skill.cpp 793 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. struct map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. struct map_session_data *sd = BL_CAST(BL_PC, src);
  462. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  463. struct status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp >>= 1;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  579. #else
  580. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  581. #endif
  582. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  585. #else
  586. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->data[SC_MEDIALE] && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->data[SC_MEDIALE]->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->data[SC_INCHEALRATE])
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  600. #endif
  601. if (tsc->data[SC_GLASTHEIM_HEAL])
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  604. #else
  605. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  606. #endif
  607. if (tsc->data[SC_ANCILLA])
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  610. #else
  611. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  612. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->data[SC_ASSUMPTIO])
  617. hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
  618. #endif
  619. if (tsc->data[SC_VITALIZE_POTION])
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->data[SC_CRITICALWOUND])
  677. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  678. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  679. penalty += 20;
  680. if (tsc->data[SC_NORECOVER_STATE])
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  735. {
  736. nullpo_retr(1,sd);
  737. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  738. return false; // can do any damn thing they want
  739. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  740. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  741. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  742. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  743. return true;
  744. // Epoque:
  745. // This code will compare the player's attack motion value which is influenced by ASPD before
  746. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  747. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  748. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  749. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  750. {// attempted to cast a skill before the attack motion has finished
  751. return true;
  752. }
  753. if (skill_blockpc_get(sd, skill_id) != -1){
  754. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  755. return true;
  756. }
  757. /**
  758. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  759. * 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
  760. */
  761. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  762. return false;
  763. uint32 skill_nocast = skill_get_nocast(skill_id);
  764. // Check skill restrictions [Celest]
  765. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  766. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  767. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  768. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  769. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  770. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  771. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  772. return true;
  773. }
  774. if( sd->sc.data[SC_ALL_RIDING] )
  775. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  776. switch (skill_id) {
  777. case AL_WARP:
  778. case RETURN_TO_ELDICASTES:
  779. case ALL_GUARDIAN_RECALL:
  780. case ECLAGE_RECALL:
  781. case ALL_PRONTERA_RECALL:
  782. if(mapdata->flag[MF_NOWARP]) {
  783. clif_skill_teleportmessage(sd,0);
  784. return true;
  785. }
  786. return false;
  787. case AL_TELEPORT:
  788. case NPC_FATALMENACE:
  789. case SC_DIMENSIONDOOR:
  790. case ALL_ODINS_RECALL:
  791. case WE_CALLALLFAMILY:
  792. if(mapdata->flag[MF_NOTELEPORT]) {
  793. clif_skill_teleportmessage(sd,0);
  794. return true;
  795. }
  796. return false; // gonna be checked in 'skill_castend_nodamage_id'
  797. case WE_CALLPARTNER:
  798. case WE_CALLPARENT:
  799. case WE_CALLBABY:
  800. if (mapdata->flag[MF_NOMEMO]) {
  801. clif_skill_teleportmessage(sd,1);
  802. return true;
  803. }
  804. break;
  805. case MC_VENDING:
  806. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  807. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  808. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  809. return true;
  810. }
  811. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  812. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  813. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  814. return true;
  815. }
  816. if (npc_isnear(&sd->bl)) {
  817. // uncomment to send msg_txt.
  818. //char output[150];
  819. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  820. //clif_displaymessage(sd->fd, output);
  821. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  822. return true;
  823. }
  824. break;
  825. case ALL_BUYING_STORE:
  826. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  827. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  829. return true;
  830. }
  831. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  832. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  834. return true;
  835. }
  836. if( npc_isnear(&sd->bl) ) {
  837. // uncomment to send msg_txt.
  838. //char output[150];
  839. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  840. //clif_displaymessage(sd->fd, output);
  841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  842. return true;
  843. }
  844. break;
  845. case MC_IDENTIFY:
  846. return false; // always allowed
  847. case WZ_ICEWALL:
  848. // noicewall flag [Valaris]
  849. if (mapdata->flag[MF_NOICEWALL]) {
  850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  851. return true;
  852. }
  853. break;
  854. case GC_DARKILLUSION:
  855. if( mapdata_flag_gvg2(mapdata) ) {
  856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  857. return true;
  858. }
  859. break;
  860. case GD_EMERGENCYCALL:
  861. case GD_ITEMEMERGENCYCALL:
  862. if (
  863. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  864. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  865. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  866. ) {
  867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  868. return true;
  869. }
  870. break;
  871. case WM_SIRCLEOFNATURE:
  872. case WM_SOUND_OF_DESTRUCTION:
  873. case WM_LULLABY_DEEPSLEEP:
  874. case WM_GLOOMYDAY:
  875. case WM_SATURDAY_NIGHT_FEVER:
  876. if( !mapdata_flag_vs(mapdata) ) {
  877. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  878. return true;
  879. }
  880. break;
  881. }
  882. return false;
  883. }
  884. /**
  885. * Check if the homunculus skill is ok to be processed
  886. * After checking from Homunculus side, also check the master condition
  887. * @param hd: Homunculus who casted
  888. * @param skill_id: Skill ID casted
  889. * @param skill_lv: Skill level casted
  890. * @return true: Skill cannot be used, false: otherwise
  891. */
  892. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  893. {
  894. struct map_session_data *sd = NULL;
  895. struct status_change *sc;
  896. int8 spiritball = 0;
  897. nullpo_retr(true, hd);
  898. spiritball = skill_get_spiritball(skill_id, skill_lv);
  899. sd = hd->master;
  900. sc = status_get_sc(&hd->bl);
  901. if (!sd)
  902. return true;
  903. if (sc && !sc->count)
  904. sc = NULL;
  905. if (util::vector_exists(hd->blockskill, skill_id))
  906. return true;
  907. switch(skill_id) {
  908. case HFLI_SBR44:
  909. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  911. return true;
  912. }
  913. break;
  914. case HVAN_EXPLOSION:
  915. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  917. return true;
  918. }
  919. break;
  920. case MH_LIGHT_OF_REGENE: // Must be cordial
  921. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  922. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  923. return true;
  924. }
  925. break;
  926. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  927. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  928. return true;
  929. break;
  930. case MH_ANGRIFFS_MODUS:
  931. if (sc && sc->data[SC_GOLDENE_FERSE])
  932. return true;
  933. break;
  934. case MH_TINDER_BREAKER: // Must be in grappling mode
  935. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  937. return true;
  938. }
  939. break;
  940. case MH_SONIC_CRAW: // Must be in fighting mode
  941. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  942. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  943. return true;
  944. }
  945. break;
  946. case MH_SILVERVEIN_RUSH:
  947. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  948. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  949. return true;
  950. }
  951. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  952. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  953. return true;
  954. }
  955. break;
  956. case MH_MIDNIGHT_FRENZY:
  957. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  958. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  959. return true;
  960. }
  961. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  962. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  963. return true;
  964. }
  965. break;
  966. case MH_CBC:
  967. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  969. return true;
  970. }
  971. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  972. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  973. return true;
  974. }
  975. break;
  976. case MH_EQC:
  977. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  978. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  979. return true;
  980. }
  981. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  982. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  983. return true;
  984. }
  985. break;
  986. }
  987. if (spiritball) {
  988. if (hd->homunculus.spiritball < spiritball) {
  989. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  990. return true;
  991. }
  992. hom_delspiritball(hd, spiritball, 1);
  993. }
  994. //Use master's criteria.
  995. return skill_isNotOk(skill_id, hd->master);
  996. }
  997. /**
  998. * Check if the mercenary skill is ok to be processed
  999. * After checking from Homunculus side, also check the master condition
  1000. * @param skill_id: Skill ID that casted
  1001. * @param md: Mercenary who casted
  1002. * @return true: Skill cannot be used, false: otherwise
  1003. */
  1004. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  1005. {
  1006. nullpo_retr(1, md);
  1007. if (util::vector_exists(md->blockskill, skill_id))
  1008. return true;
  1009. return skill_isNotOk(skill_id, md->master);
  1010. }
  1011. /**
  1012. * Check if the skill can be casted near NPC or not
  1013. * @param src Object who casted
  1014. * @param skill_id Skill ID that casted
  1015. * @param skill_lv Skill Lv
  1016. * @param pos_x Position x of the target
  1017. * @param pos_y Position y of the target
  1018. * @return true: Skill cannot be used, false: otherwise
  1019. * @author [Cydh]
  1020. */
  1021. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1022. if (!src)
  1023. return false;
  1024. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1025. return false;
  1026. //if self skill
  1027. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1028. pos_x = src->x;
  1029. pos_y = src->y;
  1030. }
  1031. if (pos_x <= 0) pos_x = src->x;
  1032. if (pos_y <= 0) pos_y = src->y;
  1033. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1034. }
  1035. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1036. {
  1037. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1038. uint8 dir;
  1039. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1040. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1041. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1042. }
  1043. nullpo_retr(NULL, src);
  1044. //Monsters sometimes deploy more units on level 10
  1045. if (src->type == BL_MOB && skill_lv >= 10) {
  1046. if (skill_id == WZ_WATERBALL)
  1047. pos = 4; //9x9 Area
  1048. }
  1049. if (pos != -1) // simple single-definition layout
  1050. return &skill_unit_layout[pos];
  1051. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1052. if (skill_id == MG_FIREWALL)
  1053. return &skill_unit_layout [firewall_unit_pos + dir];
  1054. else if (skill_id == WZ_ICEWALL)
  1055. return &skill_unit_layout [icewall_unit_pos + dir];
  1056. else if( skill_id == WL_EARTHSTRAIN )
  1057. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1058. else if( skill_id == RL_FIRE_RAIN )
  1059. return &skill_unit_layout[firerain_unit_pos + dir];
  1060. else if( skill_id == GN_WALLOFTHORN )
  1061. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1062. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1063. return &skill_unit_layout[0]; // default 1x1 layout
  1064. }
  1065. /** Stores temporary values.
  1066. * Common usages:
  1067. * [0] holds number of targets in area
  1068. * [1] holds the id of the original target
  1069. * [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)
  1070. */
  1071. static int skill_area_temp[8];
  1072. /*==========================================
  1073. * Add effect to skill when hit succesfully target
  1074. *------------------------------------------*/
  1075. 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)
  1076. {
  1077. struct map_session_data *sd, *dstsd;
  1078. struct mob_data *md, *dstmd;
  1079. struct status_data *sstatus, *tstatus;
  1080. struct status_change *sc, *tsc;
  1081. int skill;
  1082. int rate;
  1083. nullpo_ret(src);
  1084. nullpo_ret(bl);
  1085. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1086. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1087. return 0;
  1088. sd = BL_CAST(BL_PC, src);
  1089. md = BL_CAST(BL_MOB, src);
  1090. dstsd = BL_CAST(BL_PC, bl);
  1091. dstmd = BL_CAST(BL_MOB, bl);
  1092. sc = status_get_sc(src);
  1093. tsc = status_get_sc(bl);
  1094. sstatus = status_get_status_data(src);
  1095. tstatus = status_get_status_data(bl);
  1096. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1097. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1098. // Chance to trigger Taekwon kicks
  1099. if (sc->data[SC_READYSTORM] &&
  1100. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1101. 0, 2, 0,
  1102. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1103. ; //Stance triggered
  1104. else if (sc->data[SC_READYDOWN] &&
  1105. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1106. 0, 2, 0,
  1107. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1108. ; //Stance triggered
  1109. else if (sc->data[SC_READYTURN] &&
  1110. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1111. 0, 2, 0,
  1112. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1113. ; //Stance triggered
  1114. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1115. rate = 20;
  1116. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1117. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1118. status_change_end(src, SC_SKILLRATE_UP);
  1119. }
  1120. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1121. 0, 2, 0,
  1122. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1123. ; //Stance triggered
  1124. }
  1125. }
  1126. if (!tsc) //skill additional effect is about adding effects to the target...
  1127. //So if the target can't be inflicted with statuses, this is pointless.
  1128. return 0;
  1129. if( sd )
  1130. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1131. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1132. #ifndef RENEWAL
  1133. && skill_id != ASC_BREAKER
  1134. #endif
  1135. ) {
  1136. // Trigger status effects
  1137. for (const auto &it : sd->addeff) {
  1138. rate = it.rate;
  1139. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1140. rate += it.arrow_rate;
  1141. if( !rate )
  1142. continue;
  1143. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1144. // Trigger has attack type consideration.
  1145. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1146. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1147. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1148. ;
  1149. else
  1150. continue;
  1151. }
  1152. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1153. // Trigger has range consideration.
  1154. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1155. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1156. continue; //Range Failed.
  1157. }
  1158. if (it.flag&ATF_TARGET)
  1159. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1160. if (it.flag&ATF_SELF)
  1161. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1162. }
  1163. }
  1164. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1165. if (sc != nullptr) {
  1166. status_change_entry *sce = sc->data[SC_SHADOW_WEAPON];
  1167. unit_data *ud = unit_bl2ud(bl);
  1168. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1169. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1170. }
  1171. }
  1172. if( skill_id ) {
  1173. // Trigger status effects on skills
  1174. for (const auto &it : sd->addeff_onskill) {
  1175. if (skill_id != it.skill_id || !it.rate)
  1176. continue;
  1177. if (it.target&ATF_TARGET)
  1178. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1179. if (it.target&ATF_SELF)
  1180. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1181. }
  1182. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1183. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1184. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1185. #ifdef RENEWAL
  1186. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1187. #else
  1188. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1189. #endif
  1190. clif_emotion(bl,ET_HUK);
  1191. }
  1192. }
  1193. }
  1194. if( dmg_lv < ATK_DEF ) // no damage, return;
  1195. return 0;
  1196. switch(skill_id) {
  1197. case 0:
  1198. { // Normal attacks (no skill used)
  1199. if( attack_type&BF_SKILL )
  1200. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1201. if(sd) {
  1202. // Automatic trigger of Blitz Beat
  1203. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1204. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1205. rate = 5;
  1206. else
  1207. rate = (sd->status.job_level + 9) / 10;
  1208. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1209. }
  1210. // Automatic trigger of Warg Strike
  1211. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1212. rate = sstatus->luk * 10 / 3 + 1;
  1213. if (pc_isfalcon(sd))
  1214. rate = rate / 3;
  1215. if (rnd() % 1000 <= rate)
  1216. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1217. }
  1218. // Automatic trigger of Hawk Rush
  1219. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1220. rate = sstatus->con * 10 / 3 + 1;
  1221. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1222. if (rnd() % 1000 <= rate)
  1223. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1224. }
  1225. // Gank
  1226. if(dstmd && sd->status.weapon != W_BOW &&
  1227. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1228. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1229. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1230. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1231. else
  1232. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1233. }
  1234. }
  1235. if (sc) {
  1236. struct status_change_entry *sce;
  1237. // Enchant Poison gives a chance to poison attacked enemies
  1238. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1239. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1240. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1241. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1242. if((sce=sc->data[SC_EDP]))
  1243. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1244. skill_get_time2(ASC_EDP,sce->val1));
  1245. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1246. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1247. }
  1248. }
  1249. break;
  1250. case SM_BASH:
  1251. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1252. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1253. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1254. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1255. }
  1256. break;
  1257. case MER_CRASH:
  1258. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1259. break;
  1260. case AS_VENOMKNIFE:
  1261. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1262. skill_lv = pc_checkskill(sd, TF_POISON);
  1263. case TF_POISON:
  1264. case AS_SPLASHER:
  1265. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1266. && sd && skill_id==TF_POISON
  1267. )
  1268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1269. break;
  1270. case AS_SONICBLOW:
  1271. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1272. break;
  1273. case AS_GRIMTOOTH:
  1274. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1275. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1276. break;
  1277. case WZ_FIREPILLAR:
  1278. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1279. break;
  1280. case MG_FROSTDIVER:
  1281. 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)
  1282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1283. break;
  1284. case WZ_FROSTNOVA:
  1285. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1286. break;
  1287. case WZ_STORMGUST:
  1288. // Storm Gust counter was dropped in renewal
  1289. #ifdef RENEWAL
  1290. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1291. #else
  1292. //On third hit, there is a 150% to freeze the target
  1293. if(tsc->sg_counter >= 3 &&
  1294. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1295. tsc->sg_counter = 0;
  1296. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1297. else if( tsc->sg_counter > 250 )
  1298. tsc->sg_counter = 0;
  1299. #endif
  1300. break;
  1301. case NPC_STORMGUST2:
  1302. if (skill_lv == 1)
  1303. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1304. else if (skill_lv == 2)
  1305. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1306. else
  1307. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. break;
  1309. case WZ_METEOR:
  1310. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case WZ_VERMILION:
  1313. #ifdef RENEWAL
  1314. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1315. #else
  1316. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. #endif
  1318. break;
  1319. case WZ_HEAVENDRIVE:
  1320. status_change_end(bl, SC_SV_ROOTTWIST);
  1321. break;
  1322. case HT_FREEZINGTRAP:
  1323. case MA_FREEZINGTRAP:
  1324. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case HT_FLASHER:
  1327. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_LANDMINE:
  1330. case MA_LANDMINE:
  1331. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_SHOCKWAVE:
  1334. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1335. break;
  1336. case HT_SANDMAN:
  1337. case MA_SANDMAN:
  1338. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case TF_SPRINKLESAND:
  1341. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case TF_THROWSTONE:
  1344. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1345. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case NPC_DARKCROSS:
  1348. case CR_HOLYCROSS:
  1349. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case NPC_GRANDDARKNESS:
  1352. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1353. attack_type |= BF_WEAPON;
  1354. break;
  1355. case CR_GRANDCROSS:
  1356. //Chance to cause blind status vs demon and undead element, but not against players
  1357. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1358. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1359. attack_type |= BF_WEAPON;
  1360. break;
  1361. case AM_ACIDTERROR:
  1362. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1363. #ifdef RENEWAL
  1364. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1365. #else
  1366. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1367. #endif
  1368. clif_emotion(bl,ET_HUK);
  1369. break;
  1370. case AM_DEMONSTRATION:
  1371. #ifdef RENEWAL
  1372. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1373. #else
  1374. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1375. #endif
  1376. break;
  1377. case CR_SHIELDCHARGE:
  1378. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1379. break;
  1380. #ifndef RENEWAL
  1381. case PA_PRESSURE:
  1382. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1383. //Fall through
  1384. case HW_GRAVITATION:
  1385. //Pressure and Gravitation can trigger physical autospells
  1386. attack_type |= BF_NORMAL;
  1387. attack_type |= BF_WEAPON;
  1388. break;
  1389. #endif
  1390. case RG_RAID:
  1391. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1392. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1393. #ifdef RENEWAL
  1394. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1395. break;
  1396. case RG_BACKSTAP:
  1397. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1398. #endif
  1399. break;
  1400. case BA_FROSTJOKER:
  1401. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1402. break;
  1403. case DC_SCREAM:
  1404. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1405. break;
  1406. case BD_LULLABY:
  1407. 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
  1408. break;
  1409. case DC_UGLYDANCE:
  1410. rate = 5+5*skill_lv;
  1411. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1412. rate += 5+skill;
  1413. #ifdef RENEWAL
  1414. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1415. #else
  1416. status_zap(bl, 0, rate);
  1417. #endif
  1418. break;
  1419. case SL_STUN:
  1420. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1421. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1422. break;
  1423. case NPC_PETRIFYATTACK:
  1424. 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));
  1425. break;
  1426. case NPC_CURSEATTACK:
  1427. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1428. break;
  1429. case NPC_SLEEPATTACK:
  1430. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1431. break;
  1432. case NPC_BLINDATTACK:
  1433. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1434. break;
  1435. case NPC_POISON:
  1436. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1437. break;
  1438. case NPC_SILENCEATTACK:
  1439. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1440. break;
  1441. case NPC_STUNATTACK:
  1442. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1443. break;
  1444. case NPC_BLEEDING:
  1445. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1446. break;
  1447. case NPC_CHANGEUNDEAD:
  1448. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1449. break;
  1450. case NPC_ACIDBREATH:
  1451. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1452. break;
  1453. case NPC_ICEBREATH:
  1454. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1455. break;
  1456. case NPC_MENTALBREAKER:
  1457. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1458. //equal to Matk*skLevel.
  1459. rate = sstatus->matk_min;
  1460. if (rate < sstatus->matk_max)
  1461. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1462. rate*=skill_lv;
  1463. status_zap(bl, 0, rate);
  1464. break;
  1465. }
  1466. // Equipment breaking monster skills [Celest]
  1467. case NPC_WEAPONBRAKER:
  1468. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1469. break;
  1470. case NPC_ARMORBRAKE:
  1471. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1472. break;
  1473. case NPC_HELMBRAKE:
  1474. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1475. break;
  1476. case NPC_SHIELDBRAKE:
  1477. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1478. break;
  1479. case CH_TIGERFIST: {
  1480. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1481. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1482. if (status_get_class_(bl) == CLASS_BOSS)
  1483. basetime /= 5;
  1484. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1485. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1486. }
  1487. break;
  1488. case LK_SPIRALPIERCE:
  1489. case ML_SPIRALPIERCE:
  1490. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1491. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1492. break;
  1493. case ST_REJECTSWORD:
  1494. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1495. break;
  1496. case PF_FOGWALL:
  1497. if (src != bl && !tsc->data[SC_DELUGE])
  1498. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1499. break;
  1500. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1501. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1502. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1503. break;
  1504. case ASC_METEORASSAULT:
  1505. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1506. switch(rnd()%3) {
  1507. case 0:
  1508. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1509. break;
  1510. case 1:
  1511. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1512. break;
  1513. default:
  1514. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1515. }
  1516. break;
  1517. case HW_NAPALMVULCAN:
  1518. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1519. break;
  1520. case WS_CARTTERMINATION: // Cart termination
  1521. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1522. break;
  1523. case CR_ACIDDEMONSTRATION:
  1524. case GN_FIRE_EXPANSION_ACID:
  1525. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1526. break;
  1527. case TK_DOWNKICK:
  1528. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1529. break;
  1530. case TK_JUMPKICK:
  1531. // debuff the following statuses
  1532. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1533. status_change_end(bl, SC_SPIRIT);
  1534. status_change_end(bl, SC_ADRENALINE2);
  1535. status_change_end(bl, SC_KAITE);
  1536. status_change_end(bl, SC_KAAHI);
  1537. status_change_end(bl, SC_ONEHAND);
  1538. status_change_end(bl, SC_ASPDPOTION2);
  1539. // New soul links confirmed to not dispell with this skill
  1540. // but thats likely a bug since soul links can't stack and
  1541. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1542. status_change_end(bl, SC_SOULGOLEM);
  1543. status_change_end(bl, SC_SOULSHADOW);
  1544. status_change_end(bl, SC_SOULFALCON);
  1545. status_change_end(bl, SC_SOULFAIRY);
  1546. }
  1547. break;
  1548. case TK_TURNKICK:
  1549. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1550. if(attack_type&BF_MISC) //70% base stun chance...
  1551. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1552. break;
  1553. case GS_BULLSEYE: //0.1% coma rate.
  1554. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1555. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1556. break;
  1557. case GS_PIERCINGSHOT:
  1558. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1559. break;
  1560. case NJ_HYOUSYOURAKU:
  1561. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1562. break;
  1563. case GS_FLING:
  1564. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1565. break;
  1566. case GS_DISARM:
  1567. skill_strip_equip(src, bl, skill_id, skill_lv);
  1568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1569. break;
  1570. case NPC_EVILLAND:
  1571. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1572. break;
  1573. case NPC_HELLJUDGEMENT:
  1574. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1575. break;
  1576. case NPC_CRITICALWOUND:
  1577. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1578. break;
  1579. case NPC_FIRESTORM:
  1580. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1581. break;
  1582. case RK_DRAGONBREATH:
  1583. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1584. break;
  1585. case RK_DRAGONBREATH_WATER:
  1586. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1587. break;
  1588. case NPC_DRAGONBREATH:
  1589. if (skill_lv > 5)
  1590. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1591. else
  1592. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1593. break;
  1594. case AB_ADORAMUS:
  1595. 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));
  1596. break;
  1597. case WL_COMET:
  1598. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1599. break;
  1600. case NPC_COMET:
  1601. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1602. break;
  1603. case NPC_JACKFROST:
  1604. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1605. break;
  1606. case RA_WUGBITE: {
  1607. 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);
  1608. if (wug_rate < 50)
  1609. wug_rate = 50;
  1610. 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))) );
  1611. }
  1612. break;
  1613. case RA_SENSITIVEKEEN:
  1614. if( rnd()%100 < 8 * skill_lv )
  1615. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1616. break;
  1617. case RA_FIRINGTRAP:
  1618. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1619. break;
  1620. case RA_ICEBOUNDTRAP:
  1621. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1622. break;
  1623. case NC_PILEBUNKER:
  1624. if( rnd()%100 < 25 + 15*skill_lv ) {
  1625. status_change_end(bl, SC_KYRIE);
  1626. status_change_end(bl, SC_ASSUMPTIO);
  1627. status_change_end(bl, SC_STEELBODY);
  1628. status_change_end(bl, SC_GT_CHANGE);
  1629. status_change_end(bl, SC_GT_REVITALIZE);
  1630. status_change_end(bl, SC_AUTOGUARD);
  1631. status_change_end(bl, SC_REFLECTDAMAGE);
  1632. status_change_end(bl, SC_DEFENDER);
  1633. status_change_end(bl, SC_PRESTIGE);
  1634. status_change_end(bl, SC_BANDING);
  1635. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1636. }
  1637. break;
  1638. case NC_FLAMELAUNCHER:
  1639. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1640. break;
  1641. case NC_COLDSLOWER:
  1642. // Status chances are applied officially through a check
  1643. // The skill first trys to give the frozen status to targets that are hit
  1644. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1645. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1646. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1647. break;
  1648. case NC_POWERSWING:
  1649. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1650. break;
  1651. case GC_WEAPONCRUSH:
  1652. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1653. break;
  1654. case LG_PINPOINTATTACK:
  1655. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1656. switch( skill_lv ) {
  1657. case 1:
  1658. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1659. break;
  1660. case 2:
  1661. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1662. break;
  1663. case 3:
  1664. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1665. break;
  1666. case 4:
  1667. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1668. break;
  1669. case 5:
  1670. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1671. break;
  1672. }
  1673. break;
  1674. case LG_MOONSLASHER:
  1675. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1676. break;
  1677. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1678. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1679. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1680. break;
  1681. case NPC_RAYOFGENESIS:
  1682. if (skill_lv < 8)
  1683. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1684. else
  1685. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1686. break;
  1687. case LG_HESPERUSLIT:
  1688. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1689. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1690. break;
  1691. case SR_DRAGONCOMBO:
  1692. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1693. break;
  1694. case SR_WINDMILL:
  1695. if( dstsd )
  1696. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1697. else if( dstmd )
  1698. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1699. break;
  1700. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1701. 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));
  1702. break;
  1703. case SR_EARTHSHAKER:
  1704. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1705. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1706. status_change_end(bl, SC_SV_ROOTTWIST);
  1707. break;
  1708. case SO_EARTHGRAVE:
  1709. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1710. break;
  1711. case SO_DIAMONDDUST:
  1712. rate = 5 + 5 * skill_lv;
  1713. if( sc && sc->data[SC_COOLER_OPTION] )
  1714. rate += (sd ? sd->status.job_level / 5 : 0);
  1715. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1716. break;
  1717. case SO_VARETYR_SPEAR:
  1718. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1719. break;
  1720. case SO_POISON_BUSTER:
  1721. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1722. break;
  1723. case GN_SPORE_EXPLOSION:
  1724. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1725. break;
  1726. case GN_SLINGITEM_RANGEMELEEATK:
  1727. if( sd ) {
  1728. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1729. case ITEMID_COCONUT_BOMB:
  1730. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1731. 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);
  1732. break;
  1733. case ITEMID_MELON_BOMB:
  1734. 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);
  1735. break;
  1736. case ITEMID_BANANA_BOMB:
  1737. {
  1738. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1739. 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);
  1740. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1741. break;
  1742. }
  1743. }
  1744. sd->itemid = 0;
  1745. }
  1746. break;
  1747. case GN_HELLS_PLANT_ATK:
  1748. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1749. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1750. break;
  1751. case EL_WIND_SLASH: // Non confirmed rate.
  1752. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1753. break;
  1754. case EL_STONE_HAMMER:
  1755. rate = 10 * skill_lv;
  1756. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1757. break;
  1758. case EL_ROCK_CRUSHER:
  1759. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1760. break;
  1761. case EL_ROCK_CRUSHER_ATK:
  1762. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1763. break;
  1764. case EL_TYPOON_MIS:
  1765. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1766. break;
  1767. case KO_JYUMONJIKIRI:
  1768. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1769. break;
  1770. case SP_SOULEXPLOSION:
  1771. case KO_SETSUDAN: // Remove soul link when hit.
  1772. status_change_end(bl, SC_SPIRIT);
  1773. status_change_end(bl, SC_SOULGOLEM);
  1774. status_change_end(bl, SC_SOULSHADOW);
  1775. status_change_end(bl, SC_SOULFALCON);
  1776. status_change_end(bl, SC_SOULFAIRY);
  1777. break;
  1778. case KO_MAKIBISHI:
  1779. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1780. break;
  1781. case MH_EQC:
  1782. {
  1783. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1784. if (hd) {
  1785. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1786. status_change_end(bl, SC_TINDER_BREAKER2);
  1787. }
  1788. }
  1789. break;
  1790. case MH_STAHL_HORN:
  1791. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1792. break;
  1793. case MH_NEEDLE_OF_PARALYZE:
  1794. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1795. break;
  1796. case MH_XENO_SLASHER:
  1797. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1798. break;
  1799. case NPC_MAGMA_ERUPTION:
  1800. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1801. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1802. break;
  1803. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1804. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1805. break;
  1806. case GN_ILLUSIONDOPING:
  1807. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1808. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1809. break;
  1810. case RL_MASS_SPIRAL:
  1811. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1812. break;
  1813. case RL_SLUGSHOT:
  1814. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1815. break;
  1816. case RL_BANISHING_BUSTER: {
  1817. if (!tsc || !tsc->count)
  1818. break;
  1819. if (status_isimmune(bl))
  1820. break;
  1821. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1822. if (sd)
  1823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1824. break;
  1825. }
  1826. uint16 n = skill_lv;
  1827. for (const auto &it : status_db) {
  1828. sc_type status = static_cast<sc_type>(it.first);
  1829. if (n <= 0)
  1830. break;
  1831. if (!tsc->data[status])
  1832. continue;
  1833. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1834. continue;
  1835. switch (status) {
  1836. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1837. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1838. case SC_FORTUNE: case SC_SERVICE4U:
  1839. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  1840. continue; //If in song area don't end it, even if config enabled
  1841. break;
  1842. case SC_ASSUMPTIO:
  1843. if( bl->type == BL_MOB )
  1844. continue;
  1845. break;
  1846. }
  1847. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1848. tsc->data[status]->val2 = 0;
  1849. status_change_end(bl,status);
  1850. n--;
  1851. }
  1852. //Remove bonus_script by Banishing Buster
  1853. if (dstsd)
  1854. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1855. }
  1856. break;
  1857. case RL_S_STORM:
  1858. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1859. 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
  1860. break;
  1861. case RL_AM_BLAST:
  1862. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1863. break;
  1864. case SU_SCRATCH:
  1865. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1866. break;
  1867. case SU_SV_STEMSPEAR:
  1868. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1869. break;
  1870. case SU_CN_METEOR2:
  1871. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1872. break;
  1873. case SU_SCAROFTAROU:
  1874. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1875. break;
  1876. case SU_LUNATICCARROTBEAT2:
  1877. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1878. break;
  1879. case SJ_FULLMOONKICK:
  1880. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1881. break;
  1882. case SJ_STAREMPEROR:
  1883. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1884. break;
  1885. case SP_CURSEEXPLOSION:
  1886. status_change_end(bl, SC_SOULCURSE);
  1887. break;
  1888. case SP_SHA:
  1889. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1890. break;
  1891. case DK_SERVANT_W_PHANTOM:
  1892. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1893. break;
  1894. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1895. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 1)
  1896. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1897. break;
  1898. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1899. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1900. break;
  1901. case IQ_OLEUM_SANCTUM:
  1902. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1903. break;
  1904. case IQ_FIRST_BRAND:
  1905. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1906. break;
  1907. case IQ_SECOND_FLAME:
  1908. case IQ_SECOND_FAITH:
  1909. case IQ_SECOND_JUDGEMENT:
  1910. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1911. break;
  1912. case IQ_THIRD_PUNISH:
  1913. case IQ_THIRD_FLAME_BOMB:
  1914. case IQ_THIRD_CONSECRATION:
  1915. status_change_end(bl, SC_SECOND_BRAND);
  1916. break;
  1917. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1918. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1919. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1920. break;
  1921. case SHC_FATAL_SHADOW_CROW:
  1922. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1923. break;
  1924. case ABC_UNLUCKY_RUSH:
  1925. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1926. break;
  1927. case ABC_CHAIN_REACTION_SHOT:
  1928. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1929. break;
  1930. case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
  1931. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1932. break;
  1933. case WH_SOLIDTRAP:
  1934. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1935. break;
  1936. case WH_SWIFTTRAP:
  1937. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1938. break;
  1939. case WH_FLAMETRAP:
  1940. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1941. break;
  1942. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1943. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1944. case WM_METALICSOUND:
  1945. case WM_REVERBERATION:
  1946. case TR_RHYTHMSHOOTING:
  1947. case TR_METALIC_FURY:
  1948. status_change_end(bl, SC_SOUNDBLEND);
  1949. break;
  1950. case EM_DIAMOND_STORM:
  1951. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1952. break;
  1953. case EM_LIGHTNING_LAND:
  1954. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1955. break;
  1956. case EM_VENOM_SWAMP:
  1957. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1958. break;
  1959. case EM_CONFLAGRATION:
  1960. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1961. break;
  1962. case EM_TERRA_DRIVE:
  1963. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1964. break;
  1965. } //end switch skill_id
  1966. 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)
  1967. { //Pass heritage to Master for status causing effects. [Skotlex]
  1968. sd = map_id2sd(md->master_id);
  1969. src = sd?&sd->bl:src;
  1970. }
  1971. // Coma
  1972. 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)) {
  1973. rate = 0;
  1974. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1975. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1976. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1977. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1978. }
  1979. if (attack_type&BF_WEAPON) {
  1980. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1981. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1982. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1983. }
  1984. if (rate > 0)
  1985. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1986. }
  1987. if( attack_type&BF_WEAPON )
  1988. { // Breaking Equipment
  1989. if( sd && battle_config.equip_self_break_rate )
  1990. { // Self weapon breaking
  1991. rate = battle_config.equip_natural_break_rate;
  1992. #ifndef RENEWAL
  1993. if( sc )
  1994. {
  1995. if(sc->data[SC_OVERTHRUST])
  1996. rate += 10;
  1997. if(sc->data[SC_MAXOVERTHRUST])
  1998. rate += 10;
  1999. }
  2000. #endif
  2001. if( rate )
  2002. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2003. }
  2004. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2005. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2006. // Target weapon breaking
  2007. rate = 0;
  2008. if( sd )
  2009. rate += sd->bonus.break_weapon_rate;
  2010. if( sc && sc->data[SC_MELTDOWN] )
  2011. rate += sc->data[SC_MELTDOWN]->val2;
  2012. if( rate )
  2013. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2014. // Target armor breaking
  2015. rate = 0;
  2016. if( sd )
  2017. rate += sd->bonus.break_armor_rate;
  2018. if( sc && sc->data[SC_MELTDOWN] )
  2019. rate += sc->data[SC_MELTDOWN]->val3;
  2020. if( rate )
  2021. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2022. }
  2023. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2024. if (sd->def_set_race[tstatus->race].rate)
  2025. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2026. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2027. if (sd->mdef_set_race[tstatus->race].rate)
  2028. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2029. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2030. if (sd->norecover_state_race[tstatus->race].rate)
  2031. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2032. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2033. }
  2034. }
  2035. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2036. struct unit_data *ud = unit_bl2ud(src);
  2037. if( sc->data[SC_WILD_STORM_OPTION] )
  2038. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  2039. else if( sc->data[SC_UPHEAVAL_OPTION] )
  2040. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  2041. else if( sc->data[SC_TROPIC_OPTION] )
  2042. skill = sc->data[SC_TROPIC_OPTION]->val3;
  2043. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  2044. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  2045. else
  2046. skill = 0;
  2047. if ( rnd()%100 < 25 && skill ){
  2048. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2049. if (ud) {
  2050. rate = skill_delayfix(src, skill, skill_lv);
  2051. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2052. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2053. if ( battle_config.display_status_timers )
  2054. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2055. }
  2056. }
  2057. }
  2058. }
  2059. // Autospell when attacking
  2060. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2061. {
  2062. for (const auto &it : sd->autospell) {
  2063. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2064. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2065. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2066. continue; // one or more trigger conditions were not fulfilled
  2067. skill = it.id;
  2068. sd->state.autocast = 1;
  2069. if ( skill_isNotOk(skill, sd) ) {
  2070. sd->state.autocast = 0;
  2071. continue;
  2072. }
  2073. sd->state.autocast = 0;
  2074. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2075. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2076. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2077. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2078. if (rnd()%1000 >= rate)
  2079. continue;
  2080. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2081. e_cast_type type = skill_get_casttype(skill);
  2082. if (type == CAST_GROUND) {
  2083. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2084. continue;
  2085. }
  2086. if (battle_config.autospell_check_range &&
  2087. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2088. continue;
  2089. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2090. type = CAST_GROUND;
  2091. #ifndef RENEWAL
  2092. else if (skill == AS_SONICBLOW)
  2093. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2094. #endif
  2095. sd->state.autocast = 1;
  2096. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2097. #ifndef RENEWAL
  2098. skill_toggle_magicpower(src, skill);
  2099. #endif
  2100. switch (type) {
  2101. case CAST_GROUND:
  2102. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2103. break;
  2104. case CAST_NODAMAGE:
  2105. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2106. break;
  2107. case CAST_DAMAGE:
  2108. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2109. break;
  2110. }
  2111. sd->state.autocast = 0;
  2112. //Set canact delay. [Skotlex]
  2113. unit_data *ud = unit_bl2ud(src);
  2114. if (ud) {
  2115. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2116. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2117. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2118. if ( battle_config.display_status_timers && sd )
  2119. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2120. }
  2121. }
  2122. }
  2123. }
  2124. //Autobonus when attacking
  2125. if( sd && !sd->autobonus.empty() )
  2126. {
  2127. for(auto &it : sd->autobonus) {
  2128. if( it == nullptr ){
  2129. continue;
  2130. }
  2131. if (rnd()%1000 >= it->rate)
  2132. continue;
  2133. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2134. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2135. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2136. continue; // one or more trigger conditions were not fulfilled
  2137. pc_exeautobonus(*sd, &sd->autobonus, it);
  2138. }
  2139. }
  2140. //Polymorph
  2141. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2142. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2143. (rnd()%10000 < sd->bonus.classchange))
  2144. {
  2145. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2146. if (class_ != 0 && mobdb_checkid(class_))
  2147. mob_class_change(dstmd,class_);
  2148. }
  2149. if (sd && sc) {
  2150. struct status_change_entry *sce;
  2151. if ((sce = sc->data[SC_2011RWC_SCROLL]) && rnd() % 1000 <= 10)
  2152. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2153. }
  2154. return 0;
  2155. }
  2156. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2157. if( sd == nullptr || !skill_id )
  2158. return 0;
  2159. for (auto &it : sd->autospell3) {
  2160. if (it.trigger_skill != skill_id)
  2161. continue;
  2162. if (it.lock)
  2163. continue; // autospell already being executed
  2164. uint16 skill = it.id;
  2165. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2166. if( skill_isNotOk(skill, sd) ) {
  2167. sd->state.autocast = 0;
  2168. continue;
  2169. }
  2170. sd->state.autocast = 0;
  2171. // DANGER DANGER: here force target actually means use yourself as target!
  2172. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2173. if( tbl == nullptr ){
  2174. continue; // No target
  2175. }
  2176. if( rnd()%1000 >= it.rate )
  2177. continue;
  2178. uint16 skill_lv = it.lv ? it.lv : 1;
  2179. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2180. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2181. e_cast_type type = skill_get_casttype(skill);
  2182. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2183. continue;
  2184. if (battle_config.autospell_check_range &&
  2185. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2186. continue;
  2187. sd->state.autocast = 1;
  2188. it.lock = true;
  2189. skill_consume_requirement(sd,skill,skill_lv,1);
  2190. switch( type ) {
  2191. case CAST_GROUND:
  2192. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2193. break;
  2194. case CAST_NODAMAGE:
  2195. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2196. break;
  2197. case CAST_DAMAGE:
  2198. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2199. break;
  2200. }
  2201. it.lock = false;
  2202. sd->state.autocast = 0;
  2203. }
  2204. if( sd && !sd->autobonus3.empty() ) {
  2205. for (auto &it : sd->autobonus3) {
  2206. if (it == nullptr)
  2207. continue;
  2208. if (rnd()%1000 >= it->rate)
  2209. continue;
  2210. if (it->atk_type != skill_id)
  2211. continue;
  2212. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2213. }
  2214. }
  2215. return 1;
  2216. }
  2217. /* Splitted off from skill_additional_effect, which is never called when the
  2218. * attack skill kills the enemy. Place in this function counter status effects
  2219. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2220. * from cards) that will take effect on the source, not the target. [Skotlex]
  2221. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2222. * type of skills, so not every instance of skill_additional_effect needs a call
  2223. * to this one.
  2224. */
  2225. 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)
  2226. {
  2227. int rate;
  2228. struct map_session_data *sd=NULL;
  2229. struct map_session_data *dstsd=NULL;
  2230. nullpo_ret(src);
  2231. nullpo_ret(bl);
  2232. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2233. sd = BL_CAST(BL_PC, src);
  2234. dstsd = BL_CAST(BL_PC, bl);
  2235. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2236. for (const auto &it : dstsd->addeff_atked) {
  2237. rate = it.rate;
  2238. if (attack_type&BF_LONG)
  2239. rate += it.arrow_rate;
  2240. if (rate == 0)
  2241. continue;
  2242. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2243. // Trigger has attack type consideration.
  2244. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2245. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2246. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2247. ;
  2248. else
  2249. continue;
  2250. }
  2251. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2252. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2253. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2254. continue; //Range Failed.
  2255. }
  2256. if (it.flag&ATF_TARGET && src != bl)
  2257. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2258. if (it.flag&ATF_SELF && !status_isdead(bl))
  2259. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2260. }
  2261. }
  2262. switch(skill_id) {
  2263. case MO_EXTREMITYFIST:
  2264. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2265. break;
  2266. case GS_FULLBUSTER:
  2267. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2268. break;
  2269. case HFLI_SBR44: //[orn]
  2270. if(src->type == BL_HOM){
  2271. struct homun_data *hd = (struct homun_data *)src;
  2272. if (hd != nullptr) {
  2273. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2274. if (hd->master)
  2275. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2276. }
  2277. }
  2278. break;
  2279. case CR_GRANDCROSS:
  2280. case NPC_GRANDDARKNESS:
  2281. attack_type |= BF_WEAPON;
  2282. break;
  2283. case LG_HESPERUSLIT:
  2284. {
  2285. status_change *sc = status_get_sc(src);
  2286. if( sc && sc->data[SC_FORCEOFVANGUARD]) {
  2287. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2288. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2289. }
  2290. }
  2291. break;
  2292. case SP_SPA:
  2293. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2294. break;
  2295. case SP_SHA:
  2296. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2297. break;
  2298. case SP_SWHOO:
  2299. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2300. break;
  2301. }
  2302. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2303. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2304. 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);
  2305. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2306. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2307. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2308. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2309. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2310. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2311. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2312. }
  2313. if( sd && status_isdead(bl) ) {
  2314. int sp = 0, hp = 0;
  2315. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2316. sp += sd->bonus.sp_gain_value;
  2317. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2318. hp += sd->bonus.hp_gain_value;
  2319. }
  2320. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2321. sp += sd->bonus.long_sp_gain_value;
  2322. hp += sd->bonus.long_hp_gain_value;
  2323. }
  2324. if( attack_type&BF_MAGIC ) {
  2325. sp += sd->bonus.magic_sp_gain_value;
  2326. hp += sd->bonus.magic_hp_gain_value;
  2327. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2328. struct status_change *sc = NULL;
  2329. if( ( sc = status_get_sc(src) ) ) {
  2330. if(sc->data[SC_SPIRIT] &&
  2331. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2332. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2333. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2334. }
  2335. }
  2336. }
  2337. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2338. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2339. }
  2340. }
  2341. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2342. struct status_change *sc = status_get_sc(bl);
  2343. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2344. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2345. }
  2346. // Trigger counter-spells to retaliate against damage causing skills.
  2347. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2348. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2349. {
  2350. for (const auto &it : dstsd->autospell2) {
  2351. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2352. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2353. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2354. continue; // one or more trigger conditions were not fulfilled
  2355. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2356. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2357. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2358. int autospl_rate = it.rate;
  2359. //Physical range attacks only trigger autospells half of the time
  2360. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2361. autospl_rate>>=1;
  2362. dstsd->state.autocast = 1;
  2363. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2364. dstsd->state.autocast = 0;
  2365. continue;
  2366. }
  2367. dstsd->state.autocast = 0;
  2368. if (rnd()%1000 >= autospl_rate)
  2369. continue;
  2370. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2371. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2372. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2373. continue;
  2374. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2375. continue;
  2376. dstsd->state.autocast = 1;
  2377. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2378. switch (type) {
  2379. case CAST_GROUND:
  2380. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2381. break;
  2382. case CAST_NODAMAGE:
  2383. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2384. break;
  2385. case CAST_DAMAGE:
  2386. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2387. break;
  2388. }
  2389. dstsd->state.autocast = 0;
  2390. //Set canact delay. [Skotlex]
  2391. unit_data *ud = unit_bl2ud(bl);
  2392. if (ud) {
  2393. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2394. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2395. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2396. if ( battle_config.display_status_timers && dstsd )
  2397. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2398. }
  2399. }
  2400. }
  2401. }
  2402. //Autobonus when attacked
  2403. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2404. for (auto &it : dstsd->autobonus2) {
  2405. if( it == nullptr ){
  2406. continue;
  2407. }
  2408. if (rnd()%1000 >= it->rate)
  2409. continue;
  2410. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2411. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2412. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2413. continue; // one or more trigger conditions were not fulfilled
  2414. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2415. }
  2416. }
  2417. return 0;
  2418. }
  2419. /*=========================================================================
  2420. Breaks equipment. On-non players causes the corresponding strip effect.
  2421. - rate goes from 0 to 10000 (100.00%)
  2422. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2423. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2424. --------------------------------------------------------------------------*/
  2425. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2426. {
  2427. status_change *src_sc = status_get_sc(src);
  2428. // Grant player skills/items the ability to "break" non-player equipment.
  2429. // WS_MELTDOWN is exempt from this check.
  2430. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->data[SC_MELTDOWN]))
  2431. return 0;
  2432. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2433. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2434. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2435. struct status_change *sc = status_get_sc(bl);
  2436. int i;
  2437. TBL_PC *sd;
  2438. sd = BL_CAST(BL_PC, bl);
  2439. if (sc && !sc->count)
  2440. sc = NULL;
  2441. if (sd) {
  2442. if (sd->bonus.unbreakable_equip)
  2443. where &= ~sd->bonus.unbreakable_equip;
  2444. if (sd->bonus.unbreakable)
  2445. rate -= rate*sd->bonus.unbreakable/100;
  2446. if (where&EQP_WEAPON) {
  2447. switch (sd->status.weapon) {
  2448. case W_FIST: //Bare fists should not break :P
  2449. case W_1HAXE:
  2450. case W_2HAXE:
  2451. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2452. case W_2HMACE:
  2453. case W_STAFF:
  2454. case W_2HSTAFF:
  2455. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2456. case W_HUUMA:
  2457. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2458. case W_DOUBLE_DA:
  2459. case W_DOUBLE_SA:
  2460. where &= ~EQP_WEAPON;
  2461. }
  2462. }
  2463. }
  2464. if (flag&BCT_ENEMY) {
  2465. if (battle_config.equip_skill_break_rate != 100)
  2466. rate = rate*battle_config.equip_skill_break_rate/100;
  2467. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2468. if (battle_config.equip_self_break_rate != 100)
  2469. rate = rate*battle_config.equip_self_break_rate/100;
  2470. }
  2471. for (i = 0; i < 6; i++) {
  2472. if (where&where_list[i]) {
  2473. if (sc && sc->count && sc->data[scdef[i]])
  2474. where&=~where_list[i];
  2475. else if (rnd()%10000 >= rate)
  2476. where&=~where_list[i];
  2477. else if (!sd) //Cause Strip effect.
  2478. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2479. }
  2480. }
  2481. if (!where) //Nothing to break.
  2482. return 0;
  2483. if (sd) {
  2484. for (i = 0; i < EQI_MAX; i++) {
  2485. short j = sd->equip_index[i];
  2486. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2487. continue;
  2488. switch(i) {
  2489. case EQI_HEAD_TOP: //Upper Head
  2490. flag = (where&EQP_HELM);
  2491. break;
  2492. case EQI_ARMOR: //Body
  2493. flag = (where&EQP_ARMOR);
  2494. break;
  2495. case EQI_HAND_R: //Left/Right hands
  2496. case EQI_HAND_L:
  2497. flag = (
  2498. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2499. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2500. break;
  2501. case EQI_SHOES:
  2502. flag = (where&EQP_SHOES);
  2503. break;
  2504. case EQI_GARMENT:
  2505. flag = (where&EQP_GARMENT);
  2506. break;
  2507. case EQI_ACC_L:
  2508. flag = (where&EQP_ACC_L);
  2509. break;
  2510. case EQI_ACC_R:
  2511. flag = (where&EQP_ACC_R);
  2512. break;
  2513. case EQI_SHADOW_ARMOR:
  2514. flag = (where&EQP_SHADOW_ARMOR);
  2515. break;
  2516. case EQI_SHADOW_WEAPON:
  2517. flag = (where&EQP_SHADOW_WEAPON);
  2518. break;
  2519. case EQI_SHADOW_SHIELD:
  2520. flag = (where&EQP_SHADOW_SHIELD);
  2521. break;
  2522. case EQI_SHADOW_SHOES:
  2523. flag = (where&EQP_SHADOW_SHOES);
  2524. break;
  2525. case EQI_SHADOW_ACC_R:
  2526. flag = (where&EQP_SHADOW_ACC_R);
  2527. break;
  2528. case EQI_SHADOW_ACC_L:
  2529. flag = (where&EQP_SHADOW_ACC_L);
  2530. break;
  2531. default:
  2532. continue;
  2533. }
  2534. if (flag) {
  2535. sd->inventory.u.items_inventory[j].attribute = 1;
  2536. pc_unequipitem(sd, j, 3);
  2537. }
  2538. }
  2539. clif_equiplist(sd);
  2540. }
  2541. return where; //Return list of pieces broken.
