
- target = BCT_ALL;
- case WM_SEVERE_RAINSTORM:
- case SO_WATER_INSIGNIA:
- case SO_FIRE_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
- return nullptr;
- break;
- case SO_CLOUD_KILL:
- case NPC_CLOUD_KILL:
- skill_clear_group(src, 4);
- break;
- case SO_WARMER:
- skill_clear_group(src, 8);
- break;
- case SO_FIREWALK:
- case SO_ELECTRICWALK:
- limit = skill_get_time2(skill_id, skill_lv);
- break;
- case GN_WALLOFTHORN:
- // Turns to Firewall
- if( flag&1 )
- limit = 3000;
- val3 = (x<<16)|y;
- break;
- case GN_DEMONIC_FIRE:
- if (flag) { // Fire Expansion level 1
- limit = flag + 10000;
- flag = 0;
- }
- break;
- case GN_FIRE_EXPANSION_SMOKE_POWDER:
- case GN_FIRE_EXPANSION_TEAR_GAS:
- limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
- break;
- case KO_ZENKAI:
- if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
- val1 = sd->spiritcharm;
- val2 = sd->spiritcharm_type;
- limit = 6000 * val1;
- subunt = sd->spiritcharm_type - 1;
- pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
- }
- break;
- #ifndef RENEWAL
- case HW_GRAVITATION:
- if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
- link_group_id = sc->data[SC_GRAVITATION]->val4;
- break;
- #endif
- case SO_VACUUM_EXTREME:
- // Coordinates
- val1 = x;
- val2 = y;
- val3 = 0; // Suck target at n seconds.
- break;
- case MH_POISON_MIST:
- case MH_LAVA_SLIDE:
- skill_clear_group(src, 1);
- break;
- case MH_VOLCANIC_ASH:
- if (!map_flag_vs(src->m))
- target = BCT_ENEMY;
- break;
- case AG_VIOLENT_QUAKE:
- case AG_ALL_BLOOM:
- if (sc && sc->data[SC_CLIMAX]) {
- if (skill_id == AG_ALL_BLOOM && sc->data[SC_CLIMAX]->val1 == 1)
- limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
- else if (sc->data[SC_CLIMAX]->val1 == 4)
- limit = 3000; // Show main AoE for fixed duration on status giving effect.
- }
- break;
- case AG_VIOLENT_QUAKE_ATK:
- case AG_ALL_BLOOM_ATK:
- case AG_ALL_BLOOM_ATK2:
- limit = flag;
- flag = 0;
- if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 2)
- range = 4; // Rising rocks splash is increased to 9x9.
- break;
- case WH_DEEPBLINDTRAP:
- case WH_SOLIDTRAP:
- case WH_SWIFTTRAP:
- case WH_FLAMETRAP:
- limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
- break;
- }
- // Init skill unit group
- group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
- if (group == nullptr)
- return nullptr;
- group->val1 = val1;
- group->val2 = val2;
- group->val3 = val3;
- group->link_group_id = link_group_id;
- group->target_flag = target;
- group->bl_flag = skill_get_unit_bl_target(skill_id);
- group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
- group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
- group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
- group->item_id = req_item;
- // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
- if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
- active_flag = 0;
- // Put message for Talkie Box & Graffiti
- if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
- group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
- if (sd)
- safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
- else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
- safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
- }
- // Dance skill
- if (group->state.song_dance) {
- if(sd) {
- sd->skill_id_dance = skill_id;
- sd->skill_lv_dance = skill_lv;
- }
- if (
- sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
- sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
- )
- skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
- }
- // Set skill unit
- limit = group->limit;
- for( i = 0; i < layout->count; i++ ) {
- struct skill_unit *unit;
- int ux = x + layout->dx[i];
- int uy = y + layout->dy[i];
- int unit_val1 = skill_lv;
- int unit_val2 = 0;
- int alive = 1;
- // are the coordinates out of range?
- if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
- continue;
- }
- if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
- continue; // don't place skill units on walls (except for songs/dances/encores)
- if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
- continue; // no path between cell and caster
- switch( skill_id ) {
- // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_CLAYMORETRAP:
- case HT_BLASTMINE:
- case SC_ESCAPE:
- unit_val1 = 3500;
- break;
- case MG_FIREWALL:
- case NJ_KAENSIN:
- unit_val2 = group->val2;
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
- break;
- case WZ_ICEWALL:
- unit_val1 = 200 + 200*skill_lv;
- unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
- break;
- case WZ_WATERBALL:
- //Check if there are cells that can be turned into waterball units
- if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
- || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
- break; //Turn water, deluge or suiton into waterball cell
- continue;
- case GS_DESPERADO:
- unit_val1 = abs(layout->dx[i]);
- unit_val2 = abs(layout->dy[i]);
- if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
- if (unit_val2 > unit_val1) unit_val1 = unit_val2;
- if (unit_val1) unit_val1--;
- unit_val1 = 36 -12*unit_val1;
- } else //Diagonal edges
- unit_val1 = 28 -4*unit_val1 -4*unit_val2;
- if (unit_val1 < 1) unit_val1 = 1;
- unit_val2 = 0;
- break;
- case NPC_REVERBERATION:
- unit_val1 = 1 + skill_lv;
- break;
- case WM_POEMOFNETHERWORLD:
- unit_val1 = 1 + skill_lv;
- break;
- case GN_WALLOFTHORN:
- if (flag&1) // Turned become Firewall
- break;
- unit_val1 = 2000 + 2000 * skill_lv; // HP
- unit_val2 = 20; // Max hits
- break;
- case RL_B_TRAP:
- unit_val1 = 3500;
- unit_val2 = 0;
- break;
- default:
- if (group->state.song_dance&0x1)
- unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
- break;
- }
- if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
- unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
- if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
- map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
- // Check active cell to failing or remove current unit
- map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
- if( !alive )
- continue;
- nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
- unit->limit = limit;
- unit->range = range;
- if (skill_id == PF_FOGWALL && alive == 2)
- { //Double duration of cells on top of Deluge/Suiton
- unit->limit *= 2;
- group->limit = unit->limit;
- }
- // Execute on all targets standing on this cell
- if (range == 0 && active_flag)
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
- }
- if (!group->alive_count)
- { //No cells? Something that was blocked completely by Land Protector?
- skill_delunitgroup(group);
- return nullptr;
- }
- //success, unit created.
- switch( skill_id ) {
- case NJ_TATAMIGAESHI: //Store number of tiles.
- group->val1 = group->alive_count;
- break;
- }
- return group;
- }
- /*==========================================
- *
- *------------------------------------------*/
- void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
- {
- skill_unit_onplace(unit, bl, tick);
- }
- /**
- * Triggeres when 'target' (based on skill unit target) is stand at unit area
- * while skill unit initialized or moved (such by knock back).
- * As a follow of skill_unit_effect flag &1
- * @param unit
- * @param bl Target
- * @param tick
- */
- static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
- {
-
- struct block_list *ss; // Actual source that cast the skill unit
- struct status_change *sc;
- struct status_change_entry *sce;
- struct status_data *tstatus;
- enum sc_type type;
- uint16 skill_id;
- nullpo_ret(unit);
- nullpo_ret(bl);
- if(bl->prev == NULL || !unit->alive || status_isdead(bl))
- return 0;
- std::shared_ptr<s_skill_unit_group> sg = unit->group;
- if (sg == nullptr)
- return 0;
- nullpo_ret(ss = map_id2bl(sg->src_id));
- tstatus = status_get_status_data(bl);
- if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
- map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
- return 0; //AoE skills are ineffective. [Skotlex]
- std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
- if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
- return 0; //Songs don't work in Basilica
- sc = status_get_sc(bl);
- if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
- return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
- if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
- status_change_end(bl, SC_VACUUM_EXTREME);
- if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
- return 0; // Under Hovering characters are immune to select trap and ground target skills.
- type = skill_get_sc(sg->skill_id);
- sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
- skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
- switch (sg->unit_id) {
- case UNT_SPIDERWEB:
- if (sc) {
- //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
- //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
- t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
- const struct TimerData* td;
- struct map_data *mapdata = map_getmapdata(bl->m);
- if (mapdata_flag_vs(mapdata))
- sec /= 2;
- if (sc->data[type]) {
- if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
- //Already triple affected, immune
- sg->limit = DIFF_TICK(tick, sg->tick);
- break;
- }
- //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
- if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
- sec *= (sc->data[type]->val1 + 1);
- else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
- sec *= (sc->data[type]->val1 + 1);
- //Add group id to status change
- if (sc->data[type]->val2 == 0)
- sc->data[type]->val2 = sg->group_id;
- else if (sc->data[type]->val3 == 0)
- sc->data[type]->val3 = sg->group_id;
- else if (sc->data[type]->val4 == 0)
- sc->data[type]->val4 = sg->group_id;
- //Overwrite status change with new duration
- if ((td = get_timer(sc->data[type]->timer))!=NULL)
- status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
- i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
- }
- else {
- if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
- td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
- if (td)
- sec = DIFF_TICK(td->tick, tick);
- map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
- clif_fixpos(bl);
- }
- else
- sec = 3000; //Couldn't trap it?
- }
- sg->val2 = bl->id;
- sg->limit = DIFF_TICK(tick, sg->tick) + sec;
- }
- break;
- case UNT_SAFETYWALL:
- if (!sce)
- sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
- break;
- case UNT_BLOODYLUST:
- if (sg->src_id == bl->id)
- break; //Does not affect the caster.
- if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
- // Dirty fix to add extra time to Bloody Lust so it doesn't end before
- // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
- sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
- break;
- case UNT_PNEUMA:
- if (!sce)
- sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
- break;
- case UNT_CHAOSPANIC:
- status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
- break;
- case UNT_WARP_WAITING: {
- int working = sg->val1&0xffff;
- if(bl->type==BL_PC && !working){
- struct map_session_data *sd = (struct map_session_data *)bl;
- if((!sd->chatID || battle_config.chat_warpportal)
- && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
- {
- int x = sg->val2>>16;
- int y = sg->val2&0xffff;
- int count = sg->val1>>16;
- unsigned short m = sg->val3;
- if( --count <= 0 )
- skill_delunitgroup(sg);
- if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
- working = 1;/* we break it because officials break it, lovely stuff. */
- sg->val1 = (count<<16)|working;
- if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
- pc_setpos(sd,m,x,y,CLR_TELEPORT);
- }
- } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
- int16 m = map_mapindex2mapid(sg->val3);
- if (m < 0) break; //Map not available on this map-server.
- unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
- }
- }
- break;
- case UNT_QUAGMIRE:
- if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
- sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
- break;
- case UNT_VOLCANO:
- case UNT_DELUGE:
- case UNT_VIOLENTGALE:
- case UNT_FIRE_INSIGNIA:
- case UNT_WATER_INSIGNIA:
- case UNT_WIND_INSIGNIA:
- case UNT_EARTH_INSIGNIA:
- if(!sce)
- sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
- break;
- case UNT_WATER_BARRIER:
- case UNT_ZEPHYR:
- case UNT_POWER_OF_GAIA:
- if (bl->id == ss->id)
- break; // Doesn't affect the Elemental
- if (!sce)
- sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
- break;
- case UNT_SUITON:
- if(!sce)
- sc_start4(ss, bl,type,100,sg->skill_lv,
- map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
- 0,0,sg->limit);
- break;
- case UNT_HERMODE:
- if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
- status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
- case UNT_RICHMANKIM:
- case UNT_ETERNALCHAOS:
- case UNT_DRUMBATTLEFIELD:
- case UNT_RINGNIBELUNGEN:
- case UNT_ROKISWEIL:
- case UNT_INTOABYSS:
- case UNT_SIEGFRIED:
- //Needed to check when a dancer/bard leaves their ensemble area.
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- return skill_id;
- if (!sce)
- sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- break;
- case UNT_WHISTLE:
- case UNT_ASSASSINCROSS:
- case UNT_POEMBRAGI:
- case UNT_APPLEIDUN:
- case UNT_HUMMING:
- case UNT_DONTFORGETME:
- case UNT_FORTUNEKISS:
- case UNT_SERVICEFORYOU:
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- return 0;
- if (!sc) return 0;
- if (!sce)
- sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
- sce->val4 = 0; //remove the mark that we stepped out
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
- }
- break;
- case UNT_FOGWALL:
- if (!sce)
- {
- sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
- if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
- skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
- }
- break;
- #ifndef RENEWAL
- case UNT_GRAVITATION:
- if (!sce)
- sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
- break;
- case UNT_BASILICA:
- {
- int i = battle_check_target(bl, bl, BCT_ENEMY);
- if (i > 0) {
- skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
- break;
- }
- if (!sce && i <= 0)
- sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
- }
- break;
- #endif
- case UNT_MOONLIT:
- //Knockback out of area if affected char isn't in Moonlit effect
- if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
- break;
- if (ss == bl) //Also needed to prevent infinite loop crash.
- break;
- skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
- break;
- case UNT_REVERBERATION:
- if (sg->src_id == bl->id)
- break; //Does not affect the caster.
- clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
- map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
- sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
- sg->unit_id = UNT_USED_TRAPS;
- break;
- case UNT_FIRE_EXPANSION_SMOKE_POWDER:
- if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
- sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
- break;
- case UNT_FIRE_EXPANSION_TEAR_GAS:
- if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
- if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
- sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
- break;
- case UNT_VOLCANIC_ASH:
- if (!sce)
- sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
- break;
- case UNT_KINGS_GRACE:
- if (!sce) {
- int state = 0;
- if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
- state |= BCT_GUILD;
- if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
- sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
- }
- break;
- case UNT_STEALTHFIELD:
- if( bl->id == sg->src_id )
- break; // Doesn't work on self (video shows that)
- if (!sce)
- sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
- break;
- case UNT_NEUTRALBARRIER:
- if (!sce)
- status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
- break;
- case UNT_WARMER:
- if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
- sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
- break;
- case UNT_CATNIPPOWDER:
- if (sg->src_id == bl->id)
- break; // Does not affect the caster or Boss.
- if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
- sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
- break;
- case UNT_NYANGGRASS:
- if (!sce)
- sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
- break;
- case UNT_CREATINGSTAR:
- if (!sce)
- sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
- break;
- case UNT_GD_LEADERSHIP:
- case UNT_GD_GLORYWOUNDS:
- case UNT_GD_SOULCOLD:
- case UNT_GD_HAWKEYES:
- if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
- sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
- break;
- }
- return skill_id;
- }
- /**
- * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
- * @param unit Skill unit
- * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
- * @param tick
- */
- int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
- {
- struct block_list *ss;
- TBL_PC* tsd;
- struct status_data *tstatus;
- struct status_change *sc, *tsc;
- struct skill_unit_group_tickset *ts;
- enum sc_type type;
- uint16 skill_id;
- t_tick diff = 0;
- nullpo_ret(unit);
- nullpo_ret(bl);
- if (bl->prev == NULL || !unit->alive || status_isdead(bl))
- return 0;
- std::shared_ptr<s_skill_unit_group> sg = unit->group;
- if (sg == nullptr)
- return 0;
- nullpo_ret(ss = map_id2bl(sg->src_id));
- tsd = BL_CAST(BL_PC, bl);
- tsc = status_get_sc(bl);
- sc = status_get_sc(ss);
- tstatus = status_get_status_data(bl);
- type = skill_get_sc(sg->skill_id);
- skill_id = sg->skill_id;
- std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
- if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
- return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
- if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
- return 0; // Under Hovering characters are immune to trap and ground target skills.
- if (sg->interval == -1) {
- switch (sg->unit_id) {
- case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
- case UNT_FIREPILLAR_ACTIVE:
- case UNT_ELECTRICSHOCKER:
- case UNT_MANHOLE:
- return 0;
- default:
- ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
- return 0;
- }
- }
- if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
- { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
- diff = DIFF_TICK(tick,ts->tick);
- if (diff < 0)
- return 0;
- ts->tick = tick+sg->interval;
- }
- // Wall of Thorn damaged by Fire element unit [Cydh]
- //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
- if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
- struct skill_unit *su = (struct skill_unit *)bl;
- if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
- skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
- su->group->limit = sg->limit = 0;
- su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
- return skill_id;
- }
- }
- switch (sg->unit_id) {
- // Units that deals simple attack
- case UNT_GRAVITATION:
- case UNT_EARTHSTRAIN:
- case UNT_FIREWALK:
- case UNT_ELECTRICWALK:
- case UNT_PSYCHIC_WAVE:
- case UNT_LAVA_SLIDE:
- case UNT_MAKIBISHI:
- case UNT_VENOMFOG:
- case UNT_ICEMINE:
- case UNT_FLAMECROSS:
- case UNT_HELLBURNING:
- case UNT_RAIN_OF_CRYSTAL:
- case UNT_MYSTERY_ILLUSION:
- case UNT_STRANTUM_TREMOR:
- case UNT_TORNADO_STORM:
- case UNT_FLORAL_FLARE_ROAD:
- case UNT_CROSS_RAIN:
- case UNT_PNEUMATICUS_PROCELLA:
- case UNT_LIGHTNING_LAND:
- case UNT_VENOM_SWAMP:
- case UNT_CONFLAGRATION:
- case UNT_DEEPBLINDTRAP:
- case UNT_SOLIDTRAP:
- case UNT_SWIFTTRAP:
- case UNT_FLAMETRAP:
- skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_DUMMYSKILL:
- switch (sg->skill_id) {
- case SG_SUN_WARM: //SG skills [Komurka]
- case SG_MOON_WARM:
- case SG_STAR_WARM: {
- int count = 0;
- const int x = bl->x, y = bl->y;
- //If target isn't knocked back it should hit every "interval" ms [Playtester]
- do {
- if( bl->type == BL_PC )
- status_zap(bl, 0, 15); // sp damage to players
- else // mobs
- if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
- if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
- status_charge(ss, 0, 8); //costs additional 8 SP if miss
- } else { //should end when out of sp.
- sg->limit = DIFF_TICK(tick,sg->tick);
- break;
- }
- } while(sg->interval > 0 && x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
- }
- break;
- #ifndef RENEWAL // The storm gust counter was dropped in renewal
- case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
- if (tsc)
- tsc->sg_counter++; //SG hit counter.
- if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
- tsc->sg_counter=0; //Attack absorbed.
- break;
- #endif
- case GS_DESPERADO:
- if (rnd()%100 < unit->val1)
- skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case NPC_COMET:
- case WL_COMET:
- if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
- skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case NPC_WIDESUCK: {
- int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- if (heal > 0) {
- clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
- clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
- status_heal(ss,heal,0,0);
- }
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- if(!battle_config.gx_allhit)
- unit->val1--;
- skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- default:
- skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- }
- break;
- case UNT_FIREWALL:
- case UNT_KAEN: {
- int count = 0;
- const int x = bl->x, y = bl->y;
- if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
- break;
- //Take into account these hit more times than the timer interval can handle.
- do
- skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
- while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
- if (unit->val2 <= 0)
- skill_delunit(unit);
- }
- break;
- case UNT_SANCTUARY:
- if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
- { //Only damage enemies with offensive Sanctuary. [Skotlex]
- if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
- sg->val1 -= 1; // Reduce the number of targets that can still be hit
- } else {
- int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
- struct mob_data *md = BL_CAST(BL_MOB, bl);
- #ifdef RENEWAL
- if (md && md->mob_id == MOBID_EMPERIUM)
- break;
- #endif
- if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
- break;
- if( tstatus->hp >= tstatus->max_hp )
- break;
- if( status_isimmune(bl) )
- heal = 0;
- clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- status_heal(bl, heal, 0, 0);
- }
- break;
- case UNT_EVILLAND:
- //Will heal demon and undead element monsters, but not players.
- if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
- { //Damage enemies
- if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
- skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- } else {
- int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
- if (tstatus->hp >= tstatus->max_hp)
- break;
- if (status_isimmune(bl))
- heal = 0;
- clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
- }
- break;
- case UNT_MAGNUS:
- #ifndef RENEWAL
- if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
- break;
- #endif
- skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_FIREPILLAR_WAITING:
- skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
- skill_delunit(unit);
- break;
- case UNT_SKIDTRAP: {
- //Knockback away from position of user during placement [Playtester]
- skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
- (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- //Target will be stopped for 3 seconds
- sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
- }
- break;
- case UNT_ANKLESNARE:
- case UNT_MANHOLE:
- if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
- t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
- if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
- const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
- if( td )
- sec = DIFF_TICK(td->tick, tick);
- if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
- || !unit_blown_immune(bl,0x1) )
- {
- unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
- clif_fixpos(bl);
- }
- sg->val2 = bl->id;
- } else
- sec = 3000; //Couldn't trap it?
- if (sg->unit_id == UNT_ANKLESNARE) {
- clif_skillunit_update(&unit->bl);
- /**
- * If you're snared from a trap that was invisible this makes the trap be
- * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
- * bugreport:3961
- **/
- clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
- }
- sg->limit = DIFF_TICK(tick,sg->tick)+sec;
- sg->interval = -1;
- unit->range = 0;
- }
- break;
- case UNT_EARTHQUAKE:
- sg->val1++; // Hit count
- skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
- break;
- case UNT_ELECTRICSHOCKER:
- if( bl->id != ss->id ) {
- if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
- map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
- clif_fixpos(bl);
- }
- map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
- sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
- }
- break;
- case UNT_VENOMDUST:
- if(tsc && !tsc->data[type])
- status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
- break;
- case UNT_LANDMINE:
- //Land Mine only hits single target
- skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
- sg->limit = 1500;
- break;
- case UNT_MAGENTATRAP:
- case UNT_COBALTTRAP:
- case UNT_MAIZETRAP:
- case UNT_VERDURETRAP:
- if( bl->type == BL_PC )// it won't work on players
- break;
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- case UNT_CLUSTERBOMB:
- if( bl->id == ss->id )// it won't trigger on caster
- break;
- case UNT_BLASTMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_FIREPILLAR_ACTIVE:
- case UNT_CLAYMORETRAP:
- {
- int bl_flag = sg->bl_flag;
- if (tsc && tsc->data[SC__MANHOLE])
- break;
- if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
- bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
- map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
- if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
- clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
- sg->limit = DIFF_TICK(tick, sg->tick) +
- (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
- (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
- sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
- }
- break;
- case UNT_TALKIEBOX:
- if (sg->src_id == bl->id)
- break;
- if (sg->val2 == 0) {
- clif_talkiebox(&unit->bl, sg->valstr);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
- sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
- sg->val2 = -1;
- }
- break;
- case UNT_LULLABY:
- if (ss->id == bl->id)
- break;
- skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
- break;
- case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
- if (ss->id != bl->id)
- skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
- break;
- case UNT_DISSONANCE:
- skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- break;
- case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
- int heal;
- #ifdef RENEWAL
- struct mob_data *md = BL_CAST(BL_MOB, bl);
- if (md && md->mob_id == MOBID_EMPERIUM)
- break;
- #endif
- if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- break; // affects self only when soullinked
- heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
- if (tsc->data[SC_AKAITSUKI] && heal)
- heal = ~heal + 1;
- clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
- }
- break;
- case UNT_TATAMIGAESHI:
- case UNT_DEMONSTRATION:
- skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_GOSPEL:
- if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
- break;
- if (battle_check_target(ss, bl, BCT_PARTY) > 0)
- { // Support Effect only on party, not guild
- int heal;
- int i = rnd() % 13; // Positive buff count
- int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
- switch (i)
- {
- case 0: // Heal 1000~9999 HP
- heal = rnd() % 9000 + 1000;
- clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
- break;
- case 1: // End all negative status
- status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
- if (tsd) clif_gospel_info(tsd, 0x15);
- break;
- case 2: // Immunity to all status
- sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
- if (tsd) clif_gospel_info(tsd, 0x16);
- break;
- case 3: // MaxHP +100%
- sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
- if (tsd) clif_gospel_info(tsd, 0x17);
- break;
- case 4: // MaxSP +100%
- sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
- if (tsd) clif_gospel_info(tsd, 0x18);
- break;
- case 5: // All stats +20
- sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
- if (tsd) clif_gospel_info(tsd, 0x19);
- break;
- case 6: // Level 10 Blessing
- sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
- break;
- case 7: // Level 10 Increase AGI
- sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
- break;
- case 8: // Enchant weapon with Holy element
- sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
- if (tsd) clif_gospel_info(tsd, 0x1c);
- break;
- case 9: // Enchant armor with Holy element
- sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
- if (tsd) clif_gospel_info(tsd, 0x1d);
- break;
- case 10: // DEF +25%
- sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
- if (tsd) clif_gospel_info(tsd, 0x1e);
- break;
- case 11: // ATK +100%
- sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
- if (tsd) clif_gospel_info(tsd, 0x1f);
- break;
- case 12: // HIT/Flee +50
- sc_start(ss, bl, SC_INCHIT, 100, 50, time);
- sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
- if (tsd) clif_gospel_info(tsd, 0x20);
- break;
- }
- }
- else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
- { // Offensive Effect
- int i = rnd() % 10; // Negative buff count
- switch (i)
- {
- case 0: // Deal 3000~7999 damage reduced by DEF
- case 1: // Deal 1500~5499 damage unreducable
- skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
- break;
- case 2: // Curse
- sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
- break;
- case 3: // Blind
- sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
- break;
- case 4: // Poison
- sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
- break;
- case 5: // Level 10 Provoke
- clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
- break;
- case 6: // DEF -100%
- sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
- break;
- case 7: // ATK -100%
- sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
- break;
- case 8: // Flee -100%
- sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
- break;
- case 9: // Speed/ASPD -25%
- sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
- break;
- }
- }
- break;
- #ifndef RENEWAL
- case UNT_BASILICA:
- {
- int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
- if (i > 0) {
- skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
- break;
- }
- if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
- sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
- }
- break;
- #endif
- case UNT_GROUNDDRIFT_WIND:
- case UNT_GROUNDDRIFT_DARK:
- case UNT_GROUNDDRIFT_POISON:
- case UNT_GROUNDDRIFT_WATER:
- case UNT_GROUNDDRIFT_FIRE:
- map_foreachinrange(skill_trap_splash,&unit->bl,
- skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
- &unit->bl,tick);
- sg->unit_id = UNT_USED_TRAPS;
- //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
- sg->limit=DIFF_TICK(tick,sg->tick);
- break;
- case UNT_POISONSMOKE:
- if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 )
- sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
- break;
- case UNT_EPICLESIS:
- ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
- if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
- if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
- int hp, sp;
- switch( sg->skill_lv ) {
- case 1: case 2: hp = 3; sp = 2; break;
- case 3: case 4: hp = 4; sp = 3; break;
- case 5: default: hp = 5; sp = 4; break;
- }
- hp = tstatus->max_hp * hp / 100;
- sp = tstatus->max_sp * sp / 100;
- if (tstatus->hp < tstatus->max_hp)
- clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
- if (tstatus->sp < tstatus->max_sp)
- clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
- if (tsc && tsc->data[SC_AKAITSUKI] && hp)
- hp = ~hp + 1;
- status_heal(bl, hp, sp, 3);
- }
- if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
- // Doesn't remove Invisibility or Chase Walk.
- status_change_end(bl,SC_HIDING);
- status_change_end(bl,SC_CLOAKING);
- status_change_end(bl,SC_CLOAKINGEXCEED);
- status_change_end(bl,SC_CAMOUFLAGE);
- status_change_end(bl,SC_NEWMOON);
- if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM);
- }
- sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
- }
- /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
- else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
- skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
- break;
- case UNT_DIMENSIONDOOR:
- if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
- pc_randomwarp(tsd,CLR_TELEPORT);
- else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
- unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
- break;
- case UNT_REVERBERATION:
- clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
- map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
- sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
- sg->unit_id = UNT_USED_TRAPS;
- break;
- case UNT_SEVERE_RAINSTORM:
- if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
- skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
- break;
- case UNT_NETHERWORLD:
- if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
- if (!(tsc && tsc->data[type])) {
- sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
- sg->limit = DIFF_TICK(tick,sg->tick);
- sg->unit_id = UNT_USED_TRAPS;
- }
- }
- break;
- case UNT_THORNS_TRAP:
- if( tsc ) {
- if( !sg->val2 ) {
- t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
- if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
- const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
- if( td )
- sec = DIFF_TICK(td->tick, tick);
- ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
- clif_fixpos(bl);
- sg->val2 = bl->id;
- } else
- sec = 3000; // Couldn't trap it?
- sg->limit = DIFF_TICK(tick, sg->tick) + sec;
- } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
- skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
- }
- break;
- case UNT_WALLOFTHORN:
- if (unit->val2-- <= 0) // Max hit reached
- break;
- if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
- break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
- skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
- skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
- break;
- case UNT_DEMONIC_FIRE:
- switch( sg->val2 ) {
- case 1:
- default:
- sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
- skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
- break;
- }
- break;
- case UNT_ZEPHYR:
- if (ss == bl)
- break; // Doesn't affect the Elemental
- sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
- break;
- case UNT_CLOUD_KILL:
- if (tsc && !tsc->data[type])
- status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
- skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- break;
- case UNT_VACUUM_EXTREME:
- if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
- (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
- return 0;
- // Apply effect and suck targets one-by-one each n seconds
- sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
- break;
- case UNT_BANDING:
- if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
- sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_FIRE_MANTLE:
- if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
- skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_ZENKAI_WATER:
- case UNT_ZENKAI_LAND:
- case UNT_ZENKAI_FIRE:
- case UNT_ZENKAI_WIND:
- if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
- switch( sg->unit_id ) {
- case UNT_ZENKAI_WATER:
- switch (rnd()%2 + 1) {
- case 1:
- sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 2:
- sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- }
- break;
- case UNT_ZENKAI_LAND:
- switch (rnd()%2 + 1) {
- case 1:
- sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
- break;
- case 2:
- sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- }
- break;
- case UNT_ZENKAI_FIRE:
- sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_ZENKAI_WIND:
- switch (rnd()%3 + 1) {
- case 1:
- sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 2:
- sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 3:
- sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- }
- break;
- }
- } else
- sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_POISON_MIST:
- skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- break;
- case UNT_CHAOSPANIC:
- if (tsc && tsc->data[type])
- break;
- status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
- break;
- case UNT_B_TRAP:
- if (tsc && tsc->data[type])
- break;
- sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
- unit->val2++; // Mark as ever been used
- break;
- case UNT_FIRE_RAIN:
- clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
- skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
- 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
- break;
- case UNT_MAGMA_ERUPTION:
- skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
- if (sg->skill_id == NC_MAGMA_ERUPTION)
- skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
- else
- skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
- break;
- case UNT_ACIDIFIED_ZONE_WATER:
- skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
- break;
- case UNT_ACIDIFIED_ZONE_GROUND:
- skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
- break;
- case UNT_ACIDIFIED_ZONE_WIND:
- skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
- break;
- case UNT_ACIDIFIED_ZONE_FIRE:
- skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
- break;
- case UNT_ASTRAL_STRIKE:
- skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
- break;
- case UNT_ABYSS_SQUARE: {
- short flag = 0;
- // Check to see if the caster is in the AoE.
- if (distance_bl(ss, &unit->bl) <= unit->range)
- flag |= 2; // If yes, skill hits twice.
- skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
- }
- break;
- }
- if (bl->type == BL_MOB && ss != bl)
- mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
- return skill_id;
- }
- /**
- * Triggered when a char steps out of a skill unit
- * @param src Skill unit from char moved out
- * @param bl Char
- * @param tick
- */
- int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
- {
- struct status_change *sc;
- struct status_change_entry *sce;
- enum sc_type type;
- nullpo_ret(src);
- nullpo_ret(bl);
- std::shared_ptr<s_skill_unit_group> sg = src->group;
- if (sg == nullptr)
- return 0;
- sc = status_get_sc(bl);
- type = skill_get_sc(sg->skill_id);
- sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
- if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
- return 0;
- switch(sg->unit_id){
- case UNT_SAFETYWALL:
- case UNT_PNEUMA:
- case UNT_EPICLESIS://Arch Bishop
- if (sce)
- status_change_end(bl, type);
- break;
- #ifndef RENEWAL
- case UNT_BASILICA:
- if (sce && sce->val4 != bl->id)
- status_change_end(bl, type);
- break;
- #endif
- case UNT_HERMODE: //Clear Hermode if the owner moved.
- if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
- status_change_end(bl, type);
- break;
- case UNT_DISSONANCE:
- case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
- {
- for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
- if(skill_get_inf2(i, INF2_ISSONG)) {
- type = skill_get_sc(i);
- sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
- if(sce)
- return i;
- }
- }
- }
- case UNT_WHISTLE:
- case UNT_ASSASSINCROSS:
- case UNT_POEMBRAGI:
- case UNT_APPLEIDUN:
- case UNT_HUMMING:
- case UNT_DONTFORGETME:
- case UNT_FORTUNEKISS:
- case UNT_SERVICEFORYOU:
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- return -1;
- }
- return sg->skill_id;
- }
- /**
- * Triggered when a char steps out of a skill group (entirely) [Skotlex]
- * @param skill_id Skill ID
- * @param bl A char
- * @param tick
- */
- int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
- {
- struct status_change *sc;
- struct status_change_entry *sce;
- enum sc_type type;
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
- type = skill_get_sc(skill_id);
- sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
- switch (skill_id)
- {
- case WZ_QUAGMIRE:
- if (bl->type==BL_MOB)
- break;
- if (sce)
- status_change_end(bl, type);
- break;
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
- { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
- //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
- //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
- //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
- //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
- //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
- status_change_end(bl, SC_DANCING);
- }
- case MH_STEINWAND:
- case MG_SAFETYWALL:
- case AL_PNEUMA:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- case CG_HERMODE:
- #ifndef RENEWAL
- case HW_GRAVITATION:
- case HP_BASILICA:
- #endif
- case NJ_SUITON:
- case SC_MAELSTROM:
- case EL_WATER_BARRIER:
- case EL_ZEPHYR:
- case EL_POWER_OF_GAIA:
- case SO_WARMER:
- case SO_FIRE_INSIGNIA:
- case SO_WATER_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- case SJ_BOOKOFCREATINGSTAR:
- case SC_BLOODYLUST:
- case GN_FIRE_EXPANSION_SMOKE_POWDER:
- case GN_FIRE_EXPANSION_TEAR_GAS:
- case LG_KINGS_GRACE:
- case NC_STEALTHFIELD:
- case NC_NEUTRALBARRIER:
- case SU_NYANGGRASS:
- if (sce)
- status_change_end(bl, type);
- break;
- case BA_DISSONANCE:
- case DC_UGLYDANCE: //Used for updating song timers in overlap instances
- {
- for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
- if(skill_get_inf2(i, INF2_ISSONG)){
- type = skill_get_sc(i);
- sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
- if(sce && !sce->val4){ //We don't want dissonance updating this anymore
- delete_timer(sce->timer, status_change_timer);
- sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
- sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
- }
- }
- }
- }
- break;
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- if (sce)
- {
- delete_timer(sce->timer, status_change_timer);
- //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
- //not possible on our current implementation.
- sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
- sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
- }
- break;
- case PF_FOGWALL:
- if (sce)
- {
- status_change_end(bl, type);
- if ((sce=sc->data[SC_BLIND]))
- {
- if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
- status_change_end(bl, SC_BLIND);
- else {
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
- }
- }
- }
- break;
- case GD_LEADERSHIP:
- case GD_GLORYWOUNDS:
- case GD_SOULCOLD:
- case GD_HAWKEYES:
- if( !(sce && sce->val4) )
- status_change_end(bl, type);
- break;
- }
- return skill_id;
- }
- /*==========================================
- * Invoked when a unit cell has been placed/removed/deleted.
- * flag values:
- * flag&1: Invoke onplace function (otherwise invoke onout)
- * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
- * flag&8: Recursive
- *------------------------------------------*/
- static int skill_unit_effect(struct block_list* bl, va_list ap)
- {
- struct skill_unit* unit = va_arg(ap,struct skill_unit*);
- t_tick tick = va_arg(ap,t_tick);
- unsigned int flag = va_arg(ap,unsigned int);
- uint16 skill_id;
- bool dissonance = false;
- bool isTarget = false;
- if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
- return 0;
- std::shared_ptr<s_skill_unit_group> group = unit->group;
- if (group == nullptr)
- return 0;
- if( !(flag&8) ) {
- dissonance = skill_dance_switch(unit, 0);
- //Target-type check.
- isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
- }
- //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
- skill_id = group->skill_id;
- if( isTarget ){
- if( flag&1 )
- skill_unit_onplace(unit,bl,tick);
- else {
- if( skill_unit_onout(unit,bl,tick) == -1 )
- return 0; // Don't let a Bard/Dancer update their own song timer
- }
- if( flag&4 )
- skill_unit_onleft(skill_id, bl, tick);
- } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
- skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
- if( dissonance ) {
- skill_dance_switch(unit, 1);
- //we placed a dissonance, let's update
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
- }
- return 0;
- }
- /**
- * Check skill unit while receiving damage
- * @param unit Skill unit
- * @param damage Received damage
- * @return Damage
- */
- int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
- {
- nullpo_ret(unit);
- std::shared_ptr<s_skill_unit_group> sg = unit->group;
- if (sg == nullptr)
- return 0;
- switch( sg->unit_id ) {
- case UNT_BLASTMINE:
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_CLAYMORETRAP:
- case UNT_FREEZINGTRAP:
- case UNT_ANKLESNARE:
- case UNT_ICEWALL:
- case UNT_WALLOFTHORN:
- case UNT_REVERBERATION:
- case UNT_NETHERWORLD:
- unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
- break;
- default:
- damage = 0;
- break;
- }
- return damage;
- }
- /**
- * Check char condition around the skill caster
- * @param bl Char around area
- * @param *c Counter for 'valid' condition found
- * @param *p_sd Stores 'rid' of char found
- * @param skill_id Skill ID
- * @param skill_lv Level of used skill
- */
- int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
- {
- int *c, skill_id;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *tsd;
- int *p_sd; //Contains the list of characters found.
- nullpo_ret(bl);
- nullpo_ret(tsd=(struct map_session_data*)bl);
- nullpo_ret(src=va_arg(ap,struct block_list *));
- nullpo_ret(sd=(struct map_session_data*)src);
- c=va_arg(ap,int *);
- p_sd = va_arg(ap, int *);
- skill_id = va_arg(ap,int);
- bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
- if (skill_id == PR_BENEDICTIO) {
- if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
- return 0;
- }
- else if (is_chorus) {
- if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
- return 0;
- }
- else if (*c >= 1) // Check for one companion for all other cases.
- return 0;
- if (bl == src)
- return 0;
- if(pc_isdead(tsd))
- return 0;
- if (tsd->sc.cant.cast)
- return 0;
- if( is_chorus ) {
- if( tsd->status.party_id && sd->status.party_id &&
- tsd->status.party_id == sd->status.party_id &&
- (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
- p_sd[(*c)++] = tsd->bl.id;
- return 1;
- } else {
- switch(skill_id) {
- case PR_BENEDICTIO: {
- uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
- dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
- if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
- && sd->status.sp >= 10)
- p_sd[(*c)++]=tsd->bl.id;
- return 1;
- }
- case AB_ADORAMUS:
- // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
- if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
- p_sd[(*c)++] = tsd->bl.id;
- return 1;
- case TR_GEF_NOCTURN:
- case TR_ROKI_CAPRICCIO:
- case TR_AIN_RHAPSODY:
- case TR_MUSICAL_INTERLUDE:
- case TR_JAWAII_SERENADE:
- case TR_NIPELHEIM_REQUIEM:
- case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
- if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
- sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
- p_sd[(*c)++] = tsd->bl.id;
- return 1;
- default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
- {
- uint16 skill_lv;
- if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
- return 0;
- if (sd->status.sex != tsd->status.sex &&
- (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
- (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
- (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
- sd->status.party_id && tsd->status.party_id &&
- sd->status.party_id == tsd->status.party_id &&
- !tsd->sc.data[SC_DANCING])
- {
- p_sd[(*c)++]=tsd->bl.id;
- return skill_lv;
- }
- }
- break;
- }
- }
- return 0;
- }
- /**
- * Checks and stores partners for ensemble skills [Skotlex]
- * Max partners is 2.
- * @param sd Caster
- * @param skill_id
- * @param skill_lv
- * @param range Area range to check
- * @param cast_flag Special handle
- */
- int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
- {
- static int c=0;
- static int p_sd[MAX_PARTY];
- int i;
- bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
- if (!sd)
- return 0;
- if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
- return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
- if (cast_flag) { //Execute the skill on the partners.
- struct map_session_data* tsd;
- switch (skill_id) {
- case PR_BENEDICTIO:
- case WM_GREAT_ECHO:
- for (i = 0; i < c; i++) {
- if ((tsd = map_id2sd(p_sd[i])) != NULL)
- status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
- }
- return c;
- case AB_ADORAMUS:
- if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
- i = 2 * (*skill_lv);
- status_charge(&tsd->bl, 0, i);
- }
- break;
- default:
- if( is_chorus )
- break;//Chorus skills are not to be parsed as ensembles
- if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
- if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
- sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
- 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);
- clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
- tsd->skill_id_dance = skill_id;
- tsd->skill_lv_dance = *skill_lv;
- #ifdef RENEWAL
- sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
- sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
- #endif
- }
- }
- return c;
- }
- }
- //Else: new search for partners.
- c = 0;
- memset (p_sd, 0, sizeof(p_sd));
- i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
- if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
- !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
- *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.
- return c;
- }
- /**
- * Sub function to count how many spawned mob is around.
- * Some skills check with matched AI.
- * @param rid Source ID
- * @param mob_class Monster ID
- * @param skill_id Used skill
- * @param *c Counter for found monster
- */
- static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
- {
- int *c,src_id,mob_class,skill;
- uint16 ai;
- struct mob_data *md;
- md=(struct mob_data*)bl;
- src_id=va_arg(ap,int);
- mob_class=va_arg(ap,int);
- skill=va_arg(ap,int);
- c=va_arg(ap,int *);
- switch (skill) {
- case AM_SPHEREMINE:
- ai = AI_SPHERE;
- break;
- case AM_CANNIBALIZE:
- ai = AI_FLORA;
- break;
- case KO_ZANZOU:
- ai = AI_ZANZOU;
- break;
- case MH_SUMMON_LEGION:
- ai = AI_LEGION;
- break;
- case NC_SILVERSNIPER:
- case NC_MAGICDECOY:
- ai = AI_FAW;
- break;
- case MT_SUMMON_ABR_BATTLE_WARIOR:
- case MT_SUMMON_ABR_DUAL_CANNON:
- case MT_SUMMON_ABR_MOTHER_NET:
- case MT_SUMMON_ABR_INFINITY:
- ai = AI_ABR;
- break;
- case BO_WOODENWARRIOR:
- case BO_WOODEN_FAIRY:
- case BO_CREEPER:
- case BO_HELLTREE:
- ai = AI_BIONIC;
- break;
- default:
- ai = AI_FLORA;
- break;
- }
- if( md->master_id != src_id || md->special_state.ai != ai)
- return 0; //Non alchemist summoned mobs have nothing to do here.
- if(md->mob_id==mob_class)
- (*c)++;
- return 1;
- }
- /**
- * Determines if a given skill should be made to consume ammo
- * when used by the player. [Skotlex]
- * @param sd Player
- * @param skill_id Skill ID
- * @return True if skill is need ammo; False otherwise.
- */
- int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
- {
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- return (
- battle_config.arrow_decrement == 2 &&
- (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
- skill_id != HT_PHANTASMIC &&
- skill->skill_type == BF_WEAPON &&
- !skill->nk[NK_NODAMAGE] &&
- !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
- );
- }
- /**
- * Check SC required to cast a skill
- * @param sc
- * @param skill_id
- * @return True if condition is met, False otherwise
- **/
- static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
- if (require == nullptr || require->status.empty())
- return true;
- nullpo_ret(sd);
- status_change *sc = &sd->sc;
- if (sc == nullptr) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- // May have multiple requirements
- for (const auto &reqStatus : require->status) {
- if (reqStatus == SC_NONE)
- continue;
- useskill_fail_cause cause;
- switch (reqStatus) {
- // Official fail message
- case SC_PUSH_CART:
- cause = USESKILL_FAIL_CART;
- break;
- case SC_POISONINGWEAPON:
- cause = USESKILL_FAIL_GC_POISONINGWEAPON;
- break;
- case SC_WEAPONBLOCK_ON:
- cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
- break;
- default:
- cause = USESKILL_FAIL_LEVEL;
- break;
- }
- if (!sc->data[reqStatus]) {
- clif_skill_fail(sd, skill_id, cause, 0);
- return false;
- }
- }
- return true;
- }
- /**
- * Check skill condition when cast begin
- * For ammo, only check if the skill need ammo
- * For checking ammo requirement (type and amount) will be skill_check_condition_castend
- * @param sd Player who uses skill
- * @param skill_id ID of used skill
- * @param skill_lv Level of used skill
- * @return true: All condition passed, false: Failed
- */
- bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
- {
- struct status_data *status;
- struct status_change *sc;
- struct s_skill_condition require;
- int i;
- nullpo_retr(false,sd);
- if (sd->chatID)
- return false;
- if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
- { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
- sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
- sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
- sd->soulball_old = sd->soulball; //Need to do Soulball check.
- sd->servantball_old = sd->servantball; //Need to do Servantball check.
- sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
- return true;
- }
- switch( sd->menuskill_id ) {
- case AM_PHARMACY:
- switch( skill_id ) {
- case AM_PHARMACY:
- case AC_MAKINGARROW:
- case BS_REPAIRWEAPON:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- return false;
- }
- break;
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- case GN_CHANGEMATERIAL:
- case MT_M_MACHINE:
- case BO_BIONIC_PHARMACY:
- if( sd->menuskill_id != skill_id )
- return false;
- break;
- }
- status = &sd->battle_status;
- sc = &sd->sc;
- if( !sc->count )
- sc = NULL;
- if( sd->skillitem == skill_id )
- {
- if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
- sd->state.abra_flag = 0;
- else
- { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
- if( (i = sd->itemindex) == -1 ||
- sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
- sd->inventory_data[i] == NULL ||
- sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
- sd->inventory.u.items_inventory[i].amount < 1
- )
- { //Something went wrong, item exploit?
- sd->itemid = 0;
- sd->itemindex = -1;
- return false;
- }
- //Consume
- sd->itemid = 0;
- sd->itemindex = -1;
- if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
- ; //Do not consume item.
- else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
- pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
- }
- if(!sd->skillitem_keep_requirement)
- return true;
- }
- if( pc_is90overweight(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
- return false;
- }
- if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
- return false;
- //Checks if disabling skill - in which case no SP requirements are necessary
- if( sc && skill_disable_check(*sc,skill_id))
- return true;
- std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
- // Check the skills that can be used while mounted on a warg
- if( pc_isridingwug(sd) ) {
- if(!inf2[INF2_ALLOWONWARG])
- return false; // in official there is no message.
- }
- if( pc_ismadogear(sd) ) {
- // Skills that are unusable when Mado is equipped. [Jobbie]
- if(!inf2[INF2_ALLOWONMADO]){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
- return false;
- }
- }
- //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
- // return false;
- require = skill_get_requirement(sd,skill_id,skill_lv);
- //Can only update state when weapon/arrow info is checked.
- sd->state.arrow_atk = require.ammo?1:0;
- // perform skill-group checks
- if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
- if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- }
- else if(inf2[INF2_ISENSEMBLE]) {
- if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->data[SC_KVASIR_SONATA])) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- }
- // perform skill-specific checks (and actions)
- switch( skill_id ) {
- case RG_GRAFFITI:
- if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case SO_SPELLFIST:
- if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- case SA_CASTCANCEL:
- if(sd->ud.skilltimer == INVALID_TIMER) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case AS_CLOAKING:
- {
- if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
- || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
- static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
- static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
- int di;
- ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
- if( di == 8 ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- }
- break;
- }
- case AL_WARP:
- if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
- char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
- clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
- return false;
- }
- break;
- case AL_HOLYWATER:
- if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case MO_CALLSPIRITS:
- if(sc && sc->data[SC_RAISINGDRAGON])
- skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
- if(sd->spiritball >= skill_lv) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case MO_FINGEROFFENSIVE:
- case GS_FLING:
- case SR_RIDEINLIGHTNING:
- if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
- sd->spiritball_old = require.spiritball = sd->spiritball;
- else
- sd->spiritball_old = require.spiritball;
- break;
- case MO_CHAINCOMBO:
- if(!sc)
- return false;
- if(sc->data[SC_BLADESTOP])
- break;
- if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
- break;
- return false;
- case MO_COMBOFINISH:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
- return false;
- break;
- case CH_TIGERFIST:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
- return false;
- break;
- case CH_CHAINCRUSH:
- if(!(sc && sc->data[SC_COMBO]))
- return false;
- if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
- return false;
- break;
- case SJ_SOLARBURST:
- if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
- return 0;
- break;
- case MO_EXTREMITYFIST:
- // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
- // return false;
- if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
- break;
- if( sc && sc->data[SC_COMBO] ) {
- switch(sc->data[SC_COMBO]->val1) {
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- break;
- default:
- return false;
- }
- }
- else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- #ifdef RENEWAL
- sd->spiritball_old = sd->spiritball;
- #endif
- break;
- case TK_MISSION:
- if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ASC_EDP:
- #ifdef RENEWAL
- if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
- #else
- if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
- #endif
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
- return false;
- }
- break;
- case TK_READYCOUNTER:
- case TK_READYDOWN:
- case TK_READYSTORM:
- case TK_READYTURN:
- case TK_JUMPKICK:
- if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
- return false; //Anti-Soul Linker check in case you job-changed with Stances active.
- if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
- return false; //Combo needs to be ready
- if (sc->data[SC_COMBO]->val3) { //Kick chain
- //Do not repeat a kick.
- if (sc->data[SC_COMBO]->val3 != skill_id)
- break;
- status_change_end(&sd->bl, SC_COMBO);
- return false;
- }
- if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
- unit_cancel_combo(&sd->bl);
- return false;
- }
- break; //Combo ready.
- #ifndef RENEWAL
- case BD_ADAPTATION:
- {
- int time;
- if(!(sc && sc->data[SC_DANCING])) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- time = 1000*(sc->data[SC_DANCING]->val3>>16);
- if (skill_get_time(
- (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
- (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
- - time < skill_get_time2(skill_id,skill_lv))
- {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- }
- break;
- #endif
- case PR_BENEDICTIO:
- if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case SL_SMA:
- if(!sc || !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
- return false;
- break;
- case HT_POWER:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
- return false;
- break;
- #ifndef RENEWAL
- case CG_HERMODE:
- if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- #endif
- case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
- {
- int s,range = skill_get_splash(skill_id, skill_lv)+1;
- int size = range*2+1;
- for (s=0;s<size*size;s++) {
- int x = sd->bl.x+(s%size-range);
- int y = sd->bl.y+(s/size-range);
- if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- }
- }
- break;
- #ifndef RENEWAL
- case PR_REDEMPTIO:
- {
- t_exp exp = pc_nextbaseexp(sd);
- uint32 exp_needp = battle_config.exp_cost_redemptio;
- if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
- return false;
- }
- break;
- }
- case HP_BASILICA:
- if( !sc || (sc && !sc->data[SC_BASILICA])) {
- if( sd ) {
- // When castbegin, needs 7x7 clear area
- int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
- int size = range*2+1;
- for( s=0;s<size*size;s++ ) {
- int x = sd->bl.x+(s%size-range);
- int y = sd->bl.y+(s/size-range);
- if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
- return false;
- }
- }
- if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
- return false;
- }
- }
- }
- break;
- #endif
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- if (sc && sc->data[SC_MIRACLE])
- break;
- i = skill_id-SG_SUN_WARM;
- if (sd->bl.m == sd->feel_map[i].m)
- break;
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- break;
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- if (sc && sc->data[SC_MIRACLE])
- break;
- i = skill_id-SG_SUN_COMFORT;
- if (sd->bl.m == sd->feel_map[i].m &&
- (battle_config.allow_skill_without_day || sg_info[i].day_func()))
- break;
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- case SG_FUSION:
- if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
- break;
- //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
- //Only invoke on skill begin cast (instant cast skill). [Kevin]
- if( require.sp > 0 ) {
- if (status->sp < (unsigned int)require.sp)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
- else
- status_zap(&sd->bl, 0, require.sp);
- }
- return false;
- case GD_BATTLEORDER:
- case GD_REGENERATION:
- case GD_RESTORE:
- case GD_CHARGESHOUT_FLAG:
- case GD_CHARGESHOUT_BEATING:
- case GD_EMERGENCY_MOVE:
- if (!map_flag_gvg2(sd->bl.m)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- case GD_EMERGENCYCALL:
- case GD_ITEMEMERGENCYCALL:
- // other checks were already done in skill_isNotOk()
- if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
- return false;
- break;
- case GS_GLITTERING:
- case RL_RICHS_COIN:
- if(sd->spiritball >= 10) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case NJ_ISSEN:
- #ifdef RENEWAL
- if (status->hp < (status->hp/100)) {
- #else
- if (status->hp < 2) {
- #endif
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- case NJ_BUNSINJYUTSU:
- if (!(sc && sc->data[SC_NEN])) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case NJ_ZENYNAGE:
- case KO_MUCHANAGE:
- if(sd->status.zeny < require.zeny) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
- return false;
- }
- break;
- case PF_HPCONVERSION:
- if (status->sp == status->max_sp)
- return false; //Unusable when at full SP.