  2542. }
  2543. /**
  2544. * Strip equipment from a target
  2545. * @param src: Source of call
  2546. * @param target: Target to strip
  2547. * @param skill_id: Skill used
  2548. * @param skill_lv: Skill level used
  2549. * @return True on successful strip or false otherwise
  2550. */
  2551. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2552. {
  2553. nullpo_retr(false, src);
  2554. nullpo_retr(false, target);
  2555. struct status_change *tsc = status_get_sc(target);
  2556. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2557. return false;
  2558. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2559. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2560. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2561. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2562. int rate, time, location, mod = 100;
  2563. switch (skill_id) { // Rate
  2564. case RG_STRIPWEAPON:
  2565. case RG_STRIPARMOR:
  2566. case RG_STRIPSHIELD:
  2567. case RG_STRIPHELM:
  2568. case GC_WEAPONCRUSH:
  2569. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2570. mod = 1000;
  2571. break;
  2572. case ST_FULLSTRIP: {
  2573. int min_rate = 50 + 20 * skill_lv;
  2574. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2575. rate = max(min_rate, rate);
  2576. mod = 1000;
  2577. break;
  2578. }
  2579. case GS_DISARM:
  2580. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2581. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2582. break;
  2583. case WL_EARTHSTRAIN: {
  2584. int job_lv = 0;
  2585. if (src->type == BL_PC)
  2586. job_lv = ((TBL_PC*)src)->status.job_level;
  2587. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2588. break;
  2589. }
  2590. case SC_STRIPACCESSARY:
  2591. rate = 12 + 2 * skill_lv;
  2592. break;
  2593. case ABC_STRIP_SHADOW:
  2594. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2595. mod = 1000;
  2596. break;
  2597. default:
  2598. return false;
  2599. }
  2600. if (rnd()%mod >= rate)
  2601. return false;
  2602. switch (skill_id) { // Duration
  2603. case SC_STRIPACCESSARY:
  2604. case GS_DISARM:
  2605. time = skill_get_time(skill_id, skill_lv);
  2606. break;
  2607. case WL_EARTHSTRAIN:
  2608. case RG_STRIPWEAPON:
  2609. case RG_STRIPARMOR:
  2610. case RG_STRIPSHIELD:
  2611. case RG_STRIPHELM:
  2612. case GC_WEAPONCRUSH:
  2613. case ST_FULLSTRIP:
  2614. case ABC_STRIP_SHADOW:
  2615. if (skill_id == WL_EARTHSTRAIN)
  2616. time = skill_get_time2(skill_id, skill_lv);
  2617. else
  2618. time = skill_get_time(skill_id, skill_lv);
  2619. if (target->type == BL_PC)
  2620. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2621. else {
  2622. time += 15000;
  2623. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2624. }
  2625. break;
  2626. }
  2627. switch (skill_id) { // Location
  2628. case GC_WEAPONCRUSH:
  2629. case RG_STRIPWEAPON:
  2630. case GS_DISARM:
  2631. location = EQP_WEAPON;
  2632. break;
  2633. case RG_STRIPARMOR:
  2634. location = EQP_ARMOR;
  2635. break;
  2636. case RG_STRIPSHIELD:
  2637. location = EQP_SHIELD;
  2638. break;
  2639. case RG_STRIPHELM:
  2640. location = EQP_HELM;
  2641. break;
  2642. case ST_FULLSTRIP:
  2643. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2644. break;
  2645. case SC_STRIPACCESSARY:
  2646. location = EQP_ACC;
  2647. break;
  2648. case ABC_STRIP_SHADOW:
  2649. location = EQP_SHADOW_GEAR;
  2650. break;
  2651. }
  2652. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2653. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2654. location &=~ pos[i];
  2655. }
  2656. if (!location)
  2657. return false;
  2658. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2659. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2660. location &=~ pos[i];
  2661. }
  2662. return location ? true : false;
  2663. }
  2664. /**
  2665. * Used to knock back players, monsters, traps, etc
  2666. * @param src Object that give knock back
  2667. * @param target Object that receive knock back
  2668. * @param count Number of knock back cell requested
  2669. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2670. * @param flag
  2671. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2672. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2673. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2674. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2675. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2676. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2677. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2678. * @return Number of knocked back cells done
  2679. */
  2680. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2681. {
  2682. int dx = 0, dy = 0;
  2683. uint8 checkflag = 0;
  2684. struct status_change *tsc = status_get_sc(target);
  2685. enum e_unit_blown reason = UB_KNOCKABLE;
  2686. nullpo_ret(src);
  2687. nullpo_ret(target);
  2688. if (!count)
  2689. return count; // Actual knockback distance is 0.
  2690. // Create flag needed in unit_blown_immune
  2691. if(src != target)
  2692. checkflag |= 0x1; // Offensive
  2693. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2694. checkflag |= 0x2; // Knockback type
  2695. if(status_get_class_(src) == CLASS_BOSS)
  2696. checkflag |= 0x4; // Boss attack
  2697. // Get reason and check for flags
  2698. reason = unit_blown_immune(target, checkflag);
  2699. switch(reason) {
  2700. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2701. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2702. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2703. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2704. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2705. }
  2706. if (dir == -1) // <optimized>: do the computation here instead of outside
  2707. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2708. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2709. dx = -dirx[dir];
  2710. dy = -diry[dir];
  2711. }
  2712. if (tsc) {
  2713. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2714. status_change_end(target, SC_SU_STOOP);
  2715. if (tsc->data[SC_ROLLINGCUTTER])
  2716. status_change_end(target, SC_ROLLINGCUTTER);
  2717. if (tsc->data[SC_CRESCIVEBOLT])
  2718. status_change_end(target, SC_CRESCIVEBOLT);
  2719. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2720. return 0;
  2721. }
  2722. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2723. }
  2724. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2725. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2726. // In case of success returns type of reflection, otherwise 0
  2727. // 1 - Regular reflection (Maya)
  2728. // 2 - SL_KAITE reflection
  2729. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2730. {
  2731. struct status_change *sc = status_get_sc(bl);
  2732. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2733. // Deadly Projection null's all magic reflection.
  2734. if (sc && sc->data[SC_DEADLY_DEFEASANCE])
  2735. return 0;
  2736. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2737. // Item-based reflection - Bypasses Boss check
  2738. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2739. return 1;
  2740. }
  2741. // Magic Mirror reflection - Bypasses Boss check
  2742. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2743. return 1;
  2744. if( status_get_class_(src) == CLASS_BOSS )
  2745. return 0;
  2746. // status-based reflection
  2747. if( !sc || sc->count == 0 )
  2748. return 0;
  2749. // Kaite reflection - Does not bypass Boss check
  2750. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2751. #ifdef RENEWAL
  2752. && type // Does not reflect AoE
  2753. #endif
  2754. ) {
  2755. // Kaite only works against non-players if they are low-level.
  2756. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2757. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2758. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2759. status_change_end(bl, SC_KAITE);
  2760. return 2;
  2761. }
  2762. return 0;
  2763. }
  2764. /**
  2765. * Checks whether a skill can be used in combos or not
  2766. * @param skill_id: Target skill
  2767. * @return 0: Skill is not a combo
  2768. * 1: Skill is a normal combo
  2769. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2770. * @author Panikon
  2771. */
  2772. int skill_is_combo(uint16 skill_id) {
  2773. switch(skill_id) {
  2774. case MO_CHAINCOMBO:
  2775. case MO_COMBOFINISH:
  2776. case CH_TIGERFIST:
  2777. case CH_CHAINCRUSH:
  2778. case MO_EXTREMITYFIST:
  2779. case TK_TURNKICK:
  2780. case TK_STORMKICK:
  2781. case TK_DOWNKICK:
  2782. case TK_COUNTER:
  2783. case TK_JUMPKICK:
  2784. case HT_POWER:
  2785. case SR_DRAGONCOMBO:
  2786. return 1;
  2787. case SR_FALLENEMPIRE:
  2788. case SR_TIGERCANNON:
  2789. case SR_GATEOFHELL:
  2790. return 2;
  2791. }
  2792. return 0;
  2793. }
  2794. /*
  2795. * Combo handler, start stop combo status
  2796. */
  2797. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2798. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2799. switch (skill_id) {
  2800. case MH_MIDNIGHT_FRENZY:
  2801. case MH_EQC:
  2802. {
  2803. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2804. short idx = hom_skill_get_index(skill_id2);
  2805. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2806. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2807. if (idx == -1)
  2808. break;
  2809. sd = hd->master;
  2810. hd->homunculus.hskill[idx].flag= flag;
  2811. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2812. }
  2813. break;
  2814. case MO_COMBOFINISH:
  2815. case CH_TIGERFIST:
  2816. case CH_CHAINCRUSH:
  2817. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2818. break;
  2819. case TK_JUMPKICK:
  2820. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2821. break;
  2822. case MO_TRIPLEATTACK:
  2823. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2824. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2825. break;
  2826. case SR_FALLENEMPIRE:
  2827. if (sd){
  2828. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2829. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2830. }
  2831. break;
  2832. }
  2833. }
  2834. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2835. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2836. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2837. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2838. struct status_change_entry *sce;
  2839. TBL_PC *sd = BL_CAST(BL_PC,src);
  2840. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2841. struct status_change *sc = status_get_sc(src);
  2842. if(sc == NULL) return;
  2843. //End previous combo state after skill is invoked
  2844. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2845. switch (skill_id) {
  2846. case TK_TURNKICK:
  2847. case TK_STORMKICK:
  2848. case TK_DOWNKICK:
  2849. case TK_COUNTER:
  2850. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2851. sce->val1 = skill_id; //Update combo-skill
  2852. sce->val3 = skill_id;
  2853. if( sce->timer != INVALID_TIMER )
  2854. delete_timer(sce->timer, status_change_timer);
  2855. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2856. break;
  2857. }
  2858. unit_cancel_combo(src); // Cancel combo wait
  2859. break;
  2860. default:
  2861. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2862. status_change_end(src, SC_COMBO);
  2863. }
  2864. }
  2865. //start new combo
  2866. if (sd) { //player only
  2867. switch (skill_id) {
  2868. case MO_TRIPLEATTACK:
  2869. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2870. duration = 1;
  2871. target_id = 0; // Will target current auto-target instead
  2872. }
  2873. break;
  2874. case MO_CHAINCOMBO:
  2875. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2876. duration = 1;
  2877. target_id = 0; // Will target current auto-target instead
  2878. }
  2879. break;
  2880. case MO_COMBOFINISH:
  2881. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2882. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2883. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2884. duration = 1;
  2885. target_id = 0; // Will target current auto-target instead
  2886. }
  2887. case CH_TIGERFIST:
  2888. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2889. duration = 1;
  2890. target_id = 0; // Will target current auto-target instead
  2891. }
  2892. case CH_CHAINCRUSH:
  2893. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2894. duration = 1;
  2895. target_id = 0; // Will target current auto-target instead
  2896. }
  2897. break;
  2898. case AC_DOUBLE:
  2899. if (pc_checkskill(sd, HT_POWER)) {
  2900. duration = 2000;
  2901. nodelay = 1; //Neither gives walk nor attack delay
  2902. target_id = 0; //Does not need to be used on previous target
  2903. }
  2904. break;
  2905. case SR_DRAGONCOMBO:
  2906. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2907. duration = 1;
  2908. break;
  2909. case SR_FALLENEMPIRE:
  2910. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2911. duration = 1;
  2912. break;
  2913. case SJ_PROMINENCEKICK:
  2914. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2915. duration = 1;
  2916. break;
  2917. }
  2918. }
  2919. else { //other
  2920. switch(skill_id) {
  2921. case MH_TINDER_BREAKER:
  2922. case MH_CBC:
  2923. case MH_SONIC_CRAW:
  2924. case MH_SILVERVEIN_RUSH:
  2925. if(hd->homunculus.spiritball > 0) duration = 2000;
  2926. nodelay = 1;
  2927. break;
  2928. case MH_EQC:
  2929. case MH_MIDNIGHT_FRENZY:
  2930. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2931. nodelay = 1;
  2932. break;
  2933. }
  2934. }
  2935. if (duration) { //Possible to chain
  2936. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2937. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2938. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2939. clif_combo_delay(src, duration);
  2940. }
  2941. }
  2942. /**
  2943. * Copy skill by Plagiarism or Reproduce
  2944. * @param src: The caster
  2945. * @param bl: The target
  2946. * @param skill_id: Skill that casted
  2947. * @param skill_lv: Skill level of the casted skill
  2948. */
  2949. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2950. {
  2951. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2952. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2953. return;
  2954. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2955. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2956. return;
  2957. else {
  2958. uint16 idx;
  2959. uint8 lv;
  2960. skill_id = skill_dummy2skill_id(skill_id);
  2961. //Use skill index, avoiding out-of-bound array [Cydh]
  2962. if (!(idx = skill_get_index(skill_id)))
  2963. return;
  2964. switch (skill_isCopyable(tsd,skill_id)) {
  2965. case 1: //Copied by Plagiarism
  2966. {
  2967. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2968. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2969. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2970. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2971. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2972. }
  2973. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2974. tsd->cloneskill_idx = idx;
  2975. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2976. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2977. }
  2978. break;
  2979. case 2: //Copied by Reproduce
  2980. {
  2981. struct status_change *tsc = status_get_sc(bl);
  2982. //Already did SC check
  2983. //Skill level copied depends on Reproduce skill that used
  2984. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2985. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2986. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2987. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2988. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2989. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2990. }
  2991. //Level dependent and limitation.
  2992. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2993. lv = min(lv,skill_get_max(skill_id));
  2994. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2995. lv = min(lv,skill_lv);
  2996. tsd->reproduceskill_idx = idx;
  2997. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2998. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2999. }
  3000. break;
  3001. default: return;
  3002. }
  3003. tsd->status.skill[idx].id = skill_id;
  3004. tsd->status.skill[idx].lv = lv;
  3005. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3006. clif_addskill(tsd,skill_id);
  3007. }
  3008. }
  3009. /**
  3010. * Knockback the target on skill_attack
  3011. * @param src is the master behind the attack
  3012. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3013. * @param target is the target to be attacked.
  3014. * @param blewcount
  3015. * @param skill_id
  3016. * @param skill_lv
  3017. * @param damage
  3018. * @param tick
  3019. * @param flag can hold a bunch of information:
  3020. */
  3021. 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) {
  3022. int8 dir = -1; // Default direction
  3023. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3024. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3025. if (!blewcount || target == dsrc || status_isdead(target))
  3026. return;
  3027. // Skill specific direction
  3028. switch (skill_id) {
  3029. case MG_FIREWALL:
  3030. case EL_FIRE_MANTLE:
  3031. dir = unit_getdir(target); // Backwards
  3032. break;
  3033. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3034. case NPC_STORMGUST2:
  3035. case WZ_STORMGUST:
  3036. if(!battle_config.stormgust_knockback)
  3037. dir = rnd()%8;
  3038. break;
  3039. case MC_CARTREVOLUTION:
  3040. if (battle_config.cart_revo_knockback)
  3041. dir = 6; // Official servers push target to the West
  3042. break;
  3043. case AC_SHOWER:
  3044. case WL_CRIMSONROCK:
  3045. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3046. dir = map_calc_dir(target, src->x, src->y);
  3047. else
  3048. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3049. break;
  3050. case HT_PHANTASMIC: // issue #1378
  3051. if (status_get_hp(target) - damage <= 0) return;
  3052. break;
  3053. }
  3054. // Blown-specific handling
  3055. switch( skill_id ) {
  3056. case SR_KNUCKLEARROW:
  3057. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3058. // Boss & Immune Knockback stay in place and don't get bonus damage
  3059. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3060. 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)
  3061. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3062. dir_ka = -1;
  3063. break;
  3064. case RL_R_TRIP:
  3065. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3066. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3067. break;
  3068. default:
  3069. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3070. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3071. TBL_SKILL *su = (TBL_SKILL*)target;
  3072. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3073. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3074. }
  3075. break;
  3076. }
  3077. clif_fixpos(target);
  3078. }
  3079. /*
  3080. * =========================================================================
  3081. * Does a skill attack with the given properties.
  3082. * @param src is the master behind the attack (player/mob/pet)
  3083. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3084. * @param bl is the target to be attacked.
  3085. * @param flag can hold a bunch of information:
  3086. * flag&1
  3087. * flag&2 - Disable re-triggered by double casting
  3088. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3089. * flag&8 - SC_COMBO state used to deal bonus damage
  3090. *
  3091. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3092. * (usually holds number of targets, or just 1 for simple splash attacks)
  3093. *
  3094. * flag&0xF000 - Values from enum e_skill_display
  3095. * flag&0x3F0000 - Values from enum e_battle_check_target
  3096. *
  3097. * flag&0x1000000 - Return 0 if damage was reflected
  3098. *-------------------------------------------------------------------------*/
  3099. 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)
  3100. {
  3101. struct Damage dmg;
  3102. struct status_data *sstatus, *tstatus;
  3103. struct status_change *sc, *tsc;
  3104. struct map_session_data *sd, *tsd;
  3105. int64 damage;
  3106. bool rmdamage = false;//magic reflected
  3107. int type;
  3108. enum e_damage_type dmg_type;
  3109. bool shadow_flag = false;
  3110. bool additional_effects = true;
  3111. if(skill_id > 0 && !skill_lv)
  3112. return 0;
  3113. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3114. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3115. nullpo_ret(bl); //Target to be attacked.
  3116. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3117. return 0;
  3118. if (src != dsrc) {
  3119. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3120. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3121. return 0;
  3122. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3123. //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]
  3124. if (!status_check_skilluse(src, bl, skill_id, 2))
  3125. return 0;
  3126. }
  3127. sd = BL_CAST(BL_PC, src);
  3128. tsd = BL_CAST(BL_PC, bl);
  3129. sstatus = status_get_status_data(src);
  3130. tstatus = status_get_status_data(bl);
  3131. sc= status_get_sc(src);
  3132. tsc= status_get_sc(bl);
  3133. if (tsc && !tsc->count)
  3134. tsc = NULL; //Don't need it.
  3135. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3136. if (tsc && tsc->data[SC_TRICKDEAD])
  3137. return 0;
  3138. #ifndef RENEWAL
  3139. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3140. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3141. return 0;
  3142. #endif
  3143. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3144. //If the damage source is a unit, the damage is not delayed
  3145. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3146. dmg.amotion = 0;
  3147. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3148. // Adjusted to the new system [Skotlex]
  3149. if( src->type == BL_PET ) { // [Valaris]
  3150. struct pet_data *pd = (TBL_PET*)src;
  3151. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3152. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3153. int element = skill_get_ele(skill_id, skill_lv);
  3154. /*if (skill_id == -1) Does it ever worked?
  3155. element = sstatus->rhw.ele;*/
  3156. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3157. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3158. else
  3159. dmg.damage = pd->a_skill->damage; // Fixed damage
  3160. }
  3161. else
  3162. dmg.damage = 1*pd->a_skill->div_;
  3163. dmg.damage2 = 0;
  3164. dmg.div_= pd->a_skill->div_;
  3165. }
  3166. }
  3167. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3168. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3169. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3170. { //Magic reflection, switch caster/target
  3171. struct block_list *tbl = bl;
  3172. rmdamage = true;
  3173. bl = src;
  3174. src = tbl;
  3175. dsrc = tbl;
  3176. sd = BL_CAST(BL_PC, src);
  3177. tsd = BL_CAST(BL_PC, bl);
  3178. tsc = status_get_sc(bl);
  3179. if (tsc && !tsc->count)
  3180. tsc = NULL; //Don't need it.
  3181. /* bugreport:2564 flag&2 disables double casting trigger */
  3182. flag |= 2;
  3183. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3184. flag |= 4;
  3185. //Spirit of Wizard blocks Kaite's reflection
  3186. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3187. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3188. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3189. if (type >= 0) {
  3190. if ( tsd )
  3191. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3192. dmg.damage = dmg.damage2 = 0;
  3193. dmg.dmg_lv = ATK_MISS;
  3194. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3195. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3196. }
  3197. } else if( type != 2 ) /* Kaite bypasses */
  3198. additional_effects = false;
  3199. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3200. #if MAGIC_REFLECTION_TYPE
  3201. #ifdef RENEWAL
  3202. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3203. #else
  3204. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3205. // regardless of caster's equipment (Aegis 11.1)
  3206. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3207. #endif
  3208. short s_ele = skill_get_ele(skill_id, skill_lv);
  3209. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3210. s_ele = sstatus->rhw.ele;
  3211. else if (s_ele == ELE_ENDOWED) //Use status element
  3212. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3213. else if( s_ele == ELE_RANDOM) //Use random element
  3214. s_ele = rnd()%ELE_ALL;
  3215. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3216. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3217. struct status_data *status = status_get_status_data(bl);
  3218. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3219. per /=20; //Uses 20% SP intervals.
  3220. //SP Cost: 1% + 0.5% per every 20% SP
  3221. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3222. status_change_end(bl, SC_ENERGYCOAT);
  3223. //Reduction: 6% + 6% every 20%
  3224. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3225. }
  3226. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3227. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3228. dmg.damage = i64max(dmg.damage, 1);
  3229. }
  3230. }
  3231. #endif
  3232. }
  3233. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3234. int sp = skill_get_sp(skill_id,skill_lv);
  3235. #ifndef RENEWAL
  3236. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3237. #endif
  3238. dmg.damage = dmg.damage2 = 0;
  3239. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3240. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3241. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3242. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3243. status_heal(bl, 0, sp, 2);
  3244. }
  3245. 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) ) {
  3246. dmg.damage = dmg.damage2 = 0;
  3247. dmg.dmg_lv = ATK_MISS;
  3248. }
  3249. }
  3250. damage = dmg.damage + dmg.damage2;
  3251. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3252. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3253. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->data[SC_CHANGEUNDEAD] )
  3254. damage = 1;
  3255. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3256. struct block_list *nbl;
  3257. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3258. if( nbl ){ // Only one target is chosen.
  3259. damage = damage / 2; // Deflect half of the damage to a target nearby
  3260. 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);
  3261. }
  3262. }
  3263. //Skill hit type
  3264. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3265. switch( skill_id ) {
  3266. case SC_TRIANGLESHOT:
  3267. if( rnd()%100 > (1 + skill_lv) )
  3268. dmg.blewcount = 0;
  3269. break;
  3270. default:
  3271. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3272. dmg.blewcount = 0; //only pushback when it hit for other
  3273. break;
  3274. }
  3275. switch( skill_id ) {
  3276. case CR_GRANDCROSS:
  3277. case NPC_GRANDDARKNESS:
  3278. if( battle_config.gx_disptype)
  3279. dsrc = src;
  3280. if( src == bl)
  3281. dmg_type = DMG_ENDURE;
  3282. else
  3283. flag|= SD_ANIMATION;
  3284. break;
  3285. case NJ_TATAMIGAESHI: //For correct knockback.
  3286. dsrc = src;
  3287. flag|= SD_ANIMATION;
  3288. break;
  3289. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3290. int level;
  3291. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3292. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3293. }
  3294. break;
  3295. case SL_STIN:
  3296. case SL_STUN:
  3297. if (skill_lv >= 7) {
  3298. struct status_change *sc_cur = status_get_sc(src);
  3299. if (sc_cur && !sc_cur->data[SC_SMA])
  3300. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3301. }
  3302. break;
  3303. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3304. pc_addservantball( *sd );
  3305. break;
  3306. case KN_PIERCE:
  3307. case LK_SPIRALPIERCE:
  3308. case RK_HUNDREDSPEAR:
  3309. case DK_MADNESS_CRUSHER:
  3310. if (sc && sc->data[SC_CHARGINGPIERCE]) {
  3311. if (sc->data[SC_CHARGINGPIERCE_COUNT]) {
  3312. if (sc->data[SC_CHARGINGPIERCE_COUNT]->val1 < 10) // If the charge count is below 10, add 1.
  3313. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->data[SC_CHARGINGPIERCE_COUNT]->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3314. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3315. clif_specialeffect(bl, 1767, AREA);
  3316. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3317. }
  3318. } else // No count status detected? Start charge count at 1.
  3319. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3320. }
  3321. break;
  3322. }
  3323. //combo handling
  3324. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3325. //Display damage.
  3326. switch( skill_id ) {
  3327. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3328. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3329. break;
  3330. //Skills that need be passed as a normal attack for the client to display correctly.
  3331. case HVAN_EXPLOSION:
  3332. case NPC_SELFDESTRUCTION:
  3333. if(src->type == BL_PC)
  3334. dmg.blewcount = 10;
  3335. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3336. // fall through
  3337. case KN_AUTOCOUNTER:
  3338. case NPC_CRITICALSLASH:
  3339. case TF_DOUBLE:
  3340. case GS_CHAINACTION:
  3341. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3342. break;
  3343. case AS_SPLASHER:
  3344. if( flag&SD_ANIMATION ) // the surrounding targets
  3345. 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
  3346. else // the central target doesn't display an animation
  3347. 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
  3348. break;
  3349. case SR_EARTHSHAKER:
  3350. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3351. break;
  3352. case WL_SOULEXPANSION:
  3353. case WL_COMET:
  3354. case NPC_COMET:
  3355. case KO_MUCHANAGE:
  3356. #ifndef RENEWAL
  3357. case NJ_HUUMA:
  3358. #endif
  3359. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3360. break;
  3361. case WL_CHAINLIGHTNING_ATK:
  3362. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3363. break;
  3364. case WL_TETRAVORTEX_FIRE:
  3365. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3366. break;
  3367. case LG_SHIELDPRESS:
  3368. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3369. break;
  3370. case NPC_EARTHQUAKE:
  3371. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3372. break;
  3373. case NPC_DARKPIERCING:
  3374. case EL_FIRE_BOMB:
  3375. case EL_FIRE_BOMB_ATK:
  3376. case EL_FIRE_WAVE:
  3377. case EL_FIRE_WAVE_ATK:
  3378. case EL_FIRE_MANTLE:
  3379. case EL_CIRCLE_OF_FIRE:
  3380. case EL_FIRE_ARROW:
  3381. case EL_ICE_NEEDLE:
  3382. case EL_WATER_SCREW:
  3383. case EL_WATER_SCREW_ATK:
  3384. case EL_WIND_SLASH:
  3385. case EL_TIDAL_WEAPON:
  3386. case EL_ROCK_CRUSHER:
  3387. case EL_ROCK_CRUSHER_ATK:
  3388. case EL_HURRICANE:
  3389. case EL_HURRICANE_ATK:
  3390. case KO_BAKURETSU:
  3391. case GN_HELLS_PLANT_ATK:
  3392. case SU_SV_ROOTTWIST_ATK:
  3393. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3394. break;
  3395. case GN_FIRE_EXPANSION_ACID:
  3396. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3397. break;
  3398. case GN_SLINGITEM_RANGEMELEEATK:
  3399. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3400. break;
  3401. case EL_STONE_RAIN:
  3402. 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);
  3403. break;
  3404. case WM_SEVERE_RAINSTORM_MELEE:
  3405. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3406. break;
  3407. case HT_CLAYMORETRAP:
  3408. case HT_BLASTMINE:
  3409. case HT_FLASHER:
  3410. case HT_FREEZINGTRAP:
  3411. case RA_CLUSTERBOMB:
  3412. case RA_FIRINGTRAP:
  3413. case RA_ICEBOUNDTRAP:
  3414. 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);
  3415. if( dsrc != src ) // avoid damage display redundancy
  3416. break;
  3417. //Fall through
  3418. case HT_LANDMINE:
  3419. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3420. break;
  3421. case WZ_SIGHTBLASTER:
  3422. //Sightblaster should never call clif_skill_damage twice
  3423. 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);
  3424. break;
  3425. case RL_R_TRIP_PLUSATK:
  3426. case RL_S_STORM:
  3427. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3428. break;
  3429. case SU_LUNATICCARROTBEAT:
  3430. case SU_LUNATICCARROTBEAT2:
  3431. case SP_CURSEEXPLOSION:
  3432. case SP_SPA:
  3433. case SP_SHA:
  3434. if (dmg.div_ < 2)
  3435. type = DMG_SPLASH;
  3436. if (!(flag&SD_ANIMATION))
  3437. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3438. // Fall through
  3439. case WM_REVERBERATION:
  3440. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3441. break;
  3442. case SJ_FALLINGSTAR_ATK:
  3443. case SJ_FALLINGSTAR_ATK2:
  3444. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3445. break;
  3446. case SJ_NOVAEXPLOSING:
  3447. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3448. break;
  3449. case DK_HACKANDSLASHER_ATK:
  3450. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3451. break;
  3452. case AG_STORM_CANNON:
  3453. case AG_CRIMSON_ARROW:
  3454. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3455. break;
  3456. case TR_ROSEBLOSSOM_ATK:
  3457. case ABC_FROM_THE_ABYSS_ATK:
  3458. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3459. break;
  3460. case TR_SOUNDBLEND:
  3461. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3462. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3463. else
  3464. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3465. break;
  3466. case AB_DUPLELIGHT_MELEE:
  3467. case AB_DUPLELIGHT_MAGIC:
  3468. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3469. default:
  3470. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3471. dmg_type = DMG_SPLASH;
  3472. if (src->type == BL_SKILL) {
  3473. TBL_SKILL *su = (TBL_SKILL*)src;
  3474. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3475. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3476. break;
  3477. }
  3478. }
  3479. 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);
  3480. break;
  3481. }
  3482. map_freeblock_lock();
  3483. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3484. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3485. skill_do_copy(src,bl,skill_id,skill_lv);
  3486. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3487. { //Skills with can't walk delay also stop normal attacking for that
  3488. //duration when the attack connects. [Skotlex]
  3489. struct unit_data *ud = unit_bl2ud(src);
  3490. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3491. ud->attackabletime = tick + type;
  3492. }
  3493. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3494. // Instant damage
  3495. if( !dmg.amotion ) {
  3496. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3497. #ifndef RENEWAL
  3498. || skill_id == HW_GRAVITATION
  3499. #endif
  3500. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3501. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3502. if( !status_isdead(bl) && additional_effects )
  3503. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3504. if( damage > 0 ) //Counter status effects [Skotlex]
  3505. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3506. }
  3507. // Blow!
  3508. if (!(flag&4))
  3509. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3510. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3511. if( dmg.amotion ) {
  3512. if( shadow_flag ) {
  3513. if( !status_isdead(bl) && additional_effects )
  3514. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3515. if( dmg.flag > ATK_BLOCK )
  3516. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3517. } else
  3518. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3519. } else {
  3520. // Trigger monster skill condition for damage skills with no amotion.
  3521. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3522. if (damage > 0)
  3523. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3524. if (skill_id > 0)
  3525. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3526. }
  3527. }
  3528. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3529. #ifndef RENEWAL
  3530. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3531. #endif
  3532. ) {
  3533. if (tsc->data[SC_DEVOTION]) {
  3534. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3535. struct block_list *d_bl = map_id2bl(sce->val1);
  3536. if (d_bl && (
  3537. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3538. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3539. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3540. {
  3541. int64 devotion_damage = damage;
  3542. // Needed to check the devotion master for Rebound Shield status.
  3543. struct status_change *d_sc = status_get_sc(d_bl);
  3544. if (d_sc && d_sc->data[SC_REBOUND_S])
  3545. devotion_damage -= devotion_damage * d_sc->data[SC_REBOUND_S]->val2 / 100;
  3546. if (!rmdamage) {
  3547. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3548. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3549. } else {
  3550. bool isDevotRdamage = false;
  3551. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3552. isDevotRdamage = true;
  3553. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3554. // This check is only for magical skill.
  3555. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3556. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3557. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3558. }
  3559. } else {
  3560. status_change_end(bl, SC_DEVOTION);
  3561. if (!dmg.amotion)
  3562. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3563. }
  3564. }
  3565. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3566. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3567. struct block_list *e_bl = map_id2bl(sce->val1);
  3568. if (e_bl) {
  3569. if (!rmdamage) {
  3570. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3571. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3572. } else {
  3573. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3574. status_fix_damage(bl, bl, damage, 0, 0);
  3575. }
  3576. }
  3577. }
  3578. }
  3579. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3580. if( skill_id == RG_INTIMIDATE ) {
  3581. int rate = 50 + skill_lv * 5;
  3582. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3583. if(rnd()%100 < rate)
  3584. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3585. } else if( skill_id == NPC_FATALMENACE ) {
  3586. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3587. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3588. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3589. }
  3590. }
  3591. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3592. dmg.flag |= BF_WEAPON;
  3593. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3594. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3595. {
  3596. if (battle_config.left_cardfix_to_right)
  3597. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3598. else
  3599. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3600. }
  3601. if (sd && tsc && dmg.flag&BF_LONG && tsc->data[SC_WINDSIGN] && rand()%100 < tsc->data[SC_WINDSIGN]->val2)
  3602. status_heal(src, 0, 0, 1, 0);
  3603. if( damage > 0 ) { // Post-damage effects
  3604. switch( skill_id ) {
  3605. case GC_VENOMPRESSURE: {
  3606. struct status_change *ssc = status_get_sc(src);
  3607. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3608. 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));
  3609. status_change_end(src,SC_POISONINGWEAPON);
  3610. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3611. }
  3612. }
  3613. break;
  3614. }
  3615. if( sd )
  3616. skill_onskillusage(sd, bl, skill_id, tick);
  3617. }
  3618. if (!(flag&2)) {
  3619. switch (skill_id) {
  3620. case MG_COLDBOLT:
  3621. case MG_FIREBOLT:
  3622. case MG_LIGHTNINGBOLT:
  3623. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3624. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3625. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3626. break;
  3627. case SU_BITE:
  3628. case SU_SCRATCH:
  3629. case SU_SV_STEMSPEAR:
  3630. case SU_SCAROFTAROU:
  3631. case SU_PICKYPECK:
  3632. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3633. 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);
  3634. break;
  3635. case ABC_DEFT_STAB:
  3636. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3637. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3638. break;
  3639. case ABC_FRENZY_SHOT:
  3640. if (rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3641. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3642. break;
  3643. }
  3644. }
  3645. map_freeblock_unlock();
  3646. if ((flag&0x1000000) && rmdamage)
  3647. return 0; //Should return 0 when damage was reflected
  3648. return damage;
  3649. }
  3650. /*==========================================
  3651. * Sub function for recursive skill call.
  3652. * Checking bl battle flag and display damage
  3653. * then call func with source,target,skill_id,skill_lv,tick,flag
  3654. *------------------------------------------*/
  3655. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3656. int skill_area_sub(struct block_list *bl, va_list ap)
  3657. {
  3658. struct block_list *src;
  3659. uint16 skill_id,skill_lv;
  3660. int flag;
  3661. t_tick tick;
  3662. SkillFunc func;
  3663. nullpo_ret(bl);
  3664. src = va_arg(ap,struct block_list *);
  3665. skill_id = va_arg(ap,int);
  3666. skill_lv = va_arg(ap,int);
  3667. tick = va_arg(ap,t_tick);
  3668. flag = va_arg(ap,int);
  3669. func = va_arg(ap,SkillFunc);
  3670. if (flag&BCT_WOS && src == bl)
  3671. return 0;
  3672. if(battle_check_target(src,bl,flag) > 0) {
  3673. // several splash skills need this initial dummy packet to display correctly
  3674. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3675. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3676. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3677. skill_area_temp[2]++;
  3678. return func(src,bl,skill_id,skill_lv,tick,flag);
  3679. }
  3680. return 0;
  3681. }
  3682. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3683. {
  3684. struct skill_unit *unit;
  3685. uint16 skill_id,g_skill_id;
  3686. unit = (struct skill_unit *)bl;
  3687. if(bl->prev == NULL || bl->type != BL_SKILL)
  3688. return 0;
  3689. if(!unit->alive)
  3690. return 0;
  3691. skill_id = va_arg(ap,int);
  3692. g_skill_id = unit->group->skill_id;
  3693. switch (skill_id) {
  3694. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3695. if(g_skill_id == SA_LANDPROTECTOR)
  3696. break;
  3697. //Fall through
  3698. case MH_STEINWAND:
  3699. case MG_SAFETYWALL:
  3700. case SC_MAELSTROM:
  3701. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3702. return 0;
  3703. break;
  3704. case AL_WARP:
  3705. case HT_SKIDTRAP:
  3706. case MA_SKIDTRAP:
  3707. case HT_LANDMINE:
  3708. case MA_LANDMINE:
  3709. case HT_ANKLESNARE:
  3710. case HT_SHOCKWAVE:
  3711. case HT_SANDMAN:
  3712. case MA_SANDMAN:
  3713. case HT_FLASHER:
  3714. case HT_FREEZINGTRAP:
  3715. case MA_FREEZINGTRAP:
  3716. case HT_BLASTMINE:
  3717. case HT_CLAYMORETRAP:
  3718. case HT_TALKIEBOX:
  3719. #ifndef RENEWAL
  3720. case HP_BASILICA:
  3721. #endif
  3722. case RA_ELECTRICSHOCKER:
  3723. case RA_CLUSTERBOMB:
  3724. case RA_MAGENTATRAP:
  3725. case RA_COBALTTRAP:
  3726. case RA_MAIZETRAP:
  3727. case RA_VERDURETRAP:
  3728. case RA_FIRINGTRAP:
  3729. case RA_ICEBOUNDTRAP:
  3730. case SC_DIMENSIONDOOR:
  3731. case SC_BLOODYLUST:
  3732. case NPC_REVERBERATION:
  3733. case GN_THORNS_TRAP:
  3734. case RL_B_TRAP:
  3735. case SC_ESCAPE:
  3736. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3737. 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)
  3738. return 0;
  3739. break;
  3740. default: //Avoid stacking with same kind of trap. [Skotlex]
  3741. if (g_skill_id != skill_id)
  3742. return 0;
  3743. break;
  3744. }
  3745. return 1;
  3746. }
  3747. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3748. {
  3749. //Non players do not check for the skill's splash-trigger area.
  3750. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3751. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3752. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3753. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3754. return 0;
  3755. }
  3756. range += layout_type;
  3757. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3758. }
  3759. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3760. {
  3761. uint16 skill_id;
  3762. if(bl->prev == NULL)
  3763. return 0;
  3764. skill_id = va_arg(ap,int);
  3765. if( status_isdead(bl) && skill_id != AL_WARP )
  3766. return 0;
  3767. #ifndef RENEWAL
  3768. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3769. return 0;
  3770. #endif
  3771. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3772. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3773. return 1;
  3774. }
  3775. /**
  3776. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3777. * @param bl Object that casted skill
  3778. * @param x Position x of the target
  3779. * @param y Position y of the target
  3780. * @param skill_id The casted skill
  3781. * @param skill_lv The skill Lv
  3782. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3783. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3784. */
  3785. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3786. {
  3787. int range = 0, type;
  3788. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3789. if (isNearNPC)
  3790. range = skill_get_splash(skill_id,skill_lv);
  3791. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3792. if (!isNearNPC || !range) {
  3793. switch (skill_id) { // to be expanded later
  3794. case WZ_ICEWALL:
  3795. range = 2;
  3796. break;
  3797. case SC_MANHOLE:
  3798. range = 0;
  3799. break;
  3800. default: {
  3801. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3802. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3803. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3804. return 0;
  3805. }
  3806. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3807. }
  3808. break;
  3809. }
  3810. }
  3811. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3812. //Check the additional range [Cydh]
  3813. if (isNearNPC && skill_npc_range > 0)
  3814. range += skill_npc_range;
  3815. if (!isNearNPC) { //Doesn't check the NPC range
  3816. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3817. if (bl->type&battle_config.skill_nofootset)
  3818. type = BL_CHAR;
  3819. else if(bl->type == BL_MOB)
  3820. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3821. else
  3822. return 0; //Don't check
  3823. } else
  3824. type = BL_NPC;
  3825. return (!isNearNPC) ?
  3826. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3827. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3828. //isNearNPC is used to check range from NPC
  3829. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3830. }
  3831. /*==========================================
  3832. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3833. * Flag:
  3834. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3835. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3836. *------------------------------------------*/
  3837. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3838. {
  3839. struct status_data *status;
  3840. struct map_session_data *sd = NULL;
  3841. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3842. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3843. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3844. nullpo_retr(0, bl);
  3845. switch( bl->type )
  3846. {
  3847. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3848. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3849. }
  3850. status = status_get_status_data(bl);
  3851. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3852. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3853. if (skill == nullptr)
  3854. return 0;
  3855. // Requirements
  3856. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3857. {
  3858. itemid[i] = skill->require.itemid[i];
  3859. amount[i] = skill->require.amount[i];
  3860. }
  3861. hp = skill->require.hp[skill_lv - 1];
  3862. sp = skill->require.sp[skill_lv - 1];
  3863. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3864. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3865. state = skill->require.state;
  3866. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3867. hp += (status->max_hp * mhp) / 100;
  3868. if( hp_rate > 0 )
  3869. hp += (status->hp * hp_rate) / 100;
  3870. else
  3871. hp += (status->max_hp * (-hp_rate)) / 100;
  3872. if( sp_rate > 0 )
  3873. sp += (status->sp * sp_rate) / 100;
  3874. else
  3875. sp += (status->max_sp * (-sp_rate)) / 100;
  3876. if( !(type&2) )
  3877. {
  3878. if( hp > 0 && status->hp <= (unsigned int)hp )
  3879. {
  3880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3881. return 0;
  3882. }
  3883. if( sp > 0 && status->sp <= (unsigned int)sp )
  3884. {
  3885. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3886. return 0;
  3887. }
  3888. }
  3889. if( !type )
  3890. switch( state )
  3891. {
  3892. case ST_MOVE_ENABLE:
  3893. if( !unit_can_move(bl) )
  3894. {
  3895. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3896. return 0;
  3897. }
  3898. break;
  3899. }
  3900. if( !(type&1) )
  3901. return 1;
  3902. // Check item existences
  3903. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3904. {
  3905. index[i] = -1;
  3906. if( itemid[i] == 0 ) continue; // No item
  3907. index[i] = pc_search_inventory(sd, itemid[i]);
  3908. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3909. {
  3910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3911. return 0;
  3912. }
  3913. }
  3914. // Consume items
  3915. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3916. {
  3917. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3918. }
  3919. if( type&2 )
  3920. return 1;
  3921. if( sp || hp )
  3922. status_zap(bl, hp, sp);
  3923. return 1;
  3924. }
  3925. /*==========================================
  3926. *
  3927. *------------------------------------------*/
  3928. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3929. {
  3930. switch (skill_id) {
  3931. case RL_QD_SHOT:
  3932. {
  3933. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3934. struct unit_data *ud = unit_bl2ud(src);
  3935. if (ud && ud->target == target->id)
  3936. return 1;
  3937. }
  3938. }
  3939. }
  3940. return 1;
  3941. }
  3942. /*==========================================
  3943. *
  3944. *------------------------------------------*/
  3945. static TIMER_FUNC(skill_timerskill){
  3946. struct block_list *src = map_id2bl(id),*target;
  3947. struct unit_data *ud = unit_bl2ud(src);
  3948. struct skill_timerskill *skl;
  3949. struct skill_unit *unit = NULL;
  3950. int range;
  3951. nullpo_ret(src);
  3952. nullpo_ret(ud);
  3953. skl = ud->skilltimerskill[data];
  3954. nullpo_ret(skl);
  3955. ud->skilltimerskill[data] = NULL;
  3956. do {
  3957. if(src->prev == NULL)
  3958. break; // Source not on Map
  3959. if(skl->target_id) {
  3960. target = map_id2bl(skl->target_id);
  3961. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3962. target = src; //Required since it has to warp.
  3963. if (skl->skill_id == SR_SKYNETBLOW) {
  3964. skill_area_temp[1] = 0;
  3965. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3966. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3967. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3968. break;
  3969. }
  3970. if(target == NULL)
  3971. break; // Target offline?
  3972. if(target->prev == NULL)
  3973. break; // Target not on Map
  3974. if(src->m != target->m)
  3975. break; // Different Maps
  3976. if(status_isdead(src)) {
  3977. switch(skl->skill_id) {
  3978. case WL_CHAINLIGHTNING_ATK:
  3979. case WL_TETRAVORTEX_FIRE:
  3980. case WL_TETRAVORTEX_WATER:
  3981. case WL_TETRAVORTEX_WIND:
  3982. case WL_TETRAVORTEX_GROUND:
  3983. // For SR_FLASHCOMBO
  3984. case SR_DRAGONCOMBO:
  3985. case SR_FALLENEMPIRE:
  3986. case SR_TIGERCANNON:
  3987. case NPC_DANCINGBLADE_ATK:
  3988. if (src->type != BL_PC)
  3989. continue;
  3990. break; // Exceptions
  3991. default:
  3992. continue; // Caster is Dead
  3993. }
  3994. }
  3995. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3996. break;
  3997. switch(skl->skill_id) {
  3998. case KN_AUTOCOUNTER:
  3999. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4000. break;
  4001. case RG_INTIMIDATE:
  4002. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4003. short x,y;
  4004. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4005. if (target != src && !status_isdead(target))
  4006. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4007. }
  4008. break;
  4009. case BA_FROSTJOKER:
  4010. case DC_SCREAM:
  4011. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4012. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4013. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4014. break;
  4015. case PR_LEXDIVINA:
  4016. if (src->type == BL_MOB) {
  4017. // Monsters use the default duration when casting Lex Divina
  4018. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4019. break;
  4020. }
  4021. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4022. break;
  4023. case PR_STRECOVERY:
  4024. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4025. break;
  4026. case BS_HAMMERFALL:
  4027. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4028. break;
  4029. case MER_LEXDIVINA:
  4030. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4031. break;
  4032. case WZ_WATERBALL:
  4033. {
  4034. //Get the next waterball cell to consume
  4035. struct s_skill_unit_layout *layout;
  4036. int i;
  4037. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4038. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4039. int ux = skl->x + layout->dx[i];
  4040. int uy = skl->y + layout->dy[i];
  4041. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4042. if (unit)
  4043. break;
  4044. }
  4045. } // Fall through
  4046. case WZ_JUPITEL:
  4047. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4048. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4049. // Apply canact delay here to prevent hacks (unlimited casting)
  4050. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4051. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4052. }
  4053. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4054. skill_delunit(unit); // Consume unit for next waterball
  4055. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4056. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4057. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4058. } else {
  4059. struct status_change *sc = status_get_sc(src);
  4060. if(sc) {
  4061. if(sc->data[SC_SPIRIT] &&
  4062. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4063. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  4064. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4065. }
  4066. }
  4067. break;
  4068. case NPC_DANCINGBLADE_ATK:
  4069. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4070. if (skl->type < 4) {
  4071. struct block_list *nbl = NULL;
  4072. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4073. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4074. }
  4075. break;
  4076. case WL_CHAINLIGHTNING_ATK: {
  4077. #ifndef RENEWAL
  4078. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4079. #endif
  4080. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4081. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4082. { // Remaining Chains Hit
  4083. struct block_list *nbl = NULL; // Next Target of Chain
  4084. 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.
  4085. splash_target(src), target->id); // Search for a new Target around current one...
  4086. if( nbl == NULL )
  4087. skl->x++;
  4088. else
  4089. skl->x = 0;
  4090. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4091. }
  4092. }
  4093. break;
  4094. case WL_TETRAVORTEX_FIRE:
  4095. case WL_TETRAVORTEX_WATER:
  4096. case WL_TETRAVORTEX_WIND:
  4097. case WL_TETRAVORTEX_GROUND:
  4098. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4099. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4100. if (skl->type >= 3) { // Final Hit
  4101. if (!status_isdead(target)) { // Final Status Effect
  4102. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4103. applyeffects[4] = { 0, 0, 0, 0 },
  4104. i, j = 0, k = 0;
  4105. for(i = 1; i <= 8; i = i + i) {
  4106. if (skl->x&i) {
  4107. applyeffects[j] = effects[k];
  4108. j++;
  4109. }
  4110. k++;
  4111. }
  4112. if (j) {
  4113. i = applyeffects[rnd()%j];
  4114. 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))));
  4115. }
  4116. }
  4117. }
  4118. break;
  4119. case NPC_REVERBERATION_ATK:
  4120. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4121. break;
  4122. case NPC_FATALMENACE:
  4123. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4124. break;
  4125. case SR_WINDMILL:
  4126. if( target->type == BL_PC ) {
  4127. struct map_session_data *tsd = NULL;
  4128. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4129. pc_setsit(tsd);
  4130. skill_sit(tsd, true);
  4131. clif_sitting(&tsd->bl);
  4132. }
  4133. }
  4134. break;
  4135. case SR_KNUCKLEARROW:
  4136. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4137. break;
  4138. case CH_PALMSTRIKE:
  4139. {
  4140. struct status_change* tsc = status_get_sc(target);
  4141. struct status_change* sc = status_get_sc(src);
  4142. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4143. ( sc && sc->option&OPTION_HIDE ) ){
  4144. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4145. break;
  4146. }
  4147. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4148. break;
  4149. }
  4150. // For SR_FLASHCOMBO
  4151. case SR_DRAGONCOMBO:
  4152. case SR_FALLENEMPIRE:
  4153. case SR_TIGERCANNON:
  4154. if( src->type == BL_PC ) {
  4155. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4156. break;
  4157. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4158. }
  4159. break;
  4160. case SU_SV_ROOTTWIST_ATK: {
  4161. struct status_change *tsc = status_get_sc(target);
  4162. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  4163. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4164. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4165. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4166. }
  4167. }
  4168. break;
  4169. case NPC_PULSESTRIKE2:
  4170. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4171. break;
  4172. case ABC_DEFT_STAB:
  4173. case ABC_FRENZY_SHOT:
  4174. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4175. break;
  4176. default:
  4177. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4178. break;
  4179. }
  4180. }
  4181. else {
  4182. if(src->m != skl->map)
  4183. break;
  4184. switch( skl->skill_id )
  4185. {
  4186. case GN_CRAZYWEED_ATK:
  4187. {
  4188. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4189. 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);
  4190. }
  4191. case WL_EARTHSTRAIN:
  4192. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4193. break;
  4194. case RL_FIRE_RAIN: {
  4195. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4196. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4197. 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);
  4198. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4199. }
  4200. break;
  4201. case NPC_MAGMA_ERUPTION:
  4202. case NC_MAGMA_ERUPTION:
  4203. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4204. break;
  4205. }
  4206. }
  4207. } while (0);
  4208. //Free skl now that it is no longer needed.
  4209. ers_free(skill_timer_ers, skl);
  4210. return 0;
  4211. }
  4212. /*==========================================
  4213. *
  4214. *------------------------------------------*/
  4215. 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)
  4216. {
  4217. int i;
  4218. struct unit_data *ud;
  4219. nullpo_retr(1, src);
  4220. if (src->prev == NULL)
  4221. return 0;
  4222. ud = unit_bl2ud(src);
  4223. nullpo_retr(1, ud);
  4224. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4225. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4226. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4227. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4228. ud->skilltimerskill[i]->src_id = src->id;
  4229. ud->skilltimerskill[i]->target_id = target;
  4230. ud->skilltimerskill[i]->skill_id = skill_id;
  4231. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4232. ud->skilltimerskill[i]->map = src->m;
  4233. ud->skilltimerskill[i]->x = x;
  4234. ud->skilltimerskill[i]->y = y;
  4235. ud->skilltimerskill[i]->type = type;
  4236. ud->skilltimerskill[i]->flag = flag;
  4237. return 0;
  4238. }
  4239. /*==========================================
  4240. *
  4241. *------------------------------------------*/
  4242. int skill_cleartimerskill (struct block_list *src)
  4243. {
  4244. int i;
  4245. struct unit_data *ud;
  4246. nullpo_ret(src);
  4247. ud = unit_bl2ud(src);
  4248. nullpo_ret(ud);
  4249. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4250. if(ud->skilltimerskill[i]) {
  4251. switch(ud->skilltimerskill[i]->skill_id) {
  4252. case WL_TETRAVORTEX_FIRE:
  4253. case WL_TETRAVORTEX_WATER:
  4254. case WL_TETRAVORTEX_WIND:
  4255. case WL_TETRAVORTEX_GROUND:
  4256. // For SR_FLASHCOMBO
  4257. case SR_DRAGONCOMBO:
  4258. case SR_FALLENEMPIRE:
  4259. case SR_TIGERCANNON:
  4260. if (src->type != BL_PC)
  4261. break;
  4262. continue;
  4263. }
  4264. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4265. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4266. ud->skilltimerskill[i]=NULL;
  4267. }
  4268. }
  4269. return 1;
  4270. }
  4271. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4272. skill_unit *su = (skill_unit*)bl;
  4273. nullpo_ret(su);
  4274. if (bl->type != BL_SKILL)
  4275. return 0;
  4276. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4277. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4278. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4279. su->limit = DIFF_TICK(gettick(), sg->tick);
  4280. sg->unit_id = UNT_USED_TRAPS;
  4281. }
  4282. return 1;
  4283. }
  4284. /**
  4285. * Reveal hidden trap
  4286. **/
  4287. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4288. {
  4289. TBL_SKILL *su = (TBL_SKILL*)bl;
  4290. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4291. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4292. //clif_changetraplook(bl, su->group->unit_id);
  4293. su->hidden = false;
  4294. skill_getareachar_skillunit_visibilty(su, AREA);
  4295. return 1;
  4296. }
  4297. return 0;
  4298. }
  4299. /**
  4300. * Attempt to reveal trap in area
  4301. * @param src Skill caster
  4302. * @param range Affected range
  4303. * @param x
  4304. * @param y
  4305. * TODO: Remove hardcode usages for this function
  4306. **/
  4307. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4308. if (!battle_config.traps_setting)
  4309. return;
  4310. nullpo_retv(src);
  4311. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4312. }
  4313. /*========================================== [Playtester]
  4314. * Process tarot card's effects
  4315. * @param src: Source of the tarot card effect
  4316. * @param target: Target of the tartor card effect
  4317. * @param skill_id: ID of the skill used
  4318. * @param skill_lv: Level of the skill used
  4319. * @param tick: Processing tick time
  4320. * @return Card number
  4321. *------------------------------------------*/
  4322. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4323. {
  4324. int card = 0;
  4325. if (battle_config.tarotcard_equal_chance) {
  4326. //eAthena equal chances
  4327. card = rnd() % 14 + 1;
  4328. }
  4329. else {
  4330. //Official chances
  4331. int rate = rnd() % 100;
  4332. if (rate < 10) card = 1; // THE FOOL
  4333. else if (rate < 20) card = 2; // THE MAGICIAN
  4334. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4335. else if (rate < 37) card = 4; // THE CHARIOT
  4336. else if (rate < 47) card = 5; // STRENGTH
  4337. else if (rate < 62) card = 6; // THE LOVERS
  4338. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4339. else if (rate < 69) card = 8; // THE HANGED MAN
  4340. else if (rate < 74) card = 9; // DEATH
  4341. else if (rate < 82) card = 10; // TEMPERANCE
  4342. else if (rate < 83) card = 11; // THE DEVIL
  4343. else if (rate < 85) card = 12; // THE TOWER
  4344. else if (rate < 90) card = 13; // THE STAR
  4345. else card = 14; // THE SUN
  4346. }
  4347. switch (card) {
  4348. case 1: // THE FOOL - heals SP to 0
  4349. {
  4350. status_percent_damage(src, target, 0, 100, false);
  4351. break;
  4352. }
  4353. case 2: // THE MAGICIAN - matk halved
  4354. {
  4355. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4356. break;
  4357. }
  4358. case 3: // THE HIGH PRIESTESS - all buffs removed
  4359. {
  4360. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4361. break;
  4362. }
  4363. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4364. {
  4365. status_fix_damage(src, target, 1000, 0, skill_id);
  4366. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4367. if (!status_isdead(target))
  4368. {
  4369. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4370. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4371. }
  4372. break;
  4373. }
  4374. case 5: // STRENGTH - atk halved
  4375. {
  4376. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4377. break;
  4378. }
  4379. case 6: // THE LOVERS - 2000HP heal, random teleported
  4380. {
  4381. status_heal(target, 2000, 0, 0);
  4382. if (!map_flag_vs(target->m))
  4383. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4384. break;
  4385. }
  4386. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4387. {
  4388. // Recursive call
  4389. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4390. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4391. break;
  4392. }
  4393. case 8: // THE HANGED MAN - stop, freeze or stoned
  4394. {
  4395. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4396. uint8 rand_eff = rnd() % 3;
  4397. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4398. if (sc[rand_eff] == SC_STONEWAIT)
  4399. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4400. else
  4401. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4402. break;
  4403. }
  4404. case 9: // DEATH - curse, coma and poison
  4405. {
  4406. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4407. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4408. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4409. break;
  4410. }
  4411. case 10: // TEMPERANCE - confusion
  4412. {
  4413. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4414. break;
  4415. }
  4416. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4417. {
  4418. status_fix_damage(src, target, 6666, 0, skill_id);
  4419. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4420. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4421. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4422. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4423. break;
  4424. }
  4425. case 12: // THE TOWER - 4444 damage
  4426. {
  4427. status_fix_damage(src, target, 4444, 0, skill_id);
  4428. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4429. break;
  4430. }
  4431. case 13: // THE STAR - stun
  4432. {
  4433. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4434. break;
  4435. }
  4436. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4437. {
  4438. #ifdef RENEWAL
  4439. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4440. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4441. #endif
  4442. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4443. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4444. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4445. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4446. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4447. return 14; //To make sure a valid number is returned
  4448. }
  4449. }
  4450. return card;
  4451. }
  4452. /*==========================================
  4453. *
  4454. *
  4455. *------------------------------------------*/
  4456. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4457. {
  4458. struct map_session_data *sd = NULL;
  4459. struct status_data *tstatus;
  4460. struct status_change *sc, *tsc;
  4461. if (skill_id > 0 && !skill_lv) return 0;
  4462. nullpo_retr(1, src);
  4463. nullpo_retr(1, bl);
  4464. if (src->m != bl->m)
  4465. return 1;
  4466. if (bl->prev == NULL)
  4467. return 1;
  4468. sd = BL_CAST(BL_PC, src);
  4469. if (status_isdead(bl))
  4470. return 1;
  4471. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4472. { //GTB makes all targetted magic display miss with a single bolt.