- break;
- case SP_KAUTE: // Fail if below 30% MaxHP.
- if (status->hp < 30 * status->max_hp / 100) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- return false;
- }
- break;
- case AM_CALLHOMUN: //Can't summon if a hom is already out
- if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
- if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case AB_ANCILLA: {
- int count = 0;
- for( i = 0; i < MAX_INVENTORY; i++ )
- if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
- count += sd->inventory.u.items_inventory[i].amount;
- if( count >= 3 ) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
- return false;
- }
- }
- break;
- case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
- if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
- && sd->special_state.no_gemstone == 0
- && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case WL_SUMMONFB:
- case WL_SUMMONBL:
- case WL_SUMMONWB:
- case WL_SUMMONSTONE:
- if (skill_lv == 1 && sc) { // Failure only happens on level 1
- ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
- if (i == SC_SPHERE_5 + 1) { // No more free slots
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
- return false;
- }
- }
- break;
- case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
- case WL_RELEASE: {
- int active_spheres = 0, req_spheres = 0;
- for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
- if (sc && sc->data[i])
- active_spheres++;
- }
- // Cast requirement
- if (skill_id == WL_TETRAVORTEX)
- req_spheres = 4;
- else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
- req_spheres = 1;
- if (active_spheres < req_spheres) { // Need minimum amount of spheres
- clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- }
- break;
- case GC_HALLUCINATIONWALK:
- if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case NPC_HALLUCINATIONWALK:
- if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
- return false;
- }
- break;
- case RA_WUGMASTERY:
- if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case RA_WUGSTRIKE:
- if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case RA_WUGRIDER:
- if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case RA_WUGDASH:
- if(!pc_isridingwug(sd)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- else {
- int16 sx = sd->bl.x;
- int16 sy = sd->bl.y;
- uint8 dir = (unit_getdir(&sd->bl)) % 8;
-
- switch (dir) {
- case 0: case 8: sy++; break;
- case 1: sx--; sy++; break;
- case 2: sx--; break;
- case 3: sx--; sy--; break;
- case 4: sy--; break;
- case 5: sx++; sy--; break;
- case 6: sx++; break;
- case 7: sx++; sy++; break;
- }
- if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
- return false;
- }
- }
- break;
- case LG_RAYOFGENESIS:
- case LG_BANDING:
- if( sc && sc->data[SC_INSPIRATION] )
- return true; // Don't check for partner.
- break;
- case LG_PRESTIGE:
- if( sc && sc->data[SC_INSPIRATION] )
- return true; // Don't check for partner.
- if( sc && sc->data[SC_BANDING] ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case LG_RAGEBURST:
- if( sd->spiritball == 0 ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
- return false;
- }
- sd->spiritball_old = require.spiritball = sd->spiritball;
- break;
- case SR_FALLENEMPIRE:
- if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
- return false;
- break;
- case SR_CRESCENTELBOW:
- if( sc && sc->data[SC_CRESCENTELBOW] ) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
- return false;
- }
- break;
- case SR_CURSEDCIRCLE:
- if (map_flag_gvg2(sd->bl.m)) {
- if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
- MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
- char output[128];
- sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
- clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
- return false;
- }
- }
- if( sd->spiritball > 0 )
- sd->spiritball_old = require.spiritball = sd->spiritball;
- else {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case SR_GATEOFHELL:
- if( sd->spiritball > 0 )
- sd->spiritball_old = require.spiritball;
- break;
- case SC_MANHOLE:
- case SC_DIMENSIONDOOR:
- if( sc && sc->data[SC_MAGNETICFIELD] ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case SC_FEINTBOMB:
- if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case WM_GREAT_ECHO: {
- int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
- if (count > 0)
- require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
- }
- break;
- case SO_FIREWALK:
- case SO_ELECTRICWALK:
- case NPC_FIREWALK:
- case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
- if( sc && sc->data[SC_PROPERTYWALK] &&
- sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case SO_EL_CONTROL:
- if( !sd->status.ele_id || !sd->ed ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case KO_JYUMONJIKIRI:
- if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
- return true;
- else {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case KO_KAHU_ENTEN:
- case KO_HYOUHU_HUBUKI:
- case KO_KAZEHU_SEIRAN:
- case KO_DOHU_KOUKAI:
- if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
- return false;
- }
- break;
- case KO_KAIHOU:
- case KO_ZENKAI:
- if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
- return false;
- }
- break;
- case SJ_FULLMOONKICK:
- if (!(sc && sc->data[SC_NEWMOON])) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- break;
- case SJ_STAREMPEROR:
- case SJ_NOVAEXPLOSING:
- case SJ_GRAVITYCONTROL:
- case SJ_BOOKOFDIMENSION:
- case SJ_BOOKOFCREATINGSTAR:
- case SP_SOULDIVISION:
- case SP_SOULEXPLOSION:
- if (!map_flag_vs(sd->bl.m)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- break;
- case SP_SWHOO:
- if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
- return false;
- break;
- case DK_SERVANT_W_PHANTOM:
- case DK_SERVANT_W_DEMOL:
- if (sd->servantball > 0 && sd->servantball < require.spiritball)
- sd->servantball_old = require.spiritball = sd->servantball;
- else
- sd->servantball_old = require.spiritball;
- break;
- case IQ_SECOND_FAITH:
- case IQ_THIRD_PUNISH:
- if (!(sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
- return false;
- break;
- case IQ_SECOND_JUDGEMENT:
- case IQ_THIRD_CONSECRATION:
- if (!(sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
- return false;
- break;
- case IQ_SECOND_FLAME:
- case IQ_THIRD_FLAME_BOMB:
- if (!(sc && sc->data[SC_THIRD_EXOR_FLAME]))
- return false;
- break;
- }
- /* check state required */
- switch (require.state) {
- case ST_HIDDEN:
- if(!pc_ishiding(sd)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_RIDING:
- if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_FALCON:
- if(!pc_isfalcon(sd)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_CART:
- if(!pc_iscarton(sd)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
- return false;
- }
- break;
- case ST_SHIELD:
- if(sd->status.shield <= 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_RECOVER_WEIGHT_RATE:
- #ifdef RENEWAL
- if(pc_is70overweight(sd)) {
- #else
- if(pc_is50overweight(sd)) {
- #endif
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_MOVE_ENABLE:
- if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
- sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
- if (!unit_can_move(&sd->bl)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_WATER:
- if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
- break;
- if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
- break;
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- case ST_RIDINGDRAGON:
- if( !pc_isridingdragon(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
- return false;
- }
- break;
- case ST_WUG:
- if( !pc_iswug(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_RIDINGWUG:
- if( !pc_isridingwug(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_MADO:
- if( !pc_ismadogear(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
- return false;
- }
- break;
- case ST_ELEMENTALSPIRIT:
- case ST_ELEMENTALSPIRIT2:
- if(!sd->ed) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
- return false;
- }
- break;
- case ST_PECO:
- if(!pc_isriding(sd)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- break;
- case ST_SUNSTANCE:
- if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- return false;
- }
- break;
- case ST_MOONSTANCE:
- if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- return false;
- }
- break;
- case ST_STARSTANCE:
- if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- return false;
- }
- break;
- case ST_UNIVERSESTANCE:
- if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
- return false;
- }
- break;
- }
- /* check the status required */
- if (!require.status.empty()) {
- switch (skill_id) {
- // Being checked later in skill_check_condition_castend()
- case WZ_SIGHTRASHER:
- break;
- default:
- if (!skill_check_condition_sc_required(sd, skill_id, &require))
- return false;
- break;
- }
- }
- // Check for equipped item(s)
- if (!require.eqItem.empty()) {
- size_t count = require.eqItem.size();
- for (const auto &it : require.eqItem) {
- t_itemid reqeqit = it;
- if (!reqeqit)
- break; // Skill has no required item(s); get out of here
- switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
- case NC_PILEBUNKER:
- case RL_P_ALTER:
- if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
- count--;
- if (!count) {
- if( skill_id == RL_P_ALTER ){
- clif_msg( sd, SKILL_NEED_HOLY_BULLET );
- }else{
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
- }
- return false;
- } else
- continue;
- }
- break;
- case NC_ACCELERATION:
- case NC_SELFDESTRUCTION:
- case NC_SHAPESHIFT:
- case NC_EMERGENCYCOOL:
- case NC_MAGNETICFIELD:
- case NC_NEUTRALBARRIER:
- case NC_STEALTHFIELD:
- if (pc_search_inventory(sd, reqeqit) == -1) {
- count--;
- if (!count) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
- return false;
- } else
- continue;
- }
- break;
- default:
- if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
- return false;
- }
- break;
- }
- }
- }
- if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
- //mhp is the max-hp-requirement, that is,
- //you must have this % or less of HP to cast it.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- return false;
- }
- if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
- switch(skill_id) {
- case RA_AIMEDBOLT:
- break;
- default:
- switch((unsigned int)log2(require.weapon)) {
- case W_REVOLVER:
- clif_msg(sd, SKILL_NEED_REVOLVER);
- break;
- case W_RIFLE:
- clif_msg(sd, SKILL_NEED_RIFLE);
- break;
- case W_GATLING:
- clif_msg(sd, SKILL_NEED_GATLING);
- break;
- case W_SHOTGUN:
- clif_msg(sd, SKILL_NEED_SHOTGUN);
- break;
- case W_GRENADE:
- clif_msg(sd, SKILL_NEED_GRENADE);
- break;
- default:
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
- break;
- }
- return false;
- }
- }
- if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
- return false;
- }
- if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
- return false;
- }
- if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
- return false;
- }
- if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
- switch (skill_id) { // Skills that require soul spheres.
- case SP_SOULGOLEM:
- case SP_SOULSHADOW:
- case SP_SOULFALCON:
- case SP_SOULFAIRY:
- case SP_SOULCURSE:
- case SP_SPA:
- case SP_SHA:
- case SP_SWHOO:
- case SP_SOULUNITY:
- case SP_SOULDIVISION:
- case SP_SOULREAPER:
- case SP_SOULEXPLOSION:
- case SP_KAUTE:
- if (sd->soulball < require.spiritball) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
- return false;
- }
- break;
- // Skills that requires servants.
- case DK_SERVANT_W_SIGN:
- case DK_SERVANT_W_PHANTOM:
- case DK_SERVANT_W_DEMOL:
- if (sd->servantball < require.spiritball) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
- return false;
- }
- break;
- default: // Skills that require spirit/coin spheres.
- if (sd->spiritball < require.spiritball) {
- if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
- else
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
- return false;
- }
- break;
- }
- }
- return true;
- }
- /**
- * Check skill condition when cast end.
- * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
- * @param sd Player who uses skill
- * @param skill_id ID of used skill
- * @param skill_lv Level of used skill
- * @return true: All condition passed, false: Failed
- */
- bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
- {
- struct s_skill_condition require;
- struct status_data *status;
- int i;
- short index[MAX_SKILL_ITEM_REQUIRE];
- nullpo_retr(false,sd);
- if( sd->chatID )
- return false;
- if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
- //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
- sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
- sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
- sd->soulball_old = sd->soulball; //Need to do Soulball check.
- sd->servantball_old = sd->servantball; //Need to do Servantball check.
- sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
- return true;
- }
- switch( sd->menuskill_id ) { // Cast start or cast end??
- case AM_PHARMACY:
- switch( skill_id ) {
- case AM_PHARMACY:
- case AC_MAKINGARROW:
- case BS_REPAIRWEAPON:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- return false;
- }
- break;
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- case GN_CHANGEMATERIAL:
- case MT_M_MACHINE:
- case BO_BIONIC_PHARMACY:
- if( sd->menuskill_id != skill_id )
- return false;
- break;
- }
- if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
- return true;
- if( pc_is90overweight(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
- return false;
- }
- // perform skill-specific checks (and actions)
- switch( skill_id ) {
- case PR_BENEDICTIO:
- skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
- break;
- case AM_CANNIBALIZE:
- case AM_SPHEREMINE: {
- int c=0;
- int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
- int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
- int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
- if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
- i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
- if(c >= maxcount ||
- (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
- { //Fails when: exceed max limit. There are other plant types already out.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- }
- break;
- }
- case NC_SILVERSNIPER:
- case NC_MAGICDECOY: {
- int c = 0;
- int maxcount = skill_get_maxcount(skill_id,skill_lv);
- int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
- if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
- if( skill_id == NC_MAGICDECOY ) {
- int j;
- for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
- map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
- } else
- map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
- if( c >= maxcount ) {
- clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- }
- }
- break;
- case KO_ZANZOU: {
- int c = 0;
- i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
- if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
- clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- }
- break;
- case MT_SUMMON_ABR_BATTLE_WARIOR:
- case MT_SUMMON_ABR_DUAL_CANNON:
- case MT_SUMMON_ABR_MOTHER_NET:
- case MT_SUMMON_ABR_INFINITY: {
- uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
- int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
- if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
- map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
- if (c >= maxcount) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- }
- break;
- }
- case BO_WOODENWARRIOR:
- case BO_WOODEN_FAIRY:
- case BO_CREEPER:
- case BO_HELLTREE: {
- uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
- int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
- if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
- map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
- if (c >= maxcount) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return false;
- }
- }
- break;
- }
- }
- status = &sd->battle_status;
- require = skill_get_requirement(sd,skill_id,skill_lv);
- if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- return false;
- }
- if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
- return false;
- }
- if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
- uint8 extra_ammo = 0;
- #ifdef RENEWAL
- switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
- case WM_SEVERE_RAINSTORM:
- case RL_FIREDANCE:
- case RL_R_TRIP:
- case RL_FIRE_RAIN:
- extra_ammo = 1;
- break;
- default:
- break;
- }
- #endif
- if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
- clif_arrow_fail(sd,0);
- return false;
- } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
- char e_msg[100];
- if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
- return false;
- }
- else if (require.ammo&(1<<AMMO_KUNAI)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
- return false;
- }
- sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
- skill_get_desc(skill_id),
- require.ammo_qty,
- itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
- clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
- return false;
- }
- if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
- //which is the closest we have to wrong ammo type. [Skotlex]
- clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
- //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
- return false;
- }
- }
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
- if( !require.itemid[i] )
- continue;
- index[i] = pc_search_inventory(sd,require.itemid[i]);
- if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
- if( require.itemid[i] == ITEMID_HOLY_WATER )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
- else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
- else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
- else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
- else if( require.itemid[i] == ITEMID_ANCILLA )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
- else
- clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
- return false;
- }
- }
- /* check the status required */
- if (!require.status.empty()) {
- switch (skill_id) {
- case WZ_SIGHTRASHER:
- if (!skill_check_condition_sc_required(sd, skill_id, &require))
- return false;
- break;
- default:
- break;
- }
- }
- return true;
- }
- /** Consume skill requirement
- * @param sd Player who uses the skill
- * @param skill_id ID of used skill
- * @param skill_lv Level of used skill
- * @param type Consume type
- * type&1: consume the others (before skill was used);
- * type&2: consume items (after skill was used)
- */
- void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
- {
- struct s_skill_condition require;
- nullpo_retv(sd);
- require = skill_get_requirement(sd,skill_id,skill_lv);
- if( type&1 ) {
- switch( skill_id ) {
- case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
- case MC_IDENTIFY:
- require.sp = 0;
- break;
- case MO_KITRANSLATION:
- //Spiritual Bestowment only uses spirit sphere when giving it to someone
- require.spiritball = 0;
- //Fall through
- default:
- if(sd->state.autocast)
- require.sp = 0;
- break;
- }
- if(require.hp || require.sp || require.ap)
- status_zap(&sd->bl, require.hp, require.sp, require.ap);
- if(require.spiritball > 0) { // Skills that require certain types of spheres to use
- switch (skill_id) { // Skills that require soul spheres.
- case SP_SOULGOLEM:
- case SP_SOULSHADOW:
- case SP_SOULFALCON:
- case SP_SOULFAIRY:
- case SP_SOULCURSE:
- case SP_SPA:
- case SP_SHA:
- case SP_SWHOO:
- case SP_SOULUNITY:
- case SP_SOULDIVISION:
- case SP_SOULREAPER:
- case SP_SOULEXPLOSION:
- case SP_KAUTE:
- pc_delsoulball(sd, require.spiritball, false);
- break;
- // Skills that require servants.
- // Note: We don't update the servants display here
- // since using these skills auto trigger an animation
- // with them in unique ways that makes them vanish.
- case DK_SERVANT_W_SIGN:
- case DK_SERVANT_W_PHANTOM:
- case DK_SERVANT_W_DEMOL:
- pc_delservantball( *sd, require.spiritball );
- break;
- default: // Skills that require spirit/coin spheres.
- pc_delspiritball(sd, require.spiritball, 0);
- break;
- }
- }
- else if(require.spiritball == -1) {
- sd->spiritball_old = sd->spiritball;
- pc_delspiritball(sd,sd->spiritball,0);
- }
- if(require.zeny > 0)
- {
- if( skill_id == NJ_ZENYNAGE )
- require.zeny = 0; //Zeny is reduced on skill_attack.
- if( sd->status.zeny < require.zeny )
- require.zeny = sd->status.zeny;
- pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
- }
- }
- if( type&2 ) {
- struct status_change *sc = &sd->sc;
- int n,i;
- if( !sc->count )
- sc = NULL;
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
- {
- if( !require.itemid[i] )
- continue;
- if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
- continue; //Gemstones are checked, but not substracted from inventory.
- switch( skill_id ){
- case SA_SEISMICWEAPON:
- if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
- continue;
- break;
- case SA_FLAMELAUNCHER:
- case SA_VOLCANO:
- if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
- continue;
- break;
- case SA_FROSTWEAPON:
- case SA_DELUGE:
- if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
- continue;
- break;
- case SA_LIGHTNINGLOADER:
- case SA_VIOLENTGALE:
- if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
- continue;
- break;
- }
- if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
- pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
- }
- }
- }
- /**
- * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
- * @param sd Player's that will be checked
- * @param skill_id Skill that's being used
- * @param skill_lv Skill level of used skill
- * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
- */
- struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
- {
- struct s_skill_condition req;
- struct status_data *status;
- struct status_change *sc;
- int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
- memset(&req,0,sizeof(req));
- if( !sd )
- return req;
- if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
- return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
- sc = &sd->sc;
- if( !sc->count )
- sc = NULL;
- //Checks if disabling skill - in which case no SP requirements are necessary
- if( sc && skill_disable_check(*sc,skill_id) )
- return req;
- skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
- status = &sd->battle_status;
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- req.hp = skill->require.hp[skill_lv - 1];
- hp_rate = skill->require.hp_rate[skill_lv - 1];
- if(hp_rate > 0)
- req.hp += (status->hp * hp_rate)/100;
- else
- req.hp += (status->max_hp * (-hp_rate))/100;
- req.sp = skill->require.sp[skill_lv-1];
- if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
- req.sp /= 2;
- if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
- req.sp -= req.sp * 30 / 100;
- sp_rate = skill->require.sp_rate[skill_lv-1];
- if(sp_rate > 0)
- req.sp += (status->sp * sp_rate)/100;
- else
- req.sp += (status->max_sp * (-sp_rate))/100;
- if( sd->dsprate != 100 )
- req.sp = req.sp * sd->dsprate / 100;
- for (auto &it : sd->skillusesprate) {
- if (it.id == skill_id) {
- sp_skill_rate_bonus -= it.val;
- break;
- }
- }
- for (auto &it : sd->skillusesp) {
- if (it.id == skill_id) {
- req.sp -= it.val;
- break;
- }
- }
- if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
- req.sp += req.sp * 30 / 100;
- req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
- if( sc ) {
- if( sc->data[SC__LAZINESS] )
- req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
- if( sc->data[SC_RECOGNIZEDSPELL] )
- req.sp += req.sp / 4;
- if( sc->data[SC_OFFERTORIUM])
- req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
- if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
- req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
- #ifdef RENEWAL
- if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
- req.sp -= req.sp * 20 / 100;
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
- req.sp -= req.sp * 30 / 100;
- #endif
- if (sc->data[SC_GLOOMYDAY])
- req.sp += req.sp * (skill_lv * 10) / 100;
- if (sc->data[SC_CRESCIVEBOLT])
- req.sp += req.sp * (20 * sc->data[SC_CRESCIVEBOLT]->val1) / 100;
- }
- req.ap = skill->require.ap[skill_lv - 1];
- ap_rate = skill->require.ap_rate[skill_lv - 1];
- if (ap_rate > 0)
- req.ap += (status->ap * ap_rate) / 100;
- else
- req.ap += (status->max_ap * (-ap_rate)) / 100;
- req.zeny = skill->require.zeny[skill_lv-1];
- if( sc && sc->data[SC__UNLUCKY] ) {
- if(sc->data[SC__UNLUCKY]->val1 < 3)
- req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
- else
- req.zeny += 1000;
- }
- req.spiritball = skill->require.spiritball[skill_lv-1];
- req.state = skill->require.state;
- req.mhp = skill->require.mhp[skill_lv-1];
- req.weapon = skill->require.weapon;
- req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
- if (req.ammo_qty)
- req.ammo = skill->require.ammo;
- if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
- { //Assume this skill is using the weapon, therefore it requires arrows.
- req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
- req.ammo_qty = 1;
- }
- req.status = skill->require.status;
- req.eqItem = skill->require.eqItem;
- // Level dependence flag is determined based on the ItemCost Level label
- bool level_dependent = skill->require.itemid_level_dependent;
- switch( skill_id ) {
- /* Skill level-dependent checks */
- case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
- case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
- req.itemid[1] = skill->require.itemid[skill->max];
- req.amount[1] = skill->require.amount[skill->max];
- // Fall through
- /* Normal skill requirements and gemstone checks */
- default:
- for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
- // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
- if (!level_dependent) {
- switch( skill_id ) {
- case AM_POTIONPITCHER:
- case CR_SLIMPITCHER:
- case CR_CULTIVATION:
- if (i != skill_lv%11 - 1)
- continue;
- break;
- #ifdef RENEWAL
- case AM_CALLHOMUN:
- // Player has no homunculus, only requires first item
- if (i > 0 && sd->hd == nullptr) {
- i = MAX_SKILL_ITEM_REQUIRE;
- continue;
- }
- // Recalling from Rest state has a different consume item (stored as second item)
- if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
- req.itemid[0] = skill->require.itemid[1];
- req.amount[0] = skill->require.amount[1];
- if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
- skill_area_temp[0] = 0;
- i = MAX_SKILL_ITEM_REQUIRE;
- continue;
- }
- break;
- #else
- case AM_CALLHOMUN:
- if (sd->status.hom_id) //Don't delete items when hom is already out.
- continue;
- break;
- #endif
- case AB_ADORAMUS:
- if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
- continue;
- break;
- }
- req.itemid[i] = skill->require.itemid[i];
- req.amount[i] = skill->require.amount[i];
- if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
- int16 itIndex;
- if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
- if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
- req.itemid[i] = ITEMID_TRAP;
- else
- req.itemid[i] = ITEMID_TRAP_ALLOY;
- req.amount[i] = 1;
- }
- break;
- }
- }
- else {
- // Process level_dependent requirement
- if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE) {
- req.itemid[0] = skill->require.itemid[skill_lv - 1];
- req.amount[0] = skill->require.amount[skill_lv - 1];
- }
- }
- // Check requirement for gemstone.