  4473. sc_type sct = skill_get_sc(skill_id);
  4474. if(sct != SC_NONE)
  4475. status_change_end(bl, sct);
  4476. 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));
  4477. return 1;
  4478. }
  4479. sc = status_get_sc(src);
  4480. tsc = status_get_sc(bl);
  4481. if (sc && !sc->count)
  4482. sc = NULL; //Unneeded
  4483. if (tsc && !tsc->count)
  4484. tsc = NULL;
  4485. tstatus = status_get_status_data(bl);
  4486. map_freeblock_lock();
  4487. switch(skill_id) {
  4488. case MER_CRASH:
  4489. case SM_BASH:
  4490. case MS_BASH:
  4491. case MC_MAMMONITE:
  4492. case TF_DOUBLE:
  4493. case AC_DOUBLE:
  4494. case MA_DOUBLE:
  4495. case AS_SONICBLOW:
  4496. case KN_PIERCE:
  4497. case ML_PIERCE:
  4498. case KN_SPEARBOOMERANG:
  4499. case TF_POISON:
  4500. case TF_SPRINKLESAND:
  4501. case AC_CHARGEARROW:
  4502. case MA_CHARGEARROW:
  4503. case RG_INTIMIDATE:
  4504. case AM_ACIDTERROR:
  4505. case BA_MUSICALSTRIKE:
  4506. case DC_THROWARROW:
  4507. case BA_DISSONANCE:
  4508. case CR_HOLYCROSS:
  4509. case NPC_DARKCROSS:
  4510. case CR_SHIELDCHARGE:
  4511. case CR_SHIELDBOOMERANG:
  4512. case NPC_PIERCINGATT:
  4513. case NPC_MENTALBREAKER:
  4514. case NPC_RANGEATTACK:
  4515. case NPC_CRITICALSLASH:
  4516. case NPC_COMBOATTACK:
  4517. case NPC_GUIDEDATTACK:
  4518. case NPC_POISON:
  4519. case NPC_RANDOMATTACK:
  4520. case NPC_WATERATTACK:
  4521. case NPC_GROUNDATTACK:
  4522. case NPC_FIREATTACK:
  4523. case NPC_WINDATTACK:
  4524. case NPC_POISONATTACK:
  4525. case NPC_HOLYATTACK:
  4526. case NPC_DARKNESSATTACK:
  4527. case NPC_TELEKINESISATTACK:
  4528. case NPC_UNDEADATTACK:
  4529. case NPC_CHANGEUNDEAD:
  4530. case NPC_ARMORBRAKE:
  4531. case NPC_WEAPONBRAKER:
  4532. case NPC_HELMBRAKE:
  4533. case NPC_SHIELDBRAKE:
  4534. case NPC_BLINDATTACK:
  4535. case NPC_SILENCEATTACK:
  4536. case NPC_STUNATTACK:
  4537. case NPC_PETRIFYATTACK:
  4538. case NPC_CURSEATTACK:
  4539. case NPC_SLEEPATTACK:
  4540. #ifdef RENEWAL
  4541. case CR_ACIDDEMONSTRATION:
  4542. #endif
  4543. case LK_AURABLADE:
  4544. case LK_SPIRALPIERCE:
  4545. case ML_SPIRALPIERCE:
  4546. case CG_ARROWVULCAN:
  4547. case HW_MAGICCRASHER:
  4548. case ITM_TOMAHAWK:
  4549. case CH_CHAINCRUSH:
  4550. case CH_TIGERFIST:
  4551. case PA_SHIELDCHAIN: // Shield Chain
  4552. case PA_SACRIFICE:
  4553. case WS_CARTTERMINATION: // Cart Termination
  4554. case AS_VENOMKNIFE:
  4555. case HT_PHANTASMIC:
  4556. case TK_DOWNKICK:
  4557. case TK_COUNTER:
  4558. case GS_CHAINACTION:
  4559. case GS_TRIPLEACTION:
  4560. #ifndef RENEWAL
  4561. case GS_MAGICALBULLET:
  4562. #endif
  4563. case GS_TRACKING:
  4564. case GS_PIERCINGSHOT:
  4565. case GS_RAPIDSHOWER:
  4566. case GS_DUST:
  4567. case GS_DISARM: // Added disarm. [Reddozen]
  4568. case GS_FULLBUSTER:
  4569. case NJ_SYURIKEN:
  4570. case NJ_KUNAI:
  4571. case ASC_BREAKER:
  4572. case HFLI_MOON: //[orn]
  4573. case HFLI_SBR44: //[orn]
  4574. case NPC_BLEEDING:
  4575. case NPC_CRITICALWOUND:
  4576. case NPC_HELLPOWER:
  4577. case RK_SONICWAVE:
  4578. case AB_DUPLELIGHT_MELEE:
  4579. case RA_AIMEDBOLT:
  4580. case NC_BOOSTKNUCKLE:
  4581. case NC_PILEBUNKER:
  4582. case NC_AXEBOOMERANG:
  4583. case NC_POWERSWING:
  4584. case NPC_MAGMA_ERUPTION:
  4585. case NC_MAGMA_ERUPTION:
  4586. case GC_WEAPONCRUSH:
  4587. case GC_VENOMPRESSURE:
  4588. case SC_TRIANGLESHOT:
  4589. case SC_FEINTBOMB:
  4590. case LG_BANISHINGPOINT:
  4591. case LG_SHIELDPRESS:
  4592. case LG_RAGEBURST:
  4593. case LG_HESPERUSLIT:
  4594. case SR_DRAGONCOMBO:
  4595. case SR_FALLENEMPIRE:
  4596. case SR_CRESCENTELBOW_AUTOSPELL:
  4597. case SR_GATEOFHELL:
  4598. case SR_GENTLETOUCH_QUIET:
  4599. case WM_SEVERE_RAINSTORM_MELEE:
  4600. case WM_GREAT_ECHO:
  4601. case GN_SLINGITEM_RANGEMELEEATK:
  4602. case KO_SETSUDAN:
  4603. case RL_MASS_SPIRAL:
  4604. case RL_BANISHING_BUSTER:
  4605. case RL_SLUGSHOT:
  4606. case RL_AM_BLAST:
  4607. case DK_SERVANTWEAPON_ATK:
  4608. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4609. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4610. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4611. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4612. case ABC_CHAIN_REACTION_SHOT_ATK:
  4613. case ABR_BATTLE_BUSTER:
  4614. case ABR_DUAL_CANNON_FIRE:
  4615. case ABR_INFINITY_BUSTER:
  4616. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4617. break;
  4618. case IG_SHIELD_SHOOTING:
  4619. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4620. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4621. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4622. break;
  4623. case DK_DRAGONIC_AURA:
  4624. case DK_STORMSLASH:
  4625. case IG_GRAND_JUDGEMENT:
  4626. case CD_EFFLIGO:
  4627. case ABC_FRENZY_SHOT:
  4628. case WH_HAWKRUSH:
  4629. case WH_HAWKBOOMERANG:
  4630. case TR_ROSEBLOSSOM:
  4631. case TR_RHYTHMSHOOTING:
  4632. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4633. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4634. if (skill_id == DK_DRAGONIC_AURA)
  4635. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4636. else if (skill_id == IG_GRAND_JUDGEMENT)
  4637. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4638. break;
  4639. case SHC_ETERNAL_SLASH:
  4640. if( sc && sc->data[SC_E_SLASH_COUNT] )
  4641. 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));
  4642. else
  4643. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4644. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4645. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4646. break;
  4647. case SHC_SHADOW_STAB:
  4648. if (sc && (sc->data[SC_CLOAKING] || sc->data[SC_CLOAKINGEXCEED]))
  4649. flag |= 2;// Flag to deal 2 hits.
  4650. status_change_end(src, SC_CLOAKING);
  4651. status_change_end(src, SC_CLOAKINGEXCEED);
  4652. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4653. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4654. break;
  4655. case WH_CRESCIVE_BOLT:
  4656. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4657. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4658. if( sc && sc->data[SC_CRESCIVEBOLT] )
  4659. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->data[SC_CRESCIVEBOLT]->val1 ), skill_get_time(skill_id, skill_lv));
  4660. else
  4661. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4662. break;
  4663. case ABC_UNLUCKY_RUSH:
  4664. // Jump to the target before attacking.
  4665. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4666. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4667. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4668. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4669. break;
  4670. case MO_TRIPLEATTACK:
  4671. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4672. break;
  4673. case LK_HEADCRUSH:
  4674. if (status_get_class_(bl) == CLASS_BOSS) {
  4675. if (sd)
  4676. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4677. break;
  4678. }
  4679. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4680. break;
  4681. case LK_JOINTBEAT:
  4682. flag = 1 << rnd() % 6;
  4683. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4684. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4685. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4686. 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);
  4687. break;
  4688. case MO_COMBOFINISH:
  4689. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4690. { //Becomes a splash attack when Soul Linked.
  4691. map_foreachinshootrange(skill_area_sub, bl,
  4692. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4693. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4694. skill_castend_damage_id);
  4695. } else
  4696. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4697. break;
  4698. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4700. skill_area_temp[1] = 0;
  4701. map_foreachinshootrange(skill_attack_area, src,
  4702. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4703. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4704. break;
  4705. case KN_CHARGEATK:
  4706. {
  4707. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4708. #ifdef RENEWAL
  4709. int dist = skill_get_blewcount(skill_id, skill_lv);
  4710. #else
  4711. unsigned int dist = distance_bl(src, bl);
  4712. #endif
  4713. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4714. // teleport to target (if not on WoE grounds)
  4715. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4716. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4717. // cause damage and knockback if the path to target was a straight one
  4718. if (path) {
  4719. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4720. #ifdef RENEWAL
  4721. if (map_getmapdata(src->m)->flag[MF_PVP])
  4722. dist += 2; // Knockback is 4 on PvP maps
  4723. #endif
  4724. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4725. }
  4726. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4727. // make the caster look in the direction of the target
  4728. unit_setdir(src, (dir+4)%8);
  4729. }
  4730. }
  4731. break;
  4732. case NC_FLAMELAUNCHER:
  4733. skill_area_temp[1] = bl->id;
  4734. if (battle_config.skill_eightpath_algorithm) {
  4735. //Use official AoE algorithm
  4736. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4737. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4738. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4739. } else {
  4740. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4741. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4742. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4743. }
  4744. break;
  4745. #ifndef RENEWAL
  4746. case SN_SHARPSHOOTING:
  4747. flag |= 2; // Flag for specific mob damage formula
  4748. #endif
  4749. case MA_SHARPSHOOTING:
  4750. case NJ_KAMAITACHI:
  4751. case NPC_DARKPIERCING:
  4752. case NPC_ACIDBREATH:
  4753. case NPC_DARKNESSBREATH:
  4754. case NPC_FIREBREATH:
  4755. case NPC_ICEBREATH:
  4756. case NPC_THUNDERBREATH:
  4757. case AG_STORM_CANNON:
  4758. case AG_CRIMSON_ARROW:
  4759. skill_area_temp[1] = bl->id;
  4760. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4761. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4762. if (battle_config.skill_eightpath_algorithm) {
  4763. //Use official AoE algorithm
  4764. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4765. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4766. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4767. #ifndef RENEWAL
  4768. if (skill_id == SN_SHARPSHOOTING)
  4769. flag &= ~2; // Only targets in the splash area are affected
  4770. #endif
  4771. //These skills hit at least the target if the AoE doesn't hit
  4772. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4773. }
  4774. } else {
  4775. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4776. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4777. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4778. }
  4779. if (skill_id == AG_CRIMSON_ARROW)
  4780. skill_attack(skill_get_type(AG_CRIMSON_ARROW_ATK), src, src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4781. break;
  4782. case MO_INVESTIGATE:
  4783. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4784. status_change_end(src, SC_BLADESTOP);
  4785. break;
  4786. case RG_BACKSTAP:
  4787. {
  4788. if (!check_distance_bl(src, bl, 0)) {
  4789. #ifdef RENEWAL
  4790. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4791. short x, y;
  4792. if (dir > 0 && dir < 4)
  4793. x = -1;
  4794. else if (dir > 4)
  4795. x = 1;
  4796. else
  4797. x = 0;
  4798. if (dir > 2 && dir < 6)
  4799. y = -1;
  4800. else if (dir == 7 || dir < 2)
  4801. y = 1;
  4802. else
  4803. y = 0;
  4804. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4805. #else
  4806. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4807. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4808. #endif
  4809. status_change_end(src, SC_HIDING);
  4810. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4811. unit_setdir(bl,dir);
  4812. #ifdef RENEWAL
  4813. clif_blown(src);
  4814. #endif
  4815. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4816. }
  4817. else if (sd)
  4818. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4819. }
  4820. }
  4821. break;
  4822. case MO_FINGEROFFENSIVE:
  4823. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4824. if (battle_config.finger_offensive_type && sd) {
  4825. for (int i = 1; i < sd->spiritball_old; i++)
  4826. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4827. }
  4828. status_change_end(src, SC_BLADESTOP);
  4829. break;
  4830. case MO_CHAINCOMBO:
  4831. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4832. status_change_end(src, SC_BLADESTOP);
  4833. break;
  4834. #ifndef RENEWAL
  4835. case NJ_ISSEN:
  4836. #endif
  4837. case MO_EXTREMITYFIST:
  4838. {
  4839. struct block_list *mbl = bl; // For NJ_ISSEN
  4840. short x, y, i = 2; // Move 2 cells (From target)
  4841. short dir = map_calc_dir(src,bl->x,bl->y);
  4842. #ifdef RENEWAL
  4843. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4844. flag |= 1; // Give +100% damage increase
  4845. #endif
  4846. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4847. if (skill_id == MO_EXTREMITYFIST) {
  4848. status_set_sp(src, 0, 0);
  4849. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4850. status_change_end(src, SC_BLADESTOP);
  4851. #ifdef RENEWAL
  4852. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4853. #endif
  4854. } else {
  4855. status_set_hp(src, 1, 0);
  4856. status_change_end(src, SC_NEN);
  4857. status_change_end(src, SC_HIDING);
  4858. }
  4859. if (skill_id == MO_EXTREMITYFIST) {
  4860. mbl = src; // For MO_EXTREMITYFIST
  4861. i = 3; // Move 3 cells (From caster)
  4862. }
  4863. if (dir > 0 && dir < 4)
  4864. x = -i;
  4865. else if (dir > 4)
  4866. x = i;
  4867. else
  4868. x = 0;
  4869. if (dir > 2 && dir < 6)
  4870. y = -i;
  4871. else if (dir == 7 || dir < 2)
  4872. y = i;
  4873. else
  4874. y = 0;
  4875. // Ashura Strike still has slide effect in GVG
  4876. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4877. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4878. clif_blown(src);
  4879. clif_spiritball(src);
  4880. }
  4881. }
  4882. break;
  4883. case HT_POWER:
  4884. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4885. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4886. break;
  4887. case SU_PICKYPECK:
  4888. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4889. case SU_BITE:
  4890. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4891. break;
  4892. case SU_SVG_SPIRIT:
  4893. skill_area_temp[1] = bl->id;
  4894. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4895. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4896. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4897. break;
  4898. //Splash attack skills.
  4899. case AS_GRIMTOOTH:
  4900. case MC_CARTREVOLUTION:
  4901. case NPC_SPLASHATTACK:
  4902. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4903. case AS_SPLASHER:
  4904. case HT_BLITZBEAT:
  4905. case AC_SHOWER:
  4906. case MA_SHOWER:
  4907. case MG_NAPALMBEAT:
  4908. case MG_FIREBALL:
  4909. case RG_RAID:
  4910. #ifdef RENEWAL
  4911. case SN_SHARPSHOOTING:
  4912. #endif
  4913. case HW_NAPALMVULCAN:
  4914. case NJ_HUUMA:
  4915. case ASC_METEORASSAULT:
  4916. case GS_SPREADATTACK:
  4917. case NPC_PULSESTRIKE:
  4918. case NPC_PULSESTRIKE2:
  4919. case NPC_HELLJUDGEMENT:
  4920. case NPC_VAMPIRE_GIFT:
  4921. case NPC_MAXPAIN_ATK:
  4922. case NPC_JACKFROST:
  4923. case NPC_REVERBERATION_ATK:
  4924. case NPC_ARROWSTORM:
  4925. case NPC_IGNITIONBREAK:
  4926. case RK_IGNITIONBREAK:
  4927. case RK_HUNDREDSPEAR:
  4928. case AB_JUDEX:
  4929. case AB_ADORAMUS:
  4930. case WL_SOULEXPANSION:
  4931. case WL_CRIMSONROCK:
  4932. case WL_JACKFROST:
  4933. case RA_ARROWSTORM:
  4934. case RA_WUGDASH:
  4935. case NC_VULCANARM:
  4936. case NC_COLDSLOWER:
  4937. case NC_SELFDESTRUCTION:
  4938. case NC_AXETORNADO:
  4939. case GC_ROLLINGCUTTER:
  4940. case GC_COUNTERSLASH:
  4941. case LG_CANNONSPEAR:
  4942. case LG_OVERBRAND:
  4943. case LG_MOONSLASHER:
  4944. case LG_RAYOFGENESIS:
  4945. case NPC_RAYOFGENESIS:
  4946. case LG_EARTHDRIVE:
  4947. case SR_RAMPAGEBLASTER:
  4948. case SR_SKYNETBLOW:
  4949. case SR_WINDMILL:
  4950. case SR_RIDEINLIGHTNING:
  4951. case SO_VARETYR_SPEAR:
  4952. case SO_POISON_BUSTER:
  4953. case GN_CART_TORNADO:
  4954. case GN_CARTCANNON:
  4955. case GN_SPORE_EXPLOSION:
  4956. case GN_DEMONIC_FIRE:
  4957. case GN_FIRE_EXPANSION_ACID:
  4958. case GN_HELLS_PLANT_ATK:
  4959. case KO_HAPPOKUNAI:
  4960. case KO_HUUMARANKA:
  4961. case KO_MUCHANAGE:
  4962. case KO_BAKURETSU:
  4963. case GN_ILLUSIONDOPING:
  4964. case RL_FIREDANCE:
  4965. case RL_S_STORM:
  4966. case RL_R_TRIP:
  4967. case MH_XENO_SLASHER:
  4968. case NC_ARMSCANNON:
  4969. case SU_SCRATCH:
  4970. case SU_LUNATICCARROTBEAT:
  4971. case SU_LUNATICCARROTBEAT2:
  4972. case SJ_FULLMOONKICK:
  4973. case SJ_NEWMOONKICK:
  4974. case SJ_SOLARBURST:
  4975. case SJ_PROMINENCEKICK:
  4976. case SJ_STAREMPEROR:
  4977. case SJ_FALLINGSTAR_ATK2:
  4978. case SP_CURSEEXPLOSION:
  4979. case SP_SHA:
  4980. case SP_SWHOO:
  4981. case DK_SERVANT_W_PHANTOM:
  4982. case DK_SERVANT_W_DEMOL:
  4983. case DK_MADNESS_CRUSHER:
  4984. case AG_DESTRUCTIVE_HURRICANE:
  4985. case AG_SOUL_VC_STRIKE:
  4986. case AG_CRYSTAL_IMPACT:
  4987. case AG_CRYSTAL_IMPACT_ATK:
  4988. case AG_ROCK_DOWN:
  4989. case AG_FROZEN_SLASH:
  4990. case IQ_OLEUM_SANCTUM:
  4991. case IQ_MASSIVE_F_BLASTER:
  4992. case IQ_EXPOSION_BLASTER:
  4993. case IQ_FIRST_BRAND:
  4994. case IQ_SECOND_FLAME:
  4995. case IQ_SECOND_FAITH:
  4996. case IQ_SECOND_JUDGEMENT:
  4997. case IQ_THIRD_PUNISH:
  4998. case IQ_THIRD_FLAME_BOMB:
  4999. case IQ_THIRD_CONSECRATION:
  5000. case IG_OVERSLASH:
  5001. case CD_ARBITRIUM_ATK:
  5002. case CD_PETITIO:
  5003. case CD_FRAMEN:
  5004. case SHC_DANCING_KNIFE:
  5005. case SHC_SAVAGE_IMPACT:
  5006. case SHC_IMPACT_CRATER:
  5007. case SHC_FATAL_SHADOW_CROW:
  5008. case MT_AXE_STOMP:
  5009. case MT_RUSH_QUAKE:
  5010. case MT_A_MACHINE:
  5011. case ABC_ABYSS_DAGGER:
  5012. case ABC_CHAIN_REACTION_SHOT:
  5013. case ABC_DEFT_STAB:
  5014. case WH_GALESTORM:
  5015. case BO_ACIDIFIED_ZONE_WATER:
  5016. case BO_ACIDIFIED_ZONE_GROUND:
  5017. case BO_ACIDIFIED_ZONE_WIND:
  5018. case BO_ACIDIFIED_ZONE_FIRE:
  5019. case TR_ROSEBLOSSOM_ATK:
  5020. case TR_METALIC_FURY:
  5021. case ABC_FROM_THE_ABYSS_ATK:
  5022. case EM_ELEMENTAL_BUSTER_FIRE:
  5023. case EM_ELEMENTAL_BUSTER_WATER:
  5024. case EM_ELEMENTAL_BUSTER_WIND:
  5025. case EM_ELEMENTAL_BUSTER_GROUND:
  5026. case EM_ELEMENTAL_BUSTER_POISON:
  5027. case EM_EL_FLAMEROCK:
  5028. case EM_EL_AGE_OF_ICE:
  5029. case EM_EL_STORM_WIND:
  5030. case EM_EL_AVALANCHE:
  5031. case EM_EL_DEADLY_POISON:
  5032. if( flag&1 ) {//Recursive invocation
  5033. int sflag = skill_area_temp[0] & 0xFFF;
  5034. int heal = 0;
  5035. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5036. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  5037. break; // Under Hovering characters are immune to select trap and ground target skills.
  5038. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5039. break; // No damage should happen if the target is on Land Protector
  5040. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5041. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->data[SC_SERVANT_SIGN] && tsc->data[SC_SERVANT_SIGN]->val1 == src->id))
  5042. break;
  5043. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5044. if (skill_id == ABC_DEFT_STAB && flag&2)
  5045. sflag |= 2;
  5046. if( flag&SD_LEVEL )
  5047. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5048. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5049. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5050. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5051. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5052. break;
  5053. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5054. switch (skill_id) {
  5055. case NPC_VAMPIRE_GIFT:
  5056. if (heal > 0) {
  5057. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5058. status_heal(src, heal, 0, 0);
  5059. }
  5060. break;
  5061. #ifdef RENEWAL
  5062. case SN_SHARPSHOOTING:
  5063. status_change_end(src, SC_CAMOUFLAGE);
  5064. break;
  5065. #endif
  5066. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5067. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5068. break;
  5069. }
  5070. } else {
  5071. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5072. skill_area_temp[0] = 0;
  5073. skill_area_temp[1] = bl->id;
  5074. skill_area_temp[2] = 0;
  5075. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5076. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5077. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5078. break;
  5079. }
  5080. if (skill_id == SP_SWHOO)
  5081. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5082. switch ( skill_id ) {
  5083. case LG_EARTHDRIVE:
  5084. case GN_CARTCANNON:
  5085. case SU_SCRATCH:
  5086. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5087. break;
  5088. #ifdef RENEWAL
  5089. case NJ_HUUMA:
  5090. #endif
  5091. case LG_MOONSLASHER:
  5092. case MH_XENO_SLASHER:
  5093. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5094. break;
  5095. case NPC_REVERBERATION_ATK:
  5096. case NC_ARMSCANNON:
  5097. skill_area_temp[1] = 0;
  5098. starget = splash_target(src);
  5099. break;
  5100. case WL_CRIMSONROCK:
  5101. skill_area_temp[4] = bl->x;
  5102. skill_area_temp[5] = bl->y;
  5103. break;
  5104. case SU_LUNATICCARROTBEAT:
  5105. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5106. skill_id = SU_LUNATICCARROTBEAT2;
  5107. break;
  5108. case DK_SERVANT_W_PHANTOM:
  5109. case SHC_SAVAGE_IMPACT:
  5110. case SHC_FATAL_SHADOW_CROW:
  5111. case MT_RUSH_QUAKE:
  5112. // Jump to the target before attacking.
  5113. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5114. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5115. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5116. break;
  5117. case AG_CRYSTAL_IMPACT_ATK:
  5118. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 5)
  5119. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5120. break;
  5121. case AG_ROCK_DOWN:
  5122. case IQ_FIRST_BRAND:
  5123. case IQ_SECOND_FLAME:
  5124. case IQ_SECOND_FAITH:
  5125. case IQ_SECOND_JUDGEMENT:
  5126. case CD_PETITIO:
  5127. case CD_FRAMEN:
  5128. case ABC_DEFT_STAB:
  5129. case ABC_CHAIN_REACTION_SHOT:
  5130. case EM_EL_FLAMEROCK:
  5131. case EM_EL_AGE_OF_ICE:
  5132. case EM_EL_STORM_WIND:
  5133. case EM_EL_AVALANCHE:
  5134. case EM_EL_DEADLY_POISON:
  5135. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5136. break;
  5137. case IQ_THIRD_PUNISH:
  5138. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5139. if (sd) {
  5140. uint8 limit = 5;
  5141. if (sc && sc->data[SC_RAISINGDRAGON])
  5142. limit += sc->data[SC_RAISINGDRAGON]->val1;
  5143. for (uint8 i = 0; i < limit; i++)
  5144. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5145. }
  5146. break;
  5147. case IQ_THIRD_FLAME_BOMB:
  5148. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5149. if (sd && sd->spiritball / 5 > 1)
  5150. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5151. break;
  5152. case IQ_THIRD_CONSECRATION:
  5153. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5154. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5155. break;
  5156. case IG_OVERSLASH:
  5157. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5158. 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);
  5159. break;
  5160. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5161. 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)
  5162. status_heal(src, 0, 0, 10, 0);
  5163. break;
  5164. case BO_ACIDIFIED_ZONE_WATER:
  5165. case BO_ACIDIFIED_ZONE_GROUND:
  5166. case BO_ACIDIFIED_ZONE_WIND:
  5167. case BO_ACIDIFIED_ZONE_FIRE:
  5168. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5169. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5170. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5171. break;
  5172. case TR_METALIC_FURY:
  5173. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5174. if (tsc && tsc->data[SC_SOUNDBLEND])
  5175. skill_area_temp[0] = 1 + rnd()%4;
  5176. break;
  5177. }
  5178. // if skill damage should be split among targets, count them
  5179. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5180. //special case: Venom Splasher uses a different range for searching than for splashing
  5181. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5182. 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);
  5183. // recursive invocation of skill_castend_damage_id() with flag|1
  5184. 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);
  5185. if (skill_id == RA_ARROWSTORM)
  5186. status_change_end(src, SC_CAMOUFLAGE);
  5187. if( skill_id == AS_SPLASHER ) {
  5188. map_freeblock_unlock(); // Don't consume a second gemstone.
  5189. return 0;
  5190. }
  5191. }
  5192. break;
  5193. case DK_HACKANDSLASHER:
  5194. case DK_HACKANDSLASHER_ATK:
  5195. if (flag & 1) {
  5196. skill_addtimerskill(src, tick + (200 + status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5197. } else {
  5198. skill_area_temp[0] = 0;
  5199. skill_area_temp[1] = bl->id;
  5200. skill_area_temp[2] = 0;
  5201. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5202. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5203. 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);
  5204. }
  5205. break;
  5206. //Place units around target
  5207. case NJ_BAKUENRYU:
  5208. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5209. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5210. break;
  5211. case SM_MAGNUM:
  5212. case MS_MAGNUM:
  5213. if( flag&1 ) {
  5214. // For players, damage depends on distance, so add it to flag if it is > 1
  5215. // Cannot hit hidden targets
  5216. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5217. }
  5218. break;
  5219. #ifdef RENEWAL
  5220. case KN_BRANDISHSPEAR:
  5221. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5222. break;
  5223. #else
  5224. case KN_BRANDISHSPEAR:
  5225. #endif
  5226. case ML_BRANDISH:
  5227. //Coded apart for it needs the flag passed to the damage calculation.
  5228. if (skill_area_temp[1] != bl->id)
  5229. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5230. else
  5231. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5232. break;
  5233. #ifdef RENEWAL
  5234. case KN_BOWLINGBASH:
  5235. if (flag & 1) {
  5236. 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]);
  5237. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5238. } else {
  5239. 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);
  5240. 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);
  5241. }
  5242. break;
  5243. #else
  5244. case KN_BOWLINGBASH:
  5245. #endif
  5246. case MS_BOWLINGBASH:
  5247. {
  5248. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5249. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5250. c = (skill_lv-(flag&0xFFF)+1)/2;
  5251. // Determine the Bowling Bash area depending on configuration
  5252. if (battle_config.bowling_bash_area == 0) {
  5253. // Gutter line system
  5254. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5255. if(min_x < 0) min_x = 0;
  5256. max_x = min_x + 39;
  5257. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5258. if(min_y < 0) min_y = 0;
  5259. max_y = min_y + 39;
  5260. } else if (battle_config.bowling_bash_area == 1) {
  5261. // Gutter line system without demi gutter bug
  5262. min_x = src->x - (src->x)%40;
  5263. max_x = min_x + 39;
  5264. min_y = src->y - (src->y)%40;
  5265. max_y = min_y + 39;
  5266. } else {
  5267. // Area around caster
  5268. min_x = src->x - battle_config.bowling_bash_area;
  5269. max_x = src->x + battle_config.bowling_bash_area;
  5270. min_y = src->y - battle_config.bowling_bash_area;
  5271. max_y = src->y + battle_config.bowling_bash_area;
  5272. }
  5273. // Initialization, break checks, direction
  5274. if((flag&0xFFF) > 0) {
  5275. // Ignore monsters outside area
  5276. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5277. break;
  5278. // Ignore monsters already in list
  5279. if(idb_exists(bowling_db, bl->id))
  5280. break;
  5281. // Random direction
  5282. dir = rnd()%8;
  5283. } else {
  5284. // Create an empty list of already hit targets
  5285. db_clear(bowling_db);
  5286. // Direction is walkpath
  5287. dir = (unit_getdir(src)+4)%8;
  5288. }
  5289. // Add current target to the list of already hit targets
  5290. idb_put(bowling_db, bl->id, bl);
  5291. // Keep moving target in direction square by square
  5292. tx = bl->x;
  5293. ty = bl->y;
  5294. for(i=0;i<c;i++) {
  5295. // Target coordinates (get changed even if knockback fails)
  5296. tx -= dirx[dir];
  5297. ty -= diry[dir];
  5298. // If target cell is a wall then break
  5299. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5300. break;
  5301. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5302. int count;
  5303. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5304. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5305. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5306. (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))) {
  5307. // Recursive call
  5308. 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);
  5309. // Self-collision
  5310. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5311. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5312. break;
  5313. }
  5314. }
  5315. // Original hit or chain hit depending on flag
  5316. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5317. }
  5318. break;
  5319. case KN_SPEARSTAB:
  5320. if(flag&1) {
  5321. if (bl->id==skill_area_temp[1])
  5322. break;
  5323. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5324. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5325. } else {
  5326. int x=bl->x,y=bl->y,i,dir;
  5327. dir = map_calc_dir(bl,src->x,src->y);
  5328. skill_area_temp[1] = bl->id;
  5329. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5330. // all the enemies between the caster and the target are hit, as well as the target
  5331. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5332. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5333. for (i=0;i<4;i++) {
  5334. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5335. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5336. x += dirx[dir];
  5337. y += diry[dir];
  5338. }
  5339. }
  5340. break;
  5341. case TK_TURNKICK:
  5342. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5343. {
  5344. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5345. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5346. map_foreachinallrange(skill_area_sub,bl,
  5347. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5348. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5349. skill_castend_nodamage_id);
  5350. }
  5351. break;
  5352. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5353. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5354. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5355. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5356. break;
  5357. case PR_TURNUNDEAD:
  5358. case ALL_RESURRECTION:
  5359. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5360. break;
  5361. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5362. break;
  5363. case AL_HOLYLIGHT:
  5364. status_change_end(bl, SC_P_ALTER);
  5365. case MG_SOULSTRIKE:
  5366. case NPC_DARKSTRIKE:
  5367. case MG_COLDBOLT:
  5368. case MG_FIREBOLT:
  5369. case MG_LIGHTNINGBOLT:
  5370. case WZ_EARTHSPIKE:
  5371. case AL_HEAL:
  5372. case NPC_DARKTHUNDER:
  5373. case NPC_FIRESTORM:
  5374. case PR_ASPERSIO:
  5375. case MG_FROSTDIVER:
  5376. case WZ_SIGHTBLASTER:
  5377. case WZ_SIGHTRASHER:
  5378. #ifdef RENEWAL
  5379. case PA_PRESSURE:
  5380. #endif
  5381. case NJ_KOUENKA:
  5382. case NJ_HYOUSENSOU:
  5383. case NJ_HUUJIN:
  5384. case AB_HIGHNESSHEAL:
  5385. case AB_DUPLELIGHT_MAGIC:
  5386. case WM_METALICSOUND:
  5387. case KO_KAIHOU:
  5388. case MH_ERASER_CUTTER:
  5389. case AG_ASTRAL_STRIKE:
  5390. case AG_ASTRAL_STRIKE_ATK:
  5391. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5392. case CD_ARBITRIUM:
  5393. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5394. break;
  5395. case IG_JUDGEMENT_CROSS:
  5396. case TR_SOUNDBLEND:
  5397. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5398. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5399. break;
  5400. case AG_DEADLY_PROJECTION:
  5401. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5402. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5403. break;
  5404. case NPC_MAGICALATTACK:
  5405. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5406. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5407. break;
  5408. case HVAN_CAPRICE: //[blackhole89]
  5409. {
  5410. int ran=rnd()%4;
  5411. int sid = 0;
  5412. switch(ran)
  5413. {
  5414. case 0: sid=MG_COLDBOLT; break;
  5415. case 1: sid=MG_FIREBOLT; break;
  5416. case 2: sid=MG_LIGHTNINGBOLT; break;
  5417. case 3: sid=WZ_EARTHSPIKE; break;
  5418. }
  5419. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5420. }
  5421. break;
  5422. case WZ_WATERBALL:
  5423. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5424. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5425. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5426. break;
  5427. case WZ_JUPITEL:
  5428. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5429. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5430. break;
  5431. case PR_BENEDICTIO:
  5432. //Should attack undead and demons. [Skotlex]
  5433. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5434. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5435. break;
  5436. case SJ_NOVAEXPLOSING:
  5437. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5438. // We can end Dimension here since the cooldown code is processed before this point.
  5439. if (sc && sc->data[SC_DIMENSION])
  5440. status_change_end(src, SC_DIMENSION);
  5441. else // Dimension not active? Activate the 2 second skill block penalty.
  5442. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5443. break;
  5444. case SP_SOULEXPLOSION:
  5445. 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.
  5446. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5447. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5448. if (sd)
  5449. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5450. break;
  5451. }
  5452. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5453. break;
  5454. case SL_SMA:
  5455. status_change_end(src, SC_SMA);
  5456. case SL_STIN:
  5457. case SL_STUN:
  5458. case SP_SPA:
  5459. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5460. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5461. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5462. break;
  5463. }
  5464. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5465. break;
  5466. case NPC_DARKBREATH:
  5467. clif_emotion(src,ET_ANGER);
  5468. if (rnd() % 2 == 0)
  5469. break; // 50% chance
  5470. case SN_FALCONASSAULT:
  5471. #ifndef RENEWAL
  5472. case PA_PRESSURE:
  5473. case CR_ACIDDEMONSTRATION:
  5474. #endif
  5475. case TF_THROWSTONE:
  5476. case NPC_SMOKING:
  5477. case GS_FLING:
  5478. case NJ_ZENYNAGE:
  5479. case GN_THORNS_TRAP:
  5480. case RL_B_TRAP:
  5481. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5482. break;
  5483. #ifdef RENEWAL
  5484. case NJ_ISSEN: {
  5485. short x, y;
  5486. short dir = map_calc_dir(src, bl->x, bl->y);
  5487. // Move 2 cells (From target)
  5488. if (dir > 0 && dir < 4)
  5489. x = -2;
  5490. else if (dir > 4)
  5491. x = 2;
  5492. else
  5493. x = 0;
  5494. if (dir > 2 && dir < 6)
  5495. y = -2;
  5496. else if (dir == 7 || dir < 2)
  5497. y = 2;
  5498. else
  5499. y = 0;
  5500. // Doesn't have slide effect in GVG
  5501. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5502. clif_blown(src);
  5503. clif_spiritball(src);
  5504. }
  5505. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5506. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5507. status_change_end(src, SC_NEN);
  5508. status_change_end(src, SC_HIDING);
  5509. }
  5510. break;
  5511. #endif
  5512. case RK_DRAGONBREATH_WATER:
  5513. case RK_DRAGONBREATH:
  5514. case NPC_DRAGONBREATH:
  5515. if( tsc && tsc->data[SC_HIDING] )
  5516. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5517. else {
  5518. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5519. }
  5520. break;
  5521. case NPC_SELFDESTRUCTION:
  5522. if( tsc && tsc->data[SC_HIDING] )
  5523. break;
  5524. case HVAN_EXPLOSION:
  5525. if (src != bl)
  5526. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5527. break;
  5528. // Celest
  5529. case PF_SOULBURN:
  5530. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5531. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5532. if (skill_lv == 5)
  5533. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5534. status_percent_damage(src, bl, 0, 100, false);
  5535. } else {
  5536. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5537. if (skill_lv == 5)
  5538. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5539. status_percent_damage(src, src, 0, 100, false);
  5540. }
  5541. break;
  5542. case NPC_BLOODDRAIN:
  5543. case NPC_ENERGYDRAIN:
  5544. {
  5545. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5546. src, src, bl, skill_id, skill_lv, tick, flag);
  5547. if (heal > 0){
  5548. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5549. status_heal(src, heal, 0, 0);
  5550. }
  5551. }
  5552. break;
  5553. case GS_BULLSEYE:
  5554. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5555. break;
  5556. case NJ_KASUMIKIRI:
  5557. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5558. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5559. break;
  5560. case NJ_KIRIKAGE:
  5561. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5562. { //You don't move on GVG grounds.
  5563. short x, y;
  5564. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5565. if (unit_movepos(src, x, y, 0, 0)) {
  5566. clif_blown(src);
  5567. }
  5568. }
  5569. status_change_end(src, SC_HIDING);
  5570. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5571. break;
  5572. case RK_PHANTOMTHRUST:
  5573. case NPC_PHANTOMTHRUST:
  5574. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5575. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5576. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5577. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5578. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5579. break;
  5580. case RK_WINDCUTTER:
  5581. case RK_STORMBLAST:
  5582. if( flag&1 )
  5583. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5584. else {
  5585. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5586. 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);
  5587. }
  5588. break;
  5589. case GC_DARKILLUSION:
  5590. {
  5591. short x, y;
  5592. short dir = map_calc_dir(src,bl->x,bl->y);
  5593. if( dir > 0 && dir < 4) x = 2;
  5594. else if( dir > 4 ) x = -2;
  5595. else x = 0;
  5596. if( dir > 2 && dir < 6 ) y = 2;
  5597. else if( dir == 7 || dir < 2 ) y = -2;
  5598. else y = 0;
  5599. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5600. clif_blown(src);
  5601. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5602. if( rnd()%100 < 4 * skill_lv )
  5603. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5604. }
  5605. }
  5606. break;
  5607. case GC_CROSSRIPPERSLASHER:
  5608. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5609. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5610. else
  5611. {
  5612. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5613. }
  5614. break;
  5615. case GC_CROSSIMPACT:
  5616. if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
  5617. 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
  5618. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5619. } else {
  5620. if (sd)
  5621. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5622. }
  5623. break;
  5624. case GC_PHANTOMMENACE:
  5625. if (flag&1) { // Only Hits Invisible Targets
  5626. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5627. status_change_end(bl, SC_CLOAKINGEXCEED);
  5628. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5629. }
  5630. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5631. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5632. }
  5633. break;
  5634. case GC_DARKCROW:
  5635. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5636. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5637. break;
  5638. case WL_DRAINLIFE:
  5639. {
  5640. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5641. int rate = 70 + 5 * skill_lv;
  5642. heal = heal * (5 + 5 * skill_lv) / 100;
  5643. if( bl->type == BL_SKILL )
  5644. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5645. if( heal && rnd()%100 < rate )
  5646. {
  5647. status_heal(src, heal, 0, 0);
  5648. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5649. }
  5650. }
  5651. break;
  5652. case WL_TETRAVORTEX_FIRE:
  5653. case WL_TETRAVORTEX_WATER:
  5654. case WL_TETRAVORTEX_WIND:
  5655. case WL_TETRAVORTEX_GROUND:
  5656. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5657. break;
  5658. case WL_TETRAVORTEX:
  5659. if (sd == nullptr) { // Monster usage
  5660. uint8 i = 0;
  5661. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5662. { WL_TETRAVORTEX_WIND, 4 },
  5663. { WL_TETRAVORTEX_WATER, 2 },
  5664. { WL_TETRAVORTEX_GROUND, 8 } };
  5665. for (const auto &skill : tetra_skills) {
  5666. if (skill_lv > 5) {
  5667. skill_area_temp[0] = i;
  5668. skill_area_temp[1] = skill[1];
  5669. 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);
  5670. } else
  5671. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5672. i++;
  5673. }
  5674. } else if (sc) { // No SC? No spheres
  5675. int i, k = 0;
  5676. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5677. status_change_end(src, SC_SPHERE_1);
  5678. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5679. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5680. continue;
  5681. uint16 subskill = 0;
  5682. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5683. case WLS_FIRE:
  5684. subskill = WL_TETRAVORTEX_FIRE;
  5685. k |= 1;
  5686. break;
  5687. case WLS_WIND:
  5688. subskill = WL_TETRAVORTEX_WIND;
  5689. k |= 4;
  5690. break;
  5691. case WLS_WATER:
  5692. subskill = WL_TETRAVORTEX_WATER;
  5693. k |= 2;
  5694. break;
  5695. case WLS_STONE:
  5696. subskill = WL_TETRAVORTEX_GROUND;
  5697. k |= 8;
  5698. break;
  5699. }
  5700. if (skill_lv > 5) {
  5701. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5702. skill_area_temp[1] = k;
  5703. 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);
  5704. } else
  5705. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5706. status_change_end(src, static_cast<sc_type>(i));
  5707. }
  5708. }
  5709. break;
  5710. case WL_RELEASE:
  5711. if (sc == nullptr)
  5712. break;
  5713. if (sd) {
  5714. int i;
  5715. #ifndef RENEWAL
  5716. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5717. #endif
  5718. if (skill_lv == 1) { // SpellBook
  5719. if (sc->data[SC_FREEZE_SP] == nullptr)
  5720. break;
  5721. bool found_spell = false;
  5722. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5723. if (sc->data[i] != nullptr) {
  5724. found_spell = true;
  5725. break;
  5726. }
  5727. }
  5728. if (!found_spell)
  5729. break;
  5730. // Now extract the data from the preserved spell
  5731. uint16 pres_skill_id = sc->data[i]->val1;
  5732. uint16 pres_skill_lv = sc->data[i]->val2;
  5733. uint16 point = sc->data[i]->val3;
  5734. status_change_end(src, static_cast<sc_type>(i));
  5735. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5736. sc->data[SC_FREEZE_SP]->val2 -= point;
  5737. else // Last spell to be released
  5738. status_change_end(src, SC_FREEZE_SP);
  5739. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5740. break;
  5741. // Get the requirement for the preserved skill
  5742. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5743. switch( skill_get_casttype(pres_skill_id) )
  5744. {
  5745. case CAST_GROUND:
  5746. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5747. break;
  5748. case CAST_NODAMAGE:
  5749. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5750. break;
  5751. case CAST_DAMAGE:
  5752. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5753. break;
  5754. }
  5755. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5756. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5757. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5758. if( cooldown > 0 )
  5759. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5760. } else { // Summoned Balls
  5761. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5762. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5763. continue;
  5764. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5765. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5766. 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);
  5767. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5768. }
  5769. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5770. }
  5771. }
  5772. break;
  5773. case WL_FROSTMISTY:
  5774. // Causes Freezing status through walls.
  5775. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5776. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5777. // Doesn't deal damage through non-shootable walls.
  5778. 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)) )
  5779. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5780. break;
  5781. case WL_HELLINFERNO:
  5782. if (flag & 1) {
  5783. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5784. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5785. } else {
  5786. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5787. 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);
  5788. }
  5789. break;
  5790. case RA_WUGSTRIKE:
  5791. if( sd && pc_isridingwug(sd) ){
  5792. short x[8]={0,-1,-1,-1,0,1,1,1};
  5793. short y[8]={1,1,0,-1,-1,-1,0,1};
  5794. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5795. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5796. clif_blown(src);
  5797. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5798. }
  5799. break;
  5800. }
  5801. case RA_WUGBITE:
  5802. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5803. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5804. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5805. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5806. break;
  5807. case RA_SENSITIVEKEEN:
  5808. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5809. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5810. status_change_end(bl, SC_CLOAKINGEXCEED);
  5811. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5812. }
  5813. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5814. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5815. } else {
  5816. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5817. std::shared_ptr<s_skill_unit_group> sg;
  5818. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5819. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5820. {
  5821. struct item item_tmp;
  5822. memset(&item_tmp,0,sizeof(item_tmp));
  5823. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5824. item_tmp.identify = 1;
  5825. if( item_tmp.nameid )
  5826. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5827. }
  5828. skill_delunit(su);
  5829. }
  5830. }
  5831. break;
  5832. case NC_INFRAREDSCAN:
  5833. if( flag&1 ) {
  5834. status_change_end(bl, SC_HIDING);
  5835. status_change_end(bl, SC_CLOAKING);
  5836. status_change_end(bl, SC_CLOAKINGEXCEED);
  5837. status_change_end(bl, SC_CAMOUFLAGE);
  5838. status_change_end(bl, SC_NEWMOON);
  5839. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5840. status_change_end(bl, SC__SHADOWFORM);
  5841. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5842. } else {
  5843. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5844. 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);
  5845. }
  5846. break;
  5847. case SC_FATALMENACE:
  5848. if( flag&1 )
  5849. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5850. else {
  5851. 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);
  5852. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5853. }
  5854. break;
  5855. case NPC_FATALMENACE: // todo should it teleport the target ?