- if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
- if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
- req.itemid[i] = req.amount[i] = 0;
- else {
- if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
- { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
- if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
- req.itemid[i] = req.amount[i] = 0;
- else if( --req.amount[i] < 1 )
- req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
- }
- }
- }
- // Check requirement for Magic Gear Fuel
- if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
- req.itemid[i] = req.amount[i] = 0;
- }
- break;
- }
- // Check for cost reductions due to skills & SCs
- switch(skill_id) {
- case MC_MAMMONITE:
- #ifdef RENEWAL
- case WS_CARTTERMINATION:
- #endif
- if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
- #ifdef RENEWAL
- req.zeny -= req.zeny*20/100;
- #else
- req.zeny -= req.zeny*10/100;
- #endif
- break;
- case AL_HOLYLIGHT:
- if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
- req.sp *= 5;
- break;
- case SL_SMA:
- case SL_STUN:
- case SL_STIN:
- {
- int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
- if(kaina_lv==0 || !sd || sd->status.base_level<70)
- break;
- if(sd->status.base_level>=90)
- req.sp -= req.sp*7*kaina_lv/100;
- else if(sd->status.base_level>=80)
- req.sp -= req.sp*5*kaina_lv/100;
- else if(sd->status.base_level>=70)
- req.sp -= req.sp*3*kaina_lv/100;
- }
- break;
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
- req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
- break;
- case MO_BODYRELOCATION:
- if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
- req.spiritball = 0;
- break;
- case MO_EXTREMITYFIST:
- if( sc ) {
- if( sc->data[SC_BLADESTOP] )
- req.spiritball--;
- else if( sc->data[SC_COMBO] ) {
- #ifndef RENEWAL
- switch( sc->data[SC_COMBO]->val1 ) {
- case MO_COMBOFINISH:
- req.spiritball = 4;
- break;
- case CH_TIGERFIST:
- req.spiritball = 3;
- break;
- case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
- req.spiritball = sd->spiritball?sd->spiritball:1;
- break;
- }
- #else
- req.spiritball = sd->spiritball ? sd->spiritball : 1;
- #endif
- } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
- req.spiritball = sd->spiritball; // must consume all regardless of the amount required
- }
- break;
- case LG_RAGEBURST:
- req.spiritball = sd->spiritball?sd->spiritball:1;
- break;
- case SR_FALLENEMPIRE:
- if (sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
- req.spiritball = 0;
- break;
- case SR_TIGERCANNON:
- if (sc && sc->data[SC_THIRD_EXOR_FLAME])
- req.spiritball = 0;
- break;
- case SR_RAMPAGEBLASTER:
- case SR_RIDEINLIGHTNING:
- if (sc && sc->data[SC_MASSIVE_F_BLASTER])
- req.spiritball = 0;
- break;
- case SR_GATEOFHELL:
- if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
- req.sp -= req.sp * 10 / 100;
- break;
- case SR_FLASHCOMBO:
- if (sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
- req.spiritball = 0;
- break;
- case SO_SUMMON_AGNI:
- case SO_SUMMON_AQUA:
- case SO_SUMMON_VENTUS:
- case SO_SUMMON_TERA: {
- int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
- if( spirit_sympathy )
- req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
- }
- break;
- case NPC_PSYCHIC_WAVE:
- case SO_PSYCHIC_WAVE:
- if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
- req.sp += req.sp / 2; // 1.5x SP cost
- break;
- }
- //Check if player is using the copied skill [Cydh]
- uint16 idx = skill_get_index(skill_id);
- if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
- uint16 req_opt = skill->copyable.req_opt;
- if (req_opt & SKILL_REQ_HPCOST)
- req.hp = 0;
- if (req_opt & SKILL_REQ_MAXHPTRIGGER)
- req.mhp = 0;
- if (req_opt & SKILL_REQ_SPCOST)
- req.sp = 0;
- if (req_opt & SKILL_REQ_HPRATECOST)
- req.hp_rate = 0;
- if (req_opt & SKILL_REQ_SPRATECOST)
- req.sp_rate = 0;
- if (req_opt & SKILL_REQ_ZENYCOST)
- req.zeny = 0;
- if (req_opt & SKILL_REQ_WEAPON)
- req.weapon = 0;
- if (req_opt & SKILL_REQ_AMMO) {
- req.ammo = 0;
- req.ammo_qty = 0;
- }
- if (req_opt & SKILL_REQ_STATE)
- req.state = ST_NONE;
- if (req_opt & SKILL_REQ_STATUS) {
- req.status.clear();
- req.status.shrink_to_fit();
- }
- if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
- req.spiritball = 0;
- if (req_opt & SKILL_REQ_ITEMCOST) {
- memset(req.itemid, 0, sizeof(req.itemid));
- memset(req.amount, 0, sizeof(req.amount));
- }
- if (req_opt & SKILL_REQ_EQUIPMENT) {
- req.eqItem.clear();
- req.eqItem.shrink_to_fit();
- }
- if (req_opt & SKILL_REQ_APCOST)
- req.ap = 0;
- if (req_opt & SKILL_REQ_APRATECOST)
- req.ap_rate = 0;
- }
- return req;
- }
- /*==========================================
- * Does cast-time reductions based on dex, item bonuses and config setting
- *------------------------------------------*/
- int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
- nullpo_ret(bl);
- double time = skill_get_cast(skill_id, skill_lv);
- #ifndef RENEWAL_CAST
- {
- struct map_session_data *sd = BL_CAST(BL_PC, bl);
- struct status_change *sc = status_get_sc(bl);
- int reduce_cast_rate = 0;
- uint8 flag = skill_get_castnodex(skill_id);
- // Calculate base cast time (reduced by dex)
- if (!(flag&1)) {
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0) // not instant cast
- time = time * (float)scale / battle_config.castrate_dex_scale;
- else
- return 0; // instant cast
- }
- // Calculate cast time reduced by item/card bonuses
- if (sd) {
- if (!(flag&4)) {
- if (sd->castrate != 100)
- reduce_cast_rate += 100 - sd->castrate;
- if (sd->bonus.add_varcast != 0)
- time += sd->bonus.add_varcast; // bonus bVariableCast
- }
- // Skill-specific reductions work regardless of flag
- for (const auto &it : sd->skillcastrate) {
- if (it.id == skill_id) {
- time += time * it.val / 100;
- break;
- }
- }
- for (const auto &it : sd->skillvarcast) {
- if (it.id == skill_id) { // bonus2 bSkillVariableCast
- time += it.val;
- break;
- }
- }
- }
- // These cast time reductions are processed even if the skill fails
- if (sc && sc->count) {
- // Magic Strings stacks additively with item bonuses
- if (!(flag&2) && sc->data[SC_POEMBRAGI])
- reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
- // Foresight halves the cast time, it does not stack additively
- if (sc->data[SC_MEMORIZE]) {
- if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
- if(!(flag&2))
- time -= time * 50 / 100;
- // Foresight counter gets reduced even if the skill is not affected by it
- if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
- status_change_end(bl, SC_MEMORIZE);
- }
- }
- }
- time = time * (1 - (float)reduce_cast_rate / 100);
- }
- #endif
- // config cast time multiplier
- if (battle_config.cast_rate != 100)
- time = time * battle_config.cast_rate / 100;
- // return final cast time
- time = max((int)time, 0);
- //ShowInfo("Castime castfix = %f\n",time);
- return (int)time;
- }
- #ifndef RENEWAL_CAST
- /**
- * Get the skill cast time for Pre-Re cast
- * @param bl: The caster
- * @param time: Cast time before Status Change addition or reduction
- * @return time: Modified castime after status change addition or reduction
- */
- int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
- {
- if (time < 0)
- return 0;
- if (bl->type == BL_MOB || bl->type == BL_NPC)
- return (int)time;
- status_change *sc = status_get_sc(bl);
- if (sc && sc->count) {
- if (!(flag&2)) {
- if (sc->data[SC_SLOWCAST])
- time += time * sc->data[SC_SLOWCAST]->val2 / 100;
- if (sc->data[SC_PARALYSIS])
- time += sc->data[SC_PARALYSIS]->val3;
- if (sc->data[SC_IZAYOI])
- time -= time * 50 / 100;
- if (sc->data[SC_2011RWC_SCROLL])
- time -= time * 5 / 100;
- }
- if (sc->data[SC_SUFFRAGIUM]) {
- if(!(flag&2))
- time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
- //Suffragium ends even if the skill is not affected by it
- status_change_end(bl, SC_SUFFRAGIUM);
- }
- }
- time = std::max(time, 0.0);
- //ShowInfo("Castime castfix_sc = %f\n",time);
- return (int)time;
- }
- #else
- /**
- * Get the skill cast time for RENEWAL_CAST.
- * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
- * Additive value:
- * Variable CastTime : time += value
- * Fixed CastTime : fixed += value
- * Multipicative value
- * Variable CastTime : VARCAST_REDUCTION(value)
- * Fixed CastTime : FIXEDCASTRATE2(value)
- * @param bl: The caster
- * @param time: Cast time without reduction
- * @param skill_id: Skill ID of the casted skill
- * @param skill_lv: Skill level of the casted skill
- * @return time: Modified castime after status and bonus addition or reduction
- */
- int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
- {
- nullpo_ret(bl);
- if (time < 0)
- return 0;
- if (bl->type == BL_MOB || bl->type == BL_NPC)
- return (int)time;
- status_change *sc = status_get_sc(bl);
- map_session_data *sd = BL_CAST(BL_PC, bl);
- int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
- uint8 flag = skill_get_castnodex(skill_id);
- if (fixed < 0) {
- if (battle_config.default_fixed_castrate > 0) {
- fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
- time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
- } else
- fixed = 0;
- }
- // Additive Variable Cast bonus adjustments by items
- if (sd && !(flag&4)) {
- if (sd->bonus.varcastrate != 0)
- reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
- if (sd->bonus.fixcastrate != 0)
- fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
- if (sd->bonus.add_varcast != 0)
- time += sd->bonus.add_varcast; // bonus bVariableCast
- if (sd->bonus.add_fixcast != 0)
- fixed += sd->bonus.add_fixcast; // bonus bFixedCast
- for (const auto &it : sd->skillfixcast) {
- if (it.id == skill_id) { // bonus2 bSkillFixedCast
- fixed += it.val;
- break;
- }
- }
- for (const auto &it : sd->skillvarcast) {
- if (it.id == skill_id) { // bonus2 bSkillVariableCast
- time += it.val;
- break;
- }
- }
- for (const auto &it : sd->skillcastrate) {
- if (it.id == skill_id) { // bonus2 bVariableCastrate
- reduce_cast_rate += it.val;
- break;
- }
- }
- for (const auto &it : sd->skillfixcastrate) {
- if (it.id == skill_id) { // bonus2 bFixedCastrate
- fixcast_r = max(fixcast_r, it.val);
- break;
- }
- }
- }
- // Adjusted by active statuses
- if (sc && sc->count && !(flag&2)) {
- // Multiplicative Variable CastTime values
- if (sc->data[SC_SLOWCAST])
- VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
- if (sc->data[SC__LAZINESS])
- VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
- if (sc->data[SC_SUFFRAGIUM]) {
- VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
- #ifndef RENEWAL
- status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
- #endif
- }
- if (sc->data[SC_MEMORIZE]) {
- if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
- reduce_cast_rate += 50;
- if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
- status_change_end(bl, SC_MEMORIZE);
- }
- }
- if (sc->data[SC_POEMBRAGI])
- reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
- if (sc->data[SC_IZAYOI])
- VARCAST_REDUCTION(50);
- if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
- VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
- if (sc->data[SC_TELEKINESIS_INTENSE])
- VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
- if (sc->data[SC_SOULFAIRY])
- VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
- if (sc->data[SC_EP16_2_BUFF_AC])
- VARCAST_REDUCTION(80);
- // Multiplicative Fixed CastTime values
- if (sc->data[SC_SECRAMENT])
- fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
- if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
- fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
- if (sc->data[SC_DANCEWITHWUG])
- fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
- if (sc->data[SC_HEAT_BARREL])
- fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
- if (sc->data[SC_FREEZING])
- fixcast_r -= 50;
- if (sc->data[SC_SWINGDANCE])
- fixcast_r = max(fixcast_r, skill_lv * 6);
- // Additive Fixed CastTime values
- if (sc->data[SC_MANDRAGORA])
- fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
- if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
- fixed -= 1000;
- if (sc->data[SC_IZAYOI])
- fixed = 0;
- if (sc->data[SC_GLOOMYDAY])
- fixed += skill_lv * 500;
- if (sc->data[SC_2011RWC_SCROLL])
- VARCAST_REDUCTION(5);
- }
- if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
- fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
- if (varcast_r < 0)
- time = time * (1 - (float)min(varcast_r, 100) / 100);
- // Apply Variable CastTime calculation by INT & DEX
- if (!(flag&1))
- time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
- time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
- time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
- return (int)time;
- }
- #endif
- /*==========================================
- * Does delay reductions based on dex/agi, sc data, item bonuses, ...
- *------------------------------------------*/
- int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
- {
- nullpo_ret(bl);
- if (skill_id == SA_ABRACADABRA)
- return 0; //Will use picked skill's delay.
- if (bl->type&battle_config.no_skill_delay)
- return battle_config.min_skill_delay_limit;
- int delaynodex = skill_get_delaynodex(skill_id);
- double time = skill_get_delay(skill_id, skill_lv);
- if (time < 0)
- time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
- status_change* sc = status_get_sc(bl);
- // Delay reductions
- switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
- case MO_TRIPLEATTACK:
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- case SJ_PROMINENCEKICK:
- //If delay not specified, it will be 1000 - 4*agi - 2*dex
- if (time == 0)
- time = 1000;
- time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
- break;
- #ifndef RENEWAL
- case HP_BASILICA:
- if (sc && !sc->data[SC_BASILICA])
- time = 0; // There is no Delay on Basilica creation, only on cancel
- break;
- #endif
- default:
- if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
- if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
- int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
- }
- if (sc && sc->count) {
- if (sc->data[SC_SPIRIT]) {
- switch (skill_id) {
- case CR_SHIELDBOOMERANG:
- if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
- time /= 2;
- break;
- case AS_SONICBLOW:
- if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
- time /= 2;
- break;
- }
- }
- }
- int delay = 0;
- if (!(delaynodex&2)) {
- if (sc && sc->count) {
- if (sc->data[SC_POEMBRAGI])
- delay += sc->data[SC_POEMBRAGI]->val3;
- if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
- delay += 50; // After Delay of Wind element spells reduced by 50%.
- if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
- delay += sc->data[SC_MAGICMUSHROOM]->val2;
- }
- }
- if (!(delaynodex&4) && bl->type == BL_PC) {
- map_session_data* sd = (map_session_data*)bl;
- if (sd->bonus.delayrate != 0) // bonus bDelayRate
- delay += sd->bonus.delayrate;
- for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
- if (it.id == skill_id) {
- time += it.val;
- break;
- }
- }
- }
- if (delay != 0)
- time = time * (1 - (float)min(delay, 100) / 100);
- if (battle_config.delay_rate != 100)
- time = time * battle_config.delay_rate / 100;
- //ShowInfo("Delay delayfix = %f\n",time);
- return max((int)time,0);
- }
- /*==========================================
- * Weapon Repair [Celest/DracoRPG]
- *------------------------------------------*/
- void skill_repairweapon(struct map_session_data *sd, int idx) {
- static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
- ITEMID_IRON_ORE,
- ITEMID_IRON,
- ITEMID_STEEL,
- ITEMID_ORIDECON_STONE,
- #ifdef RENEWAL
- 0
- #endif
- };
- static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
- ITEMID_STEEL,
- #ifdef RENEWAL
- 0
- #endif
- };
- t_itemid material = 0;
- struct item *item;
- struct map_session_data *target_sd;
- nullpo_retv(sd);
- if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
- return;
- if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
- return;
- if( idx < 0 || idx >= MAX_INVENTORY )
- return; //Invalid index??
- item = &target_sd->inventory.u.items_inventory[idx];
- if( !item->nameid || !item->attribute )
- return; //Again invalid item....
- if (itemdb_ishatched_egg(item))
- return;
- if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
- clif_item_repaireffect(sd, idx, 1);
- return;
- }
- if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
- material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
- }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
- material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
- }
- if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
- clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
- return;
- }
- clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
- item->attribute = 0;/* clear broken state */
- clif_equiplist(target_sd);
- pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
- clif_item_repaireffect(sd,idx,0);
- if( sd != target_sd )
- clif_item_repaireffect(target_sd,idx,0);
- }
- /*==========================================
- * Item Appraisal
- *------------------------------------------*/
- void skill_identify(struct map_session_data *sd, int idx)
- {
- int flag=1;
- nullpo_retv(sd);
- sd->state.workinprogress = WIP_DISABLE_NONE;
- if(idx >= 0 && idx < MAX_INVENTORY) {
- if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
- flag=0;
- sd->inventory.u.items_inventory[idx].identify = 1;
- }
- }
- clif_item_identified(sd,idx,flag);
- }
- /*==========================================
- * Weapon Refine [Celest]
- *------------------------------------------*/
- void skill_weaponrefine(struct map_session_data *sd, int idx)
- {
- static const t_itemid material[MAX_WEAPON_LEVEL] = {
- ITEMID_PHRACON,
- ITEMID_EMVERETARCON,
- ITEMID_ORIDECON,
- ITEMID_ORIDECON,
- #ifdef RENEWAL
- 0
- #endif
- };
- nullpo_retv(sd);
- if (idx >= 0 && idx < MAX_INVENTORY)
- {
- struct item *item;
- struct item_data *ditem = sd->inventory_data[idx];
- item = &sd->inventory.u.items_inventory[idx];
- if(item->nameid > 0 && ditem->type == IT_WEAPON) {
- if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
- clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
- return;
- }
- if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
- clif_upgrademessage(sd, 2, item->nameid);
- return;
- }
- int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
- if( i < 0 ) {
- clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
- return;
- }
- std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
- if( info == nullptr ){
- clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
- return;
- }
- std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
- if( cost == nullptr ){
- clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
- return;
- }
- if( cost->nameid != material[ditem->weapon_level - 1] ){
- ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
- clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
- return;
- }
- int per = ( cost->chance / 100 );
- if( sd->class_&JOBL_THIRD )
- per += 10;
- else
- per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
- pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
- if (per > rnd() % 100) {
- int ep=0;
- log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
- item->refine++;
- log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
- if(item->equip) {
- ep = item->equip;
- pc_unequipitem(sd,idx,3);
- }
- clif_delitem(sd,idx,1,3);
- clif_upgrademessage(sd, 0, item->nameid);
- clif_inventorylist(sd);
- clif_refine(sd->fd,0,idx,item->refine);
- if( ditem->type == IT_WEAPON ){
- achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
- }
- if (ep)
- pc_equipitem(sd,idx,ep);
- clif_misceffect(&sd->bl,3);
- if(item->refine == 10 &&
- item->card[0] == CARD0_FORGE &&
- (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
- { // Fame point system [DracoRPG]
- switch(ditem->weapon_level){
- case 1:
- pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
- break;
- case 2:
- pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
- break;
- case 3:
- pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
- break;
- }
- }
- } else {
- item->refine = 0;
- if(item->equip)
- pc_unequipitem(sd,idx,3);
- clif_upgrademessage(sd, 1, item->nameid);
- clif_refine(sd->fd,1,idx,item->refine);
- achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
- pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
- clif_misceffect(&sd->bl,2);
- clif_emotion(&sd->bl, ET_HUK);
- }
- }
- }
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_autospell(struct map_session_data *sd, uint16 skill_id)
- {
- nullpo_ret(sd);
- if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
- return 0;
- uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
- uint16 maxlv = 1;
- if (skill_lv == 0 || lv == 0)
- return 0; // Player must learn the skill before doing auto-spell [Lance]
- #ifdef RENEWAL
- if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
- maxlv = 10; //Soul Linker bonus. [Skotlex]
- else
- maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
- #else
- if(skill_id==MG_NAPALMBEAT) maxlv=3;
- else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
- if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
- maxlv = 10; //Soul Linker bonus. [Skotlex]
- else if(skill_lv==2) maxlv=1;
- else if(skill_lv==3) maxlv=2;
- else if(skill_lv>=4) maxlv=3;
- }
- else if(skill_id==MG_SOULSTRIKE){
- if(skill_lv==5) maxlv=1;
- else if(skill_lv==6) maxlv=2;
- else if(skill_lv>=7) maxlv=3;
- }
- else if(skill_id==MG_FIREBALL){
- if(skill_lv==8) maxlv=1;
- else if(skill_lv>=9) maxlv=2;
- }
- else if(skill_id==MG_FROSTDIVER) maxlv=1;
- else return 0;
- #endif
- maxlv = min(lv, maxlv);
- sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skill_lv));
- return 0;
- }
- /**
- * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
- * @param bl: Player object
- * @param ap: va_arg list
- * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
- */
- static int skill_sit_count(struct block_list *bl, va_list ap)
- {
- struct map_session_data *sd = (struct map_session_data*)bl;
- int flag = va_arg(ap, int);
- if (!pc_issit(sd))
- return 0;
- if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
- return 1;
- if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
- return 1;
- return 0;
- }
- /**
- * Triggered when a player sits down to activate bonus states.
- * @param bl: Player object
- * @param ap: va_arg list
- * @return 0
- */
- static int skill_sit_in(struct block_list *bl, va_list ap)
- {
- struct map_session_data *sd = (struct map_session_data*)bl;
- int flag = va_arg(ap, int);
- if (!pc_issit(sd))
- return 0;
- if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
- sd->state.gangsterparadise = 1;
- if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
- sd->state.rest = 1;
- status_calc_regen(bl, &sd->battle_status, &sd->regen);
- status_calc_regen_rate(bl, &sd->regen, &sd->sc);
- }
- return 0;
- }
- /**
- * Triggered when a player stands up to deactivate bonus states.
- * @param bl: Player object
- * @param ap: va_arg list
- * @return 0
- */
- static int skill_sit_out(struct block_list *bl, va_list ap)
- {
- struct map_session_data *sd = (struct map_session_data*)bl;
- int flag = va_arg(ap, int), range = va_arg(ap, int);
- if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
- return 0;
- if (flag&1 && sd->state.gangsterparadise)
- sd->state.gangsterparadise = 0;
- if (flag&2 && sd->state.rest) {
- sd->state.rest = 0;
- status_calc_regen(bl, &sd->battle_status, &sd->regen);
- status_calc_regen_rate(bl, &sd->regen, &sd->sc);
- }
- return 0;
- }
- /**
- * Toggle Sit icon and player bonuses when sitting/standing.
- * @param sd: Player data
- * @param sitting: True when sitting or false when standing
- * @return 0
- */
- int skill_sit(struct map_session_data *sd, bool sitting)
- {
- int flag = 0, range = 0, lv;
- nullpo_ret(sd);
- if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
- flag |= 1;
- range = skill_get_splash(RG_GANGSTER, lv);
- }
- if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
- flag |= 2;
- range = skill_get_splash(TK_HPTIME, lv);
- } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
- flag |= 2;
- range = skill_get_splash(TK_SPTIME, lv);
- }
- if (sitting)
- clif_status_load(&sd->bl, EFST_SIT, 1);
- else
- clif_status_load(&sd->bl, EFST_SIT, 0);
- if (!flag) // No need to count area if no skills are learned.
- return 0;
- if (sitting) {
- if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
- map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
- } else
- map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
- return 0;
- }
- /*==========================================
- * Do Forstjoke/Scream effect
- *------------------------------------------*/
- int skill_frostjoke_scream(struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- uint16 skill_id,skill_lv;
- t_tick tick;
- nullpo_ret(bl);
- nullpo_ret(src = va_arg(ap,struct block_list*));
- skill_id = va_arg(ap,int);
- skill_lv = va_arg(ap,int);
- if(!skill_lv)
- return 0;
- tick = va_arg(ap,t_tick);
- if (src == bl || status_isdead(bl))
- return 0;
- if (bl->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data *)bl;
- if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
- return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
- }
- //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
- if(battle_check_target(src,bl,BCT_ENEMY) > 0)
- skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
- else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
- skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
- return 0;
- }
- /**
- * Set map cell flag as skill unit effect
- * @param src Skill unit
- * @param skill_id
- * @param skill_lv
- * @param cell Cell type cell_t
- * @param flag 0/1
- */
- static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
- {
- int range = skill_get_unit_range(skill_id,skill_lv);
- int x, y;
- for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
- for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
- map_setcell(src->bl.m, x, y, cell, flag);
- }
- /**
- * Do skill attack area (such splash effect) around the 'first' target.
- * First target will skip skill condition, always receive damage. But,
- * around it, still need target/condition validation by
- * battle_check_target and status_check_skilluse
- * @param bl
- * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
- */
- int skill_attack_area(struct block_list *bl, va_list ap)
- {
- struct block_list *src,*dsrc;
- int atk_type,skill_id,skill_lv,flag,type;
- t_tick tick;
- if(status_isdead(bl))
- return 0;
- atk_type = va_arg(ap,int);
- src = va_arg(ap,struct block_list*);
- dsrc = va_arg(ap,struct block_list*);
- skill_id = va_arg(ap,int);
- skill_lv = va_arg(ap,int);
- tick = va_arg(ap,t_tick);
- flag = va_arg(ap,int);
- type = va_arg(ap,int);
- if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
- return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
- }
- if(battle_check_target(dsrc,bl,type) <= 0 ||
- !status_check_skilluse(NULL, bl, skill_id, 2))
- return 0;
- switch (skill_id) {
- case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
- if (src->x == bl->x && src->y == bl->y)
- return 0; //Does not hit current cell
- if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
- return 0;
- //Fall through
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
- default:
- //Area-splash, disable skill animation.
- return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
- }
- }
- /**
- * Clear skill unit group
- * @param bl: Unit to check
- * @param flag: Skill group to clear
- */
- int skill_clear_group(block_list *bl, uint8 flag)
- {
- nullpo_ret(bl);
- unit_data *ud = unit_bl2ud(bl);
- if (ud == nullptr)
- return 0;
- size_t count = 0;
- bool deleted = false;
- // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
- for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
- switch ((*it)->skill_id) {
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case NJ_SUITON:
- case NJ_KAENSIN:
- case SC_CHAOSPANIC:
- case MH_POISON_MIST:
- case MH_LAVA_SLIDE:
- if (flag & 1) {
- skill_delunitgroup(*it);
- count++;
- deleted = true;
- }
- break;
- case SO_CLOUD_KILL:
- case NPC_CLOUD_KILL:
- if (flag & 4) {
- skill_delunitgroup(*it);
- count++;
- deleted = true;
- }
- break;
- case SO_WARMER:
- if (flag & 8) {
- skill_delunitgroup(*it);
- count++;
- deleted = true;
- }
- break;
- default:
- if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
- skill_delunitgroup(*it);
- count++;
- deleted = true;
- }
- break;
- }
- }
- return static_cast<int>(count);
- }
- /**
- * Returns the first element field found [Skotlex]
- * @param bl
- * @return s_skill_unit_group
- */
- std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
- {
- nullpo_ret(bl);
- unit_data *ud = unit_bl2ud(bl);
- if (ud == nullptr)
- return nullptr;
- for (const auto su : ud->skillunits) {
- switch (su->skill_id) {
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case NJ_SUITON:
- case SO_CLOUD_KILL:
- case NPC_CLOUD_KILL:
- case SO_WARMER:
- case SC_CHAOSPANIC:
- case MH_POISON_MIST:
- case MH_LAVA_SLIDE:
- return su;
- }
- }
- return nullptr;
- }
- /// Graffiti cleaner [Valaris]
- int skill_graffitiremover(struct block_list *bl, va_list ap)
- {
- struct skill_unit *unit = NULL;
- int remove = va_arg(ap, int);
- nullpo_retr(0, bl);
- if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
- return 0;
- if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
- if (remove == 1)
- skill_delunit(unit);
- return 1;
- }
- return 0;
- }
- /// Greed effect
- int skill_greed(struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- struct map_session_data *sd = NULL;
- struct flooritem_data *fitem = NULL;
- nullpo_ret(bl);
- nullpo_ret(src = va_arg(ap, struct block_list *));
- if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
- pc_takeitem(sd, fitem);
- return 0;
- }
- /// Ranger's Detonator [Jobbie/3CeAM]
- int skill_detonator(struct block_list *bl, va_list ap)
- {
- nullpo_ret(bl);
- if (bl->type != BL_SKILL)
- return 0;
- block_list *src = va_arg(ap, block_list *);
- skill_unit *unit = (skill_unit *)bl;
- if (unit == nullptr)
- return 0;
- std::shared_ptr<s_skill_unit_group> group = unit->group;
- if (group == nullptr || group->src_id != src->id)
- return 0;
- int unit_id = group->unit_id;
- switch( unit_id )
- { //List of Hunter and Ranger Traps that can be detonate.
- case UNT_BLASTMINE:
- case UNT_SANDMAN:
- case UNT_CLAYMORETRAP:
- case UNT_TALKIEBOX:
- case UNT_CLUSTERBOMB:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- switch(unit_id) {
- case UNT_TALKIEBOX:
- clif_talkiebox(bl,group->valstr);
- group->val2 = -1;
- break;
- case UNT_CLAYMORETRAP:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
- break;
- default:
- map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
- break;
- }
- if (unit->group == nullptr)
- return 0;
- clif_changetraplook(bl, UNT_USED_TRAPS);
- group->unit_id = UNT_USED_TRAPS;
- group->limit = DIFF_TICK(gettick(),group->tick) +
- (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
- break;
- }
- return 0;
- }
- /**
- * Calculate Royal Guard's Banding bonus
- * @param sd: Player data
- * @return Number of Royal Guard
- */
- int skill_banding_count(struct map_session_data *sd)
- {
- nullpo_ret(sd);
- return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
- }
- /**
- * Rebellion's Bind Trap explosion
- * @author [Cydh]
- */
- static int skill_bind_trap(struct block_list *bl, va_list ap) {
- struct skill_unit *su = NULL;
- struct block_list *src = NULL;
- nullpo_ret(bl);
- src = va_arg(ap,struct block_list *);
- if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
- return 0;
- if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
- return 0;
- map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
- clif_changetraplook(bl, UNT_USED_TRAPS);
- su->group->unit_id = UNT_USED_TRAPS;
- su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
- return 1;
- }
- /*==========================================
- * Check new skill unit cell when overlapping in other skill unit cell.