  5856. if( flag&1 )
  5857. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5858. else {
  5859. short x, y;
  5860. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5861. // Destination area
  5862. skill_area_temp[4] = x;
  5863. skill_area_temp[5] = y;
  5864. 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);
  5865. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5866. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5867. }
  5868. break;
  5869. case LG_PINPOINTATTACK:
  5870. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5871. clif_blown(src);
  5872. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5873. break;
  5874. case SR_KNUCKLEARROW:
  5875. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5876. dir_ka = map_calc_dir(bl, src->x, src->y);
  5877. // Has slide effect
  5878. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5879. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5880. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5881. break;
  5882. case SR_HOWLINGOFLION:
  5883. status_change_end(bl, SC_SWINGDANCE);
  5884. status_change_end(bl, SC_SYMPHONYOFLOVER);
  5885. status_change_end(bl, SC_MOONLITSERENADE);
  5886. status_change_end(bl, SC_RUSHWINDMILL);
  5887. status_change_end(bl, SC_ECHOSONG);
  5888. status_change_end(bl, SC_HARMONIZE);
  5889. status_change_end(bl, SC_NETHERWORLD);
  5890. status_change_end(bl, SC_VOICEOFSIREN);
  5891. status_change_end(bl, SC_DEEPSLEEP);
  5892. status_change_end(bl, SC_SIRCLEOFNATURE);
  5893. status_change_end(bl, SC_GLOOMYDAY);
  5894. status_change_end(bl, SC_GLOOMYDAY_SK);
  5895. status_change_end(bl, SC_SONGOFMANA);
  5896. status_change_end(bl, SC_DANCEWITHWUG);
  5897. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  5898. status_change_end(bl, SC_LERADSDEW);
  5899. status_change_end(bl, SC_MELODYOFSINK);
  5900. status_change_end(bl, SC_BEYONDOFWARCRY);
  5901. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  5902. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5903. break;
  5904. case SR_EARTHSHAKER:
  5905. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5906. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5907. status_change_end(bl, SC_CLOAKINGEXCEED);
  5908. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5909. status_change_end(bl, SC__SHADOWFORM);
  5910. } else {
  5911. 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);
  5912. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5913. }
  5914. break;
  5915. case SR_TIGERCANNON:
  5916. if (flag & 1) {
  5917. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5918. } else if (sd) {
  5919. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5920. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5921. 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);
  5922. }
  5923. break;
  5924. case WM_REVERBERATION:
  5925. if (flag & 1)
  5926. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5927. else {
  5928. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5929. 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);
  5930. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5931. }
  5932. break;
  5933. case NPC_POISON_BUSTER:
  5934. if( tsc && tsc->data[SC_POISON] ) {
  5935. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5936. status_change_end(bl, SC_POISON);
  5937. }
  5938. else if( sd )
  5939. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5940. break;
  5941. case KO_JYUMONJIKIRI: {
  5942. short x, y;
  5943. short dir = map_calc_dir(src,bl->x,bl->y);
  5944. if (dir > 0 && dir < 4)
  5945. x = 2;
  5946. else if (dir > 4)
  5947. x = -2;
  5948. else
  5949. x = 0;
  5950. if (dir > 2 && dir < 6)
  5951. y = 2;
  5952. else if (dir == 7 || dir < 2)
  5953. y = -2;
  5954. else
  5955. y = 0;
  5956. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5957. clif_blown(src);
  5958. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5959. }
  5960. }
  5961. break;
  5962. case EL_FIRE_BOMB:
  5963. case EL_FIRE_WAVE:
  5964. case EL_WATER_SCREW:
  5965. case EL_HURRICANE:
  5966. case EL_TYPOON_MIS:
  5967. if( flag&1 )
  5968. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5969. else {
  5970. int i = skill_get_splash(skill_id,skill_lv);
  5971. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5972. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5973. if( rnd()%100 < 30 )
  5974. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5975. else
  5976. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5977. }
  5978. break;
  5979. case EL_ROCK_CRUSHER:
  5980. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5981. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5982. if( rnd()%100 < 50 )
  5983. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5984. else
  5985. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5986. break;
  5987. case EL_STONE_RAIN:
  5988. if( flag&1 )
  5989. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5990. else {
  5991. int i = skill_get_splash(skill_id,skill_lv);
  5992. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5993. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5994. if( rnd()%100 < 30 )
  5995. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5996. else
  5997. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5998. }
  5999. break;
  6000. case EL_FIRE_ARROW:
  6001. case EL_ICE_NEEDLE:
  6002. case EL_WIND_SLASH:
  6003. case EL_STONE_HAMMER:
  6004. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6005. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6006. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6007. break;
  6008. case EL_TIDAL_WEAPON:
  6009. if( src->type == BL_ELEM ) {
  6010. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6011. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  6012. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6013. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6014. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6015. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  6016. status_change_end(battle_get_master(src),type);
  6017. status_change_end(src,type2);
  6018. }
  6019. if( rnd()%100 < 50 )
  6020. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6021. else {
  6022. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6023. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6024. }
  6025. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6026. }
  6027. break;
  6028. //recursive homon skill
  6029. case MH_MAGMA_FLOW:
  6030. case MH_HEILIGE_STANGE:
  6031. if(flag&1){
  6032. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6033. break;//chance to not trigger atk for magma
  6034. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6035. }
  6036. else
  6037. 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);
  6038. break;
  6039. case MH_STAHL_HORN:
  6040. case MH_NEEDLE_OF_PARALYZE:
  6041. case MH_SONIC_CRAW:
  6042. case MH_MIDNIGHT_FRENZY:
  6043. case MH_SILVERVEIN_RUSH:
  6044. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6045. break;
  6046. case MH_TINDER_BREAKER:
  6047. case MH_CBC:
  6048. case MH_EQC:
  6049. {
  6050. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6051. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6052. sc_type type;
  6053. if( skill_id == MH_TINDER_BREAKER ){
  6054. type = SC_TINDER_BREAKER2;
  6055. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6056. clif_blown(src);
  6057. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6058. }
  6059. }else if( skill_id == MH_CBC ){
  6060. type = SC_CBC;
  6061. }else if( skill_id == MH_EQC ){
  6062. type = SC_EQC;
  6063. }
  6064. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6065. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6066. }
  6067. break;
  6068. case RL_H_MINE:
  6069. if (!(flag&1)) {
  6070. // Direct attack
  6071. if (!sd || !sd->flicker) {
  6072. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6073. 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);
  6074. break;
  6075. }
  6076. // Triggered by RL_FLICKER
  6077. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  6078. // Splash damage around it!
  6079. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6080. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6081. flag |= 1; // Don't consume requirement
  6082. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  6083. status_change_end(bl, SC_H_MINE);
  6084. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6085. }
  6086. }
  6087. else
  6088. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6089. if (sd && sd->flicker)
  6090. flag |= 1; // Don't consume requirement
  6091. break;
  6092. case RL_QD_SHOT:
  6093. if (skill_area_temp[1] == bl->id)
  6094. break;
  6095. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  6096. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6097. break;
  6098. case RL_D_TAIL:
  6099. case RL_HAMMER_OF_GOD:
  6100. if (flag&1)
  6101. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6102. else {
  6103. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  6104. int i;
  6105. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6106. if (i < MAX_SKILL_CRIMSON_MARKER)
  6107. flag |= 8;
  6108. }
  6109. if (skill_id == RL_HAMMER_OF_GOD)
  6110. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6111. else
  6112. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6113. 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);
  6114. }
  6115. break;
  6116. case SU_SCAROFTAROU:
  6117. 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?
  6118. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6119. break;
  6120. case SU_SV_STEMSPEAR:
  6121. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6122. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6123. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6124. break;
  6125. case 0:/* no skill - basic/normal attack */
  6126. if(sd) {
  6127. if (flag & 3){
  6128. if (bl->id != skill_area_temp[1])
  6129. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6130. } else {
  6131. skill_area_temp[1] = bl->id;
  6132. map_foreachinallrange(skill_area_sub, bl,
  6133. sd->bonus.splash_range, BL_CHAR,
  6134. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6135. skill_castend_damage_id);
  6136. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6137. }
  6138. }
  6139. break;
  6140. case SJ_FALLINGSTAR_ATK:
  6141. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6142. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  6143. int8 i = 0;
  6144. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6145. if (i < MAX_STELLAR_MARKS) {
  6146. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6147. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6148. }
  6149. }
  6150. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  6151. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6152. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6153. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6154. }
  6155. break;
  6156. case SJ_FLASHKICK: {
  6157. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  6158. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6159. // Only players and monsters can be tagged....I think??? [Rytech]
  6160. // Lets only allow players and monsters to use this skill for safety reasons.
  6161. if ((!tsd && !tmd) || !sd && !md) {
  6162. if (sd)
  6163. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6164. break;
  6165. }
  6166. // Check if the target is already tagged by another source.
  6167. 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.
  6168. // Can't tag a player that was already tagged from another source.
  6169. if (sd)
  6170. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6171. map_freeblock_unlock();
  6172. return 1;
  6173. }
  6174. if (sd) { // Tagging the target.
  6175. int i;
  6176. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6177. if (i == MAX_STELLAR_MARKS) {
  6178. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6179. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6180. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6181. map_freeblock_unlock();
  6182. return 1;
  6183. }
  6184. }
  6185. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6186. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6187. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6188. 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.
  6189. sd->stellar_mark[i] = bl->id;
  6190. // Val4 flags if the status was applied by a player or a monster.
  6191. // This will be important for other skills that work together with this one.
  6192. // 1 = Player, 2 = Monster.
  6193. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6194. // apply the status here. We can't pass this data to skill_additional_effect.
  6195. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6196. }
  6197. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6198. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6199. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6200. }
  6201. }
  6202. break;
  6203. case NPC_VENOMIMPRESS:
  6204. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6205. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6206. break;
  6207. default:
  6208. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6209. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6210. 0, abs(skill_get_num(skill_id, skill_lv)),
  6211. skill_id, skill_lv, skill_get_hit(skill_id));
  6212. map_freeblock_unlock();
  6213. return 1;
  6214. }
  6215. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  6216. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6217. map_freeblock_unlock();
  6218. if( sd && !(flag&1) )
  6219. {// ensure that the skill last-cast tick is recorded
  6220. sd->canskill_tick = gettick();
  6221. if( sd->state.arrow_atk )
  6222. {// consume arrow on last invocation to this skill.
  6223. battle_consume_ammo(sd, skill_id, skill_lv);
  6224. }
  6225. // perform skill requirement consumption
  6226. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6227. }
  6228. return 0;
  6229. }
  6230. /**
  6231. * Give a song's buff/debuff or damage to all targets around
  6232. * @param target: Target
  6233. * @param ap: Argument list
  6234. * @return 1 on success or 0 otherwise
  6235. */
  6236. static int skill_apply_songs(struct block_list* target, va_list ap)
  6237. {
  6238. int flag = va_arg(ap, int);
  6239. struct block_list* src = va_arg(ap, struct block_list*);
  6240. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6241. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6242. t_tick tick = va_arg(ap, t_tick);
  6243. if (flag & BCT_WOS && src == target)
  6244. return 0;
  6245. if (battle_check_target(src, target, flag) > 0) {
  6246. switch (skill_id) {
  6247. // Attack type songs
  6248. case BA_DISSONANCE:
  6249. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6250. return 1;
  6251. case DC_UGLYDANCE:
  6252. case BD_LULLABY:
  6253. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6254. default: // Buff/Debuff type songs
  6255. if (skill_id == CG_HERMODE && src->id != target->id)
  6256. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  6257. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6258. }
  6259. }
  6260. return 0;
  6261. }
  6262. /**
  6263. * Calculate a song's bonus values
  6264. * @param src: Caster
  6265. * @param skill_id: Song skill ID
  6266. * @param skill_lv: Song skill level
  6267. * @param tick: Timer tick
  6268. * @return Number of targets or 0 otherwise
  6269. */
  6270. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6271. {
  6272. nullpo_ret(src);
  6273. if (src->type != BL_PC) {
  6274. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6275. return 0;
  6276. }
  6277. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6278. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6279. return 0;
  6280. }
  6281. struct map_session_data* sd = BL_CAST(BL_PC, src);
  6282. int flag = BCT_PARTY;
  6283. switch (skill_id) {
  6284. case BD_ROKISWEIL:
  6285. flag = BCT_ENEMY | BCT_WOS;
  6286. break;
  6287. case BD_LULLABY:
  6288. case BD_ETERNALCHAOS:
  6289. case BA_DISSONANCE:
  6290. case DC_UGLYDANCE:
  6291. case DC_DONTFORGETME:
  6292. flag = BCT_ENEMY;
  6293. break;
  6294. case CG_HERMODE:
  6295. flag |= BCT_GUILD;
  6296. break;
  6297. }
  6298. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6299. sd->skill_id_dance = skill_id;
  6300. sd->skill_lv_dance = skill_lv;
  6301. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6302. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6303. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6304. }
  6305. /**
  6306. * Use no-damage skill from 'src' to 'bl
  6307. * @param src Caster
  6308. * @param bl Target of the skill, bl maybe same with src for self skill
  6309. * @param skill_id
  6310. * @param skill_lv
  6311. * @param tick
  6312. * @param flag Various value, &1: Recursive effect
  6313. **/
  6314. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6315. {
  6316. struct map_session_data *sd, *dstsd;
  6317. struct mob_data *md, *dstmd;
  6318. struct homun_data *hd;
  6319. s_mercenary_data *mer;
  6320. struct status_data *sstatus, *tstatus;
  6321. struct status_change *tsc;
  6322. struct status_change_entry *tsce;
  6323. int i = 0;
  6324. enum sc_type type;
  6325. if(skill_id > 0 && !skill_lv) return 0; // celest
  6326. nullpo_retr(1, src);
  6327. nullpo_retr(1, bl);
  6328. if (src->m != bl->m)
  6329. return 1;
  6330. sd = BL_CAST(BL_PC, src);
  6331. hd = BL_CAST(BL_HOM, src);
  6332. md = BL_CAST(BL_MOB, src);
  6333. mer = BL_CAST(BL_MER, src);
  6334. dstsd = BL_CAST(BL_PC, bl);
  6335. dstmd = BL_CAST(BL_MOB, bl);
  6336. if(bl->prev == NULL)
  6337. return 1;
  6338. if(status_isdead(src))
  6339. return 1;
  6340. if( src != bl && status_isdead(bl) ) {
  6341. switch( skill_id ) { // Skills that may be cast on dead targets
  6342. case NPC_WIDESOULDRAIN:
  6343. case PR_REDEMPTIO:
  6344. case ALL_RESURRECTION:
  6345. case WM_DEADHILLHERE:
  6346. case WE_ONEFOREVER:
  6347. break;
  6348. default:
  6349. return 1;
  6350. }
  6351. }
  6352. tstatus = status_get_status_data(bl);
  6353. sstatus = status_get_status_data(src);
  6354. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6355. switch (skill_id) {
  6356. case HLIF_HEAL: //[orn]
  6357. if (bl->type != BL_HOM) {
  6358. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6359. break ;
  6360. }
  6361. case AL_HEAL:
  6362. case ALL_RESURRECTION:
  6363. case PR_ASPERSIO:
  6364. case AB_HIGHNESSHEAL:
  6365. //Apparently only player casted skills can be offensive like this.
  6366. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6367. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6368. //Offensive heal does not works on non-enemies. [Skotlex]
  6369. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6370. return 0;
  6371. }
  6372. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6373. }
  6374. break;
  6375. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6376. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6377. case MH_STEINWAND: {
  6378. struct block_list *s_src = battle_get_master(src);
  6379. short ret = 0;
  6380. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6381. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6382. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6383. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6384. if (hd)
  6385. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6386. return ret;
  6387. }
  6388. break;
  6389. default:
  6390. //Skill is actually ground placed.
  6391. if (src == bl && skill_get_unit_id(skill_id))
  6392. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6393. }
  6394. type = skill_get_sc(skill_id);
  6395. tsc = status_get_sc(bl);
  6396. tsce = (tsc && type != SC_NONE)?tsc->data[type]:NULL;
  6397. if (src!=bl && type > SC_NONE &&
  6398. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6399. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6400. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6401. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6402. map_freeblock_lock();
  6403. switch(skill_id)
  6404. {
  6405. case HLIF_HEAL: //[orn]
  6406. case AL_HEAL:
  6407. case AB_HIGHNESSHEAL:
  6408. {
  6409. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6410. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6411. heal = 0;
  6412. if( tsc && tsc->count ) {
  6413. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6414. if (--tsc->data[SC_KAITE]->val2 <= 0)
  6415. status_change_end(bl, SC_KAITE);
  6416. if (src == bl)
  6417. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6418. else {
  6419. bl = src;
  6420. dstsd = sd;
  6421. }
  6422. }
  6423. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  6424. heal = 0; //Needed so that it actually displays 0 when healing.
  6425. }
  6426. if (skill_id == AL_HEAL)
  6427. status_change_end(bl, SC_BITESCAR);
  6428. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6429. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  6430. heal = ~heal + 1;
  6431. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6432. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6433. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6434. if (heal_get_jobexp <= 0)
  6435. heal_get_jobexp = 1;
  6436. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6437. }
  6438. }
  6439. break;
  6440. case CD_REPARATIO: {
  6441. if (bl->type != BL_PC) { // Only works on players.
  6442. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6443. break;
  6444. }
  6445. int heal_amount = 0;
  6446. if (!status_isimmune(bl))
  6447. heal_amount = tstatus->max_hp;
  6448. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6449. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6450. status_heal(bl, heal_amount, 0, 0);
  6451. }
  6452. break;
  6453. case PR_REDEMPTIO:
  6454. if (sd && !(flag&1)) {
  6455. if (sd->status.party_id == 0) {
  6456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6457. break;
  6458. }
  6459. skill_area_temp[0] = 0;
  6460. party_foreachsamemap(skill_area_sub,
  6461. sd,skill_get_splash(skill_id, skill_lv),
  6462. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6463. skill_castend_nodamage_id);
  6464. if (skill_area_temp[0] == 0) {
  6465. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6466. break;
  6467. }
  6468. #ifndef RENEWAL
  6469. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6470. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6471. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6472. 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);
  6473. }
  6474. status_set_sp(src, 0, 0);
  6475. #endif
  6476. status_set_hp(src, 1, 0);
  6477. break;
  6478. } else if (status_isdead(bl) && flag&1) { //Revive
  6479. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6480. skill_lv = 3; //Resurrection level 3 is used
  6481. } else //Invalid target, skip resurrection.
  6482. break;
  6483. case ALL_RESURRECTION:
  6484. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6485. { //No reviving in WoE grounds!
  6486. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6487. break;
  6488. }
  6489. if (!status_isdead(bl))
  6490. break;
  6491. {
  6492. int per = 0, sper = 0;
  6493. if (tsc && tsc->data[SC_HELLPOWER]) {
  6494. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6495. break;
  6496. }
  6497. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6498. break;
  6499. switch(skill_lv){
  6500. case 1: per=10; break;
  6501. case 2: per=30; break;
  6502. case 3: per=50; break;
  6503. case 4: per=80; break;
  6504. }
  6505. if(dstsd && dstsd->special_state.restart_full_recover)
  6506. per = sper = 100;
  6507. if (status_revive(bl, per, sper))
  6508. {
  6509. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6510. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6511. {
  6512. t_exp exp = 0,jexp = 0;
  6513. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6514. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6515. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6516. if (exp < 1) exp = 1;
  6517. }
  6518. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6519. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6520. if (jexp < 1) jexp = 1;
  6521. }
  6522. if(exp > 0 || jexp > 0)
  6523. pc_gainexp (sd, bl, exp, jexp, 0);
  6524. }
  6525. }
  6526. }
  6527. break;
  6528. case AL_DECAGI:
  6529. case MER_DECAGI:
  6530. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6531. 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)));
  6532. break;
  6533. case AL_CRUCIS:
  6534. if (flag&1)
  6535. 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));
  6536. else {
  6537. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6538. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6539. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6540. }
  6541. break;
  6542. case SP_SOULCURSE:
  6543. if (flag&1)
  6544. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6545. else {
  6546. 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);
  6547. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6548. }
  6549. break;
  6550. case PR_LEXDIVINA:
  6551. case MER_LEXDIVINA:
  6552. if (tsce)
  6553. status_change_end(bl, type);
  6554. else
  6555. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6556. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6557. break;
  6558. case SA_ABRACADABRA:
  6559. if (abra_db.empty()) {
  6560. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6561. break;
  6562. }
  6563. else {
  6564. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6565. do {
  6566. auto abra_spell = abra_db.random();
  6567. abra_skill_id = abra_spell->skill_id;
  6568. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6569. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6570. break;
  6571. }
  6572. } while (checked++ < checked_max);
  6573. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6574. if( sd )
  6575. {// player-casted
  6576. sd->state.abra_flag = 1;
  6577. sd->skillitem = abra_skill_id;
  6578. sd->skillitemlv = abra_skill_lv;
  6579. sd->skillitem_keep_requirement = false;
  6580. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6581. }
  6582. else
  6583. {// mob-casted
  6584. struct unit_data *ud = unit_bl2ud(src);
  6585. int inf = skill_get_inf(abra_skill_id);
  6586. if (!ud) break;
  6587. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6588. if (src->type == BL_PET)
  6589. bl = (struct block_list*)((TBL_PET*)src)->master;
  6590. if (!bl) bl = src;
  6591. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6592. } else { //Assume offensive skills
  6593. int target_id = 0;
  6594. if (ud->target)
  6595. target_id = ud->target;
  6596. else switch (src->type) {
  6597. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6598. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6599. }
  6600. if (!target_id)
  6601. break;
  6602. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6603. bl = map_id2bl(target_id);
  6604. if (!bl) bl = src;
  6605. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6606. } else
  6607. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6608. }
  6609. }
  6610. }
  6611. break;
  6612. case SA_COMA:
  6613. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6614. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6615. break;
  6616. case SA_FULLRECOVERY:
  6617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6618. if (status_isimmune(bl))
  6619. break;
  6620. status_percent_heal(bl, 100, 100);
  6621. break;
  6622. case NPC_ALLHEAL:
  6623. {
  6624. int heal;
  6625. if( status_isimmune(bl) )
  6626. break;
  6627. heal = status_percent_heal(bl, 100, 0);
  6628. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6629. if( dstmd )
  6630. { // Reset Damage Logs
  6631. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6632. dstmd->tdmg = 0;
  6633. }
  6634. }
  6635. break;
  6636. case SA_SUMMONMONSTER:
  6637. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6638. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6639. break;
  6640. case SA_LEVELUP:
  6641. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6642. if (sd && pc_nextbaseexp(sd))
  6643. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6644. break;
  6645. case SA_INSTANTDEATH:
  6646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6647. status_kill(src);
  6648. break;
  6649. case SA_QUESTION:
  6650. clif_emotion(src,ET_QUESTION);
  6651. case SA_GRAVITY:
  6652. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6653. break;
  6654. case SA_CLASSCHANGE:
  6655. case SA_MONOCELL:
  6656. if (dstmd)
  6657. {
  6658. int class_;
  6659. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6660. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6661. break;
  6662. }
  6663. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6664. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6665. mob_class_change(dstmd,class_);
  6666. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6667. 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 };
  6668. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6669. if (tsc->data[i]) status_change_end(bl, (sc_type)i);
  6670. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6671. if (tsc->data[scs[i]]) status_change_end(bl, scs[i]);
  6672. }
  6673. }
  6674. break;
  6675. case SA_DEATH:
  6676. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6678. break;
  6679. }
  6680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6681. status_kill(bl);
  6682. break;
  6683. case SA_REVERSEORCISH:
  6684. case ALL_REVERSEORCISH:
  6685. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6686. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6687. break;
  6688. case SA_FORTUNE:
  6689. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6690. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6691. break;
  6692. case SA_TAMINGMONSTER:
  6693. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6694. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6695. pet_catch_process1(sd, dstmd->mob_id);
  6696. }
  6697. break;
  6698. case CR_PROVIDENCE:
  6699. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6700. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6702. map_freeblock_unlock();
  6703. return 1;
  6704. }
  6705. }
  6706. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6707. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6708. break;
  6709. case CG_MARIONETTE:
  6710. {
  6711. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
  6712. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6714. map_freeblock_unlock();
  6715. return 1;
  6716. }
  6717. status_change* sc = status_get_sc(src);
  6718. if( sc && tsc )
  6719. {
  6720. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6721. {
  6722. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6723. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6725. }
  6726. else
  6727. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6728. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6729. {
  6730. status_change_end(src, SC_MARIONETTE);
  6731. status_change_end(bl, SC_MARIONETTE2);
  6732. }
  6733. else
  6734. {
  6735. if( sd )
  6736. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6737. map_freeblock_unlock();
  6738. return 1;
  6739. }
  6740. }
  6741. }
  6742. break;
  6743. case RG_CLOSECONFINE:
  6744. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6745. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6746. break;
  6747. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6748. case SA_FROSTWEAPON:
  6749. case SA_LIGHTNINGLOADER:
  6750. case SA_SEISMICWEAPON:
  6751. if (dstsd && dstsd->status.weapon == W_FIST) {
  6752. if (sd)
  6753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6754. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6755. break;
  6756. }
  6757. #ifdef RENEWAL
  6758. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6759. #else
  6760. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6761. 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)))) {
  6762. if (dstsd){
  6763. short index = dstsd->equip_index[EQI_HAND_R];
  6764. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6765. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6766. }
  6767. if (sd)
  6768. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6769. }
  6770. #endif
  6771. break;
  6772. case PR_ASPERSIO:
  6773. if (sd && dstmd) {
  6774. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6775. break;
  6776. }
  6777. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6778. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6779. break;
  6780. case ITEM_ENCHANTARMS:
  6781. 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)));
  6782. break;
  6783. case TK_SEVENWIND:
  6784. switch(skill_get_ele(skill_id,skill_lv)) {
  6785. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6786. case ELE_WIND : type = SC_WINDWEAPON; break;
  6787. case ELE_WATER : type = SC_WATERWEAPON; break;
  6788. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6789. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6790. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6791. case ELE_HOLY : type = SC_ASPERSIO; break;
  6792. }
  6793. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6794. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6795. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6796. break;
  6797. case PR_KYRIE:
  6798. case MER_KYRIE:
  6799. case SU_TUNAPARTY:
  6800. case SU_GROOMING:
  6801. case SU_CHATTERING:
  6802. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6803. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6804. break;
  6805. //Passive Magnum, should had been casted on yourself.
  6806. case SM_MAGNUM:
  6807. case MS_MAGNUM:
  6808. skill_area_temp[1] = 0;
  6809. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6810. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6811. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6812. // Initiate 20% of your damage becomes fire element.
  6813. #ifdef RENEWAL
  6814. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6815. #else
  6816. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6817. #endif
  6818. break;
  6819. case TK_JUMPKICK:
  6820. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6821. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6822. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6823. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6824. clif_blown(src);
  6825. }
  6826. } else
  6827. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6828. break;
  6829. case PR_BENEDICTIO:
  6830. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6831. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6832. break;
  6833. case AL_INCAGI:
  6834. case AL_BLESSING:
  6835. case MER_INCAGI:
  6836. case MER_BLESSING:
  6837. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6838. if (dstsd != nullptr && tsc && tsc->data[SC_CHANGEUNDEAD]) {
  6839. if (tstatus->hp > 1)
  6840. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6841. break;
  6842. }
  6843. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6844. break;
  6845. case PR_SLOWPOISON:
  6846. case PR_LEXAETERNA:
  6847. #ifndef RENEWAL
  6848. case PR_IMPOSITIO:
  6849. case PR_SUFFRAGIUM:
  6850. #endif
  6851. case LK_BERSERK:
  6852. case MS_BERSERK:
  6853. case KN_TWOHANDQUICKEN:
  6854. case KN_ONEHAND:
  6855. case MER_QUICKEN:
  6856. case CR_SPEARQUICKEN:
  6857. case CR_REFLECTSHIELD:
  6858. case MS_REFLECTSHIELD:
  6859. case AS_POISONREACT:
  6860. #ifndef RENEWAL
  6861. case MC_LOUD:
  6862. #endif
  6863. case MG_ENERGYCOAT:
  6864. case MO_EXPLOSIONSPIRITS:
  6865. case MO_STEELBODY:
  6866. case MO_BLADESTOP:
  6867. case LK_AURABLADE:
  6868. case LK_PARRYING:
  6869. case MS_PARRYING:
  6870. case LK_CONCENTRATION:
  6871. #ifdef RENEWAL
  6872. case HP_BASILICA:
  6873. #endif
  6874. case WS_CARTBOOST:
  6875. case SN_SIGHT:
  6876. case WS_MELTDOWN:
  6877. case WS_OVERTHRUSTMAX:
  6878. case ST_REJECTSWORD:
  6879. case HW_MAGICPOWER:
  6880. case PF_MEMORIZE:
  6881. case PA_SACRIFICE:
  6882. #ifndef RENEWAL
  6883. case ASC_EDP:
  6884. #endif
  6885. case PF_DOUBLECASTING:
  6886. case SG_SUN_COMFORT:
  6887. case SG_MOON_COMFORT:
  6888. case SG_STAR_COMFORT:
  6889. case GS_MADNESSCANCEL:
  6890. case GS_ADJUSTMENT:
  6891. case GS_INCREASING:
  6892. #ifdef RENEWAL
  6893. case GS_MAGICALBULLET:
  6894. #endif
  6895. case NJ_KASUMIKIRI:
  6896. case NJ_UTSUSEMI:
  6897. case NJ_NEN:
  6898. case NPC_DEFENDER:
  6899. case NPC_MAGICMIRROR:
  6900. case ST_PRESERVE:
  6901. case NPC_KEEPING:
  6902. case NPC_BARRIER:
  6903. case NPC_INVINCIBLE:
  6904. case NPC_INVINCIBLEOFF:
  6905. case MER_INVINCIBLEOFF2:
  6906. case RK_DEATHBOUND:
  6907. case AB_EXPIATIO:
  6908. case AB_DUPLELIGHT:
  6909. case AB_SECRAMENT:
  6910. case AB_OFFERTORIUM:
  6911. case NC_ACCELERATION:
  6912. case NC_HOVERING:
  6913. case NC_SHAPESHIFT:
  6914. case WL_MARSHOFABYSS:
  6915. case WL_RECOGNIZEDSPELL:
  6916. case GC_VENOMIMPRESS:
  6917. case SC_DEADLYINFECT:
  6918. case LG_EXEEDBREAK:
  6919. case LG_PRESTIGE:
  6920. case LG_INSPIRATION:
  6921. case SR_CRESCENTELBOW:
  6922. case SR_LIGHTNINGWALK:
  6923. case GN_CARTBOOST:
  6924. case GN_BLOOD_SUCKER:
  6925. case GN_HELLS_PLANT:
  6926. case KO_MEIKYOUSISUI:
  6927. case ALL_ODINS_POWER:
  6928. case ALL_FULL_THROTTLE:
  6929. case RA_UNLIMIT:
  6930. case WL_TELEKINESIS_INTENSE:
  6931. case RL_HEAT_BARREL:
  6932. case RL_P_ALTER:
  6933. case RL_E_CHAIN:
  6934. case SU_FRESHSHRIMP:
  6935. case SU_ARCLOUSEDASH:
  6936. case NPC_MAXPAIN:
  6937. case SP_SOULREAPER:
  6938. case SJ_LIGHTOFMOON:
  6939. case SJ_LIGHTOFSTAR:
  6940. case SJ_FALLINGSTAR:
  6941. case SJ_LIGHTOFSUN:
  6942. case SJ_BOOKOFDIMENSION:
  6943. case NPC_HALLUCINATIONWALK:
  6944. case DK_CHARGINGPIERCE:
  6945. case DK_VIGOR:
  6946. case AG_CLIMAX:
  6947. case IQ_POWERFUL_FAITH:
  6948. case IQ_FIRM_FAITH:
  6949. case IQ_SINCERE_FAITH:
  6950. case IQ_FIRST_FAITH_POWER:
  6951. case IQ_JUDGE:
  6952. case IQ_THIRD_EXOR_FLAME:
  6953. case IG_REBOUND_SHIELD:
  6954. case IG_HOLY_SHIELD:
  6955. case CD_ARGUTUS_VITA:
  6956. case CD_ARGUTUS_TELUM:
  6957. case CD_PRESENS_ACIES:
  6958. case CD_RELIGIO:
  6959. case CD_BENEDICTUM:
  6960. case SHC_SHADOW_EXCEED:
  6961. case SHC_POTENT_VENOM:
  6962. case SHC_ENCHANTING_SHADOW:
  6963. case MT_D_MACHINE:
  6964. case ABC_ABYSS_SLAYER:
  6965. case WH_WIND_SIGN:
  6966. case WH_CALAMITYGALE:
  6967. case BO_RESEARCHREPORT:
  6968. case TR_MYSTIC_SYMPHONY:
  6969. case TR_KVASIR_SONATA:
  6970. case EM_SPELL_ENCHANTING:
  6971. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6972. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6973. break;
  6974. #ifdef RENEWAL
  6975. // EDP also give +25% WATK poison pseudo element to user.
  6976. case ASC_EDP:
  6977. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6978. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6979. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6980. break;
  6981. #endif
  6982. case LG_SHIELDSPELL:
  6983. if (skill_lv == 1)
  6984. type = SC_SHIELDSPELL_HP;
  6985. else if (skill_lv == 2)
  6986. type = SC_SHIELDSPELL_SP;
  6987. else
  6988. type = SC_SHIELDSPELL_ATK;
  6989. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6990. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6991. break;
  6992. case DK_SERVANTWEAPON:
  6993. case ABC_FROM_THE_ABYSS:
  6994. 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)));
  6995. break;
  6996. case TR_SOUNDBLEND:
  6997. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  6998. 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)));
  6999. break;
  7000. case AG_VIOLENT_QUAKE:
  7001. case AG_ALL_BLOOM:
  7002. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7003. break;
  7004. case AG_DESTRUCTIVE_HURRICANE:
  7005. case AG_CRYSTAL_IMPACT:
  7006. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7007. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7008. } else {
  7009. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7010. status_change *sc = status_get_sc(src);
  7011. if (sc && sc->data[SC_CLIMAX])
  7012. climax_lv = sc->data[SC_CLIMAX]->val1;
  7013. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7014. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7015. splash_size = 9; // 19x19
  7016. else if(skill_id == AG_CRYSTAL_IMPACT)
  7017. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  7018. }
  7019. skill_area_temp[1] = 0;
  7020. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7021. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7022. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7023. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7024. 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);
  7025. else {
  7026. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7027. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7028. 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);
  7029. }
  7030. }
  7031. break;
  7032. case CD_MEDIALE_VOTUM:
  7033. case CD_DILECTIO_HEAL:
  7034. if (flag & 1) {
  7035. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7036. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7037. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7038. status_heal(bl, heal_amount, 0, 0);
  7039. } else if (sd)
  7040. 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);
  7041. } else {
  7042. if (skill_id == CD_MEDIALE_VOTUM)
  7043. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7044. else { // Dilectio Heal
  7045. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7046. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7047. }
  7048. }
  7049. break;
  7050. case CD_COMPETENTIA:
  7051. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7052. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7053. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7054. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7055. status_heal(bl, hp_amount, 0, 0);
  7056. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7057. status_heal(bl, 0, sp_amount, 0);
  7058. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7059. } else if (sd)
  7060. 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);
  7061. break;
  7062. case BO_ADVANCE_PROTECTION:
  7063. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7064. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7065. map_freeblock_unlock(); // Don't consume item requirements
  7066. return 0;
  7067. }
  7068. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7069. break;
  7070. case EM_ACTIVITY_BURN:
  7071. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7072. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7073. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7074. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7075. } else
  7076. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7077. break;
  7078. case EM_INCREASING_ACTIVITY:
  7079. if (bl->type == BL_PC) {
  7080. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7081. status_heal(bl, 0, 0, 20 + 5 * skill_lv, 0);
  7082. } else
  7083. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7084. break;
  7085. case SJ_GRAVITYCONTROL: {
  7086. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7087. if (bl->type == BL_PC)
  7088. fall_damage += dstsd->weight / 10 - tstatus->def;
  7089. else // Monster's don't have weight. Put something in its place.
  7090. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7091. fall_damage = max(1, fall_damage);
  7092. 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)));
  7093. }
  7094. break;
  7095. case NPC_HALLUCINATION:
  7096. case NPC_HELLPOWER:
  7097. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7098. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7099. break;
  7100. case KN_AUTOCOUNTER:
  7101. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7102. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7103. break;
  7104. case SO_STRIKING:
  7105. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7106. int bonus = 0;
  7107. if (dstsd) {
  7108. short index = dstsd->equip_index[EQI_HAND_R];
  7109. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7110. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7111. }
  7112. 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)));
  7113. } else if (sd)
  7114. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7115. break;
  7116. case NPC_STOP:
  7117. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7118. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7119. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7120. break;
  7121. case HP_ASSUMPTIO:
  7122. if( sd && dstmd )
  7123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7124. else
  7125. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7126. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7127. break;
  7128. case MG_SIGHT:
  7129. case MER_SIGHT:
  7130. case AL_RUWACH:
  7131. case WZ_SIGHTBLASTER:
  7132. case NPC_WIDESIGHT:
  7133. case NPC_STONESKIN:
  7134. case NPC_ANTIMAGIC:
  7135. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7136. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7137. break;
  7138. case HLIF_AVOID:
  7139. case HAMI_DEFENCE:
  7140. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7141. 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
  7142. break;
  7143. case NJ_BUNSINJYUTSU:
  7144. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7145. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7146. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7147. status_change_end(bl, SC_NEN);
  7148. break;
  7149. /* Was modified to only affect targetted char. [Skotlex]
  7150. case HP_ASSUMPTIO:
  7151. if (flag&1)
  7152. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7153. else
  7154. {
  7155. map_foreachinallrange(skill_area_sub, bl,
  7156. skill_get_splash(skill_id, skill_lv), BL_PC,
  7157. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7158. skill_castend_nodamage_id);
  7159. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7160. }
  7161. break;
  7162. */
  7163. case SM_ENDURE:
  7164. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7165. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7166. break;
  7167. case AS_ENCHANTPOISON:
  7168. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7169. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7170. }else{
  7171. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7172. if( sd != nullptr ){
  7173. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7174. }
  7175. }
  7176. break;
  7177. case LK_TENSIONRELAX:
  7178. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7179. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7180. skill_get_time(skill_id,skill_lv)));
  7181. break;
  7182. case MC_CHANGECART:
  7183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7184. break;
  7185. case MC_CARTDECORATE:
  7186. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7187. if( sd ) {
  7188. clif_SelectCart(sd);
  7189. }
  7190. break;
  7191. case TK_MISSION:
  7192. if (sd) {
  7193. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7194. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7195. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7196. break;
  7197. }
  7198. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7199. if (!id) {
  7200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7201. break;
  7202. }
  7203. sd->mission_mobid = id;
  7204. sd->mission_count = 0;
  7205. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7206. clif_mission_info(sd, id, 0);
  7207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7208. }
  7209. break;
  7210. case AC_CONCENTRATION:
  7211. {
  7212. int splash = skill_get_splash(skill_id, skill_lv);
  7213. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7214. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7215. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7216. map_foreachinallrange( status_change_timer_sub, src,
  7217. splash, BL_CHAR, src, NULL, type, tick);
  7218. }
  7219. break;
  7220. case SM_PROVOKE:
  7221. case SM_SELFPROVOKE:
  7222. case MER_PROVOKE:
  7223. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7224. map_freeblock_unlock();
  7225. return 1;
  7226. }
  7227. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7228. 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))))
  7229. {
  7230. if( sd )
  7231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7232. map_freeblock_unlock();
  7233. return 0;
  7234. }
  7235. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7236. unit_skillcastcancel(bl, 2);
  7237. if( dstmd )
  7238. {
  7239. dstmd->state.provoke_flag = src->id;
  7240. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7241. }
  7242. break;
  7243. case ML_DEVOTION:
  7244. case CR_DEVOTION:
  7245. {
  7246. int count, lv;
  7247. if( !dstsd || (!sd && !mer) )
  7248. { // Only players can be devoted
  7249. if( sd )
  7250. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7251. break;
  7252. }
  7253. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7254. lv = -lv;
  7255. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7256. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  7257. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7258. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7259. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  7260. {
  7261. if( sd )
  7262. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7263. map_freeblock_unlock();
  7264. return 1;
  7265. }
  7266. i = 0;
  7267. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7268. if( sd )
  7269. { // Player Devoting Player
  7270. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7271. if( i == count )
  7272. {
  7273. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7274. if( i == count )
  7275. { // No free slots, skill Fail
  7276. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7277. map_freeblock_unlock();
  7278. return 1;
  7279. }
  7280. }
  7281. sd->devotion[i] = bl->id;
  7282. }
  7283. else
  7284. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7285. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7286. 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)));
  7287. clif_devotion(src, NULL);
  7288. }
  7289. break;
  7290. case SP_SOULUNITY: {
  7291. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7292. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7293. if (!dstsd || !sd) { // Only put player's souls in unity.
  7294. if (sd)
  7295. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7296. break;
  7297. }
  7298. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  7299. if (sd)
  7300. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7301. map_freeblock_unlock();
  7302. return 1;
  7303. }
  7304. if (sd) { // Unite player's soul with caster's soul.
  7305. i = 0;
  7306. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7307. if (i == count) {
  7308. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7309. if(i == count) { // No more free slots? Fail the skill.
  7310. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7311. map_freeblock_unlock();
  7312. return 1;
  7313. }
  7314. }
  7315. sd->united_soul[i] = bl->id;
  7316. }
  7317. 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)));
  7318. } else if (sd)
  7319. 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);
  7320. }
  7321. break;
  7322. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7323. // Only players and monsters can be marked....I think??? [Rytech]
  7324. // Lets only allow players and monsters to use this skill for safety reasons.
  7325. if ((!dstsd && !dstmd) || !sd && !md) {
  7326. if (sd)
  7327. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7328. break;
  7329. }
  7330. // Check if the target is already marked by another source.
  7331. if (tsc && tsc->data[type] && tsc->data[type]->val1 != src->id) {
  7332. if (sd)
  7333. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7334. map_freeblock_unlock();
  7335. return 1;
  7336. }
  7337. // Mark the target.
  7338. if( sd ){
  7339. int8 count = MAX_SERVANT_SIGN;
  7340. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7341. if (i == count) {
  7342. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7343. if (i == count) { // Max number of targets marked. Fail the skill.
  7344. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7345. map_freeblock_unlock();
  7346. return 1;
  7347. }
  7348. // Add the ID of the marked target to the player's sign list.
  7349. sd->servant_sign[i] = bl->id;
  7350. }
  7351. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7352. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7353. } else if (md) // Monster's cant track with this skill. Just give the status.
  7354. 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)));
  7355. break;
  7356. case MO_CALLSPIRITS:
  7357. if(sd) {
  7358. int limit = skill_lv;
  7359. if( sd->sc.data[SC_RAISINGDRAGON] )
  7360. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  7361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7362. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7363. }
  7364. break;
  7365. case CH_SOULCOLLECT:
  7366. if(sd) {
  7367. int limit = 5;
  7368. if( sd->sc.data[SC_RAISINGDRAGON] )
  7369. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  7370. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7371. for (i = 0; i < limit; i++)
  7372. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7373. }
  7374. break;
  7375. case MO_KITRANSLATION:
  7376. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7377. //Require will define how many spiritballs will be transferred
  7378. struct s_skill_condition require;
  7379. require = skill_get_requirement(sd,skill_id,skill_lv);
  7380. pc_delspiritball(sd,require.spiritball,0);
  7381. for (i = 0; i < require.spiritball; i++)
  7382. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7383. } else {
  7384. if(sd)
  7385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7386. map_freeblock_unlock();
  7387. return 0;
  7388. }
  7389. break;
  7390. case TK_TURNKICK:
  7391. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7392. if (skill_area_temp[1] != bl->id) {
  7393. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7394. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7395. }
  7396. break;
  7397. case MO_ABSORBSPIRITS:
  7398. i = 0;
  7399. 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
  7400. ((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]
  7401. if (dstsd->spiritball > 0) {
  7402. i = dstsd->spiritball * 7;
  7403. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7404. }
  7405. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7406. i += dstsd->spiritcharm * 7;
  7407. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7408. }
  7409. } 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]
  7410. i = 2 * dstmd->level;
  7411. mob_target(dstmd,src,0);
  7412. } else {
  7413. if (sd)
  7414. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7415. break;
  7416. }
  7417. if (i) status_heal(src, 0, i, 3);
  7418. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7419. break;
  7420. case AC_MAKINGARROW:
  7421. if(sd) {
  7422. clif_arrow_create_list(sd);
  7423. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7424. }
  7425. break;
  7426. case AM_PHARMACY:
  7427. if(sd) {
  7428. clif_skill_produce_mix_list(sd,skill_id,22);
  7429. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7430. }
  7431. break;
  7432. case SA_CREATECON:
  7433. if(sd) {
  7434. clif_elementalconverter_list(sd);
  7435. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7436. }
  7437. break;
  7438. case BS_HAMMERFALL:
  7439. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7440. break;
  7441. case RG_RAID:
  7442. skill_area_temp[1] = 0;
  7443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7444. map_foreachinrange(skill_area_sub, bl,
  7445. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7446. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7447. skill_castend_damage_id);
  7448. status_change_end(src, SC_HIDING);
  7449. break;
  7450. //List of self skills that give damage around caster
  7451. case ASC_METEORASSAULT:
  7452. case GS_SPREADATTACK:
  7453. case RK_WINDCUTTER:
  7454. case RK_STORMBLAST:
  7455. case NC_AXETORNADO:
  7456. case GC_COUNTERSLASH:
  7457. case SR_SKYNETBLOW:
  7458. case SR_RAMPAGEBLASTER:
  7459. case SR_HOWLINGOFLION:
  7460. case LG_CANNONSPEAR:
  7461. case LG_OVERBRAND:
  7462. case NPC_RAYOFGENESIS:
  7463. case LG_RAYOFGENESIS:
  7464. case KO_HAPPOKUNAI:
  7465. case RL_FIREDANCE:
  7466. case RL_R_TRIP:
  7467. case SJ_FULLMOONKICK:
  7468. case SJ_NEWMOONKICK:
  7469. case SJ_SOLARBURST:
  7470. case SJ_STAREMPEROR:
  7471. case SJ_FALLINGSTAR_ATK:
  7472. case DK_SERVANT_W_DEMOL:
  7473. case AG_FROZEN_SLASH:
  7474. case IQ_OLEUM_SANCTUM:
  7475. case IQ_MASSIVE_F_BLASTER:
  7476. case IQ_EXPOSION_BLASTER:
  7477. case SHC_IMPACT_CRATER:
  7478. case MT_AXE_STOMP:
  7479. case ABC_ABYSS_DAGGER:
  7480. {
  7481. struct status_change *sc = status_get_sc(src);
  7482. int starget = BL_CHAR|BL_SKILL;
  7483. if (skill_id == SR_HOWLINGOFLION)
  7484. starget = splash_target(src);
  7485. if (skill_id == SJ_NEWMOONKICK) {
  7486. if (tsce) {
  7487. status_change_end(bl, type);
  7488. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7489. break;
  7490. } else
  7491. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7492. }
  7493. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  7494. if (sd) {
  7495. // Remove old shields if any exist.
  7496. pc_delspiritball(sd, sd->spiritball, 0);
  7497. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7498. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7499. }
  7500. status_change_end(src, SC_DIMENSION);
  7501. }
  7502. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7503. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7504. skill_area_temp[1] = 0;
  7505. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7506. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7507. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7508. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7509. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7510. }
  7511. break;
  7512. case SHC_DANCING_KNIFE:
  7513. case MT_A_MACHINE:
  7514. if (flag & 1) {
  7515. skill_area_temp[1] = 0;
  7516. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7517. pc_setstand(sd, true);
  7518. skill_sit(sd, false);
  7519. }
  7520. 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);
  7521. } else {
  7522. if (skill_id == MT_A_MACHINE && dstsd) {
  7523. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7524. if (lv > battle_config.attack_machine_level_difference) {
  7525. if (sd)
  7526. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7527. map_freeblock_unlock();
  7528. return 0;
  7529. }
  7530. }
  7531. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7532. }
  7533. break;
  7534. case EM_ELEMENTAL_BUSTER: {
  7535. if (sd == nullptr)
  7536. break;
  7537. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7538. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7539. map_freeblock_unlock();
  7540. return 0;
  7541. }
  7542. uint16 buster_element;
  7543. switch (sd->ed->elemental.class_) {
  7544. case ELEMENTALID_ARDOR:
  7545. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7546. break;
  7547. case ELEMENTALID_DILUVIO:
  7548. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7549. break;
  7550. case ELEMENTALID_PROCELLA:
  7551. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7552. break;
  7553. case ELEMENTALID_TERREMOTUS:
  7554. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7555. break;
  7556. case ELEMENTALID_SERPENS:
  7557. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7558. break;
  7559. }
  7560. skill_area_temp[1] = 0;
  7561. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7562. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7563. 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);
  7564. }
  7565. break;
  7566. case NPC_IGNITIONBREAK:
  7567. case RK_IGNITIONBREAK:
  7568. skill_area_temp[1] = 0;
  7569. #if PACKETVER >= 20180207
  7570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7571. #else
  7572. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7573. #endif
  7574. 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);
  7575. break;
  7576. case SR_TIGERCANNON:
  7577. case SR_WINDMILL:
  7578. case GN_CART_TORNADO:
  7579. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7580. case SR_EARTHSHAKER:
  7581. case NC_INFRAREDSCAN:
  7582. case NPC_VAMPIRE_GIFT:
  7583. case NPC_HELLJUDGEMENT:
  7584. case NPC_PULSESTRIKE:
  7585. case LG_MOONSLASHER:
  7586. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7587. break;
  7588. #ifdef RENEWAL
  7589. case KN_BRANDISHSPEAR:
  7590. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7591. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7592. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7593. skill_castend_damage_id);
  7594. break;
  7595. #else
  7596. case KN_BRANDISHSPEAR:
  7597. #endif
  7598. case ML_BRANDISH:
  7599. skill_area_temp[1] = bl->id;
  7600. if(skill_lv >= 10)
  7601. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7602. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7603. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7604. skill_castend_damage_id);
  7605. if(skill_lv >= 7)
  7606. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7607. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7608. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7609. skill_castend_damage_id);
  7610. if(skill_lv >= 4)
  7611. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7612. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7613. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7614. skill_castend_damage_id);
  7615. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7616. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7617. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7618. skill_castend_damage_id);
  7619. break;
  7620. case WZ_SIGHTRASHER:
  7621. //Passive side of the attack.
  7622. status_change_end(src, SC_SIGHT);
  7623. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7624. map_foreachinshootrange(skill_area_sub,src,
  7625. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7626. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7627. skill_castend_damage_id);
  7628. break;
  7629. case WZ_FROSTNOVA:
  7630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7631. skill_area_temp[1] = 0;
  7632. map_foreachinshootrange(skill_attack_area, src,
  7633. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7634. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7635. break;
  7636. case HVAN_EXPLOSION: //[orn]
  7637. case NPC_SELFDESTRUCTION:
  7638. //Self Destruction hits everyone in range (allies+enemies)
  7639. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7640. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7641. BCT_ENEMY:BCT_ALL;
  7642. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7643. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7644. map_foreachinshootrange(skill_area_sub, bl,
  7645. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7646. src, skill_id, skill_lv, tick, flag|i,
  7647. skill_castend_damage_id);
  7648. if(map_addblock(src)) {
  7649. map_freeblock_unlock();
  7650. return 1;
  7651. }
  7652. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7653. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7654. struct homun_data *hd = (struct homun_data *)src;
  7655. if (hd != nullptr) {
  7656. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7657. if (hd->master)
  7658. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7659. }
  7660. }
  7661. break;
  7662. case AL_ANGELUS:
  7663. #ifdef RENEWAL
  7664. case PR_SUFFRAGIUM:
  7665. case PR_IMPOSITIO:
  7666. #endif
  7667. case PR_MAGNIFICAT:
  7668. case PR_GLORIA:
  7669. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7670. // Animations don't play when outside visible range
  7671. if (check_distance_bl(src, bl, AREA_SIZE))
  7672. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7673. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7674. }
  7675. else if (sd)
  7676. 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);
  7677. break;
  7678. #ifdef RENEWAL
  7679. case MC_LOUD:
  7680. #endif
  7681. case SN_WINDWALK:
  7682. case CASH_BLESSING:
  7683. case CASH_INCAGI:
  7684. case CASH_ASSUMPTIO:
  7685. case WM_FRIGG_SONG:
  7686. case NV_HELPANGEL:
  7687. case IG_GUARDIAN_SHIELD:
  7688. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7689. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7690. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7691. else if (sd)
  7692. {
  7693. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7694. status_set_hp(src, 1, 0);
  7695. 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);
  7696. }
  7697. break;
  7698. case MER_MAGNIFICAT:
  7699. if( mer != NULL )
  7700. {
  7701. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7702. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7703. 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);
  7704. else if( mer->master && !(flag&1) )
  7705. 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)));
  7706. }
  7707. break;
  7708. case BS_ADRENALINE:
  7709. case BS_ADRENALINE2:
  7710. case BS_WEAPONPERFECT:
  7711. case BS_OVERTHRUST:
  7712. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7713. int weapontype = skill_get_weapontype(skill_id);
  7714. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7715. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7716. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7717. }
  7718. } else if (sd) {
  7719. party_foreachsamemap(skill_area_sub,
  7720. sd,skill_get_splash(skill_id, skill_lv),
  7721. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7722. skill_castend_nodamage_id);
  7723. }
  7724. break;
  7725. case BS_MAXIMIZE:
  7726. case NV_TRICKDEAD:
  7727. case CR_DEFENDER:
  7728. case ML_DEFENDER:
  7729. case CR_AUTOGUARD:
  7730. case ML_AUTOGUARD:
  7731. case TK_READYSTORM:
  7732. case TK_READYDOWN:
  7733. case TK_READYTURN:
  7734. case TK_READYCOUNTER:
  7735. case TK_DODGE:
  7736. case CR_SHRINK:
  7737. case SG_FUSION:
  7738. case GS_GATLINGFEVER:
  7739. case SJ_LUNARSTANCE:
  7740. case SJ_STARSTANCE:
  7741. case SJ_UNIVERSESTANCE:
  7742. case SJ_SUNSTANCE:
  7743. case SP_SOULCOLLECT:
  7744. case IG_GUARD_STANCE:
  7745. case IG_ATTACK_STANCE:
  7746. if( tsce )
  7747. {
  7748. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7749. map_freeblock_unlock();
  7750. return 0;
  7751. }
  7752. if( skill_id == SP_SOULCOLLECT ){
  7753. 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)));
  7754. }else{
  7755. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7756. }
  7757. break;
  7758. case SL_KAITE:
  7759. case SL_KAAHI:
  7760. case SL_KAIZEL:
  7761. case SL_KAUPE:
  7762. case SP_KAUTE:
  7763. if (sd) {
  7764. if (!dstsd || !(
  7765. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7766. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7767. dstsd->status.char_id == sd->status.char_id ||
  7768. dstsd->status.char_id == sd->status.partner_id ||
  7769. dstsd->status.char_id == sd->status.child ||
  7770. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7771. )) {
  7772. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7774. break;
  7775. }
  7776. }
  7777. if (skill_id == SP_KAUTE) {
  7778. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7779. if (sd)
  7780. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7781. break;
  7782. }
  7783. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7784. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7785. } else
  7786. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7787. break;
  7788. case SM_AUTOBERSERK:
  7789. case MER_AUTOBERSERK:
  7790. if( tsce )
  7791. i = status_change_end(bl, type);
  7792. else
  7793. i = sc_start(src,bl,type,100,skill_lv,60000);
  7794. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7795. break;
  7796. case TF_HIDING:
  7797. case ST_CHASEWALK:
  7798. case KO_YAMIKUMO:
  7799. if (tsce)
  7800. {
  7801. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  7802. map_freeblock_unlock();
  7803. return 0;
  7804. }
  7805. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7806. break;
  7807. case TK_RUN:
  7808. if (tsce)
  7809. {
  7810. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7811. map_freeblock_unlock();
  7812. return 0;
  7813. }
  7814. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7815. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7816. clif_walkok(sd); // So aegis has to resend the walk ok.
  7817. break;
  7818. case AS_CLOAKING:
  7819. case GC_CLOAKINGEXCEED:
  7820. case LG_FORCEOFVANGUARD:
  7821. case SC_REPRODUCE:
  7822. case SC_INVISIBILITY:
  7823. case RA_CAMOUFLAGE:
  7824. if (tsce) {
  7825. i = status_change_end(bl, type);
  7826. if( i )
  7827. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7828. else if( sd )
  7829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7830. map_freeblock_unlock();
  7831. return 0;
  7832. }
  7833. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7834. if( i )
  7835. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7836. else if( sd )
  7837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7838. break;
  7839. case CG_SPECIALSINGER:
  7840. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7841. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7842. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  7843. }
  7844. break;
  7845. case BD_ADAPTATION:
  7846. #ifdef RENEWAL
  7847. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7848. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7849. #else
  7850. if(tsc && tsc->data[SC_DANCING]){
  7851. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7852. status_change_end(bl, SC_DANCING);
  7853. }
  7854. #endif
  7855. break;
  7856. case BA_FROSTJOKER:
  7857. case DC_SCREAM:
  7858. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7859. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7860. if (md) {
  7861. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7862. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7863. char temp[70];
  7864. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7865. clif_disp_overhead(&md->bl,temp);
  7866. }
  7867. break;
  7868. case BA_PANGVOICE:
  7869. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7870. #ifdef RENEWAL
  7871. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  7872. #endif
  7873. break;
  7874. case DC_WINKCHARM:
  7875. if( dstsd ) {
  7876. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7877. #ifdef RENEWAL
  7878. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  7879. #endif
  7880. } else
  7881. if( dstmd )
  7882. {
  7883. if( status_get_lv(src) > status_get_lv(bl)
  7884. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7885. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7886. 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)));
  7887. else
  7888. {
  7889. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7890. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7891. }
  7892. }
  7893. break;
  7894. #ifdef RENEWAL
  7895. case BD_LULLABY:
  7896. case BD_RICHMANKIM:
  7897. case BD_ETERNALCHAOS:
  7898. case BD_DRUMBATTLEFIELD:
  7899. case BD_RINGNIBELUNGEN:
  7900. case BD_ROKISWEIL:
  7901. case BD_INTOABYSS:
  7902. case BD_SIEGFRIED:
  7903. case BA_DISSONANCE:
  7904. case BA_POEMBRAGI:
  7905. case BA_WHISTLE:
  7906. case BA_ASSASSINCROSS:
  7907. case BA_APPLEIDUN:
  7908. case DC_UGLYDANCE:
  7909. case DC_HUMMING:
  7910. case DC_DONTFORGETME:
  7911. case DC_FORTUNEKISS:
  7912. case DC_SERVICEFORYOU:
  7913. skill_castend_song(src, skill_id, skill_lv, tick);
  7914. break;
  7915. #endif
  7916. case TF_STEAL:
  7917. if(sd) {
  7918. if(pc_steal_item(sd,bl,skill_lv))
  7919. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7920. else
  7921. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7922. }
  7923. break;
  7924. case RG_STEALCOIN:
  7925. if(sd) {
  7926. if(pc_steal_coin(sd,bl))
  7927. {
  7928. dstmd->state.provoke_flag = src->id;
  7929. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7930. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7931. }
  7932. else
  7933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7934. }
  7935. break;
  7936. case MG_STONECURSE:
  7937. {
  7938. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  7939. if (sd)
  7940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7941. break;
  7942. }
  7943. if(status_isimmune(bl) || !tsc)
  7944. break;
  7945. int32 brate = 0;
  7946. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7947. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7948. 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)))
  7949. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7950. else if(sd) {
  7951. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7952. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7953. if (skill_lv > 5)
  7954. { // not to consume items
  7955. map_freeblock_unlock();
  7956. return 0;
  7957. }
  7958. }
  7959. }
  7960. break;
  7961. case NV_FIRSTAID:
  7962. clif_skill_nodamage(src,bl,skill_id,5,1);
  7963. status_heal(bl,5,0,0);
  7964. break;
  7965. case AL_CURE:
  7966. if(status_isimmune(bl)) {
  7967. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7968. break;
  7969. }
  7970. status_change_end(bl, SC_SILENCE);
  7971. status_change_end(bl, SC_BLIND);
  7972. status_change_end(bl, SC_CONFUSION);
  7973. status_change_end(bl, SC_BITESCAR);
  7974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7975. break;
  7976. case TF_DETOXIFY:
  7977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7978. status_change_end(bl, SC_POISON);
  7979. status_change_end(bl, SC_DPOISON);
  7980. break;
  7981. case PR_STRECOVERY:
  7982. if(status_isimmune(bl)) {
  7983. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7984. break;
  7985. }
  7986. if (tsc) {
  7987. status_change_end(bl, SC_FREEZE);
  7988. status_change_end(bl, SC_STONEWAIT);
  7989. status_change_end(bl, SC_STONE);
  7990. status_change_end(bl, SC_SLEEP);
  7991. status_change_end(bl, SC_STUN);
  7992. status_change_end(bl, SC_WHITEIMPRISON);
  7993. status_change_end(bl, SC_STASIS);
  7994. status_change_end(bl, SC_NETHERWORLD);
  7995. }
  7996. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7997. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7998. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7999. if(dstmd)
  8000. mob_unlocktarget(dstmd,tick);
  8001. break;
  8002. // Mercenary Supportive Skills
  8003. case MER_BENEDICTION:
  8004. status_change_end(bl, SC_CURSE);
  8005. status_change_end(bl, SC_BLIND);
  8006. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8007. break;
  8008. case MER_COMPRESS:
  8009. status_change_end(bl, SC_BLEEDING);
  8010. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8011. break;
  8012. case MER_MENTALCURE:
  8013. status_change_end(bl, SC_CONFUSION);
  8014. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8015. break;
  8016. case MER_RECUPERATE:
  8017. status_change_end(bl, SC_POISON);
  8018. status_change_end(bl, SC_DPOISON);
  8019. status_change_end(bl, SC_SILENCE);
  8020. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8021. break;
  8022. case MER_REGAIN:
  8023. status_change_end(bl, SC_SLEEP);
  8024. status_change_end(bl, SC_STUN);
  8025. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8026. break;
  8027. case MER_TENDER:
  8028. status_change_end(bl, SC_FREEZE);
  8029. status_change_end(bl, SC_STONE);
  8030. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8031. break;
  8032. case MER_SCAPEGOAT:
  8033. if( mer && mer->master )
  8034. {
  8035. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8036. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8037. }
  8038. break;
  8039. case MER_ESTIMATION:
  8040. if( !mer )
  8041. break;
  8042. sd = mer->master;
  8043. case WZ_ESTIMATION:
  8044. if( sd == NULL )
  8045. break;
  8046. if( dstsd )
  8047. { // Fail on Players
  8048. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8049. break;
  8050. }
  8051. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8052. clif_skill_estimation(sd, bl);
  8053. if( skill_id == MER_ESTIMATION )
  8054. sd = NULL;
  8055. break;
  8056. case BS_REPAIRWEAPON:
  8057. if(sd && dstsd)
  8058. clif_item_repair_list(sd,dstsd,skill_lv);
  8059. break;
  8060. case MC_IDENTIFY:
  8061. if(sd) {
  8062. clif_item_identify_list(sd);
  8063. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8064. map_freeblock_unlock();
  8065. return 1;
  8066. }
  8067. else { // consume sp only if succeeded
  8068. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8069. status_zap(src,0,req.sp);
  8070. }
  8071. }
  8072. break;
  8073. // Weapon Refining [Celest]
  8074. case WS_WEAPONREFINE:
  8075. if(sd)
  8076. clif_item_refine_list(sd);
  8077. break;
  8078. case MC_VENDING:
  8079. if(sd)
  8080. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8081. if ( !pc_can_give_items(sd) )
  8082. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8083. else {
  8084. sd->state.prevend = 1;
  8085. sd->state.workinprogress = WIP_DISABLE_ALL;
  8086. sd->vend_skill_lv = skill_lv;
  8087. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8088. if (i < MAX_CART)
  8089. intif_storage_save(sd, &sd->cart);
  8090. else
  8091. clif_openvendingreq(sd,2+skill_lv);
  8092. }
  8093. }
  8094. break;
  8095. case AL_TELEPORT:
  8096. case ALL_ODINS_RECALL:
  8097. if(sd)
  8098. {
  8099. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8100. clif_skill_teleportmessage(sd,0);
  8101. break;
  8102. }
  8103. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8104. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8105. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8106. break;
  8107. }
  8108. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8109. sd->hd->blockskill.clear();
  8110. sd->hd->blockskill.shrink_to_fit();
  8111. }
  8112. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8113. {
  8114. if( skill_lv == 1 )
  8115. pc_randomwarp(sd,CLR_TELEPORT);
  8116. else
  8117. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  8118. break;
  8119. }
  8120. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8121. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8122. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  8123. else
  8124. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  8125. } else
  8126. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8127. break;
  8128. case NPC_EXPULSION:
  8129. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8130. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8131. break;
  8132. case AL_HOLYWATER:
  8133. if(sd) {
  8134. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8135. struct skill_unit* su;
  8136. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8137. skill_delunit(su);
  8138. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8139. }
  8140. else
  8141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8142. }
  8143. break;
  8144. case TF_PICKSTONE:
  8145. if(sd) {
  8146. unsigned char eflag;
  8147. struct item item_tmp;
  8148. struct block_list tbl;
  8149. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8150. memset(&item_tmp,0,sizeof(item_tmp));
  8151. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8152. item_tmp.nameid = ITEMID_STONE;
  8153. item_tmp.identify = 1;
  8154. tbl.id = 0;
  8155. // Commented because of duplicate animation [Lemongrass]
  8156. // At the moment this displays the pickup animation a second time
  8157. // If this is required in older clients, we need to add a version check here
  8158. //clif_takeitem(&sd->bl,&tbl);
  8159. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8160. if(eflag) {
  8161. clif_additem(sd,0,0,eflag);
  8162. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8163. }
  8164. }
  8165. break;
  8166. case ASC_CDP:
  8167. if(sd) {
  8168. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8169. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8170. else
  8171. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8172. }
  8173. break;
  8174. case RG_STRIPWEAPON:
  8175. case RG_STRIPSHIELD:
  8176. case RG_STRIPARMOR:
  8177. case RG_STRIPHELM:
  8178. case ST_FULLSTRIP:
  8179. case GC_WEAPONCRUSH:
  8180. case SC_STRIPACCESSARY:
  8181. case ABC_STRIP_SHADOW: {
  8182. bool i;
  8183. //Special message when trying to use strip on FCP [Jobbie]
  8184. 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])
  8185. {
  8186. clif_gospel_info(sd, 0x28);
  8187. break;
  8188. }
  8189. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8190. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8191. //Nothing stripped.
  8192. if( sd && !i )
  8193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8194. break;
  8195. }
  8196. case AM_BERSERKPITCHER:
  8197. case AM_POTIONPITCHER:
  8198. {
  8199. int j,hp = 0,sp = 0;
  8200. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8201. map_freeblock_unlock();
  8202. return 1;
  8203. }
  8204. if( sd ) {
  8205. int x,bonus=100;
  8206. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8207. x = skill_lv%11 - 1;
  8208. j = pc_search_inventory(sd, require.itemid[x]);
  8209. if (j < 0 || require.itemid[x] <= 0) {
  8210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8211. map_freeblock_unlock();
  8212. return 1;
  8213. }
  8214. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8216. map_freeblock_unlock();
  8217. return 1;
  8218. }
  8219. if( skill_id == AM_BERSERKPITCHER ) {
  8220. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8221. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8222. map_freeblock_unlock();
  8223. return 1;
  8224. }
  8225. }
  8226. potion_flag = 1;
  8227. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8228. potion_target = bl->id;
  8229. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8230. potion_flag = potion_target = 0;
  8231. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  8232. bonus += sd->status.base_level;
  8233. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8234. hp = tstatus->max_hp * potion_per_hp / 100;
  8235. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8236. if( dstsd ) {
  8237. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8238. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8239. }
  8240. } else {
  8241. if( potion_hp > 0 ) {
  8242. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8243. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8244. if( dstsd )
  8245. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8246. }
  8247. if( potion_sp > 0 ) {
  8248. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8249. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  8250. if( dstsd )
  8251. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8252. }
  8253. }
  8254. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8255. hp += hp * bonus / 100;
  8256. }
  8257. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8258. sp += sp * bonus / 100;
  8259. }
  8260. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8261. hp += hp * j / 100;
  8262. sp += sp * j / 100;
  8263. }
  8264. } else {
  8265. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8266. switch (skill_lv) {
  8267. case 1: hp = 45; break;
  8268. case 2: hp = 105; break;
  8269. case 3: hp = 175; break;
  8270. default: hp = 325; break;
  8271. }
  8272. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8273. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8274. if( dstsd )
  8275. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8276. }
  8277. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8278. hp += hp * j / 100;
  8279. sp += sp * j / 100;
  8280. }
  8281. // Final heal increased by HPlus.
  8282. // Is this the right place for this??? [Rytech]
  8283. // Can HPlus also affect SP recovery???
  8284. if (sd && sstatus->hplus > 0) {
  8285. hp += hp * sstatus->hplus / 100;
  8286. sp += sp * sstatus->hplus / 100;
  8287. }
  8288. if (tsc && tsc->count) {
  8289. uint8 penalty = 0;
  8290. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8291. hp += hp / 10;
  8292. sp += sp / 10;
  8293. }
  8294. if (tsc->data[SC_CRITICALWOUND])
  8295. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8296. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  8297. penalty += 20;
  8298. if (tsc->data[SC_NORECOVER_STATE])
  8299. penalty = 100;
  8300. if (penalty > 0) {
  8301. hp -= hp * penalty / 100;
  8302. sp -= sp * penalty / 100;
  8303. }
  8304. }
  8305. #ifdef RENEWAL
  8306. if (bl->type == BL_HOM)
  8307. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8308. #endif
  8309. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8310. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8311. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8312. if( sp > 0 )
  8313. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8314. if (tsc) {
  8315. #ifdef RENEWAL
  8316. if (tsc->data[SC_EXTREMITYFIST2])
  8317. sp = 0;
  8318. #endif
  8319. if (tsc->data[SC_NORECOVER_STATE]) {
  8320. hp = 0;
  8321. sp = 0;
  8322. }
  8323. }
  8324. status_heal(bl,hp,sp,0);
  8325. }
  8326. break;
  8327. case AM_CP_WEAPON:
  8328. case AM_CP_SHIELD:
  8329. case AM_CP_ARMOR:
  8330. case AM_CP_HELM:
  8331. {
  8332. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8333. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8334. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8335. map_freeblock_unlock(); // Don't consume item requirements
  8336. return 0;
  8337. }
  8338. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8339. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8340. }
  8341. break;
  8342. case AM_TWILIGHT1:
  8343. if (sd) {
  8344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8345. //Prepare 200 White Potions.
  8346. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8347. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8348. }
  8349. break;
  8350. case AM_TWILIGHT2:
  8351. if (sd) {
  8352. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8353. //Prepare 200 Slim White Potions.
  8354. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8356. }
  8357. break;
  8358. case AM_TWILIGHT3:
  8359. if (sd) {
  8360. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8361. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8362. if( ebottle >= 0 )
  8363. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8364. //check if you can produce all three, if not, then fail:
  8365. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8366. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8367. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8368. || ebottle < 200 //200 empty bottle are required at total.
  8369. ) {
  8370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8371. break;
  8372. }
  8373. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8374. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8375. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8376. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8377. }
  8378. break;
  8379. case SA_DISPELL:
  8380. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8381. 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))
  8382. break; // Outside PvP it should only affect party members and no skill fail message
  8383. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8384. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8385. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8386. || rnd()%100 >= 50+10*skill_lv)
  8387. {
  8388. if (sd)
  8389. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8390. break;
  8391. }
  8392. if(status_isimmune(bl))
  8393. break;
  8394. //Remove bonus_script by Dispell
  8395. if (dstsd)
  8396. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8397. if(!tsc || !tsc->count)
  8398. break;
  8399. //Statuses that can't be Dispelled
  8400. for (const auto &it : status_db) {
  8401. sc_type status = static_cast<sc_type>(it.first);
  8402. if (!tsc->data[status])
  8403. continue;
  8404. if (it.second->flag[SCF_NODISPELL])
  8405. continue;
  8406. switch (status) {
  8407. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8408. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8409. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8410. case SC_FORTUNE: case SC_SERVICE4U:
  8411. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  8412. continue; //If in song area don't end it, even if config enabled
  8413. break;
  8414. case SC_ASSUMPTIO:
  8415. if( bl->type == BL_MOB )
  8416. continue;
  8417. break;
  8418. }
  8419. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8420. tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8421. status_change_end(bl, status);
  8422. }
  8423. break;
  8424. }
  8425. //Affect all targets on splash area.
  8426. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8427. src, skill_id, skill_lv, tick, flag|1,
  8428. skill_castend_damage_id);
  8429. break;
  8430. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8431. {
  8432. 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
  8433. #ifdef RENEWAL
  8434. |BLOWN_DONT_SEND_PACKET
  8435. #endif
  8436. ));
  8437. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8438. #ifdef RENEWAL
  8439. if(blew_count > 0)
  8440. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8441. #else
  8442. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8443. #endif
  8444. }
  8445. break;
  8446. case TK_HIGHJUMP:
  8447. {
  8448. int x,y, dir = unit_getdir(src);
  8449. struct map_data *mapdata = &map[src->m];
  8450. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8451. if( mapdata->flag[MF_NOTELEPORT] &&
  8452. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  8453. ) {
  8454. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8455. break;
  8456. } else if(dir%2) {
  8457. //Diagonal
  8458. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8459. y = src->y + diry[dir]*(skill_lv*4)/3;
  8460. } else {
  8461. x = src->x + dirx[dir]*skill_lv*2;
  8462. y = src->y + diry[dir]*skill_lv*2;
  8463. }
  8464. int x1 = x + dirx[dir];
  8465. int y1 = y + diry[dir];
  8466. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8467. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8468. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8469. unit_movepos(src, x, y, 1, 0))
  8470. clif_blown(src);
  8471. }
  8472. break;
  8473. case SA_CASTCANCEL:
  8474. case SO_SPELLFIST:
  8475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8476. unit_skillcastcancel(src,1);
  8477. if(sd) {
  8478. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8479. if( skill_id == SO_SPELLFIST ){
  8480. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8481. sd->skill_id_old = sd->skill_lv_old = 0;
  8482. break;
  8483. }
  8484. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8485. if(sp < 0) sp = 0;
  8486. status_zap(src, 0, sp);
  8487. }
  8488. break;
  8489. case SA_SPELLBREAKER:
  8490. {
  8491. int sp;
  8492. if(tsc && tsc->data[SC_MAGICROD]) {
  8493. sp = skill_get_sp(skill_id,skill_lv);
  8494. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  8495. if(sp < 1) sp = 1;
  8496. status_heal(bl,0,sp,2);
  8497. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8498. } else {
  8499. struct unit_data *ud = unit_bl2ud(bl);
  8500. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8501. if (!ud || ud->skilltimer == INVALID_TIMER)
  8502. break; //Nothing to cancel.
  8503. bl_skill_id = ud->skill_id;
  8504. bl_skill_lv = ud->skill_lv;
  8505. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8506. if (rnd()%100 < 90)
  8507. {
  8508. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8509. break;
  8510. }
  8511. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8512. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8513. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8514. unit_skillcastcancel(bl,0);
  8515. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8516. status_zap(bl, hp, sp);
  8517. if (hp && skill_lv >= 5)
  8518. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  8519. else
  8520. hp = 0;
  8521. if (sp) //Recover some of the SP used
  8522. sp = sp*(25*(skill_lv-1))/100;
  8523. if(hp || sp)
  8524. status_heal(src, hp, sp, 2);
  8525. }
  8526. }
  8527. break;
  8528. case SA_MAGICROD:
  8529. #ifdef RENEWAL
  8530. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8531. #endif
  8532. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8533. break;
  8534. case SA_AUTOSPELL:
  8535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8536. if (sd) {
  8537. sd->state.workinprogress = WIP_DISABLE_ALL;
  8538. clif_autospell(sd,skill_lv);
  8539. } else {
  8540. int maxlv=1,spellid=0;
  8541. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8542. if(skill_lv >= 10) {
  8543. spellid = MG_FROSTDIVER;
  8544. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  8545. // maxlv = 10;
  8546. // else
  8547. maxlv = skill_lv - 9;
  8548. }
  8549. else if(skill_lv >=8) {
  8550. spellid = MG_FIREBALL;
  8551. maxlv = skill_lv - 7;
  8552. }
  8553. else if(skill_lv >=5) {
  8554. spellid = MG_SOULSTRIKE;
  8555. maxlv = skill_lv - 4;
  8556. }
  8557. else if(skill_lv >=2) {
  8558. int i_rnd = rnd()%3;
  8559. spellid = spellarray[i_rnd];
  8560. maxlv = skill_lv - 1;
  8561. }
  8562. else if(skill_lv > 0) {
  8563. spellid = MG_NAPALMBEAT;
  8564. maxlv = 3;
  8565. }
  8566. if(spellid > 0)
  8567. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8568. skill_get_time(SA_AUTOSPELL,skill_lv));
  8569. }
  8570. break;
  8571. case BS_GREED:
  8572. if(sd){
  8573. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8574. map_foreachinallrange(skill_greed,bl,
  8575. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8576. }
  8577. break;
  8578. case SA_ELEMENTWATER:
  8579. case SA_ELEMENTFIRE:
  8580. case SA_ELEMENTGROUND:
  8581. case SA_ELEMENTWIND:
  8582. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8583. break;
  8584. case NPC_ATTRICHANGE:
  8585. case NPC_CHANGEWATER:
  8586. case NPC_CHANGEGROUND:
  8587. case NPC_CHANGEFIRE:
  8588. case NPC_CHANGEWIND:
  8589. case NPC_CHANGEPOISON:
  8590. case NPC_CHANGEHOLY:
  8591. case NPC_CHANGEDARKNESS:
  8592. case NPC_CHANGETELEKINESIS:
  8593. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8594. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8595. skill_get_time(skill_id, skill_lv)));
  8596. break;
  8597. case NPC_PROVOCATION:
  8598. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8599. if (md) mob_unlocktarget(md, tick);
  8600. break;
  8601. case NPC_REBIRTH:
  8602. if( md && md->state.rebirth )
  8603. break; // only works once
  8604. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8605. break;
  8606. case NPC_DARKBLESSING:
  8607. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8608. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8609. break;
  8610. case NPC_LICK:
  8611. status_zap(bl, 0, 100);
  8612. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8613. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8614. break;
  8615. case NPC_SUICIDE:
  8616. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8617. status_kill(src); //When suiciding, neither exp nor drops is given.
  8618. break;
  8619. case NPC_SUMMONSLAVE:
  8620. case NPC_SUMMONMONSTER:
  8621. case NPC_DEATHSUMMON:
  8622. if(md && md->skill_idx >= 0)
  8623. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8624. break;
  8625. case NPC_CALLSLAVE:
  8626. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8627. break;
  8628. case NPC_RANDOMMOVE:
  8629. if (md) {
  8630. md->next_walktime = tick - 1;
  8631. mob_randomwalk(md,tick);
  8632. }
  8633. break;
  8634. case NPC_SPEEDUP:
  8635. {
  8636. // or does it increase casting rate? just a guess xD
  8637. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8638. if (i_type > SC_ASPDPOTION3)
  8639. i_type = SC_ASPDPOTION3;
  8640. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8641. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8642. }
  8643. break;
  8644. case NPC_REVENGE:
  8645. // not really needed... but adding here anyway ^^
  8646. if (md && md->master_id > 0) {
  8647. struct block_list *mbl, *tbl;
  8648. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8649. (tbl = battle_gettargeted(mbl)) == NULL)
  8650. break;
  8651. md->state.provoke_flag = tbl->id;
  8652. mob_target(md, tbl, sstatus->rhw.range);
  8653. }
  8654. break;
  8655. case NPC_RUN:
  8656. if (md) {
  8657. block_list* tbl = map_id2bl(md->target_id);
  8658. if (tbl) {
  8659. mob_unlocktarget(md, tick);
  8660. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8661. }
  8662. }
  8663. break;
  8664. case NPC_TRANSFORMATION:
  8665. case NPC_METAMORPHOSIS:
  8666. if(md && md->skill_idx >= 0) {
  8667. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8668. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8669. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8670. if (class_) mob_class_change(md, class_);
  8671. }
  8672. break;
  8673. case NPC_EMOTION_ON:
  8674. case NPC_EMOTION:
  8675. //val[0] is the emotion to use.
  8676. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8677. //val[1] 'sets' the mode
  8678. //val[2] adds to the current mode
  8679. //val[3] removes from the current mode
  8680. //val[4] if set, asks to delete the previous mode change.
  8681. if(md && md->skill_idx >= 0 && tsc)
  8682. {
  8683. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8684. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8685. status_change_end(bl, type);
  8686. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8687. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8688. mob_unlocktarget(md,tick);
  8689. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8690. sc_start4(src,src, type, 100, skill_lv,
  8691. md->db->skill[md->skill_idx]->val[1],
  8692. md->db->skill[md->skill_idx]->val[2],
  8693. md->db->skill[md->skill_idx]->val[3],
  8694. skill_get_time(skill_id, skill_lv));
  8695. //Reset aggressive state depending on resulting mode
  8696. if (!battle_config.npc_emotion_behavior)
  8697. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8698. }
  8699. break;
  8700. case NPC_POWERUP:
  8701. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8702. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8703. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8704. break;
  8705. case NPC_AGIUP:
  8706. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8707. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8708. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8709. break;
  8710. case NPC_INVISIBLE:
  8711. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8712. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8713. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8714. break;
  8715. case NPC_SIEGEMODE:
  8716. // not sure what it does
  8717. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8718. break;
  8719. case WE_MALE: {
  8720. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8721. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8722. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8723. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8724. }
  8725. }
  8726. break;
  8727. case WE_FEMALE: {
  8728. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8729. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8730. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8731. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8732. }
  8733. }
  8734. break;
  8735. // parent-baby skills
  8736. case WE_BABY:
  8737. if(sd){
  8738. struct map_session_data *f_sd = pc_get_father(sd);
  8739. struct map_session_data *m_sd = pc_get_mother(sd);
  8740. if( (!f_sd && !m_sd) // if neither was found
  8741. || (sd->status.party_id != 0 && //not in same party
  8742. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8743. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8744. ))
  8745. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8746. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8747. ) {
  8748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8749. map_freeblock_unlock();
  8750. return 0;
  8751. }
  8752. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8753. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8754. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8755. }
  8756. break;
  8757. case WE_CALLALLFAMILY:
  8758. if (sd) {
  8759. struct map_session_data *p_sd = pc_get_partner(sd);
  8760. struct map_session_data *c_sd = pc_get_child(sd);
  8761. if (!p_sd && !c_sd) { // Fail if no family members are found
  8762. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8763. map_freeblock_unlock();
  8764. return 1;
  8765. }
  8766. // Partner must be on the same map and in same party
  8767. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8768. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8769. // Child must be on the same map and in same party as the parent casting
  8770. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8771. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8772. }
  8773. break;
  8774. case WE_ONEFOREVER:
  8775. if (sd) {
  8776. struct map_session_data *p_sd = pc_get_partner(sd);
  8777. struct map_session_data *c_sd = pc_get_child(sd);
  8778. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8779. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8780. map_freeblock_unlock();
  8781. return 1;
  8782. }
  8783. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8784. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8785. break;
  8786. }
  8787. if (status_isdead(bl)) {
  8788. int per = 30, sper = 0;
  8789. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8790. break;
  8791. if (tsc && tsc->data[SC_HELLPOWER])
  8792. break;
  8793. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8794. break;
  8795. if (dstsd->special_state.restart_full_recover)
  8796. per = sper = 100;
  8797. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8798. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8799. }
  8800. }
  8801. break;
  8802. case WE_CHEERUP:
  8803. if (sd) {
  8804. struct map_session_data *f_sd = pc_get_father(sd);
  8805. struct map_session_data *m_sd = pc_get_mother(sd);
  8806. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8807. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8808. map_freeblock_unlock();
  8809. return 1;
  8810. }
  8811. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8812. if (dstsd == f_sd || dstsd == m_sd)
  8813. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8814. } else
  8815. 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);
  8816. }
  8817. break;
  8818. case PF_HPCONVERSION:
  8819. {
  8820. int hp, sp;
  8821. hp = sstatus->max_hp/10;
  8822. sp = hp * 10 * skill_lv / 100;
  8823. if (!status_charge(src,hp,0)) {
  8824. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8825. break;
  8826. }
  8827. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8828. status_heal(bl,0,sp,2);
  8829. }
  8830. break;
  8831. case MA_REMOVETRAP:
  8832. case HT_REMOVETRAP:
  8833. {
  8834. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8835. std::shared_ptr<s_skill_unit_group> sg;
  8836. std::shared_ptr<s_skill_db> skill_group;
  8837. // Mercenaries can remove any trap
  8838. // Players can only remove their own traps or traps on Vs maps.
  8839. 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] )
  8840. {
  8841. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8842. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8843. { // prevent picking up expired traps
  8844. if( battle_config.skill_removetrap_type )
  8845. { // get back all items used to deploy the trap
  8846. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8847. {
  8848. if( skill_group->require.itemid[i] > 0 )
  8849. {
  8850. int flag2;
  8851. struct item item_tmp;
  8852. memset(&item_tmp,0,sizeof(item_tmp));
  8853. item_tmp.nameid = skill_group->require.itemid[i];
  8854. item_tmp.identify = 1;
  8855. item_tmp.amount = skill_group->require.amount[i];
  8856. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8857. clif_additem(sd,0,0,flag2);
  8858. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8859. }
  8860. }
  8861. }
  8862. }
  8863. else
  8864. { // get back 1 trap
  8865. struct item item_tmp;
  8866. memset(&item_tmp,0,sizeof(item_tmp));
  8867. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8868. item_tmp.identify = 1;
  8869. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8870. {
  8871. clif_additem(sd,0,0,flag);
  8872. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8873. }
  8874. }
  8875. }
  8876. skill_delunit(su);
  8877. }else if(sd)
  8878. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8879. }
  8880. break;
  8881. case HT_SPRINGTRAP:
  8882. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8883. {
  8884. struct skill_unit *su=NULL;
  8885. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8886. switch(su->group->unit_id){
  8887. case UNT_ANKLESNARE: // ankle snare
  8888. if (su->group->val2 != 0)
  8889. // if it is already trapping something don't spring it,
  8890. // remove trap should be used instead
  8891. break;
  8892. // otherwise fallthrough to below
  8893. case UNT_BLASTMINE:
  8894. case UNT_SKIDTRAP:
  8895. case UNT_LANDMINE:
  8896. case UNT_SHOCKWAVE:
  8897. case UNT_SANDMAN:
  8898. case UNT_FLASHER:
  8899. case UNT_FREEZINGTRAP:
  8900. case UNT_CLAYMORETRAP:
  8901. case UNT_TALKIEBOX:
  8902. su->group->unit_id = UNT_USED_TRAPS;
  8903. clif_changetraplook(bl, UNT_USED_TRAPS);
  8904. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8905. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8906. }
  8907. }
  8908. }
  8909. break;
  8910. case BD_ENCORE:
  8911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8912. if(sd)
  8913. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8914. break;
  8915. case TR_RETROSPECTION:
  8916. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8917. if (sd)
  8918. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  8919. break;
  8920. case AS_SPLASHER:
  8921. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  8922. // Renewal dropped the 3/4 hp requirement
  8923. #ifndef RENEWAL
  8924. || tstatus-> hp > tstatus->max_hp*3/4
  8925. #endif
  8926. ) {
  8927. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8928. map_freeblock_unlock();
  8929. return 1;
  8930. }
  8931. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8932. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8933. #ifndef RENEWAL
  8934. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8935. #endif
  8936. break;
  8937. case PF_MINDBREAKER:
  8938. {
  8939. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8940. map_freeblock_unlock();
  8941. return 1;
  8942. }
  8943. if (tsce)
  8944. { //HelloKitty2 (?) explained that this silently fails when target is
  8945. //already inflicted. [Skotlex]
  8946. map_freeblock_unlock();
  8947. return 1;
  8948. }
  8949. //Has a 55% + skill_lv*5% success chance.
  8950. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8951. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8952. {
  8953. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8954. map_freeblock_unlock();
  8955. return 0;
  8956. }
  8957. unit_skillcastcancel(bl,0);
  8958. if (dstmd)
  8959. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8960. }
  8961. break;
  8962. case PF_SOULCHANGE:
  8963. {
  8964. unsigned int sp1 = 0, sp2 = 0;
  8965. if (dstmd) {
  8966. if (dstmd->state.soul_change_flag) {
  8967. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8968. break;
  8969. }
  8970. dstmd->state.soul_change_flag = 1;
  8971. sp2 = sstatus->max_sp * 3 /100;
  8972. status_heal(src, 0, sp2, 2);
  8973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8974. break;
  8975. }
  8976. sp1 = sstatus->sp;
  8977. sp2 = tstatus->sp;
  8978. #ifdef RENEWAL
  8979. sp1 = sp1 / 2;
  8980. sp2 = sp2 / 2;
  8981. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8982. sp1 = tstatus->sp;
  8983. #endif
  8984. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8985. sp1 = tstatus->sp;
  8986. status_set_sp(src, sp2, 3);
  8987. status_set_sp(bl, sp1, 3);
  8988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8989. }
  8990. break;
  8991. // Slim Pitcher
  8992. case CR_SLIMPITCHER:
  8993. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8994. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8995. break;
  8996. if (potion_hp || potion_sp) {
  8997. int hp = potion_hp, sp = potion_sp;
  8998. hp = hp * (100 + (tstatus->vit<<1))/100;
  8999. sp = sp * (100 + (tstatus->int_<<1))/100;
  9000. if (dstsd) {
  9001. if (hp)
  9002. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9003. if (sp)
  9004. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9005. }
  9006. if (tsc && tsc->count) {
  9007. uint8 penalty = 0;
  9008. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  9009. hp += hp / 10;
  9010. sp += sp / 10;
  9011. }
  9012. if (tsc->data[SC_CRITICALWOUND])
  9013. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  9014. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  9015. penalty += 20;
  9016. if (tsc->data[SC_NORECOVER_STATE])
  9017. penalty = 100;
  9018. if (penalty > 0) {
  9019. hp -= hp * penalty / 100;
  9020. sp -= sp * penalty / 100;
  9021. }
  9022. }
  9023. if(hp > 0)
  9024. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9025. if(sp > 0)
  9026. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9027. status_heal(bl,hp,sp,0);
  9028. }
  9029. break;
  9030. // Full Chemical Protection
  9031. case CR_FULLPROTECTION:
  9032. {
  9033. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9034. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9035. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9036. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9037. continue;
  9038. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9039. s++;
  9040. }
  9041. if( sd && !s ){
  9042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9043. map_freeblock_unlock(); // Don't consume item requirements
  9044. return 0;
  9045. }
  9046. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9047. }
  9048. break;
  9049. case RG_CLEANER: //AppleGirl
  9050. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9051. break;
  9052. #ifndef RENEWAL
  9053. case CG_LONGINGFREEDOM:
  9054. {
  9055. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  9056. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9057. {
  9058. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9059. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9060. }
  9061. }
  9062. break;
  9063. #endif
  9064. case CG_TAROTCARD:
  9065. {
  9066. int card = -1;
  9067. if (tsc && tsc->data[SC_TAROTCARD]) {
  9068. //Target currently has the SUN tarot card effect and is immune to any other effect
  9069. map_freeblock_unlock();
  9070. return 0;
  9071. }
  9072. if( rnd() % 100 > skill_lv * 8 ||
  9073. #ifndef RENEWAL
  9074. (tsc && tsc->data[SC_BASILICA]) ||
  9075. #endif
  9076. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9077. if( sd )
  9078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9079. map_freeblock_unlock();
  9080. return 0;
  9081. }
  9082. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9083. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9084. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9086. }
  9087. break;
  9088. case SL_ALCHEMIST:
  9089. case SL_ASSASIN:
  9090. case SL_BARDDANCER:
  9091. case SL_BLACKSMITH:
  9092. case SL_CRUSADER:
  9093. case SL_HUNTER:
  9094. case SL_KNIGHT:
  9095. case SL_MONK:
  9096. case SL_PRIEST:
  9097. case SL_ROGUE:
  9098. case SL_SAGE:
  9099. case SL_SOULLINKER:
  9100. case SL_STAR:
  9101. case SL_SUPERNOVICE:
  9102. case SL_WIZARD:
  9103. case SL_HIGH:
  9104. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9105. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9106. // 1% chance to erase death count on successful cast
  9107. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9108. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9109. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9110. status_calc_pc( dstsd, SCO_NONE );
  9111. }
  9112. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9113. }else{
  9114. if( sd ){
  9115. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9116. }
  9117. }
  9118. break;
  9119. case SP_SOULGOLEM:
  9120. case SP_SOULSHADOW:
  9121. case SP_SOULFALCON:
  9122. case SP_SOULFAIRY:
  9123. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9124. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9125. }else{
  9126. if( sd ){
  9127. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9128. }
  9129. }
  9130. break;
  9131. case SP_SOULREVOLVE:
  9132. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  9133. if (sd)
  9134. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9135. break;
  9136. }
  9137. status_heal(bl, 0, 50*skill_lv, 2);
  9138. status_change_end(bl, SC_SPIRIT);
  9139. status_change_end(bl, SC_SOULGOLEM);
  9140. status_change_end(bl, SC_SOULSHADOW);
  9141. status_change_end(bl, SC_SOULFALCON);
  9142. status_change_end(bl, SC_SOULFAIRY);
  9143. break;
  9144. case SL_SWOO:
  9145. if (tsce) {
  9146. if(sd)
  9147. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9148. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9149. status_change_end(bl, SC_SWOO);
  9150. break;
  9151. }
  9152. case SL_SKA: // [marquis007]
  9153. case SL_SKE:
  9154. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9156. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9157. break;
  9158. }
  9159. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9160. if (skill_id == SL_SKE)
  9161. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9162. break;
  9163. // New guild skills [Celest]
  9164. case GD_BATTLEORDER:
  9165. case GD_REGENERATION:
  9166. case GD_RESTORE:
  9167. case GD_EMERGENCY_MOVE:
  9168. if(flag&1) {
  9169. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9170. if( skill_id == GD_RESTORE )
  9171. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9172. else
  9173. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9174. }
  9175. } else if (status_get_guild_id(src)) {
  9176. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9177. map_foreachinallrange(skill_area_sub, src,
  9178. skill_get_splash(skill_id, skill_lv), BL_PC,
  9179. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9180. skill_castend_nodamage_id);
  9181. if (sd)
  9182. #ifdef RENEWAL
  9183. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9184. #else
  9185. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9186. #endif
  9187. }
  9188. break;
  9189. case GD_EMERGENCYCALL:
  9190. case GD_ITEMEMERGENCYCALL:
  9191. {
  9192. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9193. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9194. uint8 j = 0, calls = 0, called = 0;
  9195. struct guild *g;
  9196. // i don't know if it actually summons in a circle, but oh well. ;P
  9197. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9198. if (!g)
  9199. break;
  9200. if (skill_id == GD_ITEMEMERGENCYCALL)
  9201. switch (skill_lv) {
  9202. case 1: calls = 7; break;
  9203. case 2: calls = 12; break;
  9204. case 3: calls = 20; break;
  9205. default: calls = 0; break;
  9206. }
  9207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9208. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  9209. if (j > 8)
  9210. j = 0;
  9211. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9212. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9213. continue;
  9214. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9215. continue;
  9216. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9217. dx[j] = dy[j] = 0;
  9218. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9219. called++;
  9220. }
  9221. }
  9222. if (sd)
  9223. #ifdef RENEWAL
  9224. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9225. #else
  9226. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9227. #endif
  9228. }
  9229. break;
  9230. case GD_CHARGESHOUT_FLAG:
  9231. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9232. 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);
  9233. if (md) {
  9234. sd->guild->chargeshout_flag_id = md->bl.id;
  9235. md->master_id = src->id;
  9236. if (md->deletetimer != INVALID_TIMER)
  9237. delete_timer(md->deletetimer, mob_timer_delete);
  9238. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9239. mob_spawn(md);
  9240. }
  9241. }
  9242. break;
  9243. case GD_CHARGESHOUT_BEATING:
  9244. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9245. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9246. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9247. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9248. else
  9249. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9250. } else
  9251. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9252. break;
  9253. case SG_FEEL:
  9254. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9255. if (sd) {
  9256. if(!sd->feel_map[skill_lv-1].index)
  9257. clif_feel_req(sd->fd,sd, skill_lv);
  9258. else
  9259. clif_feel_info(sd, skill_lv-1, 1);
  9260. }
  9261. break;
  9262. case SG_HATE:
  9263. if (sd) {
  9264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9265. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9266. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9267. }
  9268. break;
  9269. case SJ_DOCUMENT:
  9270. if (sd) {
  9271. switch (skill_lv) {
  9272. case 1:
  9273. pc_resetfeel(sd);
  9274. break;
  9275. case 2:
  9276. pc_resethate(sd);
  9277. break;
  9278. case 3:
  9279. pc_resetfeel(sd);
  9280. pc_resethate(sd);
  9281. break;
  9282. }
  9283. }
  9284. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9285. break;
  9286. case GS_GLITTERING:
  9287. if(sd) {
  9288. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9289. if(rnd()%100 < (20+10*skill_lv))
  9290. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9291. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9292. pc_delspiritball(sd,1,0);
  9293. }
  9294. break;
  9295. case GS_CRACKER:
  9296. /* per official standards, this skill works on players and mobs. */
  9297. if (sd && (dstsd || dstmd))
  9298. {
  9299. i =65 -5*distance_bl(src,bl); //Base rate
  9300. if (i < 30) i = 30;
  9301. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9302. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9303. }
  9304. break;
  9305. case AM_CALLHOMUN: //[orn]
  9306. if (sd && !hom_call(sd))
  9307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9308. #ifdef RENEWAL
  9309. else if (sd && hom_is_active(sd->hd))
  9310. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9311. #endif
  9312. break;
  9313. case AM_REST:
  9314. if (sd) {
  9315. if (hom_vaporize(sd,HOM_ST_REST))
  9316. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9317. else
  9318. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9319. }
  9320. break;
  9321. case HAMI_CASTLE: //[orn]
  9322. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9323. int x = src->x, y = src->y;
  9324. if (hd)
  9325. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9326. // Move source
  9327. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9328. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9329. clif_blown(src);
  9330. // Move target
  9331. if (unit_movepos(bl,x,y,0,0)) {
  9332. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9333. clif_blown(bl);
  9334. }
  9335. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9336. }
  9337. }
  9338. else if (hd && hd->master) // Failed
  9339. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9340. else if (sd)
  9341. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9342. break;
  9343. case HVAN_CHAOTIC: //[orn]
  9344. {
  9345. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9346. int r = rnd()%100;
  9347. i = (skill_lv-1)%5;
  9348. if(r<per[i][0]) //Self
  9349. bl = src;
  9350. else if(r<per[i][1]) //Master
  9351. bl = battle_get_master(src);
  9352. else //Enemy
  9353. bl = map_id2bl(battle_gettarget(src));
  9354. if (!bl) bl = src;
  9355. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9356. //Eh? why double skill packet?
  9357. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9358. clif_skill_nodamage(src,bl,skill_id,i,1);
  9359. status_heal(bl, i, 0, 0);
  9360. }
  9361. break;
  9362. //Homun single-target support skills [orn]
  9363. case HAMI_BLOODLUST:
  9364. case HFLI_FLEET:
  9365. case HFLI_SPEED:
  9366. case HLIF_CHANGE:
  9367. case MH_ANGRIFFS_MODUS:
  9368. case MH_GOLDENE_FERSE:
  9369. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9370. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9371. if (hd)
  9372. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9373. break;
  9374. case NPC_DRAGONFEAR:
  9375. if (flag&1) {
  9376. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9377. int j;
  9378. j = i = rnd()%ARRAYLENGTH(sc);
  9379. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9380. i++;
  9381. if ( i == ARRAYLENGTH(sc) )
  9382. i = 0;
  9383. if (i == j)
  9384. break;
  9385. }
  9386. break;
  9387. }
  9388. case NPC_WIDEBLEEDING:
  9389. case NPC_WIDECONFUSE:
  9390. case NPC_WIDECURSE:
  9391. case NPC_WIDEFREEZE:
  9392. case NPC_WIDESLEEP:
  9393. case NPC_WIDESILENCE:
  9394. case NPC_WIDESTONE:
  9395. case NPC_WIDESTUN:
  9396. case NPC_SLOWCAST:
  9397. case NPC_WIDEHELLDIGNITY:
  9398. case NPC_WIDEHEALTHFEAR:
  9399. case NPC_WIDEBODYBURNNING:
  9400. case NPC_WIDEFROSTMISTY:
  9401. case NPC_WIDECOLD:
  9402. case NPC_WIDE_DEEP_SLEEP:
  9403. case NPC_WIDESIREN:
  9404. case NPC_WIDEWEB:
  9405. if (flag&1){
  9406. switch ( type ) {
  9407. case SC_BURNING:
  9408. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9409. break;
  9410. case SC_STONEWAIT:
  9411. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9412. break;
  9413. default:
  9414. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9415. }
  9416. }
  9417. else {
  9418. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9420. map_foreachinallrange(skill_area_sub, bl,
  9421. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9422. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9423. skill_castend_nodamage_id);
  9424. }
  9425. break;
  9426. case NPC_WIDESOULDRAIN:
  9427. if (flag&1)
  9428. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9429. else {
  9430. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9431. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9432. map_foreachinallrange(skill_area_sub, bl,
  9433. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9434. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9435. skill_castend_nodamage_id);
  9436. }
  9437. break;
  9438. case NPC_FIRESTORM: {
  9439. int sflag = flag;
  9440. if( skill_lv > 1 )
  9441. sflag |= 4;
  9442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9443. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9444. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9445. }
  9446. break;
  9447. case ALL_PARTYFLEE:
  9448. if( sd && !(flag&1) ) {
  9449. if( !sd->status.party_id ) {
  9450. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9451. break;
  9452. }
  9453. 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);
  9454. } else
  9455. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9456. break;
  9457. case NPC_TALK:
  9458. case ALL_WEWISH:
  9459. case ALL_CATCRY:
  9460. case ALL_DREAM_SUMMERNIGHT:
  9461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9462. break;
  9463. case ALL_BUYING_STORE:
  9464. if( sd )
  9465. {// players only, skill allows 5 buying slots
  9466. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9467. }
  9468. break;
  9469. case RK_ENCHANTBLADE:
  9470. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9471. 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)));
  9472. break;
  9473. case RK_DRAGONHOWLING:
  9474. if( flag&1)
  9475. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9476. else
  9477. {
  9478. skill_area_temp[2] = 0;
  9479. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9480. map_foreachinallrange(skill_area_sub, src,
  9481. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9482. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9483. skill_castend_nodamage_id);
  9484. }
  9485. break;
  9486. case LG_EARTHDRIVE: {
  9487. int dummy = 1;
  9488. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9489. i = skill_get_splash(skill_id,skill_lv);
  9490. 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);
  9491. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9492. }
  9493. break;
  9494. case RK_LUXANIMA:
  9495. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9496. case RK_GIANTGROWTH:
  9497. case RK_STONEHARDSKIN:
  9498. case RK_VITALITYACTIVATION:
  9499. case RK_ABUNDANCE:
  9500. case RK_CRUSHSTRIKE:
  9501. case RK_REFRESH:
  9502. case RK_MILLENNIUMSHIELD:
  9503. if (sd) {
  9504. uint8 rune_level = 1; // RK_GIANTGROWTH
  9505. if (skill_id == RK_VITALITYACTIVATION)
  9506. rune_level = 2;
  9507. else if (skill_id == RK_STONEHARDSKIN)
  9508. rune_level = 4;
  9509. else if (skill_id == RK_ABUNDANCE)
  9510. rune_level = 6;
  9511. else if (skill_id == RK_CRUSHSTRIKE)
  9512. rune_level = 7;
  9513. else if (skill_id == RK_REFRESH)
  9514. rune_level = 8;
  9515. else if (skill_id == RK_MILLENNIUMSHIELD)
  9516. rune_level = 9;
  9517. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9518. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9519. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9520. else if (skill_id == RK_STONEHARDSKIN)
  9521. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9522. } else
  9523. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9524. }
  9525. break;
  9526. case NPC_MILLENNIUMSHIELD:
  9527. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9528. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9529. break;
  9530. case RK_FIGHTINGSPIRIT: {
  9531. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9532. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9533. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9534. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9536. break;
  9537. }
  9538. case GC_ROLLINGCUTTER:
  9539. {
  9540. short count = 1;
  9541. skill_area_temp[2] = 0;
  9542. 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);
  9543. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  9544. { // Every time the skill is casted the status change is reseted adding a counter.