- * Catched skill in cell value pushed to *unit pointer.
- * Set (*alive) to 0 will ends 'new unit' check
- *------------------------------------------*/
- static int skill_cell_overlap(struct block_list *bl, va_list ap)
- {
- uint16 skill_id;
- int *alive;
- struct skill_unit *unit;
- skill_id = va_arg(ap,int);
- alive = va_arg(ap,int *);
- unit = (struct skill_unit *)bl;
- if (unit == NULL || unit->group == NULL || (*alive) == 0)
- return 0;
- if (unit->group->state.guildaura) /* guild auras are not cancelled! */
- return 0;
- switch (skill_id) {
- case SA_LANDPROTECTOR: {
- if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
- (*alive) = 0;
- skill_delunit(unit);
- return 1;
- }
- std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
- //It deletes everything except traps and barriers
- if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
- if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
- if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
- skill_delunitgroup(unit->group);
- } else
- skill_delunit(unit);
- return 1;
- }
- }
- break;
- case GN_CRAZYWEED_ATK:
- if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
- break;
- case HW_GANBANTEIN:
- case LG_EARTHDRIVE:
- // Officially songs/dances are removed
- if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
- if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
- skill_delunitgroup(unit->group);
- } else
- skill_delunit(unit);
- return 1;
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- // The official implementation makes them fail to appear when casted on top of ANYTHING
- // but I wonder if they didn't actually meant to fail when casted on top of each other?
- // hence, I leave the alternate implementation here, commented. [Skotlex]
- if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
- {
- (*alive) = 0;
- return 1;
- }
- /*
- switch (unit->group->skill_id)
- { //These cannot override each other.
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- (*alive) = 0;
- return 1;
- }
- */
- break;
- case PF_FOGWALL:
- switch(unit->group->skill_id) {
- case SA_VOLCANO: //Can't be placed on top of these
- case SA_VIOLENTGALE:
- (*alive) = 0;
- return 1;
- case SA_DELUGE:
- case NJ_SUITON:
- //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
- (*alive) = 2;
- break;
- }
- break;
- case WZ_WATERBALL:
- switch (unit->group->skill_id) {
- case SA_DELUGE:
- case NJ_SUITON:
- //Consumes deluge/suiton
- skill_delunit(unit);
- return 1;
- }
- break;
- case WZ_ICEWALL:
- #ifndef RENEWAL
- case HP_BASILICA:
- case HW_GRAVITATION:
- #endif
- //These can't be placed on top of themselves (duration can't be refreshed)
- if (unit->group->skill_id == skill_id)
- {
- (*alive) = 0;
- return 1;
- }
- break;
- case RL_FIRE_RAIN: {
- std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
- if (uf[UF_REMOVEDBYFIRERAIN]) {
- if (uf[UF_RANGEDSINGLEUNIT]) {
- if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
- skill_delunitgroup(unit->group);
- } else
- skill_delunit(unit);
- return 1;
- }
- }
- break;
- }
- std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
- if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
- (*alive) = 0;
- return 1;
- }
- return 0;
- }
- /*==========================================
- * Splash effect for skill unit 'trap type'.
- * Chance triggered when damaged, timeout, or char step on it.
- *------------------------------------------*/
- static int skill_trap_splash(struct block_list *bl, va_list ap)
- {
- struct block_list *src = va_arg(ap,struct block_list *);
- struct skill_unit *unit = NULL;
- t_tick tick = va_arg(ap,t_tick);
- struct block_list *ss; //Skill src bl
- nullpo_ret(src);
- unit = (struct skill_unit *)src;
- if (!unit || !unit->alive || bl->prev == NULL)
- return 0;
- std::shared_ptr<s_skill_unit_group> sg = unit->group;
- if (sg == nullptr)
- return 0;
- nullpo_ret(ss = map_id2bl(sg->src_id));
- if (battle_check_target(src,bl,sg->target_flag) <= 0)
- return 0;
- switch (sg->unit_id) {
- case UNT_B_TRAP:
- if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
- skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
- break;
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
- break;
- case UNT_GROUNDDRIFT_WIND:
- if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
- break;
- case UNT_GROUNDDRIFT_DARK:
- if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
- break;
- case UNT_GROUNDDRIFT_POISON:
- if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
- break;
- case UNT_GROUNDDRIFT_WATER:
- if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
- break;
- case UNT_GROUNDDRIFT_FIRE:
- if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
- break;
- case UNT_ELECTRICSHOCKER:
- if (bl->id != ss->id) {
- if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
- break;
- if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
- map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
- clif_fixpos(bl);
- clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
- }
- }
- break;
- case UNT_MAGENTATRAP:
- case UNT_COBALTTRAP:
- case UNT_MAIZETRAP:
- case UNT_VERDURETRAP:
- if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
- struct status_data *status = status_get_status_data(bl);
- status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
- status->ele_lv = (unsigned char)sg->skill_lv;
- }
- break;
- case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
- skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
- break;
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- if( src->id == bl->id ) break;
- if( bl->type == BL_SKILL ) {
- struct skill_unit *su = (struct skill_unit *)bl;
- if (su && su->group->unit_id == UNT_USED_TRAPS)
- break;
- }
- case UNT_CLUSTERBOMB:
- if( ss != bl )
- skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
- break;
- case UNT_CLAYMORETRAP:
- if( src->id == bl->id ) break;
- if( bl->type == BL_SKILL ) {
- struct skill_unit *su = (struct skill_unit *)bl;
- if (!su)
- return 0;
- switch(su->group->unit_id) {
- case UNT_CLAYMORETRAP:
- case UNT_LANDMINE:
- case UNT_BLASTMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- clif_changetraplook(bl, UNT_USED_TRAPS);
- su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
- su->group->unit_id = UNT_USED_TRAPS;
- break;
- }
- }
- default: {
- int split_count = 0;
- if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
- split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
- skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
- }
- break;
- }
- return 1;
- }
- int skill_maelstrom_suction(struct block_list *bl, va_list ap)
- {
- uint16 skill_id, skill_lv;
- struct skill_unit *unit;
- nullpo_ret(bl);
- skill_id = va_arg(ap,int);
- skill_lv = va_arg(ap,int);
- unit = (struct skill_unit *)bl;
- if( unit == NULL || unit->group == NULL )
- return 0;
- if( skill_get_inf2(skill_id, INF2_ISTRAP) )
- return 0;
- if( unit->group->skill_id == SC_MAELSTROM ) {
- struct block_list *src;
- if( (src = map_id2bl(unit->group->src_id)) ){
- int sp = unit->group->skill_lv * skill_lv;
- if( src->type == BL_PC )
- sp += ((TBL_PC*)src)->status.job_level / 5;
- status_heal(src, 0, sp/2, 1);
- }
- }
- return 0;
- }
- /**
- * Check cloaking condition
- * @param bl
- * @param sce
- * @return True if near wall; False otherwise
- */
- bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
- {
- bool wall = true;
- if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
- || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
- { //Check for walls.
- static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
- static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
- int i;
- ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
- if( i == 8 )
- wall = false;
- }
- if( sce ) {
- if( !wall ) {
- if( sce->val1 < 3 ) //End cloaking.
- status_change_end(bl, SC_CLOAKING);
- else if( sce->val4&1 ) { //Remove wall bonus
- sce->val4&=~1;
- status_calc_bl(bl, { SCB_SPEED });
- }
- } else {
- if( !(sce->val4&1) ) { //Add wall speed bonus
- sce->val4|=1;
- status_calc_bl(bl, { SCB_SPEED });
- }
- }
- }
- return wall;
- }
- /** Check Shadow Form on the target
- * @param bl: Target
- * @param damage: Damage amount
- * @param hit
- * @return true - in Shadow Form state; false - otherwise
- */
- bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
- {
- struct status_change *sc;
- nullpo_retr(false,bl);
- if (!damage)
- return false;
- sc = status_get_sc(bl);
- if( sc && sc->data[SC__SHADOWFORM] ) {
- struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
- if( !src || src->m != bl->m ) {
- status_change_end(bl, SC__SHADOWFORM);
- return false;
- }
- if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
- if( src->type == BL_PC )
- ((TBL_PC*)src)->shadowform_id = 0;
- status_change_end(bl, SC__SHADOWFORM);
- return false;
- }
- status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
- if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
- status_change_end(bl, SC__SHADOWFORM);
- if( src->type == BL_PC )
- ((TBL_PC*)src)->shadowform_id = 0;
- }
- return true;
- }
- return false;
- }
- /**
- * Check camouflage condition
- * @param bl
- * @param sce
- * @return True if near wall; False otherwise
- * @TODO: Seems wrong
- */
- bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
- {
- bool wall = true;
- if( bl->type == BL_PC ) { //Check for walls.
- static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
- static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
- int i;
- ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
- if( i == 8 )
- wall = false;
- }
- if( sce ) {
- if( !wall && sce->val1 < 3 ) //End camouflage.
- status_change_end(bl, SC_CAMOUFLAGE);
- status_calc_bl(bl, { SCB_SPEED });
- }
- return wall;
- }
- /**
- * Process skill unit visibilty for single BL in area
- * @param bl
- * @param ap
- * @author [Cydh]
- **/
- int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
- struct skill_unit *su = NULL;
- struct block_list *src = NULL;
- unsigned int party1 = 0;
- bool visible = true;
- nullpo_ret(bl);
- nullpo_ret((su = va_arg(ap, struct skill_unit*)));
- nullpo_ret((src = va_arg(ap, struct block_list*)));
- party1 = va_arg(ap, unsigned int);
- if (src != bl) {
- unsigned int party2 = status_get_party_id(bl);
- if (!party1 || !party2 || party1 != party2)
- visible = false;
- }
- clif_getareachar_skillunit(bl, su, SELF, visible);
- return 1;
- }
- /**
- * Check for skill unit visibilty in area on
- * - skill first placement
- * - skill moved (knocked back, moved dance)
- * @param su Skill unit
- * @param target Affected target for this visibility @see enum send_target
- * @author [Cydh]
- **/
- void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
- nullpo_retv(su);
- if (!su->hidden) // It's not hidden, just do this!
- clif_getareachar_skillunit(&su->bl, su, target, true);
- else {
- struct block_list *src = battle_get_master(&su->bl);
- map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
- su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
- }
- }
- /**
- * Check for skill unit visibilty on single BL on insight/spawn action
- * @param su Skill unit
- * @param bl Block list
- * @author [Cydh]
- **/
- void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
- bool visible = true;
- struct block_list *src = NULL;
- nullpo_retv(bl);
- nullpo_retv(su);
- nullpo_retv((src = battle_get_master(&su->bl)));
- if (su->hidden && src != bl) {
- unsigned int party1 = status_get_party_id(src);
- unsigned int party2 = status_get_party_id(bl);
- if (!party1 || !party2 || party1 != party2)
- visible = false;
- }
- clif_getareachar_skillunit(bl, su, SELF, visible);
- }
- /**
- * Initialize new skill unit for skill unit group.
- * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
- * @param group Skill unit group
- * @param idx
- * @param x
- * @param y
- * @param val1
- * @param val2
- */
- struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
- {
- if (group == nullptr || group->unit == nullptr)
- return nullptr;
- skill_unit *unit = &group->unit[idx];
- if (unit == nullptr)
- return nullptr;
- if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
- return unit;
- if(!unit->alive)
- group->alive_count++;
- unit->bl.id = map_get_new_object_id();
- unit->bl.type = BL_SKILL;
- unit->bl.m = group->map;
- unit->bl.x = x;
- unit->bl.y = y;
- unit->group = group;
- unit->alive = 1;
- unit->val1 = val1;
- unit->val2 = val2;
- unit->hidden = hidden;
- // Stores new skill unit
- idb_put(skillunit_db, unit->bl.id, unit);
- map_addiddb(&unit->bl);
- if(map_addblock(&unit->bl))
- return NULL;
- // Perform oninit actions
- switch (group->skill_id) {
- case WZ_ICEWALL:
- map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
- clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
- skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
- break;
- #ifndef RENEWAL
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
- break;
- #endif
- case SC_MAELSTROM:
- skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
- break;
- default:
- if (group->state.song_dance&0x1) //Check for dissonance.
- skill_dance_overlap(unit, 1);
- break;
- }
- skill_getareachar_skillunit_visibilty(unit, AREA);
- return unit;
- }
- /**
- * Remove unit
- * @param unit
- */
- int skill_delunit(struct skill_unit* unit)
- {
- nullpo_ret(unit);
- if( !unit->alive )
- return 0;
- unit->alive = 0;
- std::shared_ptr<s_skill_unit_group> group = unit->group;
- if (group == nullptr)
- return 0;
- if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
- skill_dance_overlap(unit, 0);
- // invoke onout event
- if( !unit->range )
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
- // perform ondelete actions
- switch (group->skill_id) {
- case HT_ANKLESNARE:
- case SC_ESCAPE:
- {
- struct block_list* target = map_id2bl(group->val2);
- if( target )
- status_change_end(target, SC_ANKLE);
- }
- break;
- case WZ_ICEWALL:
- map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
- clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
- skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
- break;
- #ifndef RENEWAL
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
- break;
- #endif
- case RA_ELECTRICSHOCKER: {
- struct block_list* target = map_id2bl(group->val2);
- if( target )
- status_change_end(target, SC_ELECTRICSHOCKER);
- }
- break;
- case SC_MAELSTROM:
- skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
- break;
- case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
- if( group->val2 ) { // Someone Traped
- struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
- if( tsc && tsc->data[SC__MANHOLE] )
- tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
- }
- break;
- }
- clif_skill_delunit(unit);
- unit->group=NULL;
- map_delblock(&unit->bl); // don't free yet
- map_deliddb(&unit->bl);
- idb_remove(skillunit_db, unit->bl.id);
- if(--group->alive_count==0)
- skill_delunitgroup(group);
- return 0;
- }
- static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
- /// Returns the target s_skill_unit_group or nullptr if not found.
- std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
- return util::umap_find(skillunit_group_db, group_id);
- }
- static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
- /**
- * Returns a new group_id that isn't being used in skillunit_group_db.
- * Fatal error if nothing is available.
- */
- static int skill_get_new_group_id(void)
- {
- if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
- return skill_unit_group_newid++;// available
- {// find next id
- int base_id = skill_unit_group_newid;
- while( base_id != ++skill_unit_group_newid )
- {
- if( skill_unit_group_newid < MAX_SKILL )
- skill_unit_group_newid = MAX_SKILL;
- if( skill_id2group(skill_unit_group_newid) == NULL )
- return skill_unit_group_newid++;// available
- }
- // full loop, nothing available
- ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
- exit(1);
- }
- }
- /**
- * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
- * @param src Object that cast the skill
- * @param count How many 'cells' used that needed. Related with skill layout
- * @param skill_id ID of used skill
- * @param skill_lv Skill level of used skill
- * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
- * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
- * @param interval Time interval
- * @return s_skill_unit_group
- */
- std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
- {
- nullpo_retr(nullptr, src);
- unit_data *ud = unit_bl2ud(src);
- nullpo_retr(nullptr, ud);
- if (skill_id == 0 || skill_lv == 0)
- return 0;
- auto group = std::make_shared<s_skill_unit_group>();
- group->src_id = src->id;
- group->party_id = status_get_party_id(src);
- group->guild_id = status_get_guild_id(src);
- group->bg_id = bg_team_get_id(src);
- group->group_id = skill_get_new_group_id();
- group->link_group_id = 0;
- group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
- group->unit_count = count;
- group->alive_count = 0;
- group->val1 = 0;
- group->val2 = 0;
- group->val3 = 0;
- group->skill_id = skill_id;
- group->skill_lv = skill_lv;
- group->unit_id = unit_id;
- group->map = src->m;
- group->limit = limit;
- group->interval = interval;
- group->tick = gettick();
- group->valstr = nullptr;
- ud->skillunits.push_back(group);
- // Stores this new group
- skillunit_group_db.insert({ group->group_id, group });
- return group;
- }
- /**
- * Remove skill unit group
- * @param group
- * @param file
- * @param line
- * @param *func
- */
- int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
- {
- struct block_list* src;
- struct unit_data *ud;
- short i;
- int link_group_id;
- if( group == nullptr ) {
- ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
- return 0;
- }
- src = map_id2bl(group->src_id);
- ud = unit_bl2ud(src);
- if (!src || !ud) {
- ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
- return 0;
- }
- if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
- switch( group->skill_id ) {
- case BA_DISSONANCE:
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_UGLYDANCE:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- case NC_NEUTRALBARRIER:
- case NC_STEALTHFIELD:
- skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
- break;
- }
- }
- if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
- struct status_change* sc = status_get_sc(src);
- if (sc && sc->data[SC_DANCING]) {
- sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
- status_change_end(src, SC_DANCING);
- }
- }
- // End SC from the master when the skill group is deleted
- i = SC_NONE;
- switch (group->unit_id) {
- case UNT_GOSPEL: i = SC_GOSPEL; break;
- #ifndef RENEWAL
- case UNT_BASILICA: i = SC_BASILICA; break;
- #endif
- }
- if (i != SC_NONE) {
- struct status_change *sc = status_get_sc(src);
- if (sc && sc->data[i]) {
- sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
- status_change_end(src, (sc_type)i);
- }
- }
- switch( group->skill_id ) {
- case PF_SPIDERWEB:
- {
- struct block_list* target = map_id2bl(group->val2);
- struct status_change *sc;
- bool removed = true;
- //Clear group id from status change
- if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
- if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
- sc->data[SC_SPIDERWEB]->val2 = 0;
- else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
- sc->data[SC_SPIDERWEB]->val3 = 0;
- else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
- sc->data[SC_SPIDERWEB]->val4 = 0;
- else //Group was already removed in status_change_end, don't call it again!
- removed = false;
- //The last group was cleared, end status change
- if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
- status_change_end(target, SC_SPIDERWEB);
- }
- }
- break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM: {
- status_change *sc = status_get_sc(src);
- if (sc && sc->data[SC_WARM]) {
- sc->data[SC_WARM]->val4 = 0;
- status_change_end(src, SC_WARM);
- }
- }
- break;
- case LG_BANDING: {
- status_change *sc = status_get_sc(src);
- if (sc && sc->data[SC_BANDING]) {
- sc->data[SC_BANDING]->val4 = 0;
- status_change_end(src, SC_BANDING);
- }
- }
- break;
- case NC_NEUTRALBARRIER:
- {
- struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) != NULL ) {
- if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
- {
- sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
- status_change_end(src,SC_NEUTRALBARRIER_MASTER);
- }
- status_change_end(src,SC_NEUTRALBARRIER);
- }
- }
- break;
- case NC_STEALTHFIELD:
- {
- struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
- sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
- status_change_end(src,SC_STEALTHFIELD_MASTER);
- }
- }
- break;
- }
- if (src->type==BL_PC && group->state.ammo_consume)
- battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
- group->alive_count=0;
- // remove all unit cells
- if(group->unit != NULL)
- for( int j = 0; j < group->unit_count; j++ )
- skill_delunit(&group->unit[j]);
- // clear Talkie-box string
- if( group->valstr != NULL ) {
- aFree(group->valstr);
- group->valstr = NULL;
- }
- link_group_id = group->link_group_id;
- if (skillunit_group_db.erase(group->group_id) != 1)
- ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
- util::vector_erase_if_exists(ud->skillunits, group);
- if(link_group_id) {
- std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
- if(group_cur)
- skill_delunitgroup(group_cur);
- }
- return 1;
- }
- /**
- * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
- * @param src
- */
- void skill_clear_unitgroup(struct block_list *src)
- {
- nullpo_retv(src);
- unit_data *ud = unit_bl2ud(src);
- nullpo_retv(ud);
- // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
- for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
- skill_delunitgroup(*it);
- }
- }
- /**
- * Search tickset for skill unit in skill unit group
- * @param bl Block List for skill_unit
- * @param group Skill unit group
- * @param tick
- * @return skill_unit_group_tickset if found
- */
- struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
- {
- int i, j = -1, s, id;
- struct unit_data *ud;
- struct skill_unit_group_tickset *set;
- nullpo_ret(bl);
- if (group->interval == -1)
- return NULL;
- ud = unit_bl2ud(bl);
- if (!ud)
- return NULL;
- set = ud->skillunittick;
- if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
- id = s = group->skill_id;
- else
- id = s = group->group_id;
- for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
- int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
- if (set[k].id == id)
- return &set[k];
- else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
- j=k;
- }
- if (j == -1) {
- ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
- j = id % MAX_SKILLUNITGROUPTICKSET;
- }
- set[j].id = id;
- set[j].tick = tick;
- return &set[j];
- }
- /*==========================================
- * Check for validity skill unit that triggered by skill_unit_timer_sub
- * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
- *------------------------------------------*/
- int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
- {
- struct skill_unit* unit = va_arg(ap,struct skill_unit *);
- t_tick tick = va_arg(ap,t_tick);
- nullpo_ret(unit);
- if( !unit->alive || bl->prev == NULL )
- return 0;
- std::shared_ptr<s_skill_unit_group> group = unit->group;
- if (group == nullptr)
- return 0;
- std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
- if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
- return 0; //AoE skills are ineffective. [Skotlex]
- if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
- return 0;
- skill_unit_onplace_timer(unit,bl,tick);
- return 1;
- }
- /**
- * @see DBApply
- * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
- */
- static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
- {
- struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
- t_tick tick = va_arg(ap,t_tick);
- bool dissonance;
- struct block_list* bl = &unit->bl;
- nullpo_ret(unit);
- if( !unit->alive )
- return 0;
- std::shared_ptr<s_skill_unit_group> group = unit->group;
- if (group == nullptr)
- return 0;
- // Check for expiration
- if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
- {// skill unit expired (inlined from skill_unit_onlimit())
- switch( group->unit_id ) {
- case UNT_ICEWALL:
- unit->val1 -= 50; // icewall loses 50 hp every second
- group->limit = DIFF_TICK(tick + group->interval,group->tick);
- unit->limit = DIFF_TICK(tick + group->interval,group->tick);
- if( unit->val1 <= 0 )
- skill_delunit(unit);
- break;
- case UNT_BLASTMINE:
- #ifdef RENEWAL
- case UNT_CLAYMORETRAP:
- #endif
- case UNT_GROUNDDRIFT_WIND:
- case UNT_GROUNDDRIFT_DARK:
- case UNT_GROUNDDRIFT_POISON:
- case UNT_GROUNDDRIFT_WATER:
- case UNT_GROUNDDRIFT_FIRE:
- group->unit_id = UNT_USED_TRAPS;
- //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
- group->limit=DIFF_TICK(tick+1500,group->tick);
- unit->limit=DIFF_TICK(tick+1500,group->tick);
- break;
- case UNT_ANKLESNARE:
- case UNT_ELECTRICSHOCKER:
- if (group->val2 > 0) { //Used Trap doesn't return back to item
- skill_delunit(unit);
- break;
- }
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- #ifndef RENEWAL
- case UNT_CLAYMORETRAP:
- #endif
- case UNT_TALKIEBOX:
- case UNT_CLUSTERBOMB:
- case UNT_MAGENTATRAP:
- case UNT_COBALTTRAP:
- case UNT_MAIZETRAP:
- case UNT_VERDURETRAP:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- {
- struct block_list* src;
- if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
- { // revert unit back into a trap
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
- item_tmp.identify = 1;
- map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
- }
- skill_delunit(unit);
- }
- break;
- case UNT_WARP_ACTIVE:
- // warp portal opens (morph to a UNT_WARP_WAITING cell)
- group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
- clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
- // restart timers
- group->limit = skill_get_time(group->skill_id,group->skill_lv);
- unit->limit = skill_get_time(group->skill_id,group->skill_lv);
- // apply effect to all units standing on it
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
- break;
- case UNT_CALLFAMILY:
- {
- struct map_session_data *sd = NULL;
- if(group->val1) {
- sd = map_charid2sd(group->val1);
- group->val1 = 0;
- if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
- pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
- }
- if(group->val2) {
- sd = map_charid2sd(group->val2);
- group->val2 = 0;
- if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
- pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
- }
- skill_delunit(unit);
- }
- break;
- case UNT_REVERBERATION:
- case UNT_NETHERWORLD:
- if( unit->val1 <= 0 ) { // If it was deactivated.
- skill_delunit(unit);
- break;
- }
- clif_changetraplook(bl,UNT_USED_TRAPS);
- if (group->unit_id == UNT_REVERBERATION)
- map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
- group->limit = DIFF_TICK(tick,group->tick) + 1000;
- unit->limit = DIFF_TICK(tick,group->tick) + 1000;
- group->unit_id = UNT_USED_TRAPS;
- break;
- case UNT_FEINTBOMB: {
- struct block_list *src = map_id2bl(group->src_id);
- if (src)
- map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
- skill_delunit(unit);
- }
- break;
- case UNT_BANDING:
- {
- struct block_list *src = map_id2bl(group->src_id);
- struct status_change *sc;
- if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
- skill_delunit(unit);
- break;
- }
- // This unit isn't removed while SC_BANDING is active.
- group->limit = DIFF_TICK(tick+group->interval,group->tick);
- unit->limit = DIFF_TICK(tick+group->interval,group->tick);
- }
- break;
- case UNT_B_TRAP:
- {
- struct block_list* src;
- if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
- struct item item_tmp;
- memset(&item_tmp, 0, sizeof(item_tmp));
- item_tmp.nameid = group->item_id;
- item_tmp.identify = 1;
- map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
- }
- skill_delunit(unit);
- }
- break;
- default:
- if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
- group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)) {
- // Deal damage before expiration
- break;
- }
- skill_delunit(unit);
- break;
- }
- } else {// skill unit is still active
- switch( group->unit_id ) {
- case UNT_BLASTMINE:
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_CLAYMORETRAP:
- case UNT_FREEZINGTRAP:
- case UNT_TALKIEBOX:
- case UNT_ANKLESNARE:
- case UNT_B_TRAP:
- if( unit->val1 <= 0 ) {
- if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
- skill_delunit(unit);
- else {
- clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
- group->limit = DIFF_TICK(tick, group->tick) + 1500;
- group->unit_id = UNT_USED_TRAPS;
- }
- }
- break;
- case UNT_REVERBERATION:
- case UNT_NETHERWORLD:
- if (unit->val1 <= 0) {
- clif_changetraplook(bl,UNT_USED_TRAPS);
- if (group->unit_id == UNT_REVERBERATION)
- map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
- group->limit = DIFF_TICK(tick,group->tick) + 1000;
- unit->limit = DIFF_TICK(tick,group->tick) + 1000;
- group->unit_id = UNT_USED_TRAPS;
- }
- break;
- case UNT_WALLOFTHORN:
- if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
- skill_delunitgroup(group);
- break;
- }
- if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
- skill_delunit(unit);
- break;
- case UNT_SANCTUARY:
- if (group->val1 <= 0) {
- skill_delunitgroup(group);
- }
- break;
- default:
- if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
- group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
- if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
- // Unit will expire the next interval, start dropping Meteor
- block_list *src = map_id2bl(group->src_id);
- if (src != nullptr) {
- if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
- clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
- else
- clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
- group->val2 = 1;
- }
- }
- // No damage until expiration
- return 0;
- }
- break;
- }
- }
- //Don't continue if unit or even group is expired and has been deleted.