  9545. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  9546. if( count > 10 )
  9547. count = 10; // Max coounter
  9548. status_change_end(bl, SC_ROLLINGCUTTER);
  9549. }
  9550. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9551. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9552. }
  9553. break;
  9554. case GC_WEAPONBLOCKING:
  9555. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  9556. status_change_end(bl, SC_WEAPONBLOCKING);
  9557. else
  9558. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9559. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9560. break;
  9561. case GC_CREATENEWPOISON:
  9562. if( sd )
  9563. {
  9564. clif_skill_produce_mix_list(sd,skill_id,25);
  9565. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9566. }
  9567. break;
  9568. case GC_POISONINGWEAPON:
  9569. if( sd ) {
  9570. clif_poison_list(sd,skill_lv);
  9571. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9572. }
  9573. break;
  9574. case GC_ANTIDOTE:
  9575. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9576. if( tsc )
  9577. {
  9578. status_change_end(bl, SC_PARALYSE);
  9579. status_change_end(bl, SC_PYREXIA);
  9580. status_change_end(bl, SC_DEATHHURT);
  9581. status_change_end(bl, SC_LEECHESEND);
  9582. status_change_end(bl, SC_VENOMBLEED);
  9583. status_change_end(bl, SC_MAGICMUSHROOM);
  9584. status_change_end(bl, SC_TOXIN);
  9585. status_change_end(bl, SC_OBLIVIONCURSE);
  9586. }
  9587. break;
  9588. case GC_PHANTOMMENACE:
  9589. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9590. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9591. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9592. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9593. break;
  9594. case GC_HALLUCINATIONWALK:
  9595. {
  9596. int heal = status_get_max_hp(bl) / 10;
  9597. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9598. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9599. break;
  9600. }
  9601. if( !status_charge(bl,heal,0) )
  9602. {
  9603. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9604. break;
  9605. }
  9606. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9607. }
  9608. break;
  9609. case AB_ANCILLA:
  9610. if( sd ) {
  9611. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9612. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9613. }
  9614. break;
  9615. case AB_CLEMENTIA:
  9616. case AB_CANTO:
  9617. {
  9618. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9619. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9620. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9621. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9622. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9623. else if( sd )
  9624. 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);
  9625. }
  9626. break;
  9627. case AB_PRAEFATIO:
  9628. case AB_RENOVATIO:
  9629. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9630. if (skill_id == AB_PRAEFATIO)
  9631. 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)));
  9632. else
  9633. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9634. } else if( sd )
  9635. 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);
  9636. break;
  9637. case AB_CHEAL:
  9638. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9639. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9640. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9641. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9642. if( partycount > 1 )
  9643. i += (i / 100) * (partycount * 10) / 4;
  9644. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9645. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9646. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9647. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9648. i = ~i + 1;
  9649. status_heal(bl, i, 0, 0);
  9650. }
  9651. } else if( sd )
  9652. 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);
  9653. break;
  9654. case NPC_CHEAL:
  9655. if( flag&1 ) {
  9656. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9657. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9658. if (status_isimmune(bl))
  9659. i = 0;
  9660. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9661. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9662. i = ~i + 1;
  9663. status_heal(bl, i, 0, 0);
  9664. }
  9665. }
  9666. else {
  9667. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9668. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9669. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9670. }
  9671. break;
  9672. case AB_ORATIO:
  9673. if( flag&1 )
  9674. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9675. else {
  9676. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9677. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9678. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9679. }
  9680. break;
  9681. case AB_LAUDAAGNUS:
  9682. if( flag&1 || !sd || !sd->status.party_id ) {
  9683. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  9684. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  9685. // Success Chance: (60 + 10 * Skill Level) %
  9686. if( rnd()%100 > 60+10*skill_lv ) break;
  9687. status_change_end(bl, SC_FREEZE);
  9688. status_change_end(bl, SC_STONE);
  9689. status_change_end(bl, SC_BLIND);
  9690. status_change_end(bl, SC_BURNING);
  9691. status_change_end(bl, SC_FREEZING);
  9692. status_change_end(bl, SC_CRYSTALIZE);
  9693. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9694. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9695. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9696. } else if( sd )
  9697. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9698. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9699. break;
  9700. case AB_LAUDARAMUS:
  9701. if( flag&1 || !sd || !sd->status.party_id ) {
  9702. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9703. // Success Chance: (60 + 10 * Skill Level) %
  9704. if( rnd()%100 > 60+10*skill_lv ) break;
  9705. status_change_end(bl, SC_SLEEP);
  9706. status_change_end(bl, SC_STUN);
  9707. status_change_end(bl, SC_MANDRAGORA);
  9708. status_change_end(bl, SC_SILENCE);
  9709. status_change_end(bl, SC_DEEPSLEEP);
  9710. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9711. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9712. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9713. } else if( sd )
  9714. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9715. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9716. break;
  9717. case AB_CLEARANCE:
  9718. 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]
  9719. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9720. break;
  9721. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9722. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9723. if (sd)
  9724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9725. break;
  9726. }
  9727. if(status_isimmune(bl))
  9728. break;
  9729. //Remove bonus_script by Clearance
  9730. if (dstsd)
  9731. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9732. if(!tsc || !tsc->count)
  9733. break;
  9734. //Statuses change that can't be removed by Cleareance
  9735. for (const auto &it : status_db) {
  9736. sc_type status = static_cast<sc_type>(it.first);
  9737. if (!tsc->data[status])
  9738. continue;
  9739. if (it.second->flag[SCF_NOCLEARANCE])
  9740. continue;
  9741. switch (status) {
  9742. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9743. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9744. case SC_FORTUNE: case SC_SERVICE4U:
  9745. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  9746. continue; //If in song area don't end it, even if config enabled
  9747. break;
  9748. case SC_ASSUMPTIO:
  9749. if (bl->type == BL_MOB)
  9750. continue;
  9751. break;
  9752. }
  9753. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9754. tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9755. status_change_end(bl,status);
  9756. }
  9757. break;
  9758. }
  9759. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9760. break;
  9761. case AB_SILENTIUM:
  9762. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9763. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9764. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9765. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9766. break;
  9767. case WL_STASIS:
  9768. if (flag&1)
  9769. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9770. else {
  9771. struct map_data *mapdata = map_getmapdata(src->m);
  9772. 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);
  9773. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9774. }
  9775. break;
  9776. case NPC_DANCINGBLADE:
  9777. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9778. break;
  9779. case WL_CHAINLIGHTNING:
  9780. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9781. break;
  9782. case WL_WHITEIMPRISON:
  9783. 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.
  9784. {
  9785. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9786. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9787. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9788. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9789. if( sd )
  9790. skill_blockpc_start(sd,skill_id,4000);
  9791. if( !(tsc && tsc->data[type]) ){
  9792. 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));
  9793. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9794. if( !i )
  9795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9796. }
  9797. }else
  9798. if( sd )
  9799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9800. break;
  9801. case NPC_JACKFROST:
  9802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9803. 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);
  9804. break;
  9805. case WL_SIENNAEXECRATE:
  9806. if( status_isimmune(bl) || !tsc )
  9807. break;
  9808. if( flag&1 ) {
  9809. if( bl->id == skill_area_temp[1] )
  9810. break; // Already work on this target
  9811. 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));
  9812. } else {
  9813. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9814. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9815. if( rnd()%100 < rate ) { // Success on First Target
  9816. 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)) ) {
  9817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9818. skill_area_temp[1] = bl->id;
  9819. 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);
  9820. }
  9821. // Doesn't send failure packet if it fails on defense.
  9822. }
  9823. else if( sd ) // Failure on Rate
  9824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9825. }
  9826. break;
  9827. case WL_SUMMONFB:
  9828. case WL_SUMMONBL:
  9829. case WL_SUMMONWB:
  9830. case WL_SUMMONSTONE:
  9831. {
  9832. status_change *sc = status_get_sc(src);
  9833. if (sc == nullptr)
  9834. break;
  9835. e_wl_spheres element;
  9836. switch (skill_id) { // Set val2. The SC element for this ball
  9837. case WL_SUMMONFB:
  9838. element = WLS_FIRE;
  9839. break;
  9840. case WL_SUMMONBL:
  9841. element = WLS_WIND;
  9842. break;
  9843. case WL_SUMMONWB:
  9844. element = WLS_WATER;
  9845. break;
  9846. case WL_SUMMONSTONE:
  9847. element = WLS_STONE;
  9848. break;
  9849. }
  9850. if (skill_lv == 1) {
  9851. sc_type sphere = SC_NONE;
  9852. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9853. if (sc->data[i] == nullptr) {
  9854. sphere = static_cast<sc_type>(i); // Take the free SC
  9855. break;
  9856. }
  9857. }
  9858. if (sphere == SC_NONE) {
  9859. if (sd) // No free slots to put SC
  9860. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9861. break;
  9862. }
  9863. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9864. } else {
  9865. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9866. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  9867. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9868. }
  9869. }
  9870. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9871. }
  9872. break;
  9873. case WL_READING_SB_READING:
  9874. if (sd) {
  9875. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9876. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9877. break;
  9878. }
  9879. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9880. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9881. }
  9882. break;
  9883. case RA_FEARBREEZE:
  9884. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9885. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9886. break;
  9887. case RA_WUGMASTERY:
  9888. if( sd ) {
  9889. if( !pc_iswug(sd) )
  9890. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9891. else
  9892. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9894. }
  9895. break;
  9896. case RA_WUGRIDER:
  9897. if( sd ) {
  9898. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9899. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9900. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9901. } else if( pc_isridingwug(sd) ) {
  9902. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9903. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9904. }
  9905. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9906. }
  9907. break;
  9908. case RA_WUGDASH:
  9909. if( tsce ) {
  9910. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  9911. map_freeblock_unlock();
  9912. return 0;
  9913. }
  9914. if( sd && pc_isridingwug(sd) ) {
  9915. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9916. clif_walkok(sd);
  9917. }
  9918. break;
  9919. case RA_SENSITIVEKEEN:
  9920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9921. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9922. 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);
  9923. break;
  9924. case NC_F_SIDESLIDE:
  9925. case NC_B_SIDESLIDE:
  9926. {
  9927. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9928. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9930. }
  9931. break;
  9932. case NC_SELFDESTRUCTION:
  9933. if( sd ) {
  9934. if( pc_ismadogear(sd) )
  9935. pc_setmadogear(sd, false);
  9936. skill_area_temp[1] = 0;
  9937. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9938. 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);
  9939. status_set_sp(src, 0, 0);
  9940. skill_clear_unitgroup(src);
  9941. }
  9942. break;
  9943. case NC_EMERGENCYCOOL:
  9944. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9945. if (sd) {
  9946. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9947. int16 limit[] = { -45, -75, -105 };
  9948. i = 0;
  9949. for (const auto &reqItem : req.eqItem) {
  9950. if (pc_search_inventory(sd, reqItem) != -1)
  9951. break;
  9952. i++;
  9953. }
  9954. pc_overheat(*sd, limit[min(i, 2)]);
  9955. }
  9956. break;
  9957. case NC_ANALYZE:
  9958. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9959. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9960. break;
  9961. case NC_MAGNETICFIELD:
  9962. if (flag & 1) {
  9963. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9964. } else {
  9965. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9966. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9967. 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);
  9968. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9969. }
  9970. break;
  9971. case NC_REPAIR:
  9972. if( sd ) {
  9973. int heal, hp = 0;
  9974. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9975. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9976. break;
  9977. }
  9978. switch(skill_lv) {
  9979. case 1: hp = 4; break;
  9980. case 2: hp = 7; break;
  9981. case 3: hp = 13; break;
  9982. case 4: hp = 17; break;
  9983. case 5: default: hp = 23; break;
  9984. }
  9985. heal = dstsd->status.max_hp * hp / 100;
  9986. status_heal(bl,heal,0,2);
  9987. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9988. }
  9989. break;
  9990. case NC_DISJOINT:
  9991. {
  9992. if( bl->type != BL_MOB ) break;
  9993. md = map_id2md(bl->id);
  9994. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9995. status_kill(bl);
  9996. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9997. }
  9998. break;
  9999. case SC_AUTOSHADOWSPELL:
  10000. if( sd ) {
  10001. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10002. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10003. {
  10004. 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]
  10005. clif_autoshadowspell_list(sd);
  10006. clif_skill_nodamage(src,bl,skill_id,1,1);
  10007. }
  10008. else
  10009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10010. }
  10011. break;
  10012. case SC_SHADOWFORM:
  10013. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10014. 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))) )
  10015. dstsd->shadowform_id = src->id;
  10016. }
  10017. else if( sd )
  10018. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10019. break;
  10020. case SC_BODYPAINT:
  10021. if( flag&1 ) {
  10022. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  10023. status_change_end(bl,SC_HIDING);
  10024. status_change_end(bl,SC_CLOAKING);
  10025. status_change_end(bl,SC_CLOAKINGEXCEED);
  10026. status_change_end(bl,SC_CAMOUFLAGE);
  10027. status_change_end(bl,SC_NEWMOON);
  10028. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10029. status_change_end(bl, SC__SHADOWFORM);
  10030. }
  10031. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10032. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10033. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10034. } else {
  10035. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10036. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10037. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10038. }
  10039. break;
  10040. case SC_ENERVATION:
  10041. case SC_GROOMY:
  10042. case SC_LAZINESS:
  10043. case SC_UNLUCKY:
  10044. case SC_WEAKNESS:
  10045. if( !(tsc && tsc->data[type]) ) {
  10046. int rate;
  10047. if (status_get_class_(bl) == CLASS_BOSS)
  10048. break;
  10049. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10050. - (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));
  10051. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10052. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10053. } else if( sd )
  10054. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10055. break;
  10056. case SC_IGNORANCE:
  10057. if( !(tsc && tsc->data[type]) ) {
  10058. int rate;
  10059. if (status_get_class_(bl) == CLASS_BOSS)
  10060. break;
  10061. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10062. - (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));
  10063. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10064. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10065. int sp = 100 * skill_lv;
  10066. if( dstmd )
  10067. sp = dstmd->level;
  10068. if( !dstmd )
  10069. status_zap(bl, 0, sp);
  10070. status_heal(src, 0, sp / 2, 3);
  10071. } else if( sd )
  10072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10073. } else if( sd )
  10074. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10075. break;
  10076. case LG_TRAMPLE:
  10077. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10078. if (rnd()%100 < (25 + 25 * skill_lv))
  10079. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10080. status_change_end(bl, SC_SV_ROOTTWIST);
  10081. break;
  10082. case LG_REFLECTDAMAGE:
  10083. if( tsc && tsc->data[type] )
  10084. status_change_end(bl,type);
  10085. else
  10086. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10087. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10088. break;
  10089. case LG_PIETY:
  10090. if( flag&1 )
  10091. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10092. else {
  10093. skill_area_temp[2] = 0;
  10094. 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);
  10095. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10096. }
  10097. break;
  10098. case SR_CURSEDCIRCLE:
  10099. if( flag&1 ) {
  10100. if( status_get_class_(bl) == CLASS_BOSS )
  10101. break;
  10102. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10103. if( bl->type == BL_MOB )
  10104. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10105. clif_bladestop(src, bl->id, 1);
  10106. map_freeblock_unlock();
  10107. return 1;
  10108. }
  10109. } else {
  10110. int count = 0;
  10111. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10112. 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
  10113. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10114. if( sd ) pc_delspiritball(sd, count, 0);
  10115. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10116. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10117. }
  10118. break;
  10119. case NPC_SR_CURSEDCIRCLE:
  10120. if( flag&1 ) {
  10121. if( status_get_class_(bl) == CLASS_BOSS )
  10122. break;
  10123. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10124. if( bl->type == BL_MOB )
  10125. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10126. clif_bladestop(src, bl->id, 1);
  10127. map_freeblock_unlock();
  10128. return 1;
  10129. }
  10130. } else {
  10131. int count = 0;
  10132. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10133. 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
  10134. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10135. if( sd ) pc_delspiritball(sd, count, 0);
  10136. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10137. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10138. }
  10139. break;
  10140. case SR_RAISINGDRAGON:
  10141. if( sd ) {
  10142. short max = 5 + skill_lv;
  10143. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10144. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10145. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10146. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10147. }
  10148. break;
  10149. case SR_ASSIMILATEPOWER:
  10150. if (flag&1) {
  10151. i = 0;
  10152. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10153. if (dstsd->spiritball > 0) {
  10154. i = dstsd->spiritball;
  10155. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10156. }
  10157. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10158. i += dstsd->spiritcharm;
  10159. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10160. }
  10161. }
  10162. if (i)
  10163. status_percent_heal(src, 0, i);
  10164. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10165. } else {
  10166. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10167. 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);
  10168. }
  10169. break;
  10170. case SR_POWERVELOCITY:
  10171. if( !dstsd )
  10172. break;
  10173. if( sd && dstsd->spiritball <= 5 ) {
  10174. for(i = 0; i <= 5; i++) {
  10175. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10176. pc_delspiritball(sd, sd->spiritball, 0);
  10177. }
  10178. }
  10179. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10180. break;
  10181. case SR_GENTLETOUCH_CURE:
  10182. {
  10183. unsigned int heal;
  10184. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10185. heal = 0;
  10186. else {
  10187. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10188. status_heal(bl, heal, 0, 0);
  10189. }
  10190. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10191. status_change_end(bl, SC_STONE);
  10192. status_change_end(bl, SC_FREEZE);
  10193. status_change_end(bl, SC_STUN);
  10194. status_change_end(bl, SC_POISON);
  10195. status_change_end(bl, SC_SILENCE);
  10196. status_change_end(bl, SC_BLIND);
  10197. status_change_end(bl, SC_HALLUCINATION);
  10198. }
  10199. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10200. }
  10201. break;
  10202. case SR_GENTLETOUCH_ENERGYGAIN:
  10203. case SR_GENTLETOUCH_CHANGE:
  10204. case SR_GENTLETOUCH_REVITALIZE:
  10205. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10206. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10207. break;
  10208. case SR_FLASHCOMBO: {
  10209. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10210. const int delay[] = { 0, 750, 1250 };
  10211. if (sd) // Disable attacking/acting/moving for skill's duration.
  10212. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10213. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10214. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10215. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10216. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10217. }
  10218. break;
  10219. case WA_SWING_DANCE:
  10220. case WA_MOONLIT_SERENADE:
  10221. case WA_SYMPHONY_OF_LOVER:
  10222. case MI_RUSH_WINDMILL:
  10223. case MI_ECHOSONG:
  10224. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10225. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10226. 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));
  10227. } else if( sd ) {
  10228. 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);
  10229. 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));
  10230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10231. }
  10232. break;
  10233. case MI_HARMONIZE:
  10234. if( src != bl )
  10235. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10236. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10237. break;
  10238. case WM_DEADHILLHERE:
  10239. if( bl->type == BL_PC ) {
  10240. if( !status_isdead(bl) )
  10241. break;
  10242. int heal = tstatus->sp;
  10243. if( heal <= 0 )
  10244. heal = 1;
  10245. tstatus->hp = heal;
  10246. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10247. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10248. pc_revive((TBL_PC*)bl,heal,0);
  10249. clif_resurrection(bl,1);
  10250. }
  10251. break;
  10252. case WM_VOICEOFSIREN:
  10253. if (flag&1)
  10254. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10255. else {
  10256. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10257. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10258. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10259. 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);
  10260. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10261. }
  10262. break;
  10263. case WM_GLOOMYDAY:
  10264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10265. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10266. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10267. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10268. { // !TODO: Which skills aren't boosted anymore?
  10269. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10270. break;
  10271. }
  10272. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10273. break;
  10274. case WM_SATURDAY_NIGHT_FEVER:
  10275. if( flag&1 ) {
  10276. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10277. } else if (sd) {
  10278. 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?
  10279. 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);
  10280. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10281. }
  10282. }
  10283. break;
  10284. case WM_SIRCLEOFNATURE:
  10285. case WM_SONG_OF_MANA:
  10286. case WM_DANCE_WITH_WUG:
  10287. case WM_LERADS_DEW:
  10288. case WM_UNLIMITED_HUMMING_VOICE:
  10289. if( flag&1 ) { // These affect to to all party members near the caster.
  10290. struct status_change *sc = status_get_sc(src);
  10291. if( sc && sc->data[type] ) {
  10292. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10293. }
  10294. } else if( sd ) {
  10295. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10296. 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);
  10297. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10298. }
  10299. break;
  10300. case WM_MELODYOFSINK:
  10301. if( flag&1 ) {
  10302. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10303. } else { // These affect to all targets around the caster.
  10304. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10305. 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);
  10306. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10307. }
  10308. }
  10309. break;
  10310. case WM_BEYOND_OF_WARCRY:
  10311. if( flag&1 ) {
  10312. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10313. } else { // These affect to all targets around the caster.
  10314. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10315. 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);
  10316. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10317. }
  10318. }
  10319. break;
  10320. case WM_SOUND_OF_DESTRUCTION:
  10321. if (flag&1) {
  10322. 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
  10323. } else {
  10324. 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);
  10325. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10326. }
  10327. break;
  10328. case WM_RANDOMIZESPELL:
  10329. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10330. status_change_end(bl, SC_SONGOFMANA);
  10331. status_change_end(bl, SC_DANCEWITHWUG);
  10332. status_change_end(bl, SC_LERADSDEW);
  10333. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10334. status_change_end(bl, SC_BEYONDOFWARCRY);
  10335. status_change_end(bl, SC_MELODYOFSINK);
  10336. status_change_end(bl, SC_BEYONDOFWARCRY);
  10337. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10338. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10339. }
  10340. break;
  10341. case RETURN_TO_ELDICASTES:
  10342. case ALL_GUARDIAN_RECALL:
  10343. case ECLAGE_RECALL:
  10344. case ALL_PRONTERA_RECALL:
  10345. if( sd )
  10346. {
  10347. short x=0, y=0; // Destiny position.
  10348. unsigned short mapindex=0;
  10349. switch(skill_id){
  10350. default:
  10351. case RETURN_TO_ELDICASTES:
  10352. x = 198;
  10353. y = 187;
  10354. mapindex = mapindex_name2id(MAP_DICASTES);
  10355. break;
  10356. case ALL_GUARDIAN_RECALL:
  10357. x = 44;
  10358. y = 151;
  10359. mapindex = mapindex_name2id(MAP_MORA);
  10360. break;
  10361. case ECLAGE_RECALL:
  10362. x = 47;
  10363. y = 31;
  10364. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10365. break;
  10366. case ALL_PRONTERA_RECALL:
  10367. if(skill_lv == 1) {
  10368. x = 115;
  10369. y = 72;
  10370. }
  10371. else if(skill_lv == 2) {
  10372. x = 159;
  10373. y = 192;
  10374. }
  10375. mapindex = mapindex_name2id(MAP_PRONTERA);
  10376. break;
  10377. }
  10378. if(!mapindex)
  10379. { //Given map not found?
  10380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10381. map_freeblock_unlock();
  10382. return 0;
  10383. }
  10384. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10385. }
  10386. break;
  10387. case ECL_SNOWFLIP:
  10388. case ECL_PEONYMAMY:
  10389. case ECL_SADAGUI:
  10390. case ECL_SEQUOIADUST:
  10391. switch(skill_id){
  10392. case ECL_SNOWFLIP:
  10393. status_change_end(bl, SC_SLEEP);
  10394. status_change_end(bl, SC_BLEEDING);
  10395. status_change_end(bl, SC_BURNING);
  10396. status_change_end(bl, SC_DEEPSLEEP);
  10397. break;
  10398. case ECL_PEONYMAMY:
  10399. status_change_end(bl, SC_FREEZE);
  10400. status_change_end(bl, SC_FREEZING);
  10401. status_change_end(bl, SC_CRYSTALIZE);
  10402. break;
  10403. case ECL_SADAGUI:
  10404. status_change_end(bl, SC_STUN);
  10405. status_change_end(bl, SC_CONFUSION);
  10406. status_change_end(bl, SC_HALLUCINATION);
  10407. status_change_end(bl, SC_FEAR);
  10408. break;
  10409. case ECL_SEQUOIADUST:
  10410. status_change_end(bl, SC_STONE);
  10411. status_change_end(bl, SC_POISON);
  10412. status_change_end(bl, SC_CURSE);
  10413. status_change_end(bl, SC_BLIND);
  10414. status_change_end(bl, SC_ORCISH);
  10415. status_change_end(bl, SC_DECREASEAGI);
  10416. break;
  10417. }
  10418. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10420. break;
  10421. case GM_SANDMAN:
  10422. if( tsc ) {
  10423. if( tsc->opt1 == OPT1_SLEEP )
  10424. tsc->opt1 = 0;
  10425. else
  10426. tsc->opt1 = OPT1_SLEEP;
  10427. clif_changeoption(bl);
  10428. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10429. }
  10430. break;
  10431. case SO_ARRULLO:
  10432. {
  10433. 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;
  10434. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10435. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10436. }
  10437. break;
  10438. case WM_LULLABY_DEEPSLEEP:
  10439. if (flag&1) {
  10440. 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);
  10441. 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
  10442. sc_start(src, bl, type, rate, skill_lv, duration);
  10443. } else {
  10444. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10445. 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);
  10446. }
  10447. break;
  10448. case SO_SUMMON_AGNI:
  10449. case SO_SUMMON_AQUA:
  10450. case SO_SUMMON_VENTUS:
  10451. case SO_SUMMON_TERA:
  10452. if( sd ) {
  10453. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10454. // Remove previous elemental first.
  10455. if( sd->ed )
  10456. elemental_delete(sd->ed);
  10457. // Summoning the new one.
  10458. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10460. break;
  10461. }
  10462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10463. }
  10464. break;
  10465. case SO_EL_CONTROL:
  10466. if( sd ) {
  10467. int mode;
  10468. if( !sd->ed ) break;
  10469. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10470. elemental_delete(sd->ed);
  10471. break;
  10472. }
  10473. switch( skill_lv ) {// Select mode bassed on skill level used.
  10474. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10475. case 2: mode = EL_MODE_ASSIST; break;
  10476. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10477. }
  10478. if( !elemental_change_mode(sd->ed,mode) ) {
  10479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10480. break;
  10481. }
  10482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10483. }
  10484. break;
  10485. case SO_EL_ACTION:
  10486. if( sd ) {
  10487. int duration = 3000;
  10488. if( !sd->ed )
  10489. break;
  10490. switch(sd->ed->db->class_) {
  10491. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10492. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10493. duration = 6000;
  10494. break;
  10495. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10496. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10497. duration = 9000;
  10498. break;
  10499. }
  10500. sd->skill_id_old = skill_id;
  10501. elemental_action(sd->ed, bl, tick);
  10502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10503. skill_blockpc_start(sd, skill_id, duration);
  10504. }
  10505. break;
  10506. case SO_EL_CURE:
  10507. if( sd ) {
  10508. s_elemental_data *ed = sd->ed;
  10509. int s_hp, s_sp;
  10510. if( !ed )
  10511. break;
  10512. s_hp = sd->battle_status.hp * 10 / 100;
  10513. s_sp = sd->battle_status.sp * 10 / 100;
  10514. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10515. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10516. break;
  10517. }
  10518. status_heal(&ed->bl,s_hp,s_sp,3);
  10519. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10520. }
  10521. break;
  10522. case GN_CHANGEMATERIAL:
  10523. case SO_EL_ANALYSIS:
  10524. if( sd ) {
  10525. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10526. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10527. }
  10528. break;
  10529. case NPC_MANDRAGORA:
  10530. case GN_MANDRAGORA:
  10531. if( flag&1 ) {
  10532. int rate;
  10533. if (skill_id == NPC_MANDRAGORA)
  10534. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10535. else
  10536. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10537. if (rate < 10)
  10538. rate = 10;
  10539. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  10540. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10541. if (rnd()%100 < rate) {
  10542. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10543. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10544. }
  10545. } else {
  10546. 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);
  10547. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10548. }
  10549. break;
  10550. case GN_SLINGITEM:
  10551. if( sd ) {
  10552. i = sd->equip_index[EQI_AMMO];
  10553. if( i < 0 )
  10554. break; // No ammo.
  10555. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10556. if( ammo_id == 0 )
  10557. break;
  10558. sd->itemid = ammo_id;
  10559. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10560. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10561. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10562. 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);
  10563. else
  10564. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10565. } else //Otherwise, it fails, shows animation and removes items.
  10566. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10567. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10568. switch (ammo_id) {
  10569. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10570. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10571. status_percent_heal(bl, 1, 0);
  10572. break;
  10573. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10574. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10575. status_percent_heal(bl, 2, 0);
  10576. break;
  10577. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10578. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10579. status_percent_heal(bl, 5, 0);
  10580. break;
  10581. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10582. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10583. status_percent_heal(bl, 0, 2);
  10584. break;
  10585. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10586. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10587. status_percent_heal(bl, 0, 4);
  10588. break;
  10589. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10590. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10591. status_percent_heal(bl, 0, 8);
  10592. break;
  10593. default:
  10594. if (dstsd)
  10595. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10596. break;
  10597. }
  10598. }
  10599. }
  10600. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10601. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10602. break;
  10603. case GN_MIX_COOKING:
  10604. case GN_MAKEBOMB:
  10605. case GN_S_PHARMACY:
  10606. if( sd ) {
  10607. int qty = 1;
  10608. sd->skill_id_old = skill_id;
  10609. sd->skill_lv_old = skill_lv;
  10610. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10611. qty = 10;
  10612. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10613. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10614. }
  10615. break;
  10616. case EL_CIRCLE_OF_FIRE:
  10617. case EL_PYROTECHNIC:
  10618. case EL_HEATER:
  10619. case EL_TROPIC:
  10620. case EL_AQUAPLAY:
  10621. case EL_COOLER:
  10622. case EL_CHILLY_AIR:
  10623. case EL_GUST:
  10624. case EL_BLAST:
  10625. case EL_WILD_STORM:
  10626. case EL_PETROLOGY:
  10627. case EL_CURSED_SOIL:
  10628. case EL_UPHEAVAL:
  10629. case EL_FIRE_CLOAK:
  10630. case EL_WATER_DROP:
  10631. case EL_WIND_CURTAIN:
  10632. case EL_SOLID_SKIN:
  10633. case EL_STONE_SHIELD:
  10634. case EL_WIND_STEP:
  10635. case EM_EL_FLAMETECHNIC:
  10636. case EM_EL_FLAMEARMOR:
  10637. case EM_EL_COLD_FORCE:
  10638. case EM_EL_CRYSTAL_ARMOR:
  10639. case EM_EL_GRACE_BREEZE:
  10640. case EM_EL_EYES_OF_STORM:
  10641. case EM_EL_EARTH_CARE:
  10642. case EM_EL_STRONG_PROTECTION:
  10643. case EM_EL_DEEP_POISONING:
  10644. case EM_EL_POISON_SHIELD:
  10645. {
  10646. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10647. if( ele ) {
  10648. sc_type type2 = (sc_type)(type-1);
  10649. struct status_change *sc = status_get_sc(&ele->bl);
  10650. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10651. status_change_end(src,type);
  10652. status_change_end(bl,type2);
  10653. } else {
  10654. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10655. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10656. 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);
  10657. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10658. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10659. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10660. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10661. }
  10662. }
  10663. }
  10664. break;
  10665. case EL_FIRE_MANTLE:
  10666. case EL_WATER_BARRIER:
  10667. case EL_ZEPHYR:
  10668. case EL_POWER_OF_GAIA:
  10669. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10670. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10671. break;
  10672. case EL_WATER_SCREEN: {
  10673. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10674. if( ele ) {
  10675. struct status_change *sc = status_get_sc(&ele->bl);
  10676. sc_type type2 = (sc_type)(type-1);
  10677. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10678. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10679. status_change_end(bl,type);
  10680. status_change_end(src,type2);
  10681. } else {
  10682. // This not heals at the end.
  10683. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10684. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10685. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10686. }
  10687. }
  10688. }
  10689. break;
  10690. case KO_KAHU_ENTEN:
  10691. case KO_HYOUHU_HUBUKI:
  10692. case KO_KAZEHU_SEIRAN:
  10693. case KO_DOHU_KOUKAI:
  10694. if (sd) {
  10695. int ele_type = skill_get_ele(skill_id,skill_lv);
  10696. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10697. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10698. }
  10699. break;
  10700. case KO_ZANZOU:
  10701. if(sd){
  10702. struct mob_data *md2;
  10703. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10704. if( md2 )
  10705. {
  10706. md2->master_id = src->id;
  10707. md2->special_state.ai = AI_ZANZOU;
  10708. if( md2->deletetimer != INVALID_TIMER )
  10709. delete_timer(md2->deletetimer, mob_timer_delete);
  10710. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10711. mob_spawn( md2 );
  10712. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10713. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10714. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10715. }
  10716. }
  10717. break;
  10718. case KO_KYOUGAKU:
  10719. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10720. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10721. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10722. }else if( sd )
  10723. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10724. break;
  10725. case KO_JYUSATSU:
  10726. if( dstsd && tsc && !tsc->data[type] &&
  10727. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10728. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10729. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10730. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10731. if( status_get_lv(bl) <= status_get_lv(src) )
  10732. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10733. }else if( sd )
  10734. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10735. break;
  10736. case KO_GENWAKU:
  10737. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10738. int x = src->x, y = src->y;
  10739. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10740. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10741. break;
  10742. }
  10743. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10744. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10745. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10746. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10747. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10748. clif_blown(src);
  10749. if (!unit_blown_immune(bl, 0x1)) {
  10750. unit_movepos(bl,x,y,0,0);
  10751. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10752. clif_sitting(bl); //Avoid sitting sync problem
  10753. clif_blown(bl);
  10754. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10755. }
  10756. }
  10757. }
  10758. break;
  10759. case OB_AKAITSUKI:
  10760. case OB_OBOROGENSOU:
  10761. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10762. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10764. break;
  10765. }
  10766. case KO_IZAYOI:
  10767. case OB_ZANGETSU:
  10768. case KG_KYOMU:
  10769. case KG_KAGEMUSYA:
  10770. case SP_SOULDIVISION:
  10771. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10772. if (bl->type != BL_PC) {
  10773. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10774. break;
  10775. }
  10776. }
  10777. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10778. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10779. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10780. break;
  10781. case KG_KAGEHUMI:
  10782. if( flag&1 ){
  10783. if (bl->type != BL_PC)
  10784. break;
  10785. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
  10786. status_change_end(bl, SC_HIDING);
  10787. status_change_end(bl, SC_CLOAKING);
  10788. status_change_end(bl, SC_CLOAKINGEXCEED);
  10789. status_change_end(bl, SC_CAMOUFLAGE);
  10790. status_change_end(bl, SC_NEWMOON);
  10791. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10792. status_change_end(bl, SC__SHADOWFORM);
  10793. status_change_end(bl, SC_MARIONETTE);
  10794. status_change_end(bl, SC_HARMONIZE);
  10795. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10796. }
  10797. }else{
  10798. 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);
  10799. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10800. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10801. }
  10802. break;
  10803. case MH_SILENT_BREEZE:
  10804. {
  10805. int heal = 5 * status_get_lv(&hd->bl) +
  10806. #ifdef RENEWAL
  10807. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10808. #else
  10809. status_base_matk_min(&hd->battle_status);
  10810. #endif
  10811. //Silences the homunculus and target
  10812. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10813. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10814. //Recover the target's HP
  10815. status_heal(bl,heal,0,3);
  10816. //Removes these SC from target
  10817. if (tsc) {
  10818. const enum sc_type scs[] = {
  10819. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10820. };
  10821. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10822. if (tsc->data[scs[i]]) status_change_end(bl, scs[i]);
  10823. }
  10824. if (hd)
  10825. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10826. }
  10827. break;
  10828. case MH_OVERED_BOOST:
  10829. if (hd && battle_get_master(src)) {
  10830. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10831. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10832. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10833. }
  10834. break;
  10835. case MH_GRANITIC_ARMOR:
  10836. case MH_PYROCLASTIC:
  10837. if(hd) {
  10838. struct block_list *s_bl = battle_get_master(src);
  10839. 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
  10840. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10841. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10842. }
  10843. break;
  10844. case MH_LIGHT_OF_REGENE: //self
  10845. if(hd) {
  10846. struct block_list *s_bl = battle_get_master(src);
  10847. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10848. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10849. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10850. }
  10851. break;
  10852. case MH_STYLE_CHANGE:
  10853. if(hd){
  10854. struct status_change_entry *sce;
  10855. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10856. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10857. else sce->val1 = MH_MD_FIGHTING;
  10858. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10859. // char output[128];
  10860. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10861. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10862. //}
  10863. }
  10864. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10865. }
  10866. break;
  10867. case MH_PAIN_KILLER:
  10868. bl = battle_get_master(src);
  10869. if (bl != nullptr)
  10870. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10871. if (hd)
  10872. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10873. break;
  10874. case MH_MAGMA_FLOW:
  10875. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10876. if (hd)
  10877. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10878. break;
  10879. case MH_SUMMON_LEGION: {
  10880. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10881. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10882. struct mob_data *sum_md;
  10883. int i_slave,c=0;
  10884. int maxcount = qty[skill_lv-1];
  10885. 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);
  10886. if(c >= maxcount) {
  10887. map_freeblock_unlock();
  10888. return 0; //max qty already spawned
  10889. }
  10890. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10891. 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);
  10892. if (sum_md) {
  10893. sum_md->master_id = src->id;
  10894. sum_md->special_state.ai = AI_LEGION;
  10895. if (sum_md->deletetimer != INVALID_TIMER)
  10896. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10897. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10898. mob_spawn(sum_md); //Now it is ready for spawning.
  10899. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10900. }
  10901. }
  10902. if (hd)
  10903. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10904. }
  10905. break;
  10906. case RL_RICHS_COIN:
  10907. if (sd) {
  10908. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10909. for (i = 0; i < 10; i++)
  10910. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10911. }
  10912. break;
  10913. case RL_C_MARKER:
  10914. if (sd) {
  10915. // If marked by someone else remove it
  10916. if (tsce && tsce->val2 != src->id)
  10917. status_change_end(bl, type);
  10918. // Check if marked before
  10919. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10920. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10921. // Find empty slot
  10922. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10923. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10924. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10925. break;
  10926. }
  10927. }
  10928. sd->c_marker[i] = bl->id;
  10929. 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);
  10930. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10931. }
  10932. // If mob casts this, at least SC_C_MARKER as debuff
  10933. else {
  10934. 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);
  10935. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10936. }
  10937. break;
  10938. case RL_QD_SHOT:
  10939. if (sd) {
  10940. skill_area_temp[1] = bl->id;
  10941. // Check surrounding
  10942. 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);
  10943. if (skill_area_temp[0])
  10944. 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);
  10945. // Main target always receives damage
  10946. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10947. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10948. } else {
  10949. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10950. 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);
  10951. }
  10952. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  10953. skill_area_temp[0] = 0;
  10954. skill_area_temp[1] = 0;
  10955. break;
  10956. case RL_FLICKER:
  10957. if (sd) {
  10958. sd->flicker = true;
  10959. skill_area_temp[1] = 0;
  10960. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10961. // Detonate RL_B_TRAP
  10962. if (pc_checkskill(sd, RL_B_TRAP))
  10963. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10964. // Detonate RL_H_MINE
  10965. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10966. 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);
  10967. sd->flicker = false;
  10968. }
  10969. break;
  10970. case SO_ELEMENTAL_SHIELD:
  10971. if (!sd || sd->status.party_id == 0 || flag&1) {
  10972. if (sd && sd->status.party_id == 0) {
  10973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10974. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10975. elemental_delete(sd->ed);
  10976. }
  10977. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10978. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10979. }
  10980. else {
  10981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10982. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10983. elemental_delete(sd->ed);
  10984. 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);
  10985. }
  10986. break;
  10987. case SU_HIDE:
  10988. if (tsce) {
  10989. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10990. status_change_end(bl, type);
  10991. map_freeblock_unlock();
  10992. return 0;
  10993. }
  10994. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10995. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10996. break;
  10997. case SU_STOOP:
  10998. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10999. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11000. break;
  11001. case SU_SV_ROOTTWIST:
  11002. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11003. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11004. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11005. break;
  11006. }
  11007. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  11008. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11009. else {
  11010. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11011. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11012. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11013. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11014. }
  11015. break;
  11016. case SU_TUNABELLY:
  11017. {
  11018. unsigned int heal = 0;
  11019. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11020. heal = 0;
  11021. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11022. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11023. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11024. status_heal(bl, heal, 0, 0);
  11025. }
  11026. break;
  11027. case SU_BUNCHOFSHRIMP:
  11028. case SU_HISS:
  11029. case SU_PURRING:
  11030. case SU_MEOWMEOW:
  11031. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11032. int duration = skill_get_time(skill_id, skill_lv);
  11033. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11034. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11035. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11036. } else if (sd) {
  11037. 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);
  11038. }
  11039. break;
  11040. case SU_SHRIMPARTY:
  11041. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11042. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11043. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11044. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11045. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11046. }
  11047. } else if (sd)
  11048. 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);
  11049. break;
  11050. case SU_POWEROFFLOCK:
  11051. if (flag&1) {
  11052. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11053. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11054. } else {
  11055. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11056. if (battle_config.skill_wall_check)
  11057. 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);
  11058. else
  11059. 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);
  11060. }
  11061. break;
  11062. case ALL_EQSWITCH:
  11063. if( sd ){
  11064. clif_equipswitch_reply( sd, false );
  11065. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11066. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11067. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11068. }
  11069. }
  11070. }
  11071. break;
  11072. case AB_VITUPERATUM:
  11073. if (flag&1)
  11074. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11075. else {
  11076. 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);
  11077. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11078. }
  11079. break;
  11080. case AB_CONVENIO:
  11081. if (sd) {
  11082. party_data *p = party_search(sd->status.party_id);
  11083. int i = 0, count = 0;
  11084. // Only usable in party
  11085. if (p == nullptr) {
  11086. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11087. break;
  11088. }
  11089. // Only usable as party leader.
  11090. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11091. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11092. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11093. break;
  11094. }
  11095. // Do the teleport part
  11096. for (i = 0; i < MAX_PARTY; ++i) {
  11097. map_session_data *pl_sd = p->data[i].sd;
  11098. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11099. sd->bl.m != pl_sd->bl.m)
  11100. continue;
  11101. // Respect /call configuration
  11102. if( pl_sd->status.disable_call ){
  11103. continue;
  11104. }
  11105. 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))) {
  11106. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11107. count++;
  11108. }
  11109. }
  11110. if (!count)
  11111. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11112. }
  11113. break;
  11114. case NPC_PULSESTRIKE2:
  11115. for (int i = 0; i < 3; i++)
  11116. 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);
  11117. break;
  11118. case BO_THE_WHOLE_PROTECTION:
  11119. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11120. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11121. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11122. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11123. continue;
  11124. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11125. }
  11126. } else if (sd) {
  11127. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11128. 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);
  11129. }
  11130. break;
  11131. case TR_MUSICAL_INTERLUDE:
  11132. case TR_JAWAII_SERENADE:
  11133. case TR_PRON_MARCH:
  11134. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11135. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11136. else if (sd) {
  11137. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11138. sd->skill_id_song = skill_id;
  11139. sd->skill_lv_song = skill_lv;
  11140. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11141. flag |= 2;
  11142. 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);
  11143. }
  11144. break;
  11145. case TR_GEF_NOCTURN:
  11146. case TR_AIN_RHAPSODY:
  11147. if (flag & 1)
  11148. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11149. else if (sd) {
  11150. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11151. sd->skill_id_song = skill_id;
  11152. sd->skill_lv_song = skill_lv;
  11153. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11154. flag |= 2;
  11155. 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);
  11156. }
  11157. break;
  11158. case TR_ROKI_CAPRICCIO:
  11159. case TR_NIPELHEIM_REQUIEM:
  11160. if (flag & 1) { // Need official success chances.
  11161. uint16 success_chance = 5 * skill_lv;
  11162. if (flag & 2)
  11163. success_chance *= 2;
  11164. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11165. if (skill_id == TR_ROKI_CAPRICCIO) {
  11166. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11167. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11168. } else { // TR_NIPELHEIM_REQUIEM
  11169. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11170. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11171. }
  11172. } else if (sd) {
  11173. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11174. sd->skill_id_song = skill_id;
  11175. sd->skill_lv_song = skill_lv;
  11176. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11177. flag |= 2;
  11178. 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);
  11179. }
  11180. break;
  11181. case ABR_NET_REPAIR:
  11182. case ABR_NET_SUPPORT:
  11183. if (flag & 1) {
  11184. int heal_amount;
  11185. if (skill_id == ABR_NET_REPAIR) {
  11186. heal_amount = tstatus->max_hp * 10 / 100;
  11187. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11188. status_heal(bl, heal_amount, 0, 0);
  11189. } else { // ABR_NET_SUPPORT
  11190. heal_amount = tstatus->max_sp * 3 / 100;
  11191. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11192. status_heal(bl, 0, heal_amount, 0);
  11193. }
  11194. } else {
  11195. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11196. 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);
  11197. }
  11198. break;
  11199. case WH_HAWK_M:
  11200. if (sd) {
  11201. if (!pc_isfalcon(sd))
  11202. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11203. else
  11204. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11205. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11206. }
  11207. break;
  11208. case EM_SUMMON_ELEMENTAL_ARDOR:
  11209. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11210. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11211. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11212. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11213. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11214. if (sd == nullptr)
  11215. break;
  11216. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11217. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11218. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11219. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11220. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11221. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11222. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11223. // Remove the old elemental before summoning the super one.
  11224. elemental_delete(sd->ed);
  11225. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11226. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11227. break;
  11228. } else // Elemental summoned. Buff the player with the bonus.
  11229. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11230. } else {
  11231. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11232. break;
  11233. }
  11234. }
  11235. break;
  11236. case EM_ELEMENTAL_VEIL:
  11237. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11238. if (sd == nullptr)
  11239. break;
  11240. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11241. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11242. else
  11243. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11244. break;
  11245. case MT_M_MACHINE:
  11246. case BO_BIONIC_PHARMACY:
  11247. if (sd) {
  11248. sd->skill_id_old = skill_id;
  11249. sd->skill_lv_old = skill_lv;
  11250. if (skill_id == MT_M_MACHINE)
  11251. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11252. else // BO_BIONIC_PHARMACY
  11253. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11254. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11255. }
  11256. break;
  11257. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11258. case MT_SUMMON_ABR_DUAL_CANNON:
  11259. case MT_SUMMON_ABR_MOTHER_NET:
  11260. case MT_SUMMON_ABR_INFINITY: {
  11261. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11262. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11263. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11264. 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);
  11265. if (md) {
  11266. md->master_id = src->id;
  11267. md->special_state.ai = AI_ABR;
  11268. if (md->deletetimer != INVALID_TIMER)
  11269. delete_timer(md->deletetimer, mob_timer_delete);
  11270. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11271. mob_spawn(md);
  11272. }
  11273. }
  11274. break;
  11275. case BO_WOODENWARRIOR:
  11276. case BO_WOODEN_FAIRY:
  11277. case BO_CREEPER:
  11278. 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.
  11279. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11280. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11281. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11282. 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);
  11283. if (md) {
  11284. md->master_id = src->id;
  11285. md->special_state.ai = AI_BIONIC;
  11286. if (md->deletetimer != INVALID_TIMER)
  11287. delete_timer(md->deletetimer, mob_timer_delete);
  11288. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11289. mob_spawn(md);
  11290. }
  11291. }
  11292. break;
  11293. #ifdef RENEWAL
  11294. case CG_HERMODE:
  11295. skill_castend_song(src, skill_id, skill_lv, tick);
  11296. break;
  11297. #endif
  11298. default: {
  11299. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11300. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11301. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11302. map_freeblock_unlock();
  11303. return 1;
  11304. }
  11305. }
  11306. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11307. struct status_change *sc = status_get_sc(src);
  11308. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  11309. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11310. }
  11311. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11312. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11313. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11314. }
  11315. if( sd && !(flag&1) )
  11316. {// ensure that the skill last-cast tick is recorded
  11317. sd->canskill_tick = gettick();
  11318. if( sd->state.arrow_atk )
  11319. {// consume arrow on last invocation to this skill.
  11320. battle_consume_ammo(sd, skill_id, skill_lv);
  11321. }
  11322. skill_onskillusage(sd, bl, skill_id, tick);
  11323. // perform skill requirement consumption
  11324. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11325. }
  11326. map_freeblock_unlock();
  11327. return 0;
  11328. }
  11329. /**
  11330. * Checking that causing skill failed
  11331. * @param src Caster
  11332. * @param target Target
  11333. * @param skill_id
  11334. * @param skill_lv
  11335. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11336. **/
  11337. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11338. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11339. int inf = skill->inf;
  11340. struct status_change *tsc = status_get_sc(target);
  11341. 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)
  11342. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11343. switch (skill_id) {
  11344. case AL_HEAL:
  11345. case AL_INCAGI:
  11346. case AL_DECAGI:
  11347. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11348. case AB_RENOVATIO:
  11349. case AB_HIGHNESSHEAL:
  11350. if (tsc && tsc->option&OPTION_MADOGEAR)
  11351. return USESKILL_FAIL_TOTARGET;
  11352. break;
  11353. case RG_BACKSTAP:
  11354. {
  11355. #ifndef RENEWAL
  11356. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11357. if (map_check_dir(dir, t_dir))
  11358. return USESKILL_FAIL_MAX;
  11359. #endif
  11360. if (check_distance_bl(src, target, 0))
  11361. return USESKILL_FAIL_MAX;
  11362. }
  11363. break;
  11364. case PR_TURNUNDEAD:
  11365. {
  11366. struct status_data *tstatus = status_get_status_data(target);
  11367. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11368. return USESKILL_FAIL_MAX;
  11369. }
  11370. break;
  11371. case PR_LEXDIVINA:
  11372. case MER_LEXDIVINA:
  11373. {
  11374. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11375. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  11376. return USESKILL_FAIL_LEVEL;
  11377. else
  11378. return -1; //Works on silenced allies
  11379. }
  11380. break;
  11381. case RA_WUGSTRIKE:
  11382. // Check if path can be reached
  11383. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11384. return USESKILL_FAIL_MAX;
  11385. break;
  11386. case MG_NAPALMBEAT:
  11387. case MG_FIREBALL:
  11388. case HT_BLITZBEAT:
  11389. case AS_GRIMTOOTH:
  11390. case MO_COMBOFINISH:
  11391. case NC_VULCANARM:
  11392. case SR_TIGERCANNON:
  11393. // These can damage traps, but can't target traps directly
  11394. if (target->type == BL_SKILL) {
  11395. TBL_SKILL *su = (TBL_SKILL*)target;
  11396. if (!su || !su->group)
  11397. return USESKILL_FAIL_MAX;
  11398. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11399. return USESKILL_FAIL_MAX;
  11400. }
  11401. break;
  11402. case IQ_SECOND_FLAME:
  11403. case IQ_SECOND_FAITH:
  11404. case IQ_SECOND_JUDGEMENT:
  11405. if (!tsc || !(tsc->data[SC_FIRST_BRAND] || tsc->data[SC_SECOND_BRAND]))
  11406. return USESKILL_FAIL_LEVEL;
  11407. break;
  11408. case IQ_THIRD_PUNISH:
  11409. case IQ_THIRD_FLAME_BOMB:
  11410. case IQ_THIRD_CONSECRATION:
  11411. if (!tsc || !tsc->data[SC_SECOND_BRAND])
  11412. return USESKILL_FAIL_LEVEL;
  11413. break;
  11414. }
  11415. if (inf&INF_ATTACK_SKILL ||
  11416. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11417. ) // Casted through combo.
  11418. inf = BCT_ENEMY; //Offensive skill.
  11419. else if (skill->inf2[INF2_NOTARGETENEMY])
  11420. inf = BCT_NOENEMY;
  11421. else
  11422. inf = 0;
  11423. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11424. inf |=
  11425. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11426. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11427. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11428. inf &= ~BCT_NEUTRAL;
  11429. }
  11430. switch (skill_id) {
  11431. // Cannot be casted to Emperium
  11432. case WZ_ESTIMATION:
  11433. case SL_SKE:
  11434. case SL_SKA:
  11435. case RK_PHANTOMTHRUST:
  11436. case NPC_PHANTOMTHRUST:
  11437. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11438. return USESKILL_FAIL_MAX;
  11439. break;
  11440. }
  11441. if (inf && battle_check_target(src, target, inf) <= 0) {
  11442. switch(skill_id) {
  11443. case RK_PHANTOMTHRUST:
  11444. case NPC_PHANTOMTHRUST:
  11445. case AB_CLEARANCE:
  11446. return USESKILL_FAIL_TOTARGET;
  11447. default:
  11448. return USESKILL_FAIL_LEVEL;
  11449. }
  11450. }
  11451. // Fogwall makes all offensive-type targetted skills fail at 75%
  11452. // Jump Kick can still fail even though you can jump to friendly targets.
  11453. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  11454. return USESKILL_FAIL_LEVEL;
  11455. return -1;
  11456. }
  11457. TIMER_FUNC( skill_keep_using ){
  11458. struct map_session_data* sd = map_id2sd( id );
  11459. if( sd && sd->skill_keep_using.skill_id ){
  11460. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11461. sd->skill_keep_using.tid = INVALID_TIMER;
  11462. }
  11463. return 0;
  11464. }
  11465. /**
  11466. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11467. * @param tid
  11468. * @param tick
  11469. * @param data
  11470. **/
  11471. TIMER_FUNC(skill_castend_id){
  11472. struct block_list *target, *src;
  11473. struct map_session_data *sd;
  11474. struct mob_data *md;
  11475. struct unit_data *ud;
  11476. struct status_change *sc = NULL;
  11477. int flag = 0;
  11478. src = map_id2bl(id);
  11479. if( src == NULL )
  11480. {
  11481. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11482. return 0;// not found
  11483. }
  11484. ud = unit_bl2ud(src);
  11485. if( ud == NULL )
  11486. {
  11487. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11488. return 0;// ???
  11489. }
  11490. sd = BL_CAST(BL_PC, src);
  11491. md = BL_CAST(BL_MOB, src);
  11492. if( src->prev == NULL ) {
  11493. ud->skilltimer = INVALID_TIMER;
  11494. return 0;
  11495. }
  11496. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11497. if( ud->skilltimer != tid ) {
  11498. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11499. ud->skilltimer = INVALID_TIMER;
  11500. return 0;
  11501. }
  11502. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11503. {// restore original walk speed
  11504. ud->skilltimer = INVALID_TIMER;
  11505. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11506. } else
  11507. ud->skilltimer = INVALID_TIMER;
  11508. }
  11509. if (ud->skilltarget == id)
  11510. target = src;
  11511. else
  11512. target = map_id2bl(ud->skilltarget);
  11513. // Use a do so that you can break out of it when the skill fails.