- if( !group || !unit->alive )
- return 0;
- dissonance = skill_dance_switch(unit, 0);
- if( unit->range >= 0 && group->interval != -1 )
- {
- map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
- if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
- group->unit_id = UNT_USED_TRAPS;
- else if( group->unit_id == UNT_TATAMIGAESHI ) {
- unit->range = -1; //Disable processed cell.
- if (--group->val1 <= 0) { // number of live cells
- //All tiles were processed, disable skill.
- group->target_flag=BCT_NOONE;
- group->bl_flag= BL_NUL;
- }
- }
- else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
- group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 ||
- ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
- skill_delunit(unit);
- return 0;
- }
- }
- if( dissonance )
- skill_dance_switch(unit, 1);
- return 0;
- }
- /*==========================================
- * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
- *------------------------------------------*/
- TIMER_FUNC(skill_unit_timer){
- map_freeblock_lock();
- skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
- map_freeblock_unlock();
- return 0;
- }
- static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
- /*==========================================
- * flag :
- * 1 : store that skill_unit in array
- * 2 : clear that skill_unit
- * 4 : call_on_left
- *------------------------------------------*/
- int skill_unit_move_sub(struct block_list* bl, va_list ap)
- {
- struct skill_unit* unit = (struct skill_unit *)bl;
- struct block_list* target = va_arg(ap,struct block_list*);
- t_tick tick = va_arg(ap,t_tick);
- int flag = va_arg(ap,int);
- bool dissonance;
- uint16 skill_id;
- int i;
- nullpo_ret(unit);
- nullpo_ret(target);
- if( !unit->alive || target->prev == NULL )
- return 0;
- std::shared_ptr<s_skill_unit_group> group = unit->group;
- if (group == nullptr)
- return 0;
- if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
- return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
- dissonance = skill_dance_switch(unit, 0);
- //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
- skill_id = group->skill_id;
- if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
- { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
- if( dissonance ) {
- skill_dance_switch(unit, 1);
- skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
- }
- return 0;
- }
- //Target-type check.
- if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
- if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
- if( flag&1 ) {
- if( flag&2 ) { //Clear this skill id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = 0;
- }
- } else {
- if( flag&2 ) { //Store this skill id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = skill_id;
- else
- ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
- }
- }
- if( flag&4 )
- skill_unit_onleft(skill_id,target,tick);
- }
- if( dissonance )
- skill_dance_switch(unit, 1);
- return 0;
- } else {
- if( flag&1 ) {
- int result = skill_unit_onplace(unit,target,tick);
- if( flag&2 && result ) { //Clear skill ids we have stored in onout.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = 0;
- }
- } else {
- int result = skill_unit_onout(unit,target,tick);
- if( flag&2 && result ) { //Store this unit id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = skill_id;
- else
- ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
- }
- }
- //TODO: Normally, this is dangerous since the unit and group could be freed
- //inside the onout/onplace functions. Currently it is safe because we know song/dance
- //cells do not get deleted within them. [Skotlex]
- if( dissonance )
- skill_dance_switch(unit, 1);
- if( flag&4 )
- skill_unit_onleft(skill_id,target,tick);
- return 1;
- }
- }
- /*==========================================
- * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
- * Flag values:
- * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
- * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
- * units to figure out when they have left a group.
- * flag&4: Force a onleft event (triggered when the bl is killed, for example)
- *------------------------------------------*/
- int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
- {
- nullpo_ret(bl);
- if( bl->prev == NULL )
- return 0;
- if( flag&2 && !(flag&1) ) //Onout, clear data
- memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
- map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
- if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
- int i;
- for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
- if( skill_unit_temp[i] )
- skill_unit_onleft(skill_unit_temp[i], bl, tick);
- }
- return 0;
- }
- /*==========================================
- * Moves skill unit to map m with coordinates x & y (example when knocked back)
- * @param bl Skill unit
- * @param m Map
- * @param dx
- * @param dy
- *------------------------------------------*/
- void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
- t_tick tick = gettick();
- struct skill_unit *su;
- if (bl->type != BL_SKILL)
- return;
- if (!(su = (struct skill_unit *)bl))
- return;
- if (!su->alive)
- return;
- if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
- return; //Ensembles may not be moved around.
- if (!bl->prev) {
- bl->x = dx;
- bl->y = dy;
- return;
- }
- map_moveblock(bl, dx, dy, tick);
- map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
- skill_getareachar_skillunit_visibilty(su, AREA);
- return;
- }
- /**
- * Moves skill unit group to map m with coordinates x & y (example when knocked back)
- * @param group Skill Group
- * @param m Map
- * @param dx
- * @param dy
- */
- void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
- {
- int i, j;
- t_tick tick = gettick();
- int *m_flag;
- struct skill_unit *unit1;
- struct skill_unit *unit2;
- if (group == NULL)
- return;
- if (group->unit_count <= 0)
- return;
- if (group->unit == NULL)
- return;
- if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
- return; //Ensembles may not be moved around.
- m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
- // m_flag
- // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
- // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
- // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
- // 3: Both 1+2.
- for(i = 0; i < group->unit_count; i++) {
- unit1 =& group->unit[i];
- if (!unit1->alive || unit1->bl.m != m)
- continue;
- for(j = 0; j < group->unit_count; j++) {
- unit2 = &group->unit[j];
- if (!unit2->alive)
- continue;
- if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
- m_flag[i] |= 0x1;
- if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
- m_flag[i] |= 0x2;
- }
- }
- j = 0;
- for (i = 0; i < group->unit_count; i++) {
- unit1 = &group->unit[i];
- if (!unit1->alive)
- continue;
- if (!(m_flag[i]&0x2)) {
- if (group->state.song_dance&0x1) //Cancel dissonance effect.
- skill_dance_overlap(unit1, 0);
- map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
- }
- //Move Cell using "smart" criteria (avoid useless moving around)
- switch(m_flag[i]) {
- case 0:
- //Cell moves independently, safely move it.
- map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
- map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
- break;
- case 1:
- //Cell moves unto another cell, look for a replacement cell that won't collide
- //and has no cell moving into it (flag == 2)
- for(; j < group->unit_count; j++) {
- int dx2, dy2;
- if(m_flag[j] != 2 || !group->unit[j].alive)
- continue;
- //Move to where this cell would had moved.
- unit2 = &group->unit[j];
- dx2 = unit2->bl.x + dx - unit1->bl.x;
- dy2 = unit2->bl.y + dy - unit1->bl.y;
- map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
- map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
- j++; //Skip this cell as we have used it.
- break;
- }
- break;
- case 2:
- case 3:
- break; //Don't move the cell as a cell will end on this tile anyway.
- }
- if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
- if (group->state.song_dance&0x1) //Check for dissonance effect.
- skill_dance_overlap(unit1, 1);
- skill_getareachar_skillunit_visibilty(unit1, AREA);
- map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
- }
- }
- aFree(m_flag);
- }
- /**
- * Checking product requirement in player's inventory.
- * Checking if player has the item or not, the amount, and the weight limit.
- * @param sd Player
- * @param nameid Product requested
- * @param trigger Trigger criteria to match will 'ItemLv'
- * @param qty Amount of item will be created
- * @return 0 If failed or Index+1 of item found on skill_produce_db[]
- */
- short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
- {
- short i, j;
- nullpo_ret(sd);
- if (!nameid || !itemdb_exists(nameid))
- return 0;
- for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
- if (skill_produce_db[i].nameid == nameid) {
- if ((j = skill_produce_db[i].req_skill) > 0 &&
- pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
- continue; // must iterate again to check other skills that produce it. [malufett]
- if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
- continue; // special case
- break;
- }
- }
- if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
- if (pc_checkskill(sd, AM_BIOETHICS) == 0)
- return 0;
- }
- if (i >= MAX_SKILL_PRODUCE_DB)
- return 0;
- // Cannot carry the produced stuff
- if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
- return 0;
- // Matching the requested produce list
- if (trigger >= 0) {
- if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
- if (skill_produce_db[i].itemlv != trigger)
- return 0;
- } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
- if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
- return 0;
- } else { // Weapon (itemlv must be higher or equal)
- if (skill_produce_db[i].itemlv > trigger)
- return 0;
- }
- }
- // Check on player's inventory
- for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
- t_itemid nameid_produce;
- if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
- continue;
- if (skill_produce_db[i].mat_amount[j] == 0) {
- if (pc_search_inventory(sd,nameid_produce) < 0)
- return 0;
- } else {
- unsigned short idx, amt;
- for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
- if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
- amt += sd->inventory.u.items_inventory[idx].amount;
- if (amt < qty * skill_produce_db[i].mat_amount[j])
- return 0;
- }
- }
- return i + 1;
- }
- /**
- * Attempt to produce an item
- * @param sd Player
- * @param skill_id Skill used
- * @param nameid Requested product
- * @param slot1
- * @param slot2
- * @param slot3
- * @param qty Amount of requested item
- * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
- * @return True is success, False if failed
- */
- bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
- {
- int slot[3];
- int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
- int num = -1; // exclude the recipe
- struct status_data *status;
- nullpo_ret(sd);
- status = status_get_status_data(&sd->bl);
- if( sd->skill_id_old == skill_id )
- skill_lv = sd->skill_lv_old;
- if (produce_idx == -1) {
- if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
- return false;
- idx--;
- }
- else
- idx = produce_idx;
- if (qty < 1)
- qty = 1;
- if (!skill_id) //A skill can be specified for some override cases.
- skill_id = skill_produce_db[idx].req_skill;
- if( skill_id == GC_RESEARCHNEWPOISON )
- skill_id = GC_CREATENEWPOISON;
- slot[0] = slot1;
- slot[1] = slot2;
- slot[2] = slot3;
- for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
- short j;
- if (slot[i] <= 0)
- continue;
- j = pc_search_inventory(sd,slot[i]);
- if (j < 0)
- continue;
- if (slot[i] == ITEMID_STAR_CRUMB) {
- pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
- sc++;
- }
- if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
- static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
- pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
- ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
- }
- }
- for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
- short x, j;
- t_itemid id;
- if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
- continue;
- num++;
- x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
- do {
- int y = 0;
- j = pc_search_inventory(sd,id);
- if (j >= 0) {
- y = sd->inventory.u.items_inventory[j].amount;
- if (y > x)
- y = x;
- pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
- } else {
- ShowError("skill_produce_mix: material item error\n");
- return false;
- }
- x -= y;
- } while( j >= 0 && x > 0 );
- }
- if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
- wlv = itemdb_wlv(nameid);
- else
- wlv = 0;
- if (!equip) {
- switch (skill_id) {
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
- i = pc_checkskill(sd,skill_id);
- make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
- switch (nameid) {
- case ITEMID_IRON:
- make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
- break;
- case ITEMID_STEEL:
- make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
- break;
- case ITEMID_STAR_CRUMB:
- make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
- break;
- default: // Enchanted Stones
- make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
- break;
- }
- break;
- case ASC_CDP:
- make_per = (2000 + 40*status->dex + 20*status->luk);
- break;
- case AL_HOLYWATER:
- case AB_ANCILLA:
- make_per = 100000; //100% success
- break;
- case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
- + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
- + (status->int_/2)*10 + status->dex*10+status->luk*10;
- if (hom_is_active(sd->hd)) {//Player got a homun
- int skill;
- if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
- make_per += skill*100; //+1% bonus per level
- }
- switch(nameid){
- case ITEMID_RED_POTION:
- case ITEMID_YELLOW_POTION:
- case ITEMID_WHITE_POTION:
- make_per += (1+rnd()%100)*10 + 2000;
- break;
- case ITEMID_ALCOHOL:
- make_per += (1+rnd()%100)*10 + 1000;
- break;
- case ITEMID_FIRE_BOTTLE:
- case ITEMID_ACID_BOTTLE:
- case ITEMID_MAN_EATER_BOTTLE:
- case ITEMID_MINI_BOTTLE:
- make_per += (1+rnd()%100)*10;
- break;
- case ITEMID_YELLOW_SLIM_POTION:
- make_per -= (1+rnd()%50)*10;
- break;
- case ITEMID_WHITE_SLIM_POTION:
- case ITEMID_COATING_BOTTLE:
- make_per -= (1+rnd()%100)*10;
- break;
- //Common items, receive no bonus or penalty, listed just because they are commonly produced
- case ITEMID_BLUE_POTION:
- case ITEMID_RED_SLIM_POTION:
- case ITEMID_ANODYNE:
- case ITEMID_ALOEBERA:
- default:
- break;
- }
- if (battle_config.pp_rate != 100)
- make_per = make_per * battle_config.pp_rate / 100;
- break;
- case SA_CREATECON: // Elemental Converter Creation
- make_per = 100000; // should be 100% success rate
- break;
- case RK_RUNEMASTERY: {
- int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
- int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
- int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
- int D = 0;
- switch (nameid) { //rune rank it_diff 9 craftable rune
- case ITEMID_BERKANA:
- D = -2000;
- break; //Rank S
- case ITEMID_NAUTHIZ:
- case ITEMID_URUZ:
- D = -1500;
- break; //Rank A
- case ITEMID_ISA:
- case ITEMID_WYRD:
- D = -1000;
- break; //Rank B
- case ITEMID_RAIDO:
- case ITEMID_THURISAZ:
- case ITEMID_HAGALAZ:
- case ITEMID_OTHILA:
- D = -500;
- break; //Rank C
- default:
- D = -1500;
- break; //not specified =-15%
- }
- make_per = A + B + C + D;
- uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
- if (runemastery_skill_lv > 9)
- qty = 2 + rnd() % 5; // 2~6
- else if (runemastery_skill_lv > 4)
- qty = 2 + rnd() % 3; // 2~4
- else
- qty = 2;
- }
- break;
- case GC_CREATENEWPOISON:
- make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
- qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
- break;
- case GN_CHANGEMATERIAL:
- for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
- if (skill_changematerial_db[i].nameid == nameid) {
- make_per = skill_changematerial_db[i].rate * 10;
- break;
- }
- }
- break;
- case GN_S_PHARMACY:
- {
- int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
- const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
- switch (nameid) { // Item difficulty factor
- case ITEMID_HP_INCREASE_POTION_SMALL:
- case ITEMID_SP_INCREASE_POTION_SMALL:
- case ITEMID_CONCENTRATED_WHITE_POTION_Z:
- difficulty += 10;
- break;
- case ITEMID_BOMB_MUSHROOM_SPORE:
- case ITEMID_SP_INCREASE_POTION_MEDIUM:
- difficulty += 15;
- break;
- case ITEMID_HP_INCREASE_POTION_MEDIUM:
- case ITEMID_SP_INCREASE_POTION_LARGE:
- case ITEMID_VITATA500:
- difficulty += 20;
- break;
- case ITEMID_SEED_OF_HORNY_PLANT:
- case ITEMID_BLOODSUCK_PLANT_SEED:
- case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
- difficulty += 30;
- break;
- case ITEMID_HP_INCREASE_POTION_LARGE:
- case ITEMID_CURE_FREE:
- difficulty += 40;
- break;
- }
- make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
- sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
- make_per -= difficulty;
- qty = production_count[skill_lv - 1];
- // Determine quantity from difficulty
- if (make_per < 1)
- qty -= 6;
- else if (make_per < 100)
- qty -= 5;
- else if (make_per < 300)
- qty -= 4;
- else if (make_per < 400)
- qty -= 3;
- make_per = 100000; // Adjust success back to 100% for crafting
- }
- break;
- case GN_MAKEBOMB:
- case GN_MIX_COOKING:
- {
- int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
- switch (nameid) { // Item difficulty factor
- // GN_MAKEBOMB
- case ITEMID_APPLE_BOMB:
- difficulty += 5;
- break;
- case ITEMID_COCONUT_BOMB:
- case ITEMID_MELON_BOMB:
- difficulty += 10;
- break;
- case ITEMID_PINEAPPLE_BOMB:
- difficulty += 15;
- break;
- case ITEMID_BANANA_BOMB:
- difficulty += 20;
- break;
- // GN_MIX_COOKING
- case ITEMID_SAVAGE_FULL_ROAST:
- case ITEMID_COCKTAIL_WARG_BLOOD:
- case ITEMID_MINOR_STEW:
- case ITEMID_SIROMA_ICED_TEA:
- case ITEMID_DROSERA_HERB_SALAD:
- case ITEMID_PETITE_TAIL_NOODLES:
- difficulty += 15;
- break;
- }
- 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)
- if (skill_lv > 1) {
- make_per -= difficulty;
- // Determine quantity from difficulty
- if (make_per >= 30)
- qty = 10 + rnd() % 2;
- else if (make_per >= 10)
- qty = 10;
- else if (make_per >= -10)
- qty = 8;
- else if (make_per >= -30)
- qty = 5;
- else
- qty = 0;
- } else {
- if (make_per < difficulty)
- qty = 0;
- }
- make_per = 100000; // Adjust success back to 100% for crafting
- }
- break;
- case MT_M_MACHINE:
- case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
- if (skill_id == MT_M_MACHINE)
- qty = 7 + skill_lv;
- else // BO_BIONIC_PHARMACY
- qty = 10 + skill_lv;
- make_per = 100000;
- break;
- default:
- if (sd->menuskill_id == AM_PHARMACY &&
- sd->menuskill_val > 10 && sd->menuskill_val <= 20)
- { //Assume Cooking Dish
- if (sd->menuskill_val >= 15) //Legendary Cooking Set.
- make_per = 10000; //100% Success
- else
- make_per = 1200 * (sd->menuskill_val - 10)
- + 20 * (sd->status.base_level + 1)
- + 20 * (status->dex + 1)
- + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
- - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
- - 10 * (100 - status->luk + 1)
- - 500 * (num - 1)
- - 100 * (rnd()%4 + 1);
- break;
- }
- make_per = 5000;
- break;
- }
- } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
- make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
- make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
- // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
- make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
- // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
- if( wlv >= 3 ){
- make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
- }
- // Element Stone: -20%
- if( ele ){
- make_per -= 2000;
- }
- // Star Crumb: -15% each
- make_per -= sc * 1500;
- // Weapon level malus: -0/-10/-20/-30
- if( wlv > 1 ){
- make_per -= ( wlv * 1000 );
- }
- if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
- else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
- else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
- else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
- if (battle_config.wp_rate != 100)
- make_per = make_per * battle_config.wp_rate / 100;
- }
- if (sd->class_&JOBL_BABY) //if it's a Baby Class
- make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
- if (make_per < 1) make_per = 1;
- if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
- struct item tmp_item;
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid = nameid;
- tmp_item.amount = 1;
- tmp_item.identify = 1;
- if (equip) {
- tmp_item.card[0] = CARD0_FORGE;
- tmp_item.card[1] = ((sc*5)<<8)+ele;
- tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3] = GetWord(sd->status.char_id,1);
- } else {
- //Flag is only used on the end, so it can be used here. [Skotlex]
- switch (skill_id) {
- case BS_DAGGER:
- case BS_SWORD:
- case BS_TWOHANDSWORD:
- case BS_AXE:
- case BS_MACE:
- case BS_KNUCKLE:
- case BS_SPEAR:
- flag = battle_config.produce_item_name_input&0x1;
- break;
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- flag = battle_config.produce_item_name_input&0x2;
- break;
- case AL_HOLYWATER:
- case AB_ANCILLA:
- flag = battle_config.produce_item_name_input&0x8;
- break;
- case ASC_CDP:
- flag = battle_config.produce_item_name_input&0x10;
- break;
- default:
- flag = battle_config.produce_item_name_input&0x80;
- break;
- }
- if (flag) {
- tmp_item.card[0] = CARD0_CREATE;
- tmp_item.card[1] = 0;
- tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3] = GetWord(sd->status.char_id,1);
- }
- }
- // if(log_config.produce > 0)
- // log_produce(sd,nameid,slot1,slot2,slot3,1);
- //TODO update PICKLOG
- if (equip) {
- clif_produceeffect(sd,0,nameid);
- clif_misceffect(&sd->bl,3);
- if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
- pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
- } else {
- int fame = 0;
- tmp_item.amount = 0;
- for (i = 0; i < qty; i++) { //Apply quantity modifiers.
- if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
- tmp_item.amount = qty;
- break;
- }
- if (qty == 1 || rnd()%10000 < make_per) { //Success
- tmp_item.amount++;
- if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
- continue;
- if (skill_id != AM_PHARMACY &&
- skill_id != AM_TWILIGHT1 &&
- skill_id != AM_TWILIGHT2 &&
- skill_id != AM_TWILIGHT3)
- continue;
- //Add fame as needed.
- switch(++sd->potion_success_counter) {
- case 3:
- fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
- break;
- case 5:
- fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
- break;
- case 7:
- fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
- break;
- case 10:
- fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
- sd->potion_success_counter = 0;
- break;
- }
- } else //Failure
- sd->potion_success_counter = 0;
- }
- if (fame)
- pc_addfame(*sd, fame);
- //Visual effects and the like.
- switch (skill_id) {
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- case ASC_CDP:
- case GC_CREATENEWPOISON:
- clif_produceeffect(sd,2,nameid);
- clif_misceffect(&sd->bl,5);
- break;
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- clif_produceeffect(sd,0,nameid);
- clif_misceffect(&sd->bl,3);
- break;
- default: //Those that don't require a skill?
- if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
- clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
- pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
- }
- break;
- }
- }
- if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
- int j, k = 0, l;
- bool isStackable = itemdb_isstackable(tmp_item.nameid);
- for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
- if (skill_changematerial_db[i].nameid == nameid){
- for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
- if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
- uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
- tmp_item.amount = (isStackable ? total_qty : 1);
- for (l = 0; l < total_qty; l += tmp_item.amount) {
- if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
- clif_additem(sd,0,0,flag);
- if( battle_config.skill_drop_items_full ){
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
- }
- }
- }
- k++;
- }
- }
- break;
- }
- }
- if (k) {
- clif_produceeffect(sd,6,nameid);
- clif_misceffect(&sd->bl,5);
- clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
- return true;
- }
- } else if (tmp_item.amount) { //Success
- if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
- clif_additem(sd,0,0,flag);
- if( battle_config.skill_drop_items_full ){
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
- }
- }
- switch (skill_id) {
- case RK_RUNEMASTERY:
- clif_produceeffect(sd, 4, nameid);
- clif_misceffect(&sd->bl, 5);
- break;
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- clif_produceeffect(sd, 6, nameid);
- clif_misceffect(&sd->bl, 5);
- clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
- break;
- case MT_M_MACHINE:
- clif_produceeffect(sd, 0, nameid);
- clif_misceffect(&sd->bl, 3);
- clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
- break;
- case BO_BIONIC_PHARMACY:
- clif_produceeffect(sd, 2, nameid);
- clif_misceffect(&sd->bl, 5);
- clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
- break;
- }
- return true;
- }
- }
- //Failure
- // if(log_config.produce)
- // log_produce(sd,nameid,slot1,slot2,slot3,0);
- //TODO update PICKLOG
- if (equip) {
- clif_produceeffect(sd,1,nameid);
- clif_misceffect(&sd->bl,2);
- } else {
- switch (skill_id) {
- case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
- status_percent_damage(NULL, &sd->bl, -25, 0, true);
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- case GC_CREATENEWPOISON:
- clif_produceeffect(sd,3,nameid);
- clif_misceffect(&sd->bl,6);
- sd->potion_success_counter = 0; // Fame point system [DracoRPG]
- break;
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- clif_produceeffect(sd,1,nameid);
- clif_misceffect(&sd->bl,2);
- break;
- case RK_RUNEMASTERY:
- clif_produceeffect(sd,5,nameid);
- clif_misceffect(&sd->bl,6);
- break;
- case GN_MIX_COOKING:
- if (qty == 0) {
- item tmp_item;
- const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
- int rate = rnd() % 1000 + 1;
- memset(&tmp_item, 0, sizeof(tmp_item));
- if (rate < 500)
- i = 0;
- else if (rate < 750)
- i = 1;
- else if (rate < 850)
- i = 2;
- else if (rate < 950)
- i = 3;
- else
- i = 4;
- tmp_item.nameid = compensation[i];
- tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
- tmp_item.identify = 1;
- if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
- clif_additem(sd,0,0,flag);
- if( battle_config.skill_drop_items_full ){
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
- }
- }
- clif_produceeffect(sd,7,nameid);
- clif_misceffect(&sd->bl,6);
- clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
- }
- break;
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- case GN_CHANGEMATERIAL:
- clif_produceeffect(sd,7,nameid);
- clif_misceffect(&sd->bl,6);
- clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
- break;
- case MT_M_MACHINE:
- clif_produceeffect(sd, 1, nameid);
- clif_misceffect(&sd->bl, 2);
- clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
- break;
- case BO_BIONIC_PHARMACY:
- clif_produceeffect(sd, 3, nameid);
- clif_misceffect(&sd->bl, 6);
- clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
- break;
- default:
- if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
- clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
- pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
- }
- break;
- }
- }
- return false;
- }
- /**
- * Attempt to create arrow by specified material
- * @param sd Player
- * @param nameid Item ID of material
- * @return True if created, False is failed
- */
- bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
- {
- nullpo_ret(sd);
- if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
- return false;
- std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
- for (const auto &it : skill_arrow_db) {
- if (nameid == it.second->nameid) {
- arrow = it.second;
- break;
- }
- }
- short j;
- if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
- return false;
- pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
- for (const auto &it : arrow->created) {
- char flag = 0;
- if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
- continue;
- struct item tmp_item = { 0 };
- tmp_item.identify = 1;
- tmp_item.nameid = it.first;
- tmp_item.amount = it.second;
- if (battle_config.produce_item_name_input&0x4) {
- tmp_item.card[0] = CARD0_CREATE;
- tmp_item.card[1] = 0;
- tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3] = GetWord(sd->status.char_id,1);
- }
- if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
- }
- }
- return true;
- }
- /**
- * Enchant weapon with poison
- * @param sd Player
- * @nameid Item ID of poison type
- */
- int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
- {
- nullpo_ret(sd);
- if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
- clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- sc_type type;
- int chance;
- //uint16 msg = 1443; //Official is using msgstringtable.txt
- char output[CHAT_SIZE_MAX];
- const char *msg;
- switch( nameid ) {
- case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
- case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
- case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
- case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
- case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
- case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
- case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
- case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
- default:
- clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
- chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
- 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
- type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
- status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
- sprintf(output, msg_txt(sd,721), msg);
- clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
- /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
- clif_msg(sd,msg);
- #endif*/
- return 0;
- }
- /**
- * Toggles the effect of Mystical Amplifcation (Pre-renewal).
- * @param bl: Object
- * @param skill_id: Skill invoking to determine if Magic type
- */
- void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
- {
- struct status_change *sc = status_get_sc(bl);
- // non-offensive and non-magic skills do not affect the status
- if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
- return;
- if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
- if (sc->data[SC_MAGICPOWER]->val4) {
- status_change_end(bl, SC_MAGICPOWER);
- } else {
- sc->data[SC_MAGICPOWER]->val4 = 1;
- status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
- if(bl->type == BL_PC){// update current display.
- clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
- clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
- }
- }
- }
- }
- int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
- int x, y, i, class_, skill;
- struct mob_data *md;
- nullpo_ret(sd);
- skill = sd->menuskill_val;
- if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
- clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- // Spawn Position
- pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
- x = sd->sc.comet_x;
- y = sd->sc.comet_y;
- sd->sc.comet_x = 0;
- sd->sc.comet_y = 0;
- sd->menuskill_val = 0;
- // Item picked decides the mob class
- switch(nameid) {
- case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
- case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
- case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
- case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
- default:
- clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
- if( md ) {
- struct unit_data *ud = unit_bl2ud(&md->bl);
- md->master_id = sd->bl.id;
- md->special_state.ai = AI_FAW;
- if(ud) {
- ud->skill_id = NC_MAGICDECOY;
- ud->skill_lv = skill;
- }
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
- mob_spawn(md);
- }
- return 0;
- }
- /**
- * Process Warlock Spellbooks
- * @param sd: Player data
- * @param nameid: Spellbook item used
- */
- void skill_spellbook(map_session_data &sd, t_itemid nameid) {
- if (reading_spellbook_db.empty())
- return;
- status_change *sc = status_get_sc(&sd.bl);
- for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
- if (sc == nullptr || sc->data[i] == nullptr)
- break;
- if (i == SC_MAXSPELLBOOK) {
- clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
- return;
- }
- }
- std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
- if (spell == nullptr)
- return;
- uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
- if (skill_lv == 0) { // Caster hasn't learned the skill
- sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
- clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
- return;
- }
- uint16 points = spell->points;
- if (sc && sc->data[SC_FREEZE_SP]) {
- if ((sc->data[SC_FREEZE_SP]->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
- clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
- return;
- }
- for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
- if (!sc->data[i]) {
- sc->data[SC_FREEZE_SP]->val2 += points; // increase points
- sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
- break;
- }
- }
- } else {
- sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
- sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
- }
- // Reading Spell Book SP cost same as the sealed spell.
- status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
- }
- int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
- int lv, prob, aslvl = 0;
- uint16 id, sk_idx = 0;
- nullpo_ret(sd);
- if (sd->sc.data[SC_STOP]) {
- aslvl = sd->sc.data[SC_STOP]->val1;
- status_change_end(&sd->bl,SC_STOP);
- }
- if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
- return 0;
- if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
- clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- lv = (aslvl + 5) / 2; // The level the skill will be autocasted
- lv = min(lv,sd->status.skill[sk_idx].lv);
- prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
- sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
- return 0;
- }
- int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
- int i;
- nullpo_ret(sd);
- nullpo_ret(item_list);
- if( n <= 0 )
- return 1;
- for( i = 0; i < n; i++ ) {
- t_itemid nameid, product;
- int add_amount, del_amount, idx;
- struct item tmp_item;
- idx = item_list[i*2+0]-2;
- if( idx < 0 || idx >= MAX_INVENTORY ){
- return 1;
- }
- del_amount = item_list[i*2+1];
- if( skill_lv == 2 )
- del_amount -= (del_amount % 10);
- add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
- if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
- clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- switch( nameid ) {
- // Level 1
- case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
- case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
- case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
- case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
- // Level 2
- case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
- case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
- case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
- case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
- default:
- clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
- clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
- clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid = product;
- tmp_item.amount = add_amount;
- tmp_item.identify = 1;
- if( tmp_item.amount ) {
- unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
- if( flag != 0 ) {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
- }
- }
- }
- return 0;
- }
- int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
- int i, j, k, c, p = 0, amount;
- t_itemid nameid;
- nullpo_ret(sd);
- nullpo_ret(item_list);
- // Search for objects that can be created.
- for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
- if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
- p = 0;
- do {
- c = 0;
- // Verification of overlap between the objects required and the list submitted.
- for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
- if( skill_produce_db[i].mat_id[j] > 0 ) {
- for( k = 0; k < n; k++ ) {
- int idx = item_list[k*2+0]-2;
- if( idx < 0 || idx >= MAX_INVENTORY ){
- return 0;
- }
- nameid = sd->inventory.u.items_inventory[idx].nameid;
- amount = item_list[k*2+1];
- if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
- clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
- return 0;
- }
- 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]
- && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
- c++; // match
- }
- }
- else
- break; // No more items required
- }
- p++;
- } while(n == j && c == n);
- p--;
- if ( p > 0 ) {
- skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
- return 1;
- }
- }
- }
- if( p == 0)
- clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
- return 0;
- }
- /**
- * For Royal Guard's LG_TRAMPLE
- */
- static int skill_destroy_trap(struct block_list *bl, va_list ap)
- {
- skill_unit *su = (struct skill_unit *)bl;
- nullpo_ret(su);
- std::shared_ptr<s_skill_unit_group> sg;
- t_tick tick = va_arg(ap, t_tick);
- if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
- switch( sg->unit_id ) {
- case UNT_CLAYMORETRAP:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
- break;
- case UNT_LANDMINE:
- case UNT_BLASTMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLUSTERBOMB:
- if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
- map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
- else
- map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
- break;
- }
- // Traps aren't recovered.
- skill_delunit(su);
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_blockpc_get(struct map_session_data *sd, int skillid) {
- int i;
- nullpo_retr(-1, sd);
- ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
- return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
- }
- TIMER_FUNC(skill_blockpc_end){
- struct map_session_data *sd = map_id2sd(id);
- int i = (int)data;
- if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
- return 0;
- if (!sd->scd[i] || sd->scd[i]->timer != tid) {
- ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
- return 0;
- }
- aFree(sd->scd[i]);
- sd->scd[i] = NULL;
- return 1;
- }
- /**
- * Flags a singular skill as being blocked from persistent usage.
- * @param sd the player the skill delay affects
- * @param skill_id the skill which should be delayed
- * @param tick the length of time the delay should last
- * @param load whether this assignment is being loaded upon player login
- * @return 0 if successful, -1 otherwise
- */
- int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
- int i;
- nullpo_retr(-1, sd);
- if (!skill_id || tick < 1)
- return -1;
- ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
- if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
- delete_timer(sd->scd[i]->timer, skill_blockpc_end);
- aFree(sd->scd[i]);
- sd->scd[i] = NULL;
- }
- ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
- if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
- CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
- sd->scd[i]->skill_id = skill_id;
- sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
- if (battle_config.display_status_timers)
- clif_skill_cooldown(sd, skill_id, tick);
- return 1;
- } else {
- ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
- return 0;
- }
- }
- int skill_blockpc_clear(struct map_session_data *sd) {
- int i;
- nullpo_ret(sd);
- for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
- if (!sd->scd[i])
- continue;
- delete_timer(sd->scd[i]->timer, skill_blockpc_end);
- aFree(sd->scd[i]);
- sd->scd[i] = NULL;
- }
- return 1;
- }
- TIMER_FUNC(skill_blockhomun_end){
- struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
- if (hd) {
- auto skill = util::vector_get(hd->blockskill, (uint16)data);
- if (skill != hd->blockskill.end())
- hd->blockskill.erase(skill);
- }
- return 1;
- }
- int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
- {
- nullpo_retr(-1, hd);
- if (!skill_db.exists(skill_id))
- return -1;
- auto skill = util::vector_get(hd->blockskill, skill_id);
- if (tick < 1 && skill != hd->blockskill.end()) {
- hd->blockskill.erase(skill);
- return -1;
- }
- hd->blockskill.push_back(skill_id);
- return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
- }
- TIMER_FUNC(skill_blockmerc_end){
- s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
- if (md) {
- auto skill = util::vector_get(md->blockskill, (uint16)data);
- if (skill != md->blockskill.end())
- md->blockskill.erase(skill);
- }
- return 1;
- }
- int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
- {
- nullpo_retr(-1, md);
- if (!skill_db.exists(skill_id))
- return -1;
- auto skill = util::vector_get(md->blockskill, skill_id);
- if (tick < 1 && skill != md->blockskill.end()) {
- md->blockskill.erase(skill);
- return -1;
- }
- md->blockskill.push_back(skill_id);
- return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
- }
- /**
- * Adds a new skill unit entry for this player to recast after map load
- * @param sd: Player
- * @param skill_id: Skill ID to save
- * @param skill_lv: Skill level to save
- */
- void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
- {
- struct skill_usave *sus = NULL;
- if (idb_exists(skillusave_db,sd->status.char_id))
- idb_remove(skillusave_db,sd->status.char_id);
- CREATE(sus, struct skill_usave, 1);
- idb_put(skillusave_db, sd->status.char_id, sus);
- sus->skill_id = skill_id;
- sus->skill_lv = skill_lv;
- }
- /**
- * Loads saved skill unit entries for this player after map load
- * @param sd: Player
- */
- void skill_usave_trigger(struct map_session_data *sd)
- {
- skill_usave *sus;
- std::shared_ptr<s_skill_unit_group> group;
- if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
- return;
- if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
- if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
- sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
- idb_remove(skillusave_db, sd->status.char_id);
- }
- /*
- *
- */
- int skill_split_str (char *str, char **val, int num)
- {
- int i;
- for( i = 0; i < num && str; i++ ) {
- val[i] = str;
- str = strchr(str,',');
- if( str )
- *str++ = 0;
- }
- return i;
- }
- /*
- *
- */
- void skill_init_unit_layout (void) {
- int i,j,pos = 0;
- memset(skill_unit_layout,0,sizeof(skill_unit_layout));
- // standard square layouts go first
- for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
- int size = i*2+1;
- skill_unit_layout[i].count = size*size;
- for (j=0; j<size*size; j++) {
- skill_unit_layout[i].dx[j] = (j%size-i);
- skill_unit_layout[i].dy[j] = (j/size-i);
- }
- }
- // afterwards add special ones
- pos = i;
- for (const auto &it : skill_db) {
- std::shared_ptr<s_skill_db> skill = it.second;
- uint16 skill_id = skill->nameid;
- if (!skill->unit_id || skill->unit_layout_type[0] != -1)
- continue;
- if( skill_id == EL_FIRE_MANTLE ) {
- static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
- static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
- skill_unit_layout[pos].count = 8;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- switch (skill_id) {
- case MG_FIREWALL:
- case WZ_ICEWALL:
- case WL_EARTHSTRAIN:
- case RL_FIRE_RAIN:
- // these will be handled later
- break;
- case PR_SANCTUARY:
- case NPC_EVILLAND: {
- static const int dx[] = {
- -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
- 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
- static const int dy[]={
- -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
- 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 21;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PR_MAGNUS: {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case AS_VENOMDUST: {
- static const int dx[] = {-1, 0, 0, 0, 1};
- static const int dy[] = { 0,-1, 0, 1, 0};
- skill_unit_layout[pos].count = 5;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS: {
- static const int dx[] = {
- 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
- -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
- -1, 0, 1, 2,-1, 0, 1, 0, 0};
- static const int dy[] = {
- -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- 1, 1, 1, 1, 2, 2, 2, 3, 4};
- skill_unit_layout[pos].count = 29;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PF_FOGWALL: {
- static const int dx[] = {
- -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = {
- -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
- skill_unit_layout[pos].count = 15;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PA_GOSPEL: {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
- -1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
- 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NJ_KAENSIN: {
- 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};
- 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};
- skill_unit_layout[pos].count = 24;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NJ_TATAMIGAESHI: {
- //Level 1 (count 4, cross of 3x3)
- static const int dx1[] = {-1, 1, 0, 0};
- static const int dy1[] = { 0, 0,-1, 1};
- //Level 2-3 (count 8, cross of 5x5)
- static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
- static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
- //Level 4-5 (count 12, cross of 7x7
- static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
- static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
- //lv1
- j = 0;
- skill_unit_layout[pos].count = 4;
- memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
- memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
- skill->unit_layout_type[j] = pos;
- //lv2/3
- j++;
- pos++;
- skill_unit_layout[pos].count = 8;
- memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
- memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
- skill->unit_layout_type[j] = pos;
- skill->unit_layout_type[++j] = pos;
- //lv4/5
- j++;
- pos++;
- skill_unit_layout[pos].count = 12;
- memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
- memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
- skill->unit_layout_type[j] = pos;
- skill->unit_layout_type[++j] = pos;
- //Fill in the rest using lv 5.
- for (;j<MAX_SKILL_LEVEL;j++)
- skill->unit_layout_type[j] = pos;
- //Skip, this way the check below will fail and continue to the next skill.
- pos++;
- }
- break;
- case GN_WALLOFTHORN: {
- static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
- static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 16;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NPC_FLAMECROSS: {
- static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
- static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
- skill_unit_layout[pos].count = 8;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- default:
- ShowError("unknown unit layout at skill %d\n",i);
- break;
- }
- }
- if (!skill_unit_layout[pos].count)
- continue;
- for (j=0;j<MAX_SKILL_LEVEL;j++)
- skill->unit_layout_type[j] = pos;
- pos++;
- }
- // firewall and icewall have 8 layouts (direction-dependent)
- firewall_unit_pos = pos;
- for (i=0;i<8;i++) {
- if (i&1) {
- skill_unit_layout[pos].count = 5;
- if (i&0x2) {
- int dx[] = {-1,-1, 0, 0, 1};
- int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 1, 1 ,0, 0,-1};
- int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- skill_unit_layout[pos].count = 3;
- if (i%4==0) {
- int dx[] = {-1, 0, 1};
- int dy[] = { 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 0, 0, 0};
- int dy[] = {-1, 0, 1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- pos++;
- }
- icewall_unit_pos = pos;
- for (i=0;i<8;i++) {
- skill_unit_layout[pos].count = 5;
- if (i&1) {
- if (i&0x2) {
- int dx[] = {-2,-1, 0, 1, 2};
- int dy[] = { 2, 1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 2, 1 ,0,-1,-2};
- int dy[] = { 2, 1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- if (i%4==0) {
- int dx[] = {-2,-1, 0, 1, 2};
- int dy[] = { 0, 0, 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 0, 0, 0, 0, 0};
- int dy[] = {-2,-1, 0, 1, 2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- pos++;
- }
- earthstrain_unit_pos = pos;
- for( i = 0; i < 8; i++ )
- { // For each Direction
- skill_unit_layout[pos].count = 15;
- switch( i )
- {
- case 0: case 1: case 3: case 4: case 5: case 7:
- {
- int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
- int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case 2:
- case 6:
- {
- int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
- int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- }
- pos++;
- }
- firerain_unit_pos = pos;
- for( i = 0; i < 8; i++ ) {
- skill_unit_layout[pos].count = 3;
- switch( i ) {
- case 0: case 1: case 3: case 4: case 5: case 7:
- {
- static const int dx[] = {-1, 0, 1};
- static const int dy[] = { 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case 2:
- case 6:
- {
- static const int dx[] = { 0, 0, 0};
- static const int dy[] = {-1, 0, 1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- }
- pos++;
- }
- if( pos >= MAX_SKILL_UNIT_LAYOUT )
- ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
- }
- void skill_init_nounit_layout (void) {
- int i, pos = 0;
- memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
- for( i = 0; i < 8; i++ ) {
- if( i&1 ) {
- skill_nounit_layout[pos].count = 33;
- if( i&2 ) {
- if( i&4 ) { // 7
- int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
- int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- } else { // 3
- int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
- int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- if( i&4 ) { // 5
- int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
- int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- } else { // 1
- int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
- int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- } else {
- skill_nounit_layout[pos].count = 21;
- if( i&2 ) {
- if( i&4 ) { // 6
- int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
- int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- } else { // 2
- int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
- int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- if( i&4 ) { // 4
- int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
- int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- } else { // 0
- int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
- int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- }
- pos++;
- }
- for( i = 0; i < 8; i++ ) {
- if( i&1 ) {
- skill_nounit_layout[pos].count = 74;
- if( i&2 ) {
- if( i&4 ) { // 7
- int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
- -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
- -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
- -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
- int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
- 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
- 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
- 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- } else { // 3
- int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
- 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
- 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
- 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
- int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
- -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
- -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
- -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- if( i&4 ) { // 5
- int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
- 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
- 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
- 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
- int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
- 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
- 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
- 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- } else { // 1
- int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
- -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
- -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
- -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
- int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
- -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
- -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
- -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- } else {
- skill_nounit_layout[pos].count = 44;
- if( i&2 ) {
- if( i&4 ) { // 6
- int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
- int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- } else { // 2
- int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
- int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- if( i&4 ) { // 4
- int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
- int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- } else { // 0
- int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
- int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
- memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- }
- pos++;
- }
- if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
- ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
- }
- int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
- struct status_change *sc = status_get_sc(bl);
- if( !sc || !bl || !skill_id )
- return 0; // Can do it
- switch (type) {
- case SC_ANKLE:
- if (skill_id == AL_TELEPORT)
- return 1;
- break;
- case SC_STASIS:
- if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
- return 1; // Can't do it.
- break;
- case SC_KAGEHUMI:
- if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
- return 1;
- case SC_BITE:
- if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
- return 1;
- break;
- }
- return 0;
- }
- /**
- * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
- * @param sc: Status changes active on target
- * @param skill_id: Skill to toggle
- * @return True on success or false otherwise
- */
- bool skill_disable_check(status_change &sc, uint16 skill_id) {
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
- return false;
- if (skill->inf2[INF2_TOGGLEABLE]) {
- if (sc.data[skill->sc])
- return true;
- // These 2 skills contain a master and are not correctly pulled using skill_get_sc
- if (skill->nameid == NC_NEUTRALBARRIER && sc.data[SC_NEUTRALBARRIER_MASTER])
- return true;
- if (skill->nameid == NC_STEALTHFIELD && sc.data[SC_STEALTHFIELD_MASTER])
- return true;
- }
- return false;
- }
- int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
- int type = 0;
- switch( skill_id ) {
- case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
- case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
- case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
- case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
- }
- type += skill_lv - 1;
- return type;
- }
- /**
- * Check before do `unit_movepos` call
- * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
- * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
- **/
- static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
- struct status_change *sc;
- nullpo_retr(false, bl);
- struct map_data *mapdata = map_getmapdata(bl->m);
- if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
- return false;
- if (check_flag&2 && mapdata_flag_gvg(mapdata))
- return false;
- if (check_flag&4 && mapdata_flag_gvg2(mapdata))
- return false;
- sc = status_get_sc(bl);
- if (sc && sc->data[SC_SV_ROOTTWIST])
- return false;
- return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
- }
- /**
- * Get skill duration after adjustments by skill_duration mapflag
- * @param mapdata: Source map data
- * @param skill_id: Skill ID
- * @param skill_lv: Skill level
- * @return Adjusted skill duration
- */
- int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
- int time = 0;
- if (!(time = skill_get_time(skill_id, skill_lv)))
- return 0;
- if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
- return time / 100 * mapdata->skill_duration[skill_id];
- return time;
- }
- const std::string SkillDatabase::getDefaultLocation() {
- return std::string(db_path) + "/skill_db.yml";
- }
- template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
- int32 value;
- const auto& skNode = node[c4::to_csubstr(nodeName)];
- if (!skNode.is_seq()) {
- if (!this->asInt32(node, nodeName, value))
- return false;
- for (size_t i = 0; i < S; i++)
- arr[i] = value;
- } else {
- uint16 max_level = 0;
- for (const auto& it : skNode) {
- uint16 skill_lv;
- if (!this->asUInt16(it, "Level", skill_lv))
- continue;
- if (skill_lv > MAX_SKILL_LEVEL) {
- this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
- return false;
- }
- if (!this->asInt32(it, subNodeName, value))
- continue;
- arr[skill_lv - 1] = value;
- max_level = max(max_level, skill_lv);
- }
- size_t i = max_level, j;
- // Check for linear change with increasing steps until we reach half of the data acquired.
- for (size_t step = 1; step <= i / 2; step++) {
- int diff = arr[i - 1] - arr[i - step - 1];
- for (j = i - 1; j >= step; j--) {
- if ((arr[j] - arr[j - step]) != diff)
- break;
- }
- if (j >= step) // No match, try next step.