  11514. do {
  11515. bool fail = false;
  11516. int8 res = USESKILL_FAIL_LEVEL;
  11517. if (!target || target->prev == NULL)
  11518. break;
  11519. if (src->m != target->m || status_isdead(src))
  11520. break;
  11521. //These should become skill_castend_pos
  11522. switch (ud->skill_id) {
  11523. case WE_CALLPARTNER:
  11524. if (sd)
  11525. clif_callpartner(sd);
  11526. case WE_CALLPARENT:
  11527. if (sd) {
  11528. struct map_session_data *f_sd = pc_get_father(sd);
  11529. struct map_session_data *m_sd = pc_get_mother(sd);
  11530. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11531. fail = true;
  11532. break;
  11533. }
  11534. }
  11535. case WE_CALLBABY:
  11536. if (sd) {
  11537. struct map_session_data *c_sd = pc_get_child(sd);
  11538. if (c_sd && c_sd->state.autotrade) {
  11539. fail = true;
  11540. break;
  11541. }
  11542. }
  11543. case AM_RESURRECTHOMUN:
  11544. case PF_SPIDERWEB:
  11545. {
  11546. //Find a random spot to place the skill. [Skotlex]
  11547. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11548. ud->skillx = target->x + splash;
  11549. ud->skilly = target->y + splash;
  11550. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11551. ud->skillx = target->x;
  11552. ud->skilly = target->y;
  11553. }
  11554. ud->skilltimer = tid;
  11555. return skill_castend_pos(tid,tick,id,data);
  11556. }
  11557. case GN_WALLOFTHORN:
  11558. case SC_ESCAPE:
  11559. case WL_FROSTMISTY:
  11560. case SU_CN_POWDERING:
  11561. case AG_RAIN_OF_CRYSTAL:
  11562. ud->skillx = target->x;
  11563. ud->skilly = target->y;
  11564. ud->skilltimer = tid;
  11565. return skill_castend_pos(tid,tick,id,data);
  11566. }
  11567. // Failing
  11568. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11569. if (sd && res != USESKILL_FAIL_MAX)
  11570. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11571. break;
  11572. }
  11573. //Avoid doing double checks for instant-cast skills.
  11574. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11575. break;
  11576. if(md) {
  11577. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11578. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11579. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11580. }
  11581. if (src != target && battle_config.skill_add_range &&
  11582. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11583. {
  11584. if (sd) {
  11585. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11586. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11587. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11588. }
  11589. break;
  11590. }
  11591. #ifdef OFFICIAL_WALKPATH
  11592. 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))
  11593. {
  11594. if (sd) {
  11595. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11596. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11597. }
  11598. break;
  11599. }
  11600. #endif
  11601. if( sd )
  11602. {
  11603. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11604. break;
  11605. else {
  11606. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11607. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11608. // Give AP
  11609. if (add_ap > 0) {
  11610. switch (ud->skill_id) {
  11611. case TR_ROSEBLOSSOM:
  11612. case TR_RHYTHMSHOOTING:
  11613. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11614. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11615. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11616. break;
  11617. case TR_GEF_NOCTURN:
  11618. case TR_ROKI_CAPRICCIO:
  11619. case TR_AIN_RHAPSODY:
  11620. case TR_MUSICAL_INTERLUDE:
  11621. case TR_JAWAII_SERENADE:
  11622. case TR_NIPELHEIM_REQUIEM:
  11623. case TR_PRON_MARCH:
  11624. if (sd->skill_id_old == TR_RETROSPECTION) {
  11625. add_ap += add_ap * 50 / 100;
  11626. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11627. }
  11628. break;
  11629. }
  11630. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11631. }
  11632. 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) {
  11633. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11634. break; // Show a skill fail message (Damage type consumes requirements)
  11635. }
  11636. }
  11637. }
  11638. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11639. break;
  11640. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11641. ud->state.running = 0;
  11642. status_change_end(src, SC_RUN);
  11643. flag = 1;
  11644. }
  11645. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11646. unit_stop_walking(src,1);
  11647. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11648. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11649. if (sd) { //Cooldown application
  11650. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11651. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11652. }
  11653. if( battle_config.display_status_timers && sd )
  11654. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11655. if( sd )
  11656. {
  11657. switch( ud->skill_id )
  11658. {
  11659. case GS_DESPERADO:
  11660. case RL_FIREDANCE:
  11661. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11662. break;
  11663. case KN_BRANDISHSPEAR:
  11664. case CR_GRANDCROSS: {
  11665. sc_type type;
  11666. if (ud->skill_id == KN_BRANDISHSPEAR)
  11667. type = SC_STRIPWEAPON;
  11668. else
  11669. type = SC_STRIPSHIELD;
  11670. if ((sc = status_get_sc(src)) && sc->data[type]) {
  11671. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  11672. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11673. break;
  11674. }
  11675. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11676. break;
  11677. }
  11678. }
  11679. }
  11680. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11681. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11682. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11683. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11684. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11685. map_freeblock_lock();
  11686. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11687. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11688. else
  11689. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11690. 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) ){
  11691. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11692. }
  11693. sc = status_get_sc(src);
  11694. if(sc && sc->count) {
  11695. if (ud->skill_id != RA_CAMOUFLAGE)
  11696. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11697. if(sc->data[SC_SPIRIT] &&
  11698. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  11699. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  11700. ud->skill_id != WZ_WATERBALL)
  11701. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  11702. #ifndef RENEWAL
  11703. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11704. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11705. #endif
  11706. }
  11707. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11708. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11709. if (ud->skilltimer == INVALID_TIMER) {
  11710. if(md) md->skill_idx = -1;
  11711. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11712. ud->skill_lv = ud->skilltarget = 0;
  11713. }
  11714. map_freeblock_unlock();
  11715. return 1;
  11716. } while(0);
  11717. //Skill failed.
  11718. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  11719. { //When Asura fails... (except when it fails from Wall of Fog)
  11720. //Consume SP/spheres
  11721. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  11722. status_set_sp(src, 0, 0);
  11723. sc = &sd->sc;
  11724. if (sc->count)
  11725. { //End states
  11726. status_change_end(src, SC_EXPLOSIONSPIRITS);
  11727. status_change_end(src, SC_BLADESTOP);
  11728. #ifdef RENEWAL
  11729. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  11730. #endif
  11731. }
  11732. if( target && target->m == src->m ) { //Move character to target anyway.
  11733. short x, y;
  11734. short dir = map_calc_dir(src,target->x,target->y);
  11735. //Move 3 cells (From Caster)
  11736. if( dir > 0 && dir < 4 )
  11737. x = -3;
  11738. else if( dir > 4 )
  11739. x = 3;
  11740. else
  11741. x = 0;
  11742. if( dir > 2 && dir < 6 )
  11743. y = -3;
  11744. else if( dir == 7 || dir < 2 )
  11745. y = 3;
  11746. else
  11747. y = 0;
  11748. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11749. clif_blown(src);
  11750. clif_spiritball(src);
  11751. }
  11752. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11753. }
  11754. }
  11755. ud->skill_id = ud->skilltarget = 0;
  11756. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11757. ud->canact_tick = tick;
  11758. //You can't place a skill failed packet here because it would be
  11759. //sent in ALL cases, even cases where skill_check_condition fails
  11760. //which would lead to double 'skill failed' messages u.u [Skotlex]
  11761. if (sd) {
  11762. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11763. if (sd->skill_keep_using.skill_id > 0) {
  11764. sd->skill_keep_using.skill_id = 0;
  11765. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  11766. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  11767. sd->skill_keep_using.tid = INVALID_TIMER;
  11768. }
  11769. }
  11770. } else if (md)
  11771. md->skill_idx = -1;
  11772. return 0;
  11773. }
  11774. /*==========================================
  11775. *
  11776. *------------------------------------------*/
  11777. TIMER_FUNC(skill_castend_pos){
  11778. struct block_list* src = map_id2bl(id);
  11779. struct map_session_data *sd;
  11780. struct unit_data *ud = unit_bl2ud(src);
  11781. struct mob_data *md;
  11782. nullpo_ret(ud);
  11783. sd = BL_CAST(BL_PC , src);
  11784. md = BL_CAST(BL_MOB, src);
  11785. if( src->prev == NULL ) {
  11786. ud->skilltimer = INVALID_TIMER;
  11787. return 0;
  11788. }
  11789. if( ud->skilltimer != tid )
  11790. {
  11791. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11792. ud->skilltimer = INVALID_TIMER;
  11793. return 0;
  11794. }
  11795. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11796. {// restore original walk speed
  11797. ud->skilltimer = INVALID_TIMER;
  11798. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11799. } else
  11800. ud->skilltimer = INVALID_TIMER;
  11801. do {
  11802. if( status_isdead(src) )
  11803. break;
  11804. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11805. break;
  11806. if(tid != INVALID_TIMER)
  11807. { //Avoid double checks on instant cast skills. [Skotlex]
  11808. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11809. break;
  11810. if (battle_config.skill_add_range &&
  11811. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11812. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11813. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11814. break;
  11815. }
  11816. }
  11817. if( sd )
  11818. {
  11819. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11820. break;
  11821. else {
  11822. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  11823. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  11824. // Give AP
  11825. if (add_ap > 0) {
  11826. switch (ud->skill_id) {
  11827. case WH_DEEPBLINDTRAP:
  11828. case WH_SOLIDTRAP:
  11829. case WH_SWIFTTRAP:
  11830. case WH_FLAMETRAP:
  11831. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  11832. add_ap += 1;
  11833. break;
  11834. }
  11835. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11836. }
  11837. }
  11838. }
  11839. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11840. break;
  11841. if(md) {
  11842. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11843. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11844. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11845. }
  11846. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11847. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11848. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11849. if (ud->walktimer != INVALID_TIMER)
  11850. unit_stop_walking(src,1);
  11851. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11852. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11853. if (sd) { //Cooldown application
  11854. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11855. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11856. }
  11857. if( battle_config.display_status_timers && sd )
  11858. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11859. // if( sd )
  11860. // {
  11861. // switch( ud->skill_id )
  11862. // {
  11863. // case ????:
  11864. // sd->canequip_tick = tick + ????;
  11865. // break;
  11866. // }
  11867. // }
  11868. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11869. map_freeblock_lock();
  11870. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11871. if (ud->skill_id != RA_CAMOUFLAGE)
  11872. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11873. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11874. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11875. if (ud->skilltimer == INVALID_TIMER) {
  11876. if (md) md->skill_idx = -1;
  11877. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11878. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11879. }
  11880. map_freeblock_unlock();
  11881. return 1;
  11882. } while(0);
  11883. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11884. ud->canact_tick = tick;
  11885. ud->skill_id = ud->skill_lv = 0;
  11886. if(sd)
  11887. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11888. else if(md)
  11889. md->skill_idx = -1;
  11890. return 0;
  11891. }
  11892. /* skill count without self */
  11893. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11894. struct block_list* src = va_arg(ap, struct block_list*);
  11895. if( src->id != bl->id ) {
  11896. return 1;
  11897. }
  11898. return 0;
  11899. }
  11900. /*==========================================
  11901. *
  11902. *------------------------------------------*/
  11903. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11904. {
  11905. struct map_session_data* sd;
  11906. struct status_change* sc;
  11907. struct status_change_entry *sce;
  11908. std::shared_ptr<s_skill_unit_group> sg;
  11909. enum sc_type type;
  11910. int i;
  11911. //if(skill_lv <= 0) return 0;
  11912. if(skill_id > 0 && !skill_lv) return 0; // celest
  11913. nullpo_ret(src);
  11914. if(status_isdead(src))
  11915. return 0;
  11916. sd = BL_CAST(BL_PC, src);
  11917. sc = status_get_sc(src);
  11918. type = skill_get_sc(skill_id);
  11919. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  11920. switch (skill_id) { //Skill effect.
  11921. case WZ_METEOR:
  11922. case WZ_ICEWALL:
  11923. case MO_BODYRELOCATION:
  11924. case CR_CULTIVATION:
  11925. case HW_GANBANTEIN:
  11926. case LG_EARTHDRIVE:
  11927. case SC_ESCAPE:
  11928. case SU_CN_METEOR:
  11929. break; //Effect is displayed on respective switch case.
  11930. default:
  11931. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11932. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11933. else
  11934. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11935. }
  11936. switch(skill_id)
  11937. {
  11938. case PR_BENEDICTIO:
  11939. skill_area_temp[1] = src->id;
  11940. i = skill_get_splash(skill_id, skill_lv);
  11941. map_foreachinallarea(skill_area_sub,
  11942. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11943. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11944. skill_castend_nodamage_id);
  11945. map_foreachinallarea(skill_area_sub,
  11946. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11947. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11948. skill_castend_damage_id);
  11949. break;
  11950. case BS_HAMMERFALL:
  11951. i = skill_get_splash(skill_id, skill_lv);
  11952. map_foreachinallarea(skill_area_sub,
  11953. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11954. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11955. skill_castend_nodamage_id);
  11956. break;
  11957. case HT_DETECTING:
  11958. i = skill_get_splash(skill_id, skill_lv);
  11959. map_foreachinallarea( status_change_timer_sub,
  11960. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11961. src,NULL,SC_SIGHT,tick);
  11962. skill_reveal_trap_inarea(src, i, x, y);
  11963. break;
  11964. case SR_RIDEINLIGHTNING:
  11965. i = skill_get_splash(skill_id, skill_lv);
  11966. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11967. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11968. break;
  11969. case NPC_LEX_AETERNA:
  11970. i = skill_get_splash(skill_id, skill_lv);
  11971. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11972. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11973. break;
  11974. case SA_VOLCANO:
  11975. case SA_DELUGE:
  11976. case SA_VIOLENTGALE:
  11977. { //Does not consumes if the skill is already active. [Skotlex]
  11978. std::shared_ptr<s_skill_unit_group> sg2;
  11979. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11980. {
  11981. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11982. {
  11983. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11984. return 0; // not to consume items
  11985. }
  11986. else
  11987. sg2->limit = 0; //Disable it.
  11988. }
  11989. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11990. break;
  11991. }
  11992. // Skill Unit Setting
  11993. case MG_SAFETYWALL: {
  11994. int dummy = 1;
  11995. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  11996. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11997. return 0; // Don't consume gems if cast on Land Protector
  11998. }
  11999. }
  12000. case MG_FIREWALL:
  12001. case MG_THUNDERSTORM:
  12002. case AL_PNEUMA:
  12003. case WZ_FIREPILLAR:
  12004. case WZ_QUAGMIRE:
  12005. case WZ_VERMILION:
  12006. case WZ_STORMGUST:
  12007. case WZ_HEAVENDRIVE:
  12008. case PR_SANCTUARY:
  12009. case PR_MAGNUS:
  12010. case CR_GRANDCROSS:
  12011. case NPC_GRANDDARKNESS:
  12012. case HT_SKIDTRAP:
  12013. case MA_SKIDTRAP:
  12014. case HT_LANDMINE:
  12015. case MA_LANDMINE:
  12016. case HT_ANKLESNARE:
  12017. case HT_SHOCKWAVE:
  12018. case HT_SANDMAN:
  12019. case MA_SANDMAN:
  12020. case HT_FLASHER:
  12021. case HT_FREEZINGTRAP:
  12022. case MA_FREEZINGTRAP:
  12023. case HT_BLASTMINE:
  12024. case HT_CLAYMORETRAP:
  12025. case AS_VENOMDUST:
  12026. case AM_DEMONSTRATION:
  12027. case PF_FOGWALL:
  12028. case PF_SPIDERWEB:
  12029. case HT_TALKIEBOX:
  12030. case WE_CALLPARTNER:
  12031. case WE_CALLPARENT:
  12032. case WE_CALLBABY:
  12033. case SA_LANDPROTECTOR:
  12034. #ifndef RENEWAL
  12035. case BD_LULLABY:
  12036. case BD_RICHMANKIM:
  12037. case BD_ETERNALCHAOS:
  12038. case BD_DRUMBATTLEFIELD:
  12039. case BD_RINGNIBELUNGEN:
  12040. case BD_ROKISWEIL:
  12041. case BD_INTOABYSS:
  12042. case BD_SIEGFRIED:
  12043. case BA_DISSONANCE:
  12044. case BA_POEMBRAGI:
  12045. case BA_WHISTLE:
  12046. case BA_ASSASSINCROSS:
  12047. case BA_APPLEIDUN:
  12048. case DC_UGLYDANCE:
  12049. case DC_HUMMING:
  12050. case DC_DONTFORGETME:
  12051. case DC_FORTUNEKISS:
  12052. case DC_SERVICEFORYOU:
  12053. #endif
  12054. case CG_MOONLIT:
  12055. case GS_DESPERADO:
  12056. case NJ_KAENSIN:
  12057. case NJ_BAKUENRYU:
  12058. case NJ_SUITON:
  12059. case NJ_HYOUSYOURAKU:
  12060. case NJ_RAIGEKISAI:
  12061. case NJ_KAMAITACHI:
  12062. #ifdef RENEWAL
  12063. case HW_GRAVITATION:
  12064. #endif
  12065. case NPC_EVILLAND:
  12066. case NPC_VENOMFOG:
  12067. case NPC_COMET:
  12068. case NPC_WIDESUCK:
  12069. case NPC_ICEMINE:
  12070. case NPC_FLAMECROSS:
  12071. case NPC_HELLBURNING:
  12072. case NPC_REVERBERATION:
  12073. case WL_COMET:
  12074. case RA_ELECTRICSHOCKER:
  12075. case RA_CLUSTERBOMB:
  12076. case RA_MAGENTATRAP:
  12077. case RA_COBALTTRAP:
  12078. case RA_MAIZETRAP:
  12079. case RA_VERDURETRAP:
  12080. case RA_FIRINGTRAP:
  12081. case RA_ICEBOUNDTRAP:
  12082. case SC_MANHOLE:
  12083. case SC_DIMENSIONDOOR:
  12084. case SC_CHAOSPANIC:
  12085. case SC_MAELSTROM:
  12086. case SC_BLOODYLUST:
  12087. case WM_POEMOFNETHERWORLD:
  12088. case SO_PSYCHIC_WAVE:
  12089. case NPC_PSYCHIC_WAVE:
  12090. case SO_VACUUM_EXTREME:
  12091. case GN_THORNS_TRAP:
  12092. case SO_EARTHGRAVE:
  12093. case SO_DIAMONDDUST:
  12094. case SO_FIRE_INSIGNIA:
  12095. case SO_WATER_INSIGNIA:
  12096. case SO_WIND_INSIGNIA:
  12097. case SO_EARTH_INSIGNIA:
  12098. case KO_ZENKAI:
  12099. case MH_LAVA_SLIDE:
  12100. case MH_VOLCANIC_ASH:
  12101. case MH_POISON_MIST:
  12102. case MH_STEINWAND:
  12103. case MH_XENO_SLASHER:
  12104. case LG_KINGS_GRACE:
  12105. case SJ_BOOKOFCREATINGSTAR:
  12106. case RL_B_TRAP:
  12107. case NPC_STORMGUST2:
  12108. case AG_RAIN_OF_CRYSTAL:
  12109. case AG_MYSTERY_ILLUSION:
  12110. case AG_STRANTUM_TREMOR:
  12111. case AG_TORNADO_STORM:
  12112. case AG_FLORAL_FLARE_ROAD:
  12113. case IG_CROSS_RAIN:
  12114. case CD_PNEUMATICUS_PROCELLA:
  12115. case ABC_ABYSS_STRIKE:
  12116. case ABC_ABYSS_SQUARE:
  12117. case WH_DEEPBLINDTRAP:
  12118. case WH_SOLIDTRAP:
  12119. case WH_SWIFTTRAP:
  12120. case WH_FLAMETRAP:
  12121. case BO_ACIDIFIED_ZONE_WATER:
  12122. case BO_ACIDIFIED_ZONE_GROUND:
  12123. case BO_ACIDIFIED_ZONE_WIND:
  12124. case BO_ACIDIFIED_ZONE_FIRE:
  12125. case EM_DIAMOND_STORM:
  12126. case EM_LIGHTNING_LAND:
  12127. case EM_VENOM_SWAMP:
  12128. case EM_CONFLAGRATION:
  12129. case EM_TERRA_DRIVE:
  12130. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12131. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12132. case GN_WALLOFTHORN:
  12133. case GN_DEMONIC_FIRE:
  12134. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12135. break;
  12136. case WZ_ICEWALL:
  12137. flag|=1;
  12138. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12139. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12140. break;
  12141. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12142. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12143. flag|=1;
  12144. break;
  12145. case NPC_EARTHQUAKE:
  12146. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12147. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12148. break;
  12149. #ifndef RENEWAL
  12150. case HP_BASILICA:
  12151. if( sc->data[SC_BASILICA] ) {
  12152. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12153. return 0;
  12154. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12155. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12156. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12157. return 0;
  12158. }
  12159. skill_clear_unitgroup(src);
  12160. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12161. flag|=1;
  12162. }
  12163. break;
  12164. #endif
  12165. #ifndef RENEWAL
  12166. case CG_HERMODE:
  12167. skill_clear_unitgroup(src);
  12168. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12169. sc_start4(src,src,SC_DANCING,100,
  12170. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12171. flag|=1;
  12172. #endif
  12173. break;
  12174. case RG_CLEANER: // [Valaris]
  12175. i = skill_get_splash(skill_id, skill_lv);
  12176. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12177. break;
  12178. case SO_WARMER:
  12179. case SO_CLOUD_KILL:
  12180. case NPC_CLOUD_KILL:
  12181. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12182. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12183. break;
  12184. case SU_CN_POWDERING:
  12185. case SU_NYANGGRASS:
  12186. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12187. if (skill_id == SU_CN_POWDERING)
  12188. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12189. else
  12190. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12191. }
  12192. flag |= 1;
  12193. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12194. break;
  12195. case SU_CN_METEOR:
  12196. if (sd) {
  12197. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12198. skill_id = SU_CN_METEOR2;
  12199. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12200. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12201. }
  12202. // Fall through
  12203. case WZ_METEOR:
  12204. {
  12205. int area = skill_get_splash(skill_id, skill_lv);
  12206. short tmpx = 0, tmpy = 0;
  12207. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12208. // Creates a random Cell in the Splash Area
  12209. tmpx = x - area + rnd() % (area * 2 + 1);
  12210. tmpy = y - area + rnd() % (area * 2 + 1);
  12211. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12212. }
  12213. }
  12214. break;
  12215. case AL_WARP:
  12216. if(sd)
  12217. {
  12218. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12219. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  12220. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  12221. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  12222. );
  12223. }
  12224. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  12225. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12226. return 0; // not to consume item.
  12227. case MO_BODYRELOCATION:
  12228. if (unit_movepos(src, x, y, 2, 1)) {
  12229. #if PACKETVER >= 20111005
  12230. clif_snap(src, src->x, src->y);
  12231. #else
  12232. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12233. #endif
  12234. if (sd)
  12235. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12236. }
  12237. break;
  12238. case NJ_SHADOWJUMP:
  12239. 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.
  12240. clif_blown(src);
  12241. status_change_end(src, SC_HIDING);
  12242. break;
  12243. case AM_SPHEREMINE:
  12244. case AM_CANNIBALIZE:
  12245. {
  12246. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12247. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12248. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12249. struct mob_data *md;
  12250. // Correct info, don't change any of this! [celest]
  12251. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12252. if (md) {
  12253. md->master_id = src->id;
  12254. md->special_state.ai = ai;
  12255. if( md->deletetimer != INVALID_TIMER )
  12256. delete_timer(md->deletetimer, mob_timer_delete);
  12257. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12258. mob_spawn (md); //Now it is ready for spawning.
  12259. }
  12260. }
  12261. break;
  12262. // Slim Pitcher [Celest]
  12263. case CR_SLIMPITCHER:
  12264. if (sd) {
  12265. int i_lv = 0, j = 0;
  12266. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12267. i_lv = skill_lv%11 - 1;
  12268. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12269. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12270. {
  12271. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12272. return 1;
  12273. }
  12274. potion_flag = 1;
  12275. potion_hp = 0;
  12276. potion_sp = 0;
  12277. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12278. potion_flag = 0;
  12279. //Apply skill bonuses
  12280. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12281. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12282. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12283. + pc_skillheal_bonus(sd, skill_id);
  12284. potion_hp = potion_hp * (100+i_lv)/100;
  12285. potion_sp = potion_sp * (100+i_lv)/100;
  12286. // Final heal increased by HPlus.
  12287. // Is this the right place for this??? [Rytech]
  12288. // Can HPlus also affect SP recovery???
  12289. status_data *sstatus = status_get_status_data(src);
  12290. if (sstatus && sstatus->hplus > 0) {
  12291. potion_hp += potion_hp * sstatus->hplus / 100;
  12292. potion_sp += potion_sp * sstatus->hplus / 100;
  12293. }
  12294. if(potion_hp > 0 || potion_sp > 0) {
  12295. i_lv = skill_get_splash(skill_id, skill_lv);
  12296. map_foreachinallarea(skill_area_sub,
  12297. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12298. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12299. skill_castend_nodamage_id);
  12300. }
  12301. } else {
  12302. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12303. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12304. potion_flag = 1;
  12305. potion_hp = 0;
  12306. potion_sp = 0;
  12307. run_script(item->script,0,src->id,0);
  12308. potion_flag = 0;
  12309. potion_hp = potion_hp * (100+id)/100;
  12310. potion_sp = potion_sp * (100+id)/100;
  12311. if(potion_hp > 0 || potion_sp > 0) {
  12312. id = skill_get_splash(skill_id, skill_lv);
  12313. map_foreachinallarea(skill_area_sub,
  12314. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12315. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12316. skill_castend_nodamage_id);
  12317. }
  12318. }
  12319. break;
  12320. case HW_GANBANTEIN:
  12321. if (rnd()%100 < 80) {
  12322. int dummy = 1;
  12323. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12324. i = skill_get_splash(skill_id, skill_lv);
  12325. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12326. } else {
  12327. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12328. return 1;
  12329. }
  12330. break;
  12331. #ifndef RENEWAL
  12332. case HW_GRAVITATION:
  12333. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12334. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12335. flag|=1;
  12336. break;
  12337. #endif
  12338. // Plant Cultivation [Celest]
  12339. case CR_CULTIVATION:
  12340. if (sd) {
  12341. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12342. {
  12343. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12344. return 1;
  12345. }
  12346. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12347. if (rnd()%100 < 50) {
  12348. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12349. } else {
  12350. TBL_MOB* md = NULL;
  12351. int t, mob_id;
  12352. if (skill_lv == 1)
  12353. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12354. else {
  12355. int rand_val = rnd() % 100;
  12356. if (rand_val < 30)
  12357. mob_id = MOBID_GREEN_PLANT;
  12358. else if (rand_val < 55)
  12359. mob_id = MOBID_RED_PLANT;
  12360. else if (rand_val < 80)
  12361. mob_id = MOBID_YELLOW_PLANT;
  12362. else if (rand_val < 90)
  12363. mob_id = MOBID_WHITE_PLANT;
  12364. else if (rand_val < 98)
  12365. mob_id = MOBID_BLUE_PLANT;
  12366. else
  12367. mob_id = MOBID_SHINING_PLANT;
  12368. }
  12369. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12370. if (!md)
  12371. break;
  12372. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12373. {
  12374. if( md->deletetimer != INVALID_TIMER )
  12375. delete_timer(md->deletetimer, mob_timer_delete);
  12376. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12377. }
  12378. mob_spawn(md);
  12379. }
  12380. }
  12381. break;
  12382. case SG_SUN_WARM:
  12383. case SG_MOON_WARM:
  12384. case SG_STAR_WARM:
  12385. skill_clear_unitgroup(src);
  12386. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12387. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12388. flag|=1;
  12389. break;
  12390. case PA_GOSPEL:
  12391. if (sce && sce->val4 == BCT_SELF)
  12392. {
  12393. status_change_end(src, SC_GOSPEL);
  12394. return 0;
  12395. }
  12396. else
  12397. {
  12398. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12399. if (!sg) break;
  12400. if (sce)
  12401. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12402. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12403. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12404. }
  12405. break;
  12406. case NJ_TATAMIGAESHI:
  12407. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12408. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12409. break;
  12410. case AM_RESURRECTHOMUN: //[orn]
  12411. if (sd)
  12412. {
  12413. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12414. {
  12415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12416. break;
  12417. }
  12418. }
  12419. break;
  12420. case AC_SHOWER:
  12421. status_change_end(src, SC_CAMOUFLAGE);
  12422. case MA_SHOWER:
  12423. case NC_COLDSLOWER:
  12424. case RK_DRAGONBREATH:
  12425. case RK_DRAGONBREATH_WATER:
  12426. case NPC_DRAGONBREATH:
  12427. case WL_FROSTMISTY:
  12428. case RL_HAMMER_OF_GOD:
  12429. // Cast center might be relevant later (e.g. for knockback direction)
  12430. skill_area_temp[4] = x;
  12431. skill_area_temp[5] = y;
  12432. i = skill_get_splash(skill_id,skill_lv);
  12433. 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);
  12434. break;
  12435. case SO_ARRULLO:
  12436. i = skill_get_splash(skill_id,skill_lv);
  12437. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12438. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12439. break;
  12440. case GC_POISONSMOKE:
  12441. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  12442. if( sd )
  12443. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12444. return 0;
  12445. }
  12446. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12447. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12448. break;
  12449. case AB_EPICLESIS:
  12450. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12451. i = skill_get_splash(skill_id, skill_lv);
  12452. 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);
  12453. }
  12454. break;
  12455. case WL_EARTHSTRAIN:
  12456. {
  12457. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12458. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12459. for( w = 1; w <= wave; w++ )
  12460. {
  12461. switch( dir ){
  12462. case 0: case 1: case 7: sy = y + w; break;
  12463. case 3: case 4: case 5: sy = y - w; break;
  12464. case 2: sx = x - w; break;
  12465. case 6: sx = x + w; break;
  12466. }
  12467. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12468. }
  12469. }
  12470. break;
  12471. case RA_DETONATOR:
  12472. i = skill_get_splash(skill_id, skill_lv);
  12473. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12474. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12475. break;
  12476. case NC_NEUTRALBARRIER:
  12477. case NC_STEALTHFIELD:
  12478. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  12479. skill_clear_unitgroup(src);
  12480. return 0;
  12481. }
  12482. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12483. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12484. 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));
  12485. }
  12486. break;
  12487. case NC_SILVERSNIPER:
  12488. {
  12489. struct mob_data *md;
  12490. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12491. if( md ) {
  12492. md->master_id = src->id;
  12493. md->special_state.ai = AI_FAW;
  12494. if( md->deletetimer != INVALID_TIMER )
  12495. delete_timer(md->deletetimer, mob_timer_delete);
  12496. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12497. mob_spawn(md);
  12498. }
  12499. }
  12500. break;
  12501. case NC_MAGICDECOY:
  12502. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12503. break;
  12504. case SC_FEINTBOMB: {
  12505. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12506. if( group == nullptr || group->unit == nullptr ) {
  12507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12508. return 1;
  12509. }
  12510. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12511. 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
  12512. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12513. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12514. }
  12515. break;
  12516. case SC_ESCAPE:
  12517. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12518. 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
  12519. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12520. flag |= 1;
  12521. break;
  12522. case LG_BANDING:
  12523. if( sc && sc->data[SC_BANDING] )
  12524. status_change_end(src,SC_BANDING);
  12525. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12526. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12527. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12528. break;
  12529. case WM_DOMINION_IMPULSE:
  12530. i = skill_get_splash(skill_id, skill_lv);
  12531. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12532. break;
  12533. case WM_GREAT_ECHO:
  12534. i = skill_get_splash(skill_id,skill_lv);
  12535. 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);
  12536. break;
  12537. case WM_SEVERE_RAINSTORM:
  12538. flag |= 1;
  12539. if (sd)
  12540. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12541. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12542. break;
  12543. case GN_CRAZYWEED: {
  12544. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12545. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12546. int x1 = x - area + rnd()%(area * 2 + 1);
  12547. int y1 = y - area + rnd()%(area * 2 + 1);
  12548. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12549. }
  12550. }
  12551. break;
  12552. case GN_FIRE_EXPANSION: {
  12553. struct unit_data *ud = unit_bl2ud(src);
  12554. if( !ud ) break;
  12555. for (const auto itsu : ud->skillunits) {
  12556. skill_unit *su = itsu->unit;
  12557. std::shared_ptr<s_skill_unit_group> sg = itsu->unit->group;
  12558. if (itsu->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  12559. switch (skill_lv) {
  12560. case 1: {
  12561. // TODO:
  12562. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  12563. skill_delunit(su);
  12564. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12565. flag |= 1;
  12566. }
  12567. break;
  12568. case 2:
  12569. 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);
  12570. if (su != NULL)
  12571. skill_delunit(su);
  12572. break;
  12573. case 3:
  12574. skill_delunit(su);
  12575. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12576. flag |= 1;
  12577. break;
  12578. case 4:
  12579. skill_delunit(su);
  12580. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12581. flag |= 1;
  12582. break;
  12583. case 5: {
  12584. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12585. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12586. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12587. 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);
  12588. if (su != NULL)
  12589. skill_delunit(su);
  12590. }
  12591. break;
  12592. }
  12593. }
  12594. }
  12595. }
  12596. break;
  12597. case SO_FIREWALK:
  12598. case SO_ELECTRICWALK:
  12599. case NPC_FIREWALK:
  12600. case NPC_ELECTRICWALK:
  12601. if( sc && sc->data[type] )
  12602. status_change_end(src,type);
  12603. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12604. break;
  12605. case KO_MAKIBISHI:
  12606. for( i = 0; i < (skill_lv+2); i++ ) {
  12607. x = src->x - 1 + rnd()%3;
  12608. y = src->y - 1 + rnd()%3;
  12609. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12610. }
  12611. break;
  12612. case KO_MUCHANAGE: {
  12613. struct status_data *sstatus;
  12614. int rate = 0;
  12615. sstatus = status_get_status_data(src);
  12616. i = skill_get_splash(skill_id,skill_lv);
  12617. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12618. if( rate < 0 )
  12619. rate = 0;
  12620. 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);
  12621. if( rnd()%100 < rate )
  12622. 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);
  12623. }
  12624. break;
  12625. case RL_FALLEN_ANGEL:
  12626. if (unit_movepos(src,x,y,1,1)) {
  12627. clif_snap(src, src->x, src->y);
  12628. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12629. } else {
  12630. if (sd)
  12631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12632. }
  12633. break;
  12634. case RL_FIRE_RAIN: {
  12635. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12636. int sx = x = src->x, sy = y = src->y;
  12637. for (w = 0; w <= wave; w++) {
  12638. switch (dir) {
  12639. case DIR_NORTH:
  12640. case DIR_NORTHWEST:
  12641. case DIR_NORTHEAST:
  12642. sy = y + w;
  12643. break;
  12644. case DIR_WEST:
  12645. sx = x - w;
  12646. break;
  12647. case DIR_SOUTHWEST:
  12648. case DIR_SOUTH:
  12649. case DIR_SOUTHEAST:
  12650. sy = y - w;
  12651. break;
  12652. case DIR_EAST:
  12653. sx = x + w;
  12654. break;
  12655. }
  12656. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12657. }
  12658. }
  12659. break;
  12660. case NPC_MAGMA_ERUPTION:
  12661. case NC_MAGMA_ERUPTION:
  12662. // 1st, AoE 'slam' damage
  12663. i = skill_get_splash(skill_id, skill_lv);
  12664. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12665. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12666. // 2nd, AoE 'eruption' unit
  12667. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12668. break;
  12669. case SU_LOPE:
  12670. {
  12671. uint8 dir = map_calc_dir(src, x, y);
  12672. // Fails on noteleport maps, except for GvG and BG maps
  12673. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12674. x = src->x;
  12675. y = src->y;
  12676. }
  12677. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12678. 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))
  12679. clif_blown(src);
  12680. }
  12681. break;
  12682. case AG_ASTRAL_STRIKE:
  12683. i = skill_get_splash(skill_id, skill_lv);
  12684. 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);
  12685. flag |= 1;
  12686. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12687. break;
  12688. case AG_VIOLENT_QUAKE:
  12689. case AG_ALL_BLOOM: {
  12690. int area = skill_get_splash(skill_id, skill_lv);
  12691. int unit_time = skill_get_time(skill_id, skill_lv);
  12692. int unit_interval = skill_get_unit_interval(skill_id);
  12693. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12694. // Grab Climax's effect level if active.
  12695. // This affects the behavior of certain skills in certain ways.
  12696. if (sc && sc->data[SC_CLIMAX])
  12697. climax_lv = sc->data[SC_CLIMAX]->val1;
  12698. if (skill_id == AG_VIOLENT_QUAKE) {
  12699. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12700. // Fixes rising rocks spawn area to 7x7.
  12701. if (climax_lv == 5)
  12702. area = 3;
  12703. } else { // AG_ALL_BLOOM
  12704. sub_skill = AG_ALL_BLOOM_ATK;
  12705. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12706. unit_time /= 2;
  12707. unit_interval /= 2;
  12708. }
  12709. }
  12710. // Displays the earthquake / flower garden.
  12711. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12712. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12713. i = skill_get_splash(skill_id, skill_lv);
  12714. 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);
  12715. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12716. tmpx = x - area + rnd() % (area * 2 + 1);
  12717. tmpy = y - area + rnd() % (area * 2 + 1);
  12718. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12719. 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.
  12720. tmpx = x - area + rnd() % (area * 2 + 1);
  12721. tmpy = y - area + rnd() % (area * 2 + 1);
  12722. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12723. }
  12724. }
  12725. // One final attack the size of the flower garden is dealt after
  12726. // all rose buds explode if Climax level 5 is active.
  12727. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  12728. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  12729. }
  12730. break;
  12731. default:
  12732. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  12733. return 1;
  12734. }
  12735. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  12736. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12737. if( sd )
  12738. {// ensure that the skill last-cast tick is recorded
  12739. sd->canskill_tick = gettick();
  12740. if( sd->state.arrow_atk && !(flag&1) )
  12741. {// consume arrow if this is a ground skill
  12742. battle_consume_ammo(sd, skill_id, skill_lv);
  12743. }
  12744. skill_onskillusage(sd, NULL, skill_id, tick);
  12745. // perform skill requirement consumption
  12746. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12747. }
  12748. return 0;
  12749. }
  12750. /*==========================================
  12751. *
  12752. *------------------------------------------*/
  12753. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  12754. {
  12755. nullpo_ret(sd);
  12756. //Simplify skill_failed code.
  12757. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  12758. if(skill_id != sd->menuskill_id)
  12759. return 0;
  12760. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  12761. skill_failed(sd);
  12762. return 0;
  12763. }
  12764. if( sd->sc.cant.cast ) {
  12765. skill_failed(sd);
  12766. return 0;
  12767. }
  12768. pc_stop_attack(sd);
  12769. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  12770. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  12771. if(strcmp(mapname,"cancel")==0) {
  12772. skill_failed(sd);
  12773. return 0;
  12774. }
  12775. switch(skill_id)
  12776. {
  12777. case AL_TELEPORT:
  12778. case ALL_ODINS_RECALL:
  12779. //The storage window is closed automatically by the client when there's
  12780. //any kind of map change, so we need to restore it automatically
  12781. //bugreport:8027
  12782. if(strcmp(mapname,"Random") == 0)
  12783. pc_randomwarp(sd,CLR_TELEPORT);
  12784. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  12785. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  12786. clif_refresh_storagewindow(sd);
  12787. break;
  12788. case AL_WARP:
  12789. {
  12790. const struct point *p[4];
  12791. std::shared_ptr<s_skill_unit_group> group;
  12792. int i, lv, wx, wy;
  12793. int maxcount=0;
  12794. int x,y;
  12795. unsigned short mapindex;
  12796. mapindex = mapindex_name2id((char*)mapname);
  12797. if(!mapindex) { //Given map not found?
  12798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12799. skill_failed(sd);
  12800. return 0;
  12801. }
  12802. p[0] = &sd->status.save_point;
  12803. p[1] = &sd->status.memo_point[0];
  12804. p[2] = &sd->status.memo_point[1];
  12805. p[3] = &sd->status.memo_point[2];
  12806. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  12807. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  12808. if (maxcount == 0) {
  12809. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12810. skill_failed(sd);
  12811. return 0;
  12812. }
  12813. }
  12814. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  12815. wx = sd->menuskill_val>>16;
  12816. wy = sd->menuskill_val&0xffff;
  12817. if( lv <= 0 ) return 0;
  12818. if( lv > 4 ) lv = 4; // crash prevention
  12819. // check if the chosen map exists in the memo list
  12820. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  12821. if( i < lv ) {
  12822. x=p[i]->x;
  12823. y=p[i]->y;
  12824. } else {
  12825. skill_failed(sd);
  12826. return 0;
  12827. }
  12828. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  12829. { // This checks versus skill_id/skill_lv...
  12830. skill_failed(sd);
  12831. return 0;
  12832. }
  12833. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  12834. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  12835. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  12836. skill_failed(sd);
  12837. return 0;
  12838. }
  12839. group->val1 = (group->val1<<16)|(short)0;
  12840. // record the destination coordinates
  12841. group->val2 = (x<<16)|y;
  12842. group->val3 = mapindex;
  12843. }
  12844. break;
  12845. }
  12846. sd->menuskill_id = sd->menuskill_val = 0;
  12847. return 0;
  12848. #undef skill_failed
  12849. }
  12850. /// transforms 'target' skill unit into dissonance (if conditions are met)
  12851. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  12852. {
  12853. struct skill_unit* target = (struct skill_unit*)bl;
  12854. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  12855. int flag = va_arg(ap, int);
  12856. if (src == target)
  12857. return 0;
  12858. if (!target->group || !(target->group->state.song_dance&0x1))
  12859. return 0;
  12860. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  12861. return 0;
  12862. if (flag) //Set dissonance
  12863. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  12864. else //Remove dissonance
  12865. target->val2 &= ~(1 << UF_ENSEMBLE);
  12866. skill_getareachar_skillunit_visibilty(target, AREA);
  12867. return 1;
  12868. }
  12869. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  12870. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  12871. //When 1, this unit has been positioned, so start the cancel effect.
  12872. int skill_dance_overlap(struct skill_unit* unit, int flag)
  12873. {
  12874. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  12875. return 0;
  12876. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  12877. return 0; //Nothing to remove, this unit is not overlapped.
  12878. if (unit->val1 != unit->group->skill_id)
  12879. { //Reset state
  12880. unit->val1 = unit->group->skill_id;
  12881. unit->val2 &= ~(1 << UF_ENSEMBLE);
  12882. }
  12883. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12884. }
  12885. /**
  12886. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12887. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12888. * @param flag 0 Convert
  12889. * @param flag 1 Revert
  12890. * @return true success
  12891. * @TODO: This should be completely removed later and rewritten
  12892. * The entire execution of the overlapping songs instances is dirty and hacked together
  12893. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12894. */
  12895. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12896. {
  12897. static int prevflag = 1; // by default the backup is empty
  12898. static s_skill_unit_group backup;
  12899. std::shared_ptr<s_skill_unit_group> group;
  12900. if( unit == nullptr || (group = unit->group) == nullptr )
  12901. return false;
  12902. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12903. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12904. return false;
  12905. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12906. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12907. flag ? "read an empty backup" : "write to a full backup",
  12908. group->skill_id, group->skill_lv, group->src_id);
  12909. return false;
  12910. }
  12911. prevflag = flag;
  12912. if (!flag) { //Transform
  12913. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12914. // backup
  12915. backup.skill_id = group->skill_id;
  12916. backup.skill_lv = group->skill_lv;
  12917. backup.unit_id = group->unit_id;
  12918. backup.target_flag = group->target_flag;
  12919. backup.bl_flag = group->bl_flag;
  12920. backup.interval = group->interval;
  12921. // replace
  12922. group->skill_id = skill_id;
  12923. group->skill_lv = 1;
  12924. group->unit_id = skill_get_unit_id(skill_id);
  12925. group->target_flag = skill_get_unit_target(skill_id);
  12926. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12927. group->interval = skill_get_unit_interval(skill_id);
  12928. } else { //Restore
  12929. group->skill_id = backup.skill_id;
  12930. group->skill_lv = backup.skill_lv;
  12931. group->unit_id = backup.unit_id;
  12932. group->target_flag = backup.target_flag;
  12933. group->bl_flag = backup.bl_flag;
  12934. group->interval = backup.interval;
  12935. }
  12936. return true;
  12937. }
  12938. /**
  12939. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12940. * @param src Object that triggers the skill
  12941. * @param skill_id Skill ID
  12942. * @param skill_lv Skill level of used skill
  12943. * @param x Position x
  12944. * @param y Position y
  12945. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  12946. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  12947. * @return s_skill_unit_group
  12948. */
  12949. 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)
  12950. {
  12951. std::shared_ptr<s_skill_unit_group> group;
  12952. int i, val1 = 0, val2 = 0, val3 = 0;
  12953. t_tick limit;
  12954. int link_group_id = 0;
  12955. int target, interval, range;
  12956. t_itemid req_item = 0;
  12957. struct s_skill_unit_layout *layout;
  12958. struct map_session_data *sd;
  12959. struct status_data *status;
  12960. struct status_change *sc;
  12961. int active_flag = 1;
  12962. int subunt = 0;
  12963. bool hidden = false;
  12964. struct map_data *mapdata;
  12965. nullpo_retr(nullptr, src);
  12966. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12967. mapdata = map_getmapdata(src->m);
  12968. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12969. range = skill_get_unit_range(skill_id,skill_lv);
  12970. interval = skill->unit_interval;
  12971. target = skill_get_unit_target(skill_id);
  12972. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12973. sd = BL_CAST(BL_PC, src);
  12974. status = status_get_status_data(src);
  12975. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12976. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12977. switch( skill_id ) {
  12978. case MH_STEINWAND:
  12979. val2 = 4 + skill_lv;
  12980. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12981. break;
  12982. case MG_SAFETYWALL:
  12983. val2 = skill_lv + 1;
  12984. #ifdef RENEWAL
  12985. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  12986. #endif
  12987. break;
  12988. case MG_FIREWALL:
  12989. if(sc && sc->data[SC_VIOLENTGALE])
  12990. limit = limit*3/2;
  12991. val2 = 4+skill_lv;
  12992. break;
  12993. case AL_WARP:
  12994. val1=skill_lv+6;
  12995. if(!(flag&1))
  12996. limit=2000;
  12997. else // previous implementation (not used anymore)
  12998. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12999. if( src->type != BL_SKILL ) return nullptr;
  13000. group = ((TBL_SKILL*)src)->group;
  13001. src = map_id2bl(group->src_id);
  13002. if( !src ) return nullptr;
  13003. val2 = group->val2; //Copy the (x,y) position you warp to
  13004. val3 = group->val3; //as well as the mapindex to warp to.
  13005. }
  13006. break;
  13007. #ifndef RENEWAL
  13008. case HP_BASILICA:
  13009. val1 = src->id; // Store caster id.
  13010. break;
  13011. #endif
  13012. case PR_SANCTUARY:
  13013. case NPC_EVILLAND:
  13014. val1=skill_lv+3;
  13015. break;
  13016. case WZ_METEOR:
  13017. case SU_CN_METEOR:
  13018. case SU_CN_METEOR2:
  13019. limit = flag;
  13020. flag = 0; // Flag should not influence anything else for these skills
  13021. break;
  13022. case WZ_FIREPILLAR:
  13023. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13024. return nullptr;
  13025. if((flag&1)!=0)
  13026. limit=1000;
  13027. val1=skill_lv+2;
  13028. break;
  13029. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13030. case AM_DEMONSTRATION:
  13031. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13032. target = BCT_ALL;
  13033. break;
  13034. case HT_SKIDTRAP:
  13035. case MA_SKIDTRAP:
  13036. //Save position of caster
  13037. val1 = ((src->x)<<16)|(src->y);
  13038. case HT_ANKLESNARE:
  13039. case HT_SHOCKWAVE:
  13040. case HT_SANDMAN:
  13041. case MA_SANDMAN:
  13042. case HT_CLAYMORETRAP:
  13043. case HT_LANDMINE:
  13044. case MA_LANDMINE:
  13045. case HT_FLASHER:
  13046. case HT_FREEZINGTRAP:
  13047. case MA_FREEZINGTRAP:
  13048. case HT_BLASTMINE:
  13049. case RA_ELECTRICSHOCKER:
  13050. case RA_CLUSTERBOMB:
  13051. case RA_MAGENTATRAP:
  13052. case RA_COBALTTRAP:
  13053. case RA_MAIZETRAP:
  13054. case RA_VERDURETRAP:
  13055. case RA_FIRINGTRAP:
  13056. case RA_ICEBOUNDTRAP:
  13057. case RL_B_TRAP:
  13058. case SC_ESCAPE:
  13059. {
  13060. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13061. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13062. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13063. req_item = req.itemid[i];
  13064. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13065. break;
  13066. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13067. target = BCT_ALL;
  13068. }
  13069. break;
  13070. case SA_LANDPROTECTOR:
  13071. case SA_VOLCANO:
  13072. case SA_DELUGE:
  13073. case SA_VIOLENTGALE:
  13074. case SC_CHAOSPANIC:
  13075. {
  13076. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13077. if (old_sg != nullptr)
  13078. { //HelloKitty confirmed that these are interchangeable,
  13079. //so you can change element and not consume gemstones.
  13080. if ((
  13081. old_sg->skill_id == SA_VOLCANO ||
  13082. old_sg->skill_id == SA_DELUGE ||
  13083. old_sg->skill_id == SA_VIOLENTGALE
  13084. ) && old_sg->limit > 0)
  13085. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13086. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13087. if (limit < 0) //This can happen...
  13088. limit = skill_get_time(skill_id,skill_lv);
  13089. }
  13090. skill_clear_group(src,1);
  13091. }
  13092. break;
  13093. }
  13094. case BA_WHISTLE:
  13095. val1 = skill_lv + status->agi / 10; // Flee increase
  13096. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13097. if (sd) {
  13098. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13099. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13100. }
  13101. break;
  13102. case DC_HUMMING:
  13103. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13104. if (sd)
  13105. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13106. break;
  13107. case BA_POEMBRAGI:
  13108. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13109. //For some reason at level 10 the base delay reduction is 50%.
  13110. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13111. if (sd) {
  13112. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13113. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13114. }
  13115. break;
  13116. case DC_DONTFORGETME:
  13117. #ifdef RENEWAL
  13118. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13119. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13120. #else
  13121. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13122. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13123. #endif
  13124. if (sd) {
  13125. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13126. #ifdef RENEWAL
  13127. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13128. #else
  13129. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13130. #endif
  13131. }
  13132. val1 *= 10; //Because 10 is actually 1% aspd
  13133. break;
  13134. case DC_SERVICEFORYOU:
  13135. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13136. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13137. if (sd) {
  13138. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13139. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13140. }
  13141. break;
  13142. case BA_ASSASSINCROSS:
  13143. if (sd)
  13144. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13145. val1 += 5 + skill_lv + (status->agi / 20);
  13146. val1 *= 10; // ASPD works with 1000 as 100%
  13147. break;
  13148. case DC_FORTUNEKISS:
  13149. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13150. val1 *= 10; //Because every 10 crit is an actual cri point.
  13151. if (sd)
  13152. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13153. break;
  13154. case BD_DRUMBATTLEFIELD:
  13155. val1 = (skill_lv+1)*25; //Atk increase
  13156. val2 = (skill_lv+1)*2; //Def increase
  13157. break;
  13158. case BD_RINGNIBELUNGEN:
  13159. val1 = (skill_lv+2)*25; //Atk increase
  13160. break;
  13161. case BD_RICHMANKIM:
  13162. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13163. break;
  13164. case BD_SIEGFRIED:
  13165. val1 = 55 + skill_lv*5; //Elemental Resistance
  13166. val2 = skill_lv*10; //Status ailment resistance
  13167. break;
  13168. case WE_CALLPARTNER:
  13169. if (sd) val1 = sd->status.partner_id;
  13170. break;
  13171. case WE_CALLPARENT:
  13172. if (sd) {
  13173. val1 = sd->status.father;
  13174. val2 = sd->status.mother;
  13175. }
  13176. break;
  13177. case WE_CALLBABY:
  13178. if (sd) val1 = sd->status.child;
  13179. break;
  13180. case NJ_KAENSIN:
  13181. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13182. val2 = (skill_lv+1)/2 + 4;
  13183. break;
  13184. case NJ_SUITON:
  13185. skill_clear_group(src, 1);
  13186. break;
  13187. case GS_GROUNDDRIFT:
  13188. {
  13189. // Ground Drift Element is decided when it's placed.
  13190. int ele = skill_get_ele(skill_id, skill_lv);
  13191. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13192. if (ele == ELE_RANDOM)
  13193. val1 = element[rnd()%5]; // Use random from available unit visual?