- continue;
- for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
- arr[i] = arr[i - step] + diff;
- if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
- arr[i] = 1;
- diff = 0;
- step = 1;
- }
- }
- return true;
- }
- // Unable to determine linear trend, fill remaining array values with last value
- for (; i < S; i++)
- arr[i] = arr[max_level - 1];
- }
- return true;
- }
- /**
- * Reads and parses an entry from the skill_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
- uint16 skill_id;
- if (!this->asUInt16(node, "Id", skill_id))
- return 0;
- std::shared_ptr<s_skill_db> skill = this->find(skill_id);
- bool exists = skill != nullptr;
- if (!exists) {
- if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
- return 0;
- skill = std::make_shared<s_skill_db>();
- skill->nameid = skill_id;
- }
- if (this->nodeExists(node, "Name")) {
- std::string name;
- if (!this->asString(node, "Name", name))
- return 0;
- name.resize(SKILL_NAME_LENGTH);
- memcpy(skill->name, name.c_str(), sizeof(skill->name));
- }
- if (this->nodeExists(node, "Description")) {
- std::string name;
- if (!this->asString(node, "Description", name))
- return 0;
- name.resize(SKILL_DESC_LENGTH);
- memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
- }
- if (this->nodeExists(node, "MaxLevel")) {
- uint16 skill_lv;
- if (!this->asUInt16(node, "MaxLevel", skill_lv))
- return 0;
- if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
- this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
- return 0;
- }
- skill->max = skill_lv;
- }
- if (this->nodeExists(node, "Type")) {
- std::string type;
- if (!this->asString(node, "Type", type))
- return 0;
- std::string type_constant = "BF_" + type;
- int64 constant;
- if (!script_get_constant(type_constant.c_str(), &constant)) {
- this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
- return 0;
- }
- if (constant < BF_NONE || constant > BF_MISC) {
- this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
- return 0;
- }
- skill->skill_type = static_cast<e_battle_flag>(constant);
- } else {
- if (!exists)
- skill->skill_type = BF_NONE;
- }
- if (this->nodeExists(node, "TargetType")) {
- std::string inf;
- if (!this->asString(node, "TargetType", inf))
- return 0;
- std::string inf_constant = "INF_" + inf + "_SKILL";
- int64 constant;
- if (!script_get_constant(inf_constant.c_str(), &constant)) {
- this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
- return 0;
- }
- skill->inf = static_cast<uint16>(constant);
- }
- if (this->nodeExists(node, "DamageFlags")) {
- const auto& damageNode = node["DamageFlags"];
- for (const auto& it : damageNode) {
- std::string nk;
- c4::from_chars(it.key(), &nk);
- std::string nk_constant = "NK_" + nk;
- int64 constant;
- if (!script_get_constant(nk_constant.c_str(), &constant)) {
- this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(damageNode, nk, active))
- return 0;
- if (active)
- skill->nk.set(static_cast<uint8>(constant));
- else
- skill->nk.reset(static_cast<uint8>(constant));
- }
- }
- if (this->nodeExists(node, "Flags")) {
- const auto& infoNode = node["Flags"];
- for (const auto& it : infoNode) {
- std::string inf2;
- c4::from_chars(it.key(), &inf2);
- std::string inf2_constant = "INF2_" + inf2;
- int64 constant;
- if (!script_get_constant(inf2_constant.c_str(), &constant)) {
- this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
- continue;
- }
- bool active;
- if (!this->asBool(infoNode, inf2, active))
- return 0;
- if (active)
- skill->inf2.set(static_cast<uint8>(constant));
- else
- skill->inf2.reset(static_cast<uint8>(constant));
- }
- }
- if (this->nodeExists(node, "Range")) {
- if (!this->parseNode("Range", "Size", node, skill->range))
- return 0;
- } else {
- if (!exists)
- memset(skill->range, 0, sizeof(skill->range));
- }
- if (this->nodeExists(node, "Hit")) {
- std::string hit;
- if (!this->asString(node, "Hit", hit))
- return 0;
- std::string hit_constant = "DMG_" + hit;
- int64 constant;
- if (!script_get_constant(hit_constant.c_str(), &constant)) {
- this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
- return 0;
- }
- skill->hit = static_cast<e_damage_type>(constant);
- } else {
- if (!exists)
- skill->hit = DMG_NORMAL;
- }
- if (this->nodeExists(node, "HitCount")) {
- if (!this->parseNode("HitCount", "Count", node, skill->num))
- return 0;
- } else {
- if (!exists)
- memset(skill->num, 0, sizeof(skill->num));
- }
- if (this->nodeExists(node, "Element")) {
- const auto elementNode = node["Element"];
- std::string element;
- if (!elementNode.is_seq()) {
- if (!this->asString(node, "Element", element))
- return 0;
- std::string element_constant = "ELE_" + element;
- int64 constant;
- if (!script_get_constant(element_constant.c_str(), &constant)) {
- this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
- return 0;
- }
- if (constant == ELE_NONE) {
- this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
- return 0;
- }
- memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
- } else {
- for (const auto& it : elementNode) {
- uint16 skill_lv;
- if (!this->asUInt16(it, "Level", skill_lv))
- continue;
- if (skill_lv > MAX_SKILL_LEVEL) {
- this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
- return false;
- }
- if (!this->asString(it, "Element", element))
- continue;
- std::string element_constant = "ELE_" + element;
- int64 constant;
- if (!script_get_constant(element_constant.c_str(), &constant)) {
- this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
- return 0;
- }
- if (constant == ELE_NONE) {
- this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
- return 0;
- }
- skill->element[skill_lv - 1] = static_cast<e_element>(constant);
- }
- }
- } else {
- if (!exists)
- memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
- }
- if (this->nodeExists(node, "SplashArea")) {
- if (!this->parseNode("SplashArea", "Area", node, skill->splash))
- return 0;
- } else {
- if (!exists)
- memset(skill->splash, 0, sizeof(skill->splash));
- }
- if (this->nodeExists(node, "ActiveInstance")) {
- if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
- return 0;
- } else {
- if (!exists)
- memset(skill->maxcount, 0, sizeof(skill->maxcount));
- }
- if (this->nodeExists(node, "Knockback")) {
- if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
- return 0;
- } else {
- if (!exists)
- memset(skill->blewcount, 0, sizeof(skill->blewcount));
- }
- if (this->nodeExists(node, "CopyFlags")) {
- const auto& copyNode = node["CopyFlags"];
- if (this->nodeExists(copyNode, "Skill")) {
- const auto& copyskillNode = copyNode["Skill"];
- if (this->nodeExists(copyskillNode, "Plagiarism")) {
- bool active;
- if (!this->asBool(copyskillNode, "Plagiarism", active))
- return 0;
- if (active)
- skill->copyable.option |= SKILL_COPY_PLAGIARISM;
- else
- skill->copyable.option &= SKILL_COPY_PLAGIARISM;
- }
- if (this->nodeExists(copyskillNode, "Reproduce")) {
- bool active;
- if (!this->asBool(copyskillNode, "Reproduce", active))
- return 0;
- if (active)
- skill->copyable.option |= SKILL_COPY_REPRODUCE;
- else
- skill->copyable.option &= SKILL_COPY_REPRODUCE;
- }
- } else {
- this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
- return 0;
- }
- if (this->nodeExists(copyNode, "RemoveRequirement")) {
- const auto& copyreqNode = copyNode["RemoveRequirement"];
- for (const auto& it : copyreqNode) {
- std::string req;
- c4::from_chars(it.key(), &req);
- std::string req_constant = "SKILL_REQ_" + req;
- int64 constant;
- if (!script_get_constant(req_constant.c_str(), &constant)) {
- this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
- return 0;
- }
- skill->copyable.req_opt |= constant;
- }
- } else {
- if (!exists)
- skill->copyable.req_opt = 0;
- }
- }
- if (this->nodeExists(node, "NoNearNpc")) {
- const auto& npcNode = node["NoNearNpc"];
- if (this->nodeExists(npcNode, "AdditionalRange")) {
- uint16 range;
- if (!this->asUInt16(npcNode, "AdditionalRange", range))
- return 0;
- skill->unit_nonearnpc_range = range;
- } else {
- if (!exists)
- skill->unit_nonearnpc_range = 0;
- }
- if (this->nodeExists(npcNode, "Type")) {
- const auto& npctypeNode = npcNode["Type"];
- for (const auto& it : npctypeNode) {
- std::string type;
- c4::from_chars(it.key(), &type);
- std::string type_constant = "SKILL_NONEAR_" + type;
- int64 constant;
- if (!script_get_constant(type_constant.c_str(), &constant)) {
- this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(npctypeNode, type, active))
- return 0;
- if (active)
- skill->unit_nonearnpc_type |= constant;
- else
- skill->unit_nonearnpc_type &= ~constant;
- }
- } else {
- if (!exists)
- skill->unit_nonearnpc_type = 0;
- }
- }
- if (this->nodeExists(node, "CastCancel")) {
- bool active;
- if (!this->asBool(node, "CastCancel", active))
- return 0;
- skill->castcancel = active;
- } else {
- if (!exists)
- skill->castcancel = false;
- }
- if (this->nodeExists(node, "CastDefenseReduction")) {
- uint16 reduction;
- if (!this->asUInt16(node, "CastDefenseReduction", reduction))
- return 0;
- skill->cast_def_rate = reduction;
- } else {
- if (!exists)
- skill->cast_def_rate = 0;
- }
- if (this->nodeExists(node, "CastTime")) {
- if (!this->parseNode("CastTime", "Time", node, skill->cast))
- return 0;
- } else {
- if (!exists)
- memset(skill->cast, 0, sizeof(skill->cast));
- }
- if (this->nodeExists(node, "AfterCastActDelay")) {
- if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
- return 0;
- } else {
- if (!exists)
- memset(skill->delay, 0, sizeof(skill->delay));
- }
- if (this->nodeExists(node, "AfterCastWalkDelay")) {
- if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
- return 0;
- } else {
- if (!exists)
- memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
- }
- if (this->nodeExists(node, "Duration1")) {
- if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
- return 0;
- } else {
- if (!exists)
- memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
- }
- if (this->nodeExists(node, "Duration2")) {
- if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
- return 0;
- } else {
- if (!exists)
- memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
- }
- if (this->nodeExists(node, "Cooldown")) {
- if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
- return 0;
- } else {
- if (!exists)
- memset(skill->cooldown, 0, sizeof(skill->cooldown));
- }
- #ifdef RENEWAL_CAST
- if (this->nodeExists(node, "FixedCastTime")) {
- if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
- return 0;
- } else {
- if (!exists)
- memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
- }
- #endif
- if (this->nodeExists(node, "CastTimeFlags")) {
- const auto& castNode = node["CastTimeFlags"];
- for (const auto& it : castNode) {
- std::string flag;
- c4::from_chars(it.key(), &flag);
- std::string flag_constant = "SKILL_CAST_" + flag;
- int64 constant;
- if (!script_get_constant(flag_constant.c_str(), &constant)) {
- this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(castNode, flag, active))
- return 0;
- if (active)
- skill->castnodex |= constant;
- else
- skill->castnodex &= ~constant;
- }
- }
- if (this->nodeExists(node, "CastDelayFlags")) {
- const auto& castNode = node["CastDelayFlags"];
- for (const auto& it : castNode) {
- std::string flag;
- c4::from_chars(it.key(), &flag);
- std::string flag_constant = "SKILL_CAST_" + flag;
- int64 constant;
- if (!script_get_constant(flag_constant.c_str(), &constant)) {
- this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(castNode, flag, active))
- return 0;
- if (active)
- skill->delaynodex |= constant;
- else
- skill->delaynodex &= ~constant;
- }
- }
- if (this->nodeExists(node, "Requires")) {
- const auto& requireNode = node["Requires"];
- if (this->nodeExists(requireNode, "HpCost")) {
- if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.hp, 0, sizeof(skill->require.hp));
- }
- if (this->nodeExists(requireNode, "SpCost")) {
- if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.sp, 0, sizeof(skill->require.sp));
- }
- if (this->nodeExists(requireNode, "ApCost")) {
- if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.ap, 0, sizeof(skill->require.ap));
- }
- if (this->nodeExists(requireNode, "HpRateCost")) {
- if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
- }
- if (this->nodeExists(requireNode, "SpRateCost")) {
- if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
- }
- if (this->nodeExists(requireNode, "ApRateCost")) {
- if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
- }
- if (this->nodeExists(requireNode, "MaxHpTrigger")) {
- if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
- }
- if (this->nodeExists(requireNode, "ZenyCost")) {
- if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
- }
- if (this->nodeExists(requireNode, "Weapon")) {
- const auto& weaponNode = requireNode["Weapon"];
- if (this->nodeExists(weaponNode, "All")) {
- bool active;
- if (!this->asBool(weaponNode, "All", active))
- return 0;
- if (active)
- skill->require.weapon = 0;
- } else {
- for (const auto& it : weaponNode) {
- std::string weapon;
- c4::from_chars(it.key(), &weapon);
- std::string weapon_constant = "W_" + weapon;
- int64 constant;
- if (!script_get_constant(weapon_constant.c_str(), &constant)) {
- this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(weaponNode, weapon, active))
- return 0;
- if (active)
- skill->require.weapon |= 1 << constant;
- else
- skill->require.weapon &= ~(1 << constant);
- }
- }
- } else {
- if (!exists)
- skill->require.weapon = 0;
- }
- if (this->nodeExists(requireNode, "Ammo")) {
- const auto& ammoNode = requireNode["Ammo"];
- if (this->nodeExists(ammoNode, "None")) {
- bool active;
- if (!this->asBool(ammoNode, "None", active))
- return 0;
- if (active)
- skill->require.ammo = 0;
- } else {
- for (const auto& it : ammoNode) {
- std::string ammo;
- c4::from_chars(it.key(), &ammo);
- std::string ammo_constant = "AMMO_" + ammo;
- int64 constant;
- if (!script_get_constant(ammo_constant.c_str(), &constant)) {
- this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(ammoNode, ammo, active))
- return 0;
- if (active)
- skill->require.ammo |= 1 << constant;
- else
- skill->require.ammo &= ~(1 << constant);
- }
- }
- } else {
- if (!exists)
- skill->require.ammo = 0;
- }
- if (this->nodeExists(requireNode, "AmmoAmount")) {
- if (skill->require.ammo == 0) {
- this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
- return 0;
- }
- if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
- }
- if (this->nodeExists(requireNode, "State")) {
- std::string state;
- if (!this->asString(requireNode, "State", state))
- return 0;
- std::string state_constant = "ST_" + state;
- int64 constant;
- if (!script_get_constant(state_constant.c_str(), &constant)) {
- this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
- return 0;
- }
- skill->require.state = static_cast<int32>(constant);
- }
- if (this->nodeExists(requireNode, "Status")) {
- const auto& statusNode = requireNode["Status"];
- for (const auto& it : statusNode) {
- std::string status;
- c4::from_chars(it.key(), &status);
- std::string status_constant = "SC_" + status;
- int64 constant;
- if (!script_get_constant(status_constant.c_str(), &constant)) {
- this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(statusNode, status, active))
- return 0;
- auto status_exists = util::vector_get(skill->require.status, constant);
- if (active && status_exists == skill->require.status.end())
- skill->require.status.push_back(static_cast<sc_type>(constant));
- else if (!active && status_exists != skill->require.status.end())
- skill->require.status.erase(status_exists);
- }
- }
- if (this->nodeExists(requireNode, "SpiritSphereCost")) {
- if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
- return 0;
- } else {
- if (!exists)
- memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
- }
- if (this->nodeExists(requireNode, "ItemCost")) {
- const auto itemNode = requireNode["ItemCost"];
- int32 count = 0;
- for (const auto& it : itemNode) {
- std::string item_name;
- if (!this->asString(it, "Item", item_name))
- continue;
- std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
- if (item == nullptr) {
- this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
- return 0;
- }
- int32 amount;
- if (!this->asInt32(it, "Amount", amount))
- continue;
- if (this->nodeExists(it, "Level")) {
- uint16 cost_level;
- if (!this->asUInt16(it, "Level", cost_level))
- continue;
- if (cost_level < 1 || cost_level > skill->max) {
- this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
- return 0;
- }
- count = cost_level - 1;
- if (!skill->require.itemid_level_dependent)
- skill->require.itemid_level_dependent = true;
- }
- skill->require.itemid[count] = item->nameid;
- skill->require.amount[count] = amount;
- count++;
- }
- }
- if (this->nodeExists(requireNode, "Equipment")) {
- const auto& equipNode = requireNode["Equipment"];
- for (const auto& it : equipNode) {
- std::string item_name;
- c4::from_chars(it.key(), &item_name);
- std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
- if (item == nullptr) {
- this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(equipNode, item_name, active))
- return 0;
- auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
- if (active && equip_exists == skill->require.eqItem.end())
- skill->require.eqItem.push_back(item->nameid);
- else if (!active && equip_exists != skill->require.eqItem.end())
- skill->require.eqItem.erase(equip_exists);
- }
- }
- }
- if (this->nodeExists(node, "GiveAp")) {
- if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
- return 0;
- } else {
- if (!exists)
- memset(skill->giveap, 0, sizeof(skill->giveap));
- }
- if (this->nodeExists(node, "Unit")) {
- const auto& unitNode = node["Unit"];
- if (this->nodeExists(unitNode, "Id")) {
- std::string unit;
- if (!this->asString(unitNode, "Id", unit))
- return 0;
- std::string unit_constant = "UNT_" + unit;
- int64 constant;
- if (!script_get_constant(unit_constant.c_str(), &constant)) {
- this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
- return 0;
- }
- skill->unit_id = static_cast<uint16>(constant);
- } else {
- this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
- return 0;
- }
- if (this->nodeExists(unitNode, "AlternateId")) {
- std::string unit;
- if (!this->asString(unitNode, "AlternateId", unit))
- return 0;
- std::string unit_constant = "UNT_" + unit;
- int64 constant;
- if (!script_get_constant(unit_constant.c_str(), &constant)) {
- this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
- return 0;
- }
- skill->unit_id2 = static_cast<uint16>(constant);
- } else {
- if (!exists)
- skill->unit_id2 = 0;
- }
- if (this->nodeExists(unitNode, "Layout")) {
- if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
- return 0;
- } else {
- if (!exists)
- memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
- }
- if (this->nodeExists(unitNode, "Range")) {
- if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
- return 0;
- } else {
- if (!exists)
- memset(skill->unit_range, 0, sizeof(skill->unit_range));
- }
- if (this->nodeExists(unitNode, "Interval")) {
- int16 interval;
- if (!this->asInt16(unitNode, "Interval", interval))
- return 0;
- skill->unit_interval = interval;
- } else {
- if (!exists)
- skill->unit_interval = 0;
- }
- if (this->nodeExists(unitNode, "Target")) {
- std::string target;
- if (!this->asString(unitNode, "Target", target))
- return 0;
- std::string target_constant = "BCT_" + target;
- int64 constant;
- if (!script_get_constant(target_constant.c_str(), &constant)) {
- this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
- return 0;
- }
- skill->unit_target = static_cast<int32>(constant);
- } else {
- if (!exists)
- skill->unit_target = BCT_ALL;
- }
- if (this->nodeExists(unitNode, "Flag")) {
- const auto& flagNode = unitNode["Flag"];
- for (const auto& it : flagNode) {
- std::string flag;
- c4::from_chars(it.key(), &flag);
- std::string flag_constant = "UF_" + flag;
- int64 constant;
- if (!script_get_constant(flag_constant.c_str(), &constant)) {
- this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(flagNode, flag, active))
- return 0;
- if (active)
- skill->unit_flag.set(static_cast<uint8>(constant));
- else
- skill->unit_flag.reset(static_cast<uint8>(constant));
- }
- if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
- skill->unit_target = BCT_NOENEMY;
- // By default, target just characters.
- skill->unit_target |= BL_CHAR;
- if (skill->unit_flag[UF_NOPC])
- skill->unit_target &= ~BL_PC;
- if (skill->unit_flag[UF_NOMOB])
- skill->unit_target &= ~BL_MOB;
- if (skill->unit_flag[UF_SKILL])
- skill->unit_target |= BL_SKILL;
- } else {
- if (!exists){
- skill->unit_flag = UF_NONE;
- // By default, target just characters.
- skill->unit_target |= BL_CHAR;
- }
- }
- }
- if (this->nodeExists(node, "Status")) {
- std::string status;
- if (!this->asString(node, "Status", status))
- return 0;
- std::string status_constant = "SC_" + status;
- int64 constant;
- if (!script_get_constant(status_constant.c_str(), &constant)) {
- this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
- return 0;
- }
- if (constant < SC_NONE || constant >= SC_MAX) {
- this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
- constant = SC_NONE;
- }
- skill->sc = static_cast<sc_type>(constant);
- } else {
- if (!exists)
- skill->sc = SC_NONE;
- }
- if (!exists) {
- this->put(skill_id, skill);
- this->skilldb_id2idx[skill_id] = this->skill_num;
- this->skill_num++;
- }
- return 1;
- }
- void SkillDatabase::clear() {
- TypesafeCachedYamlDatabase::clear();
- memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
- this->skill_num = 1;
- }
- void SkillDatabase::loadingFinished(){
- if( this->skill_num > MAX_SKILL ){
- ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
- }
- TypesafeCachedYamlDatabase::loadingFinished();
- }
- /**
- * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
- * @param skill_id
- * @param silent If Skill is undefined, show error message!
- * @return Skill Index or 0 if not found/unset
- **/
- uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
- uint16 idx = this->skilldb_id2idx[skill_id];
- if( idx == 0 && skill_id != 0 && !silent ){
- ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
- }
- return idx;
- }
- SkillDatabase skill_db;
- const std::string ReadingSpellbookDatabase::getDefaultLocation() {
- return std::string(db_path) + "/spellbook_db.yml";
- }
- /**
- * Reads and parses an entry from the spellbook_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string skill_name;
- if (!this->asString(node, "Skill", skill_name))
- return 0;
- uint16 skill_id = skill_name2id(skill_name.c_str());
- if (skill_id == 0) {
- this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
- return 0;
- }
- if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
- this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
- return 0;
- }
- std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
- bool exists = spell != nullptr;
- if (!exists) {
- if (!this->nodesExist(node, { "Book", "PreservePoints" }))
- return 0;
- spell = std::make_shared<s_skill_spellbook_db>();
- spell->skill_id = skill_id;
- }
- if (this->nodeExists(node, "Book")) {
- std::string book_name;
- if (!this->asString(node, "Book", book_name))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
- if (item == nullptr) {
- this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
- return 0;
- }
- spell->nameid = item->nameid;
- }
- if (this->nodeExists(node, "PreservePoints")) {
- uint16 points;
- if (!this->asUInt16(node, "PreservePoints", points))
- return 0;
- spell->points = points;
- }
- if (!exists)
- this->put(skill_id, spell);
- return 1;
- }
- /**
- * Check if the specified item is available in the spellbook_db or not
- * @param nameid: Book Item ID
- * @return Spell data or nullptr otherwise
- */
- std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
- if (nameid == 0 || !itemdb_exists(nameid) || reading_spellbook_db.empty())
- return nullptr;
- for (const auto &spell : reading_spellbook_db) {
- if (spell.second->nameid == nameid)
- return spell.second;
- }
- return nullptr;
- }
- const std::string MagicMushroomDatabase::getDefaultLocation() {
- return std::string(db_path) + "/magicmushroom_db.yml";
- }
- /**
- * Reads and parses an entry from the magicmushroom_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string skill_name;
- if (!this->asString(node, "Skill", skill_name))
- return 0;
- uint16 skill_id = skill_name2id(skill_name.c_str());
- if (!skill_id) {
- this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
- return 0;
- }
- if (!skill_get_inf(skill_id)) {
- this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
- return 0;
- }
- std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
- bool exists = mushroom != nullptr;
- if (!exists) {
- mushroom = std::make_shared<s_skill_magicmushroom_db>();
- mushroom->skill_id = skill_id;
- this->put(skill_id, mushroom);
- }
- return 1;
- }
- /** Reads skill no cast db
- * Structure: SkillID,Flag
- */
- static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
- {
- std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
- if (!skill)
- return false;
- skill->nocast |= atoi(split[1]);
- return true;
- }
- /** Reads Produce db
- * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
- */
- static bool skill_parse_row_producedb(char* split[], int columns, int current)
- {
- unsigned short x, y;
- unsigned short id = atoi(split[0]);
- t_itemid nameid = 0;
- bool found = false;
- if (id >= ARRAYLENGTH(skill_produce_db)) {
- ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
- return false;
- }
- // Clear previous data, for importing support
- memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
- // Import just for clearing/disabling from original data
- if (!(nameid = strtoul(split[1], nullptr, 10))) {
- //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
- return true;
- }
- if (!itemdb_exists(nameid)) {
- ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
- return false;
- }
- skill_produce_db[id].nameid = nameid;
- skill_produce_db[id].itemlv = atoi(split[2]);
- skill_produce_db[id].req_skill = atoi(split[3]);
- skill_produce_db[id].req_skill_lv = atoi(split[4]);
- for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
- skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
- skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
- }
- if (!found)
- skill_produce_count++;
- return true;
- }
- const std::string SkillArrowDatabase::getDefaultLocation() {
- return std::string(db_path) + "/create_arrow_db.yml";
- }
- /**
- * Reads and parses an entry from the create_arrow_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string source_name;
- if (!this->asString(node, "Source", source_name))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
- if (item == nullptr) {
- this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
- return 0;
- }
- t_itemid nameid = item->nameid;
- std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
- bool exists = arrow != nullptr;
- if (!exists) {
- arrow = std::make_shared<s_skill_arrow_db>();
- arrow->nameid = nameid;
- }
- const auto& MakeNode = node["Make"];
- for (const auto &it : MakeNode) {
- std::string item_name;
- if (!this->asString(it, "Item", item_name))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
- if (item == nullptr) {
- this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
- return 0;
- }
- uint16 amount;
- if (!this->asUInt16(it, "Amount", amount))
- return 0;
- if (amount == 0) {
- if (arrow->created.erase(item->nameid) == 0)
- this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
- continue;
- }
- if (amount > MAX_AMOUNT) {
- this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
- continue;
- }
- arrow->created[item->nameid] = amount;
- }
- if (!exists)
- this->put(nameid, arrow);
- return 1;
- }
- const std::string AbraDatabase::getDefaultLocation() {
- return std::string(db_path) + "/abra_db.yml";
- }
- /**
- * Reads and parses an entry from the abra_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string skill_name;
- if (!this->asString(node, "Skill", skill_name))
- return 0;
- uint16 skill_id = skill_name2id(skill_name.c_str());
- if (!skill_id) {
- this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
- return 0;
- }
- if (!skill_get_inf(skill_id)) {
- this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
- return 0;
- }
- std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
- bool exists = abra != nullptr;
- if (!exists) {
- abra = std::make_shared<s_skill_abra_db>();
- abra->skill_id = skill_id;
- }
- if (this->nodeExists(node, "Probability")) {
- const auto& probNode = node["Probability"];
- uint16 probability;
- if (!probNode.is_seq()) {
- if (!this->asUInt16Rate(probNode, "Probability", probability))
- return 0;
- abra->per.fill(probability);
- } else {
- abra->per.fill(0);
- for (const auto& it : probNode) {
- uint16 skill_lv;
- if (!this->asUInt16(it, "Level", skill_lv))
- continue;
- if (skill_lv > MAX_SKILL_LEVEL) {
- this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
- return 0;
- }
- if (!this->asUInt16Rate(it, "Probability", probability))
- continue;
- abra->per[skill_lv - 1] = probability;
- }
- }
- } else {
- if (!exists)
- abra->per.fill(500);
- }
- if (!exists)
- this->put(skill_id, abra);
- return 1;
- }
- /** Reads change material db
- * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
- */
- static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
- {
- uint16 id = atoi(split[0]);
- t_itemid nameid = strtoul(split[1], nullptr, 10);
- short rate = atoi(split[2]);
- bool found = false;
- int x, y;
- if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
- ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
- return false;
- }
- // Clear previous data, for importing support
- if (skill_changematerial_db[id].nameid > 0) {
- found = true;
- memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
- }
- // Import just for clearing/disabling from original data
- // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
- if (nameid == 0) {
- memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
- //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
- return true;
- }
- // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
- for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
- if (skill_produce_db[x].nameid == nameid)
- if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
- break;
- }
- if (x >= MAX_SKILL_PRODUCE_DB) {
- ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
- return false;
- }
- skill_changematerial_db[id].nameid = nameid;
- skill_changematerial_db[id].rate = rate;
- for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
- skill_changematerial_db[id].qty[y] = atoi(split[x]);
- skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
- }
- if (!found)
- skill_changematerial_count++;
- return true;
- }
- /**
- * Reads skill damage adjustment
- * @author [Lilith]
- */
- static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
- {
- int64 caster_tmp;
- uint16 id;
- int caster, value;
- char *result;
- trim(split[0]);
- if (ISDIGIT(split[0][0])) {
- value = strtol(split[0], &result, 10);
- if (*result) {
- ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
- return false;
- }
- id = value;
- } else
- id = skill_name2id(split[0]);
- std::shared_ptr<s_skill_db> skill = skill_db.find(id);
- if (!skill)
- return false;
- skill->damage = {};
- trim(split[1]);
- if (ISDIGIT(split[1][0])) {
- value = strtol(split[1], &result, 10);
- if (*result) {
- ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
- return false;
- }
- caster = value;
- } else { // Try to parse caster as constant
- if (!script_get_constant(split[1], &caster_tmp)) {
- ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
- return false;
- }
- caster = static_cast<uint16>(caster_tmp);
- }
- skill->damage.caster |= caster;
- value = strtol(split[2], &result, 10);
- if (*result) {
- ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
- return false;
- }
- skill->damage.map |= value;
- for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
- value = strtol(split[offset], &result, 10);
- if (*result && *result != ' ') {
- ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
- value = 0;
- }
- skill->damage.rate[i] = cap_value(value, -100, 100000);
- }
- return true;
- }
- /** Reads skill database files */
- static void skill_readdb(void) {
- int i;
- const char* dbsubpath[] = {
- "",
- "/" DBIMPORT,
- //add other path here
- };
- memset(skill_produce_db,0,sizeof(skill_produce_db));
- memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
- skill_produce_count = skill_changematerial_count = 0;
- skill_db.load();
- for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
- size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
- size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
- char* dbsubpath1 = (char*)aMalloc(n1+1);
- char* dbsubpath2 = (char*)aMalloc(n2+1);
- if (i == 0) {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
- } else {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
- }
- sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
- sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
- sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
- sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
- aFree(dbsubpath1);
- aFree(dbsubpath2);
- }
- abra_db.load();
- magic_mushroom_db.load();
- reading_spellbook_db.load();
- skill_arrow_db.load();
- skill_init_unit_layout();
- skill_init_nounit_layout();
- }
- void skill_reload (void) {
- skill_db.clear();
- abra_db.clear();
- magic_mushroom_db.clear();
- reading_spellbook_db.clear();
- skill_arrow_db.clear();
- skill_readdb();
- /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
- s_mapiterator *iter = mapit_getallusers();
- for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
- pc_validate_skill(sd);
- clif_skillinfoblock(sd);
- }
- mapit_free(iter);
- }
- /*==========================================
- *
- *------------------------------------------*/
- void do_init_skill(void)
- {
- skill_readdb();
- skillunit_db = idb_alloc(DB_OPT_BASE);
- skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
- bowling_db = idb_alloc(DB_OPT_BASE);
- skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
- ers_chunk_size(skill_timer_ers, 150);
- add_timer_func_list(skill_unit_timer,"skill_unit_timer");
- add_timer_func_list(skill_castend_id,"skill_castend_id");
- add_timer_func_list(skill_castend_pos,"skill_castend_pos");
- add_timer_func_list(skill_timerskill,"skill_timerskill");
- add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
- add_timer_func_list(skill_keep_using, "skill_keep_using");
- add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
- }
- void do_final_skill(void)
- {
- skill_db.clear();
- abra_db.clear();
- magic_mushroom_db.clear();
- reading_spellbook_db.clear();
- skill_arrow_db.clear();
- db_destroy(skillunit_db);
- db_destroy(skillusave_db);
- db_destroy(bowling_db);
- ers_destroy(skill_timer_ers);
- }
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