  13194. else if (ele == ELE_ENDOWED)
  13195. val1 = status_get_attack_sc_element(src,sc);
  13196. else if (ele == ELE_WEAPON) {
  13197. val1 = status->rhw.ele;
  13198. if (sc && sc->data[SC_ENCHANTARMS])
  13199. val1 = sc->data[SC_ENCHANTARMS]->val1;
  13200. }
  13201. switch (val1) {
  13202. case ELE_FIRE:
  13203. subunt++;
  13204. case ELE_WATER:
  13205. subunt++;
  13206. case ELE_POISON:
  13207. subunt++;
  13208. case ELE_DARK:
  13209. subunt++;
  13210. case ELE_WIND:
  13211. break;
  13212. default:
  13213. subunt = rnd()%5;
  13214. break;
  13215. }
  13216. break;
  13217. }
  13218. case GC_POISONSMOKE:
  13219. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  13220. return nullptr;
  13221. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  13222. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  13223. limit = skill_get_time(skill_id, skill_lv);
  13224. break;
  13225. case NPC_COMET:
  13226. case WL_COMET:
  13227. if (sc) {
  13228. sc->comet_x = x;
  13229. sc->comet_y = y;
  13230. }
  13231. break;
  13232. case GD_LEADERSHIP:
  13233. case GD_GLORYWOUNDS:
  13234. case GD_SOULCOLD:
  13235. case GD_HAWKEYES:
  13236. limit = 1000000;//it doesn't matter
  13237. break;
  13238. case LG_BANDING:
  13239. limit = -1;
  13240. break;
  13241. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13242. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13243. target = BCT_ALL;
  13244. case WM_SEVERE_RAINSTORM:
  13245. case SO_WATER_INSIGNIA:
  13246. case SO_FIRE_INSIGNIA:
  13247. case SO_WIND_INSIGNIA:
  13248. case SO_EARTH_INSIGNIA:
  13249. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13250. return nullptr;
  13251. break;
  13252. case SO_CLOUD_KILL:
  13253. case NPC_CLOUD_KILL:
  13254. skill_clear_group(src, 4);
  13255. break;
  13256. case SO_WARMER:
  13257. skill_clear_group(src, 8);
  13258. break;
  13259. case SO_FIREWALK:
  13260. case SO_ELECTRICWALK:
  13261. limit = skill_get_time2(skill_id, skill_lv);
  13262. break;
  13263. case GN_WALLOFTHORN:
  13264. // Turns to Firewall
  13265. if( flag&1 )
  13266. limit = 3000;
  13267. val3 = (x<<16)|y;
  13268. break;
  13269. case GN_DEMONIC_FIRE:
  13270. if (flag) { // Fire Expansion level 1
  13271. limit = flag + 10000;
  13272. flag = 0;
  13273. }
  13274. break;
  13275. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13276. case GN_FIRE_EXPANSION_TEAR_GAS:
  13277. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13278. break;
  13279. case KO_ZENKAI:
  13280. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13281. val1 = sd->spiritcharm;
  13282. val2 = sd->spiritcharm_type;
  13283. limit = 6000 * val1;
  13284. subunt = sd->spiritcharm_type - 1;
  13285. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13286. }
  13287. break;
  13288. #ifndef RENEWAL
  13289. case HW_GRAVITATION:
  13290. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  13291. link_group_id = sc->data[SC_GRAVITATION]->val4;
  13292. break;
  13293. #endif
  13294. case SO_VACUUM_EXTREME:
  13295. // Coordinates
  13296. val1 = x;
  13297. val2 = y;
  13298. val3 = 0; // Suck target at n seconds.
  13299. break;
  13300. case MH_POISON_MIST:
  13301. case MH_LAVA_SLIDE:
  13302. skill_clear_group(src, 1);
  13303. break;
  13304. case MH_VOLCANIC_ASH:
  13305. if (!map_flag_vs(src->m))
  13306. target = BCT_ENEMY;
  13307. break;
  13308. case AG_VIOLENT_QUAKE:
  13309. case AG_ALL_BLOOM:
  13310. if (sc && sc->data[SC_CLIMAX]) {
  13311. if (skill_id == AG_ALL_BLOOM && sc->data[SC_CLIMAX]->val1 == 1)
  13312. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13313. else if (sc->data[SC_CLIMAX]->val1 == 4)
  13314. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13315. }
  13316. break;
  13317. case AG_VIOLENT_QUAKE_ATK:
  13318. case AG_ALL_BLOOM_ATK:
  13319. case AG_ALL_BLOOM_ATK2:
  13320. limit = flag;
  13321. flag = 0;
  13322. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 2)
  13323. range = 4; // Rising rocks splash is increased to 9x9.
  13324. break;
  13325. case WH_DEEPBLINDTRAP:
  13326. case WH_SOLIDTRAP:
  13327. case WH_SWIFTTRAP:
  13328. case WH_FLAMETRAP:
  13329. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13330. break;
  13331. }
  13332. // Init skill unit group
  13333. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13334. if (group == nullptr)
  13335. return nullptr;
  13336. group->val1 = val1;
  13337. group->val2 = val2;
  13338. group->val3 = val3;
  13339. group->link_group_id = link_group_id;
  13340. group->target_flag = target;
  13341. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13342. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13343. 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
  13344. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13345. group->item_id = req_item;
  13346. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13347. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13348. active_flag = 0;
  13349. // Put message for Talkie Box & Graffiti
  13350. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13351. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13352. if (sd)
  13353. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13354. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13355. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13356. }
  13357. // Dance skill
  13358. if (group->state.song_dance) {
  13359. if(sd) {
  13360. sd->skill_id_dance = skill_id;
  13361. sd->skill_lv_dance = skill_lv;
  13362. }
  13363. if (
  13364. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13365. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13366. )
  13367. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13368. }
  13369. // Set skill unit
  13370. limit = group->limit;
  13371. for( i = 0; i < layout->count; i++ ) {
  13372. struct skill_unit *unit;
  13373. int ux = x + layout->dx[i];
  13374. int uy = y + layout->dy[i];
  13375. int unit_val1 = skill_lv;
  13376. int unit_val2 = 0;
  13377. int alive = 1;
  13378. // are the coordinates out of range?
  13379. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13380. continue;
  13381. }
  13382. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13383. continue; // don't place skill units on walls (except for songs/dances/encores)
  13384. 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) )
  13385. continue; // no path between cell and caster
  13386. switch( skill_id ) {
  13387. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13388. case HT_LANDMINE:
  13389. case MA_LANDMINE:
  13390. case HT_ANKLESNARE:
  13391. case HT_SHOCKWAVE:
  13392. case HT_SANDMAN:
  13393. case MA_SANDMAN:
  13394. case HT_FLASHER:
  13395. case HT_FREEZINGTRAP:
  13396. case MA_FREEZINGTRAP:
  13397. case HT_SKIDTRAP:
  13398. case MA_SKIDTRAP:
  13399. case HT_CLAYMORETRAP:
  13400. case HT_BLASTMINE:
  13401. case SC_ESCAPE:
  13402. unit_val1 = 3500;
  13403. break;
  13404. case MG_FIREWALL:
  13405. case NJ_KAENSIN:
  13406. unit_val2 = group->val2;
  13407. break;
  13408. case CR_GRANDCROSS:
  13409. case NPC_GRANDDARKNESS:
  13410. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13411. break;
  13412. case WZ_ICEWALL:
  13413. unit_val1 = 200 + 200*skill_lv;
  13414. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13415. break;
  13416. case WZ_WATERBALL:
  13417. //Check if there are cells that can be turned into waterball units
  13418. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13419. || (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)
  13420. break; //Turn water, deluge or suiton into waterball cell
  13421. continue;
  13422. case GS_DESPERADO:
  13423. unit_val1 = abs(layout->dx[i]);
  13424. unit_val2 = abs(layout->dy[i]);
  13425. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13426. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13427. if (unit_val1) unit_val1--;
  13428. unit_val1 = 36 -12*unit_val1;
  13429. } else //Diagonal edges
  13430. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13431. if (unit_val1 < 1) unit_val1 = 1;
  13432. unit_val2 = 0;
  13433. break;
  13434. case NPC_REVERBERATION:
  13435. unit_val1 = 1 + skill_lv;
  13436. break;
  13437. case WM_POEMOFNETHERWORLD:
  13438. unit_val1 = 1 + skill_lv;
  13439. break;
  13440. case GN_WALLOFTHORN:
  13441. if (flag&1) // Turned become Firewall
  13442. break;
  13443. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13444. unit_val2 = 20; // Max hits
  13445. break;
  13446. case RL_B_TRAP:
  13447. unit_val1 = 3500;
  13448. unit_val2 = 0;
  13449. break;
  13450. default:
  13451. if (group->state.song_dance&0x1)
  13452. 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
  13453. break;
  13454. }
  13455. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13456. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13457. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13458. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13459. // Check active cell to failing or remove current unit
  13460. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13461. if( !alive )
  13462. continue;
  13463. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13464. unit->limit = limit;
  13465. unit->range = range;
  13466. if (skill_id == PF_FOGWALL && alive == 2)
  13467. { //Double duration of cells on top of Deluge/Suiton
  13468. unit->limit *= 2;
  13469. group->limit = unit->limit;
  13470. }
  13471. // Execute on all targets standing on this cell
  13472. if (range == 0 && active_flag)
  13473. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13474. }
  13475. if (!group->alive_count)
  13476. { //No cells? Something that was blocked completely by Land Protector?
  13477. skill_delunitgroup(group);
  13478. return nullptr;
  13479. }
  13480. //success, unit created.
  13481. switch( skill_id ) {
  13482. case NJ_TATAMIGAESHI: //Store number of tiles.
  13483. group->val1 = group->alive_count;
  13484. break;
  13485. }
  13486. return group;
  13487. }
  13488. /*==========================================
  13489. *
  13490. *------------------------------------------*/
  13491. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13492. {
  13493. skill_unit_onplace(unit, bl, tick);
  13494. }
  13495. /**
  13496. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13497. * while skill unit initialized or moved (such by knock back).
  13498. * As a follow of skill_unit_effect flag &1
  13499. * @param unit
  13500. * @param bl Target
  13501. * @param tick
  13502. */
  13503. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13504. {
  13505. struct block_list *ss; // Actual source that cast the skill unit
  13506. struct status_change *sc;
  13507. struct status_change_entry *sce;
  13508. struct status_data *tstatus;
  13509. enum sc_type type;
  13510. uint16 skill_id;
  13511. nullpo_ret(unit);
  13512. nullpo_ret(bl);
  13513. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13514. return 0;
  13515. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13516. if (sg == nullptr)
  13517. return 0;
  13518. nullpo_ret(ss = map_id2bl(sg->src_id));
  13519. tstatus = status_get_status_data(bl);
  13520. 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) ||
  13521. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13522. return 0; //AoE skills are ineffective. [Skotlex]
  13523. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13524. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13525. return 0; //Songs don't work in Basilica
  13526. sc = status_get_sc(bl);
  13527. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13528. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13529. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13530. status_change_end(bl, SC_VACUUM_EXTREME);
  13531. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  13532. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13533. type = skill_get_sc(sg->skill_id);
  13534. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  13535. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13536. switch (sg->unit_id) {
  13537. case UNT_SPIDERWEB:
  13538. if (sc) {
  13539. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13540. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13541. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13542. const struct TimerData* td;
  13543. struct map_data *mapdata = map_getmapdata(bl->m);
  13544. if (mapdata_flag_vs(mapdata))
  13545. sec /= 2;
  13546. if (sc->data[type]) {
  13547. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  13548. //Already triple affected, immune
  13549. sg->limit = DIFF_TICK(tick, sg->tick);
  13550. break;
  13551. }
  13552. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13553. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  13554. sec *= (sc->data[type]->val1 + 1);
  13555. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  13556. sec *= (sc->data[type]->val1 + 1);
  13557. //Add group id to status change
  13558. if (sc->data[type]->val2 == 0)
  13559. sc->data[type]->val2 = sg->group_id;
  13560. else if (sc->data[type]->val3 == 0)
  13561. sc->data[type]->val3 = sg->group_id;
  13562. else if (sc->data[type]->val4 == 0)
  13563. sc->data[type]->val4 = sg->group_id;
  13564. //Overwrite status change with new duration
  13565. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  13566. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  13567. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13568. }
  13569. else {
  13570. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13571. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  13572. if (td)
  13573. sec = DIFF_TICK(td->tick, tick);
  13574. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13575. clif_fixpos(bl);
  13576. }
  13577. else
  13578. sec = 3000; //Couldn't trap it?
  13579. }
  13580. sg->val2 = bl->id;
  13581. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13582. }
  13583. break;
  13584. case UNT_SAFETYWALL:
  13585. if (!sce)
  13586. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13587. break;
  13588. case UNT_BLOODYLUST:
  13589. if (sg->src_id == bl->id)
  13590. break; //Does not affect the caster.
  13591. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13592. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13593. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13594. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13595. break;
  13596. case UNT_PNEUMA:
  13597. if (!sce)
  13598. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13599. break;
  13600. case UNT_CHAOSPANIC:
  13601. 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);
  13602. break;
  13603. case UNT_WARP_WAITING: {
  13604. int working = sg->val1&0xffff;
  13605. if(bl->type==BL_PC && !working){
  13606. struct map_session_data *sd = (struct map_session_data *)bl;
  13607. if((!sd->chatID || battle_config.chat_warpportal)
  13608. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13609. {
  13610. int x = sg->val2>>16;
  13611. int y = sg->val2&0xffff;
  13612. int count = sg->val1>>16;
  13613. unsigned short m = sg->val3;
  13614. if( --count <= 0 )
  13615. skill_delunitgroup(sg);
  13616. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13617. working = 1;/* we break it because officials break it, lovely stuff. */
  13618. sg->val1 = (count<<16)|working;
  13619. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  13620. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13621. }
  13622. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13623. int16 m = map_mapindex2mapid(sg->val3);
  13624. if (m < 0) break; //Map not available on this map-server.
  13625. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13626. }
  13627. }
  13628. break;
  13629. case UNT_QUAGMIRE:
  13630. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13631. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13632. break;
  13633. case UNT_VOLCANO:
  13634. case UNT_DELUGE:
  13635. case UNT_VIOLENTGALE:
  13636. case UNT_FIRE_INSIGNIA:
  13637. case UNT_WATER_INSIGNIA:
  13638. case UNT_WIND_INSIGNIA:
  13639. case UNT_EARTH_INSIGNIA:
  13640. if(!sce)
  13641. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13642. break;
  13643. case UNT_WATER_BARRIER:
  13644. case UNT_ZEPHYR:
  13645. case UNT_POWER_OF_GAIA:
  13646. if (bl->id == ss->id)
  13647. break; // Doesn't affect the Elemental
  13648. if (!sce)
  13649. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13650. break;
  13651. case UNT_SUITON:
  13652. if(!sce)
  13653. sc_start4(ss, bl,type,100,sg->skill_lv,
  13654. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13655. 0,0,sg->limit);
  13656. break;
  13657. case UNT_HERMODE:
  13658. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13659. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  13660. case UNT_RICHMANKIM:
  13661. case UNT_ETERNALCHAOS:
  13662. case UNT_DRUMBATTLEFIELD:
  13663. case UNT_RINGNIBELUNGEN:
  13664. case UNT_ROKISWEIL:
  13665. case UNT_INTOABYSS:
  13666. case UNT_SIEGFRIED:
  13667. //Needed to check when a dancer/bard leaves their ensemble area.
  13668. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13669. return skill_id;
  13670. if (!sce)
  13671. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13672. break;
  13673. case UNT_WHISTLE:
  13674. case UNT_ASSASSINCROSS:
  13675. case UNT_POEMBRAGI:
  13676. case UNT_APPLEIDUN:
  13677. case UNT_HUMMING:
  13678. case UNT_DONTFORGETME:
  13679. case UNT_FORTUNEKISS:
  13680. case UNT_SERVICEFORYOU:
  13681. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13682. return 0;
  13683. if (!sc) return 0;
  13684. if (!sce)
  13685. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13686. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13687. sce->val4 = 0; //remove the mark that we stepped out
  13688. delete_timer(sce->timer, status_change_timer);
  13689. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13690. }
  13691. break;
  13692. case UNT_FOGWALL:
  13693. if (!sce)
  13694. {
  13695. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  13696. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13697. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  13698. }
  13699. break;
  13700. #ifndef RENEWAL
  13701. case UNT_GRAVITATION:
  13702. if (!sce)
  13703. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  13704. break;
  13705. case UNT_BASILICA:
  13706. {
  13707. int i = battle_check_target(bl, bl, BCT_ENEMY);
  13708. if (i > 0) {
  13709. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13710. break;
  13711. }
  13712. if (!sce && i <= 0)
  13713. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13714. }
  13715. break;
  13716. #endif
  13717. case UNT_MOONLIT:
  13718. //Knockback out of area if affected char isn't in Moonlit effect
  13719. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  13720. break;
  13721. if (ss == bl) //Also needed to prevent infinite loop crash.
  13722. break;
  13723. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  13724. break;
  13725. case UNT_REVERBERATION:
  13726. if (sg->src_id == bl->id)
  13727. break; //Does not affect the caster.
  13728. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13729. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  13730. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  13731. sg->unit_id = UNT_USED_TRAPS;
  13732. break;
  13733. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  13734. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  13735. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13736. break;
  13737. case UNT_FIRE_EXPANSION_TEAR_GAS:
  13738. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  13739. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  13740. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  13741. break;
  13742. case UNT_VOLCANIC_ASH:
  13743. if (!sce)
  13744. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  13745. break;
  13746. case UNT_KINGS_GRACE:
  13747. if (!sce) {
  13748. int state = 0;
  13749. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  13750. state |= BCT_GUILD;
  13751. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  13752. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  13753. }
  13754. break;
  13755. case UNT_STEALTHFIELD:
  13756. if( bl->id == sg->src_id )
  13757. break; // Doesn't work on self (video shows that)
  13758. if (!sce)
  13759. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13760. break;
  13761. case UNT_NEUTRALBARRIER:
  13762. if (!sce)
  13763. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  13764. break;
  13765. case UNT_WARMER:
  13766. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  13767. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13768. break;
  13769. case UNT_CATNIPPOWDER:
  13770. if (sg->src_id == bl->id)
  13771. break; // Does not affect the caster or Boss.
  13772. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13773. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13774. break;
  13775. case UNT_NYANGGRASS:
  13776. if (!sce)
  13777. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13778. break;
  13779. case UNT_CREATINGSTAR:
  13780. if (!sce)
  13781. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  13782. break;
  13783. case UNT_GD_LEADERSHIP:
  13784. case UNT_GD_GLORYWOUNDS:
  13785. case UNT_GD_SOULCOLD:
  13786. case UNT_GD_HAWKEYES:
  13787. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  13788. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  13789. break;
  13790. }
  13791. return skill_id;
  13792. }
  13793. /**
  13794. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  13795. * @param unit Skill unit
  13796. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  13797. * @param tick
  13798. */
  13799. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13800. {
  13801. struct block_list *ss;
  13802. TBL_PC* tsd;
  13803. struct status_data *tstatus;
  13804. struct status_change *sc, *tsc;
  13805. struct skill_unit_group_tickset *ts;
  13806. enum sc_type type;
  13807. uint16 skill_id;
  13808. t_tick diff = 0;
  13809. nullpo_ret(unit);
  13810. nullpo_ret(bl);
  13811. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  13812. return 0;
  13813. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13814. if (sg == nullptr)
  13815. return 0;
  13816. nullpo_ret(ss = map_id2bl(sg->src_id));
  13817. tsd = BL_CAST(BL_PC, bl);
  13818. tsc = status_get_sc(bl);
  13819. sc = status_get_sc(ss);
  13820. tstatus = status_get_status_data(bl);
  13821. type = skill_get_sc(sg->skill_id);
  13822. skill_id = sg->skill_id;
  13823. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  13824. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  13825. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  13826. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  13827. return 0; // Under Hovering characters are immune to trap and ground target skills.
  13828. if (sg->interval == -1) {
  13829. switch (sg->unit_id) {
  13830. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  13831. case UNT_FIREPILLAR_ACTIVE:
  13832. case UNT_ELECTRICSHOCKER:
  13833. case UNT_MANHOLE:
  13834. return 0;
  13835. default:
  13836. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  13837. return 0;
  13838. }
  13839. }
  13840. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  13841. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  13842. diff = DIFF_TICK(tick,ts->tick);
  13843. if (diff < 0)
  13844. return 0;
  13845. ts->tick = tick+sg->interval;
  13846. }
  13847. // Wall of Thorn damaged by Fire element unit [Cydh]
  13848. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  13849. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  13850. struct skill_unit *su = (struct skill_unit *)bl;
  13851. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  13852. 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);
  13853. su->group->limit = sg->limit = 0;
  13854. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  13855. return skill_id;
  13856. }
  13857. }
  13858. switch (sg->unit_id) {
  13859. // Units that deals simple attack
  13860. case UNT_GRAVITATION:
  13861. case UNT_EARTHSTRAIN:
  13862. case UNT_FIREWALK:
  13863. case UNT_ELECTRICWALK:
  13864. case UNT_PSYCHIC_WAVE:
  13865. case UNT_LAVA_SLIDE:
  13866. case UNT_MAKIBISHI:
  13867. case UNT_VENOMFOG:
  13868. case UNT_ICEMINE:
  13869. case UNT_FLAMECROSS:
  13870. case UNT_HELLBURNING:
  13871. case UNT_RAIN_OF_CRYSTAL:
  13872. case UNT_MYSTERY_ILLUSION:
  13873. case UNT_STRANTUM_TREMOR:
  13874. case UNT_TORNADO_STORM:
  13875. case UNT_FLORAL_FLARE_ROAD:
  13876. case UNT_CROSS_RAIN:
  13877. case UNT_PNEUMATICUS_PROCELLA:
  13878. case UNT_LIGHTNING_LAND:
  13879. case UNT_VENOM_SWAMP:
  13880. case UNT_CONFLAGRATION:
  13881. case UNT_DEEPBLINDTRAP:
  13882. case UNT_SOLIDTRAP:
  13883. case UNT_SWIFTTRAP:
  13884. case UNT_FLAMETRAP:
  13885. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13886. break;
  13887. case UNT_DUMMYSKILL:
  13888. switch (sg->skill_id) {
  13889. case SG_SUN_WARM: //SG skills [Komurka]
  13890. case SG_MOON_WARM:
  13891. case SG_STAR_WARM: {
  13892. int count = 0;
  13893. const int x = bl->x, y = bl->y;
  13894. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  13895. do {
  13896. if( bl->type == BL_PC )
  13897. status_zap(bl, 0, 15); // sp damage to players
  13898. else // mobs
  13899. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  13900. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  13901. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  13902. } else { //should end when out of sp.
  13903. sg->limit = DIFF_TICK(tick,sg->tick);
  13904. break;
  13905. }
  13906. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  13907. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  13908. }
  13909. break;
  13910. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  13911. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  13912. if (tsc)
  13913. tsc->sg_counter++; //SG hit counter.
  13914. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  13915. tsc->sg_counter=0; //Attack absorbed.
  13916. break;
  13917. #endif
  13918. case GS_DESPERADO:
  13919. if (rnd()%100 < unit->val1)
  13920. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13921. break;
  13922. case NPC_COMET:
  13923. case WL_COMET:
  13924. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  13925. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13926. break;
  13927. case NPC_WIDESUCK: {
  13928. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13929. if (heal > 0) {
  13930. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  13931. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  13932. status_heal(ss,heal,0,0);
  13933. }
  13934. }
  13935. break;
  13936. case CR_GRANDCROSS:
  13937. case NPC_GRANDDARKNESS:
  13938. if(!battle_config.gx_allhit)
  13939. unit->val1--;
  13940. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13941. break;
  13942. default:
  13943. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13944. }
  13945. break;
  13946. case UNT_FIREWALL:
  13947. case UNT_KAEN: {
  13948. int count = 0;
  13949. const int x = bl->x, y = bl->y;
  13950. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  13951. break;
  13952. //Take into account these hit more times than the timer interval can handle.
  13953. do
  13954. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  13955. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  13956. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  13957. if (unit->val2 <= 0)
  13958. skill_delunit(unit);
  13959. }
  13960. break;
  13961. case UNT_SANCTUARY:
  13962. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  13963. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  13964. 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) )
  13965. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  13966. } else {
  13967. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13968. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13969. #ifdef RENEWAL
  13970. if (md && md->mob_id == MOBID_EMPERIUM)
  13971. break;
  13972. #endif
  13973. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  13974. break;
  13975. if( tstatus->hp >= tstatus->max_hp )
  13976. break;
  13977. if( status_isimmune(bl) )
  13978. heal = 0;
  13979. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13980. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  13981. heal = ~heal + 1;
  13982. status_heal(bl, heal, 0, 0);
  13983. }
  13984. break;
  13985. case UNT_EVILLAND:
  13986. //Will heal demon and undead element monsters, but not players.
  13987. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  13988. { //Damage enemies
  13989. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13990. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13991. } else {
  13992. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13993. if (tstatus->hp >= tstatus->max_hp)
  13994. break;
  13995. if (status_isimmune(bl))
  13996. heal = 0;
  13997. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13998. status_heal(bl, heal, 0, 0);
  13999. }
  14000. break;
  14001. case UNT_MAGNUS:
  14002. #ifndef RENEWAL
  14003. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14004. break;
  14005. #endif
  14006. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14007. break;
  14008. case UNT_FIREPILLAR_WAITING:
  14009. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14010. skill_delunit(unit);
  14011. break;
  14012. case UNT_SKIDTRAP: {
  14013. //Knockback away from position of user during placement [Playtester]
  14014. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14015. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14016. sg->unit_id = UNT_USED_TRAPS;
  14017. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14018. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14019. //Target will be stopped for 3 seconds
  14020. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14021. }
  14022. break;
  14023. case UNT_ANKLESNARE:
  14024. case UNT_MANHOLE:
  14025. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14026. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14027. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14028. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  14029. if( td )
  14030. sec = DIFF_TICK(td->tick, tick);
  14031. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14032. || !unit_blown_immune(bl,0x1) )
  14033. {
  14034. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14035. clif_fixpos(bl);
  14036. }
  14037. sg->val2 = bl->id;
  14038. } else
  14039. sec = 3000; //Couldn't trap it?
  14040. if (sg->unit_id == UNT_ANKLESNARE) {
  14041. clif_skillunit_update(&unit->bl);
  14042. /**
  14043. * If you're snared from a trap that was invisible this makes the trap be
  14044. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14045. * bugreport:3961
  14046. **/
  14047. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14048. }
  14049. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14050. sg->interval = -1;
  14051. unit->range = 0;
  14052. }
  14053. break;
  14054. case UNT_EARTHQUAKE:
  14055. sg->val1++; // Hit count
  14056. 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));
  14057. break;
  14058. case UNT_ELECTRICSHOCKER:
  14059. if( bl->id != ss->id ) {
  14060. 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) ) {
  14061. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14062. clif_fixpos(bl);
  14063. }
  14064. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14065. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14066. }
  14067. break;
  14068. case UNT_VENOMDUST:
  14069. if(tsc && !tsc->data[type])
  14070. 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);
  14071. break;
  14072. case UNT_LANDMINE:
  14073. //Land Mine only hits single target
  14074. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14075. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14076. sg->limit = 1500;
  14077. break;
  14078. case UNT_MAGENTATRAP:
  14079. case UNT_COBALTTRAP:
  14080. case UNT_MAIZETRAP:
  14081. case UNT_VERDURETRAP:
  14082. if( bl->type == BL_PC )// it won't work on players
  14083. break;
  14084. case UNT_FIRINGTRAP:
  14085. case UNT_ICEBOUNDTRAP:
  14086. case UNT_CLUSTERBOMB:
  14087. if( bl->id == ss->id )// it won't trigger on caster
  14088. break;
  14089. case UNT_BLASTMINE:
  14090. case UNT_SHOCKWAVE:
  14091. case UNT_SANDMAN:
  14092. case UNT_FLASHER:
  14093. case UNT_FREEZINGTRAP:
  14094. case UNT_FIREPILLAR_ACTIVE:
  14095. case UNT_CLAYMORETRAP:
  14096. {
  14097. int bl_flag = sg->bl_flag;
  14098. if (tsc && tsc->data[SC__MANHOLE])
  14099. break;
  14100. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14101. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14102. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14103. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14104. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14105. sg->limit = DIFF_TICK(tick, sg->tick) +
  14106. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14107. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14108. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14109. }
  14110. break;
  14111. case UNT_TALKIEBOX:
  14112. if (sg->src_id == bl->id)
  14113. break;
  14114. if (sg->val2 == 0) {
  14115. clif_talkiebox(&unit->bl, sg->valstr);
  14116. sg->unit_id = UNT_USED_TRAPS;
  14117. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14118. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14119. sg->val2 = -1;
  14120. }
  14121. break;
  14122. case UNT_LULLABY:
  14123. if (ss->id == bl->id)
  14124. break;
  14125. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14126. break;
  14127. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14128. if (ss->id != bl->id)
  14129. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14130. break;
  14131. case UNT_DISSONANCE:
  14132. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14133. break;
  14134. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14135. int heal;
  14136. #ifdef RENEWAL
  14137. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14138. if (md && md->mob_id == MOBID_EMPERIUM)
  14139. break;
  14140. #endif
  14141. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  14142. break; // affects self only when soullinked
  14143. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14144. if (tsc->data[SC_AKAITSUKI] && heal)
  14145. heal = ~heal + 1;
  14146. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14147. status_heal(bl, heal, 0, 0);
  14148. }
  14149. break;
  14150. case UNT_TATAMIGAESHI:
  14151. case UNT_DEMONSTRATION:
  14152. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14153. break;
  14154. case UNT_GOSPEL:
  14155. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14156. break;
  14157. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14158. { // Support Effect only on party, not guild
  14159. int heal;
  14160. int i = rnd() % 13; // Positive buff count
  14161. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14162. switch (i)
  14163. {
  14164. case 0: // Heal 1000~9999 HP
  14165. heal = rnd() % 9000 + 1000;
  14166. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14167. status_heal(bl, heal, 0, 0);
  14168. break;
  14169. case 1: // End all negative status
  14170. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14171. if (tsd) clif_gospel_info(tsd, 0x15);
  14172. break;
  14173. case 2: // Immunity to all status
  14174. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14175. if (tsd) clif_gospel_info(tsd, 0x16);
  14176. break;
  14177. case 3: // MaxHP +100%
  14178. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14179. if (tsd) clif_gospel_info(tsd, 0x17);
  14180. break;
  14181. case 4: // MaxSP +100%
  14182. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14183. if (tsd) clif_gospel_info(tsd, 0x18);
  14184. break;
  14185. case 5: // All stats +20
  14186. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14187. if (tsd) clif_gospel_info(tsd, 0x19);
  14188. break;
  14189. case 6: // Level 10 Blessing
  14190. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14191. break;
  14192. case 7: // Level 10 Increase AGI
  14193. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14194. break;
  14195. case 8: // Enchant weapon with Holy element
  14196. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14197. if (tsd) clif_gospel_info(tsd, 0x1c);
  14198. break;
  14199. case 9: // Enchant armor with Holy element
  14200. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14201. if (tsd) clif_gospel_info(tsd, 0x1d);
  14202. break;
  14203. case 10: // DEF +25%
  14204. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14205. if (tsd) clif_gospel_info(tsd, 0x1e);
  14206. break;
  14207. case 11: // ATK +100%
  14208. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14209. if (tsd) clif_gospel_info(tsd, 0x1f);
  14210. break;
  14211. case 12: // HIT/Flee +50
  14212. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14213. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14214. if (tsd) clif_gospel_info(tsd, 0x20);
  14215. break;
  14216. }
  14217. }
  14218. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14219. { // Offensive Effect
  14220. int i = rnd() % 10; // Negative buff count
  14221. switch (i)
  14222. {
  14223. case 0: // Deal 3000~7999 damage reduced by DEF
  14224. case 1: // Deal 1500~5499 damage unreducable
  14225. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14226. break;
  14227. case 2: // Curse
  14228. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14229. break;
  14230. case 3: // Blind
  14231. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14232. break;
  14233. case 4: // Poison
  14234. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14235. break;
  14236. case 5: // Level 10 Provoke
  14237. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14238. break;
  14239. case 6: // DEF -100%
  14240. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14241. break;
  14242. case 7: // ATK -100%
  14243. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14244. break;
  14245. case 8: // Flee -100%
  14246. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14247. break;
  14248. case 9: // Speed/ASPD -25%
  14249. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14250. break;
  14251. }
  14252. }
  14253. break;
  14254. #ifndef RENEWAL
  14255. case UNT_BASILICA:
  14256. {
  14257. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14258. if (i > 0) {
  14259. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14260. break;
  14261. }
  14262. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  14263. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14264. }
  14265. break;
  14266. #endif
  14267. case UNT_GROUNDDRIFT_WIND:
  14268. case UNT_GROUNDDRIFT_DARK:
  14269. case UNT_GROUNDDRIFT_POISON:
  14270. case UNT_GROUNDDRIFT_WATER:
  14271. case UNT_GROUNDDRIFT_FIRE:
  14272. map_foreachinrange(skill_trap_splash,&unit->bl,
  14273. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14274. &unit->bl,tick);
  14275. sg->unit_id = UNT_USED_TRAPS;
  14276. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14277. sg->limit=DIFF_TICK(tick,sg->tick);
  14278. break;
  14279. case UNT_POISONSMOKE:
  14280. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 )
  14281. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14282. break;
  14283. case UNT_EPICLESIS:
  14284. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14285. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14286. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14287. int hp, sp;
  14288. switch( sg->skill_lv ) {
  14289. case 1: case 2: hp = 3; sp = 2; break;
  14290. case 3: case 4: hp = 4; sp = 3; break;
  14291. case 5: default: hp = 5; sp = 4; break;
  14292. }
  14293. hp = tstatus->max_hp * hp / 100;
  14294. sp = tstatus->max_sp * sp / 100;
  14295. if (tstatus->hp < tstatus->max_hp)
  14296. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14297. if (tstatus->sp < tstatus->max_sp)
  14298. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14299. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  14300. hp = ~hp + 1;
  14301. status_heal(bl, hp, sp, 3);
  14302. }
  14303. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14304. // Doesn't remove Invisibility or Chase Walk.
  14305. status_change_end(bl,SC_HIDING);
  14306. status_change_end(bl,SC_CLOAKING);
  14307. status_change_end(bl,SC_CLOAKINGEXCEED);
  14308. status_change_end(bl,SC_CAMOUFLAGE);
  14309. status_change_end(bl,SC_NEWMOON);
  14310. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  14311. status_change_end(bl, SC__SHADOWFORM);
  14312. }
  14313. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14314. }
  14315. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14316. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14317. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14318. break;
  14319. case UNT_DIMENSIONDOOR:
  14320. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14321. pc_randomwarp(tsd,CLR_TELEPORT);
  14322. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14323. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14324. break;
  14325. case UNT_REVERBERATION:
  14326. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14327. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14328. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14329. sg->unit_id = UNT_USED_TRAPS;
  14330. break;
  14331. case UNT_SEVERE_RAINSTORM:
  14332. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14333. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14334. break;
  14335. case UNT_NETHERWORLD:
  14336. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14337. if (!(tsc && tsc->data[type])) {
  14338. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14339. sg->limit = DIFF_TICK(tick,sg->tick);
  14340. sg->unit_id = UNT_USED_TRAPS;
  14341. }
  14342. }
  14343. break;
  14344. case UNT_THORNS_TRAP:
  14345. if( tsc ) {
  14346. if( !sg->val2 ) {
  14347. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14348. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14349. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  14350. if( td )
  14351. sec = DIFF_TICK(td->tick, tick);
  14352. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14353. clif_fixpos(bl);
  14354. sg->val2 = bl->id;
  14355. } else
  14356. sec = 3000; // Couldn't trap it?
  14357. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14358. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  14359. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14360. }
  14361. break;
  14362. case UNT_WALLOFTHORN:
  14363. if (unit->val2-- <= 0) // Max hit reached
  14364. break;
  14365. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14366. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14367. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14368. 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);
  14369. break;
  14370. case UNT_DEMONIC_FIRE:
  14371. switch( sg->val2 ) {
  14372. case 1:
  14373. default:
  14374. 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));
  14375. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14376. break;
  14377. }
  14378. break;
  14379. case UNT_ZEPHYR:
  14380. if (ss == bl)
  14381. break; // Doesn't affect the Elemental
  14382. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14383. break;
  14384. case UNT_CLOUD_KILL:
  14385. if (tsc && !tsc->data[type])
  14386. 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);
  14387. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14388. break;
  14389. case UNT_VACUUM_EXTREME:
  14390. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  14391. (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)
  14392. return 0;
  14393. // Apply effect and suck targets one-by-one each n seconds
  14394. 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)));
  14395. break;
  14396. case UNT_BANDING:
  14397. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  14398. 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));
  14399. break;
  14400. case UNT_FIRE_MANTLE:
  14401. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14402. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14403. break;
  14404. case UNT_ZENKAI_WATER:
  14405. case UNT_ZENKAI_LAND:
  14406. case UNT_ZENKAI_FIRE:
  14407. case UNT_ZENKAI_WIND:
  14408. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14409. switch( sg->unit_id ) {
  14410. case UNT_ZENKAI_WATER:
  14411. switch (rnd()%2 + 1) {
  14412. case 1:
  14413. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14414. break;
  14415. case 2:
  14416. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14417. break;
  14418. }
  14419. break;
  14420. case UNT_ZENKAI_LAND:
  14421. switch (rnd()%2 + 1) {
  14422. case 1:
  14423. 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));
  14424. break;
  14425. case 2:
  14426. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  14427. break;
  14428. }
  14429. break;
  14430. case UNT_ZENKAI_FIRE:
  14431. 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));
  14432. break;
  14433. case UNT_ZENKAI_WIND:
  14434. switch (rnd()%3 + 1) {
  14435. case 1:
  14436. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14437. break;
  14438. case 2:
  14439. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14440. break;
  14441. case 3:
  14442. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14443. break;
  14444. }
  14445. break;
  14446. }
  14447. } else
  14448. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  14449. break;
  14450. case UNT_POISON_MIST:
  14451. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14452. 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);
  14453. break;
  14454. case UNT_CHAOSPANIC:
  14455. if (tsc && tsc->data[type])
  14456. break;
  14457. 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);
  14458. break;
  14459. case UNT_B_TRAP:
  14460. if (tsc && tsc->data[type])
  14461. break;
  14462. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14463. unit->val2++; // Mark as ever been used
  14464. break;
  14465. case UNT_FIRE_RAIN:
  14466. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14467. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14468. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14469. break;
  14470. case UNT_MAGMA_ERUPTION:
  14471. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14472. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14473. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14474. else
  14475. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14476. break;
  14477. case UNT_ACIDIFIED_ZONE_WATER:
  14478. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14479. break;
  14480. case UNT_ACIDIFIED_ZONE_GROUND:
  14481. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14482. break;
  14483. case UNT_ACIDIFIED_ZONE_WIND:
  14484. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14485. break;
  14486. case UNT_ACIDIFIED_ZONE_FIRE:
  14487. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14488. break;
  14489. case UNT_ASTRAL_STRIKE:
  14490. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14491. break;
  14492. case UNT_ABYSS_SQUARE: {
  14493. short flag = 0;
  14494. // Check to see if the caster is in the AoE.
  14495. if (distance_bl(ss, &unit->bl) <= unit->range)
  14496. flag |= 2; // If yes, skill hits twice.
  14497. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14498. }
  14499. break;
  14500. }
  14501. if (bl->type == BL_MOB && ss != bl)
  14502. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14503. return skill_id;
  14504. }
  14505. /**
  14506. * Triggered when a char steps out of a skill unit
  14507. * @param src Skill unit from char moved out
  14508. * @param bl Char
  14509. * @param tick
  14510. */
  14511. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14512. {
  14513. struct status_change *sc;
  14514. struct status_change_entry *sce;
  14515. enum sc_type type;
  14516. nullpo_ret(src);
  14517. nullpo_ret(bl);
  14518. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14519. if (sg == nullptr)
  14520. return 0;
  14521. sc = status_get_sc(bl);
  14522. type = skill_get_sc(sg->skill_id);
  14523. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14524. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14525. return 0;
  14526. switch(sg->unit_id){
  14527. case UNT_SAFETYWALL:
  14528. case UNT_PNEUMA:
  14529. case UNT_EPICLESIS://Arch Bishop
  14530. if (sce)
  14531. status_change_end(bl, type);
  14532. break;
  14533. #ifndef RENEWAL
  14534. case UNT_BASILICA:
  14535. if (sce && sce->val4 != bl->id)
  14536. status_change_end(bl, type);
  14537. break;
  14538. #endif
  14539. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14540. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14541. status_change_end(bl, type);
  14542. break;
  14543. case UNT_DISSONANCE:
  14544. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14545. {
  14546. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14547. if(skill_get_inf2(i, INF2_ISSONG)) {
  14548. type = skill_get_sc(i);
  14549. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14550. if(sce)
  14551. return i;
  14552. }
  14553. }
  14554. }
  14555. case UNT_WHISTLE:
  14556. case UNT_ASSASSINCROSS:
  14557. case UNT_POEMBRAGI:
  14558. case UNT_APPLEIDUN:
  14559. case UNT_HUMMING:
  14560. case UNT_DONTFORGETME:
  14561. case UNT_FORTUNEKISS:
  14562. case UNT_SERVICEFORYOU:
  14563. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  14564. return -1;
  14565. }
  14566. return sg->skill_id;
  14567. }
  14568. /**
  14569. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14570. * @param skill_id Skill ID
  14571. * @param bl A char
  14572. * @param tick
  14573. */
  14574. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14575. {
  14576. struct status_change *sc;
  14577. struct status_change_entry *sce;
  14578. enum sc_type type;
  14579. sc = status_get_sc(bl);
  14580. if (sc && !sc->count)
  14581. sc = NULL;
  14582. type = skill_get_sc(skill_id);
  14583. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14584. switch (skill_id)
  14585. {
  14586. case WZ_QUAGMIRE:
  14587. if (bl->type==BL_MOB)
  14588. break;
  14589. if (sce)
  14590. status_change_end(bl, type);
  14591. break;
  14592. case BD_LULLABY:
  14593. case BD_RICHMANKIM:
  14594. case BD_ETERNALCHAOS:
  14595. case BD_DRUMBATTLEFIELD:
  14596. case BD_RINGNIBELUNGEN:
  14597. case BD_ROKISWEIL:
  14598. case BD_INTOABYSS:
  14599. case BD_SIEGFRIED:
  14600. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  14601. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14602. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14603. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14604. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14605. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14606. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14607. status_change_end(bl, SC_DANCING);
  14608. }
  14609. case MH_STEINWAND:
  14610. case MG_SAFETYWALL:
  14611. case AL_PNEUMA:
  14612. case SA_VOLCANO:
  14613. case SA_DELUGE:
  14614. case SA_VIOLENTGALE:
  14615. case CG_HERMODE:
  14616. #ifndef RENEWAL
  14617. case HW_GRAVITATION:
  14618. case HP_BASILICA:
  14619. #endif
  14620. case NJ_SUITON:
  14621. case SC_MAELSTROM:
  14622. case EL_WATER_BARRIER:
  14623. case EL_ZEPHYR:
  14624. case EL_POWER_OF_GAIA:
  14625. case SO_WARMER:
  14626. case SO_FIRE_INSIGNIA:
  14627. case SO_WATER_INSIGNIA:
  14628. case SO_WIND_INSIGNIA:
  14629. case SO_EARTH_INSIGNIA:
  14630. case SJ_BOOKOFCREATINGSTAR:
  14631. case SC_BLOODYLUST:
  14632. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14633. case GN_FIRE_EXPANSION_TEAR_GAS:
  14634. case LG_KINGS_GRACE:
  14635. case NC_STEALTHFIELD:
  14636. case NC_NEUTRALBARRIER:
  14637. case SU_NYANGGRASS:
  14638. if (sce)
  14639. status_change_end(bl, type);
  14640. break;
  14641. case BA_DISSONANCE:
  14642. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14643. {
  14644. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14645. if(skill_get_inf2(i, INF2_ISSONG)){
  14646. type = skill_get_sc(i);
  14647. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14648. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14649. delete_timer(sce->timer, status_change_timer);
  14650. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14651. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14652. }
  14653. }
  14654. }
  14655. }
  14656. break;
  14657. case BA_POEMBRAGI:
  14658. case BA_WHISTLE:
  14659. case BA_ASSASSINCROSS:
  14660. case BA_APPLEIDUN:
  14661. case DC_HUMMING:
  14662. case DC_DONTFORGETME:
  14663. case DC_FORTUNEKISS:
  14664. case DC_SERVICEFORYOU:
  14665. if (sce)
  14666. {
  14667. delete_timer(sce->timer, status_change_timer);
  14668. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14669. //not possible on our current implementation.
  14670. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14671. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14672. }
  14673. break;
  14674. case PF_FOGWALL:
  14675. if (sce)
  14676. {
  14677. status_change_end(bl, type);
  14678. if ((sce=sc->data[SC_BLIND]))
  14679. {
  14680. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14681. status_change_end(bl, SC_BLIND);
  14682. else {
  14683. delete_timer(sce->timer, status_change_timer);
  14684. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14685. }
  14686. }
  14687. }
  14688. break;
  14689. case GD_LEADERSHIP:
  14690. case GD_GLORYWOUNDS:
  14691. case GD_SOULCOLD:
  14692. case GD_HAWKEYES:
  14693. if( !(sce && sce->val4) )
  14694. status_change_end(bl, type);
  14695. break;
  14696. }
  14697. return skill_id;
  14698. }
  14699. /*==========================================
  14700. * Invoked when a unit cell has been placed/removed/deleted.
  14701. * flag values:
  14702. * flag&1: Invoke onplace function (otherwise invoke onout)
  14703. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  14704. * flag&8: Recursive
  14705. *------------------------------------------*/
  14706. static int skill_unit_effect(struct block_list* bl, va_list ap)
  14707. {
  14708. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  14709. t_tick tick = va_arg(ap,t_tick);
  14710. unsigned int flag = va_arg(ap,unsigned int);
  14711. uint16 skill_id;
  14712. bool dissonance = false;
  14713. bool isTarget = false;
  14714. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  14715. return 0;
  14716. std::shared_ptr<s_skill_unit_group> group = unit->group;
  14717. if (group == nullptr)
  14718. return 0;
  14719. if( !(flag&8) ) {
  14720. dissonance = skill_dance_switch(unit, 0);
  14721. //Target-type check.
  14722. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  14723. }
  14724. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14725. skill_id = group->skill_id;
  14726. if( isTarget ){
  14727. if( flag&1 )
  14728. skill_unit_onplace(unit,bl,tick);
  14729. else {
  14730. if( skill_unit_onout(unit,bl,tick) == -1 )
  14731. return 0; // Don't let a Bard/Dancer update their own song timer
  14732. }
  14733. if( flag&4 )
  14734. skill_unit_onleft(skill_id, bl, tick);
  14735. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  14736. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  14737. if( dissonance ) {
  14738. skill_dance_switch(unit, 1);
  14739. //we placed a dissonance, let's update
  14740. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  14741. }
  14742. return 0;
  14743. }
  14744. /**
  14745. * Check skill unit while receiving damage
  14746. * @param unit Skill unit
  14747. * @param damage Received damage
  14748. * @return Damage
  14749. */
  14750. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  14751. {
  14752. nullpo_ret(unit);
  14753. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14754. if (sg == nullptr)
  14755. return 0;
  14756. switch( sg->unit_id ) {
  14757. case UNT_BLASTMINE:
  14758. case UNT_SKIDTRAP:
  14759. case UNT_LANDMINE:
  14760. case UNT_SHOCKWAVE:
  14761. case UNT_SANDMAN:
  14762. case UNT_FLASHER:
  14763. case UNT_CLAYMORETRAP:
  14764. case UNT_FREEZINGTRAP:
  14765. case UNT_ANKLESNARE:
  14766. case UNT_ICEWALL:
  14767. case UNT_WALLOFTHORN:
  14768. case UNT_REVERBERATION:
  14769. case UNT_NETHERWORLD:
  14770. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  14771. break;
  14772. default:
  14773. damage = 0;
  14774. break;
  14775. }
  14776. return damage;
  14777. }
  14778. /**
  14779. * Check char condition around the skill caster
  14780. * @param bl Char around area
  14781. * @param *c Counter for 'valid' condition found
  14782. * @param *p_sd Stores 'rid' of char found
  14783. * @param skill_id Skill ID
  14784. * @param skill_lv Level of used skill
  14785. */
  14786. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  14787. {
  14788. int *c, skill_id;
  14789. struct block_list *src;
  14790. struct map_session_data *sd;
  14791. struct map_session_data *tsd;
  14792. int *p_sd; //Contains the list of characters found.
  14793. nullpo_ret(bl);
  14794. nullpo_ret(tsd=(struct map_session_data*)bl);
  14795. nullpo_ret(src=va_arg(ap,struct block_list *));
  14796. nullpo_ret(sd=(struct map_session_data*)src);
  14797. c=va_arg(ap,int *);
  14798. p_sd = va_arg(ap, int *);
  14799. skill_id = va_arg(ap,int);
  14800. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14801. if (skill_id == PR_BENEDICTIO) {
  14802. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  14803. return 0;
  14804. }
  14805. else if (is_chorus) {
  14806. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  14807. return 0;
  14808. }
  14809. else if (*c >= 1) // Check for one companion for all other cases.
  14810. return 0;
  14811. if (bl == src)
  14812. return 0;
  14813. if(pc_isdead(tsd))
  14814. return 0;
  14815. if (tsd->sc.cant.cast)
  14816. return 0;
  14817. if( is_chorus ) {
  14818. if( tsd->status.party_id && sd->status.party_id &&
  14819. tsd->status.party_id == sd->status.party_id &&
  14820. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  14821. p_sd[(*c)++] = tsd->bl.id;
  14822. return 1;
  14823. } else {
  14824. switch(skill_id) {
  14825. case PR_BENEDICTIO: {
  14826. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  14827. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  14828. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  14829. && sd->status.sp >= 10)
  14830. p_sd[(*c)++]=tsd->bl.id;
  14831. return 1;
  14832. }
  14833. case AB_ADORAMUS:
  14834. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  14835. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  14836. p_sd[(*c)++] = tsd->bl.id;
  14837. return 1;
  14838. case TR_GEF_NOCTURN:
  14839. case TR_ROKI_CAPRICCIO:
  14840. case TR_AIN_RHAPSODY:
  14841. case TR_MUSICAL_INTERLUDE:
  14842. case TR_JAWAII_SERENADE:
  14843. case TR_NIPELHEIM_REQUIEM:
  14844. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  14845. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  14846. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  14847. p_sd[(*c)++] = tsd->bl.id;
  14848. return 1;
  14849. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  14850. {
  14851. uint16 skill_lv;
  14852. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  14853. return 0;
  14854. if (sd->status.sex != tsd->status.sex &&
  14855. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  14856. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  14857. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  14858. sd->status.party_id && tsd->status.party_id &&
  14859. sd->status.party_id == tsd->status.party_id &&
  14860. !tsd->sc.data[SC_DANCING])
  14861. {
  14862. p_sd[(*c)++]=tsd->bl.id;
  14863. return skill_lv;
  14864. }
  14865. }
  14866. break;
  14867. }
  14868. }
  14869. return 0;
  14870. }
  14871. /**
  14872. * Checks and stores partners for ensemble skills [Skotlex]
  14873. * Max partners is 2.
  14874. * @param sd Caster
  14875. * @param skill_id
  14876. * @param skill_lv
  14877. * @param range Area range to check
  14878. * @param cast_flag Special handle
  14879. */
  14880. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  14881. {
  14882. static int c=0;
  14883. static int p_sd[MAX_PARTY];
  14884. int i;
  14885. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14886. if (!sd)
  14887. return 0;
  14888. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  14889. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  14890. if (cast_flag) { //Execute the skill on the partners.
  14891. struct map_session_data* tsd;
  14892. switch (skill_id) {
  14893. case PR_BENEDICTIO:
  14894. case WM_GREAT_ECHO:
  14895. for (i = 0; i < c; i++) {
  14896. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  14897. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  14898. }
  14899. return c;
  14900. case AB_ADORAMUS:
  14901. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  14902. i = 2 * (*skill_lv);
  14903. status_charge(&tsd->bl, 0, i);
  14904. }
  14905. break;
  14906. default:
  14907. if( is_chorus )
  14908. break;//Chorus skills are not to be parsed as ensembles
  14909. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  14910. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  14911. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  14912. 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);
  14913. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  14914. tsd->skill_id_dance = skill_id;
  14915. tsd->skill_lv_dance = *skill_lv;
  14916. #ifdef RENEWAL
  14917. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14918. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14919. #endif
  14920. }
  14921. }
  14922. return c;
  14923. }
  14924. }
  14925. //Else: new search for partners.
  14926. c = 0;
  14927. memset (p_sd, 0, sizeof(p_sd));
  14928. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  14929. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  14930. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  14931. *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.
  14932. return c;
  14933. }
  14934. /**
  14935. * Sub function to count how many spawned mob is around.
  14936. * Some skills check with matched AI.
  14937. * @param rid Source ID
  14938. * @param mob_class Monster ID
  14939. * @param skill_id Used skill
  14940. * @param *c Counter for found monster
  14941. */
  14942. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  14943. {
  14944. int *c,src_id,mob_class,skill;
  14945. uint16 ai;
  14946. struct mob_data *md;
  14947. md=(struct mob_data*)bl;
  14948. src_id=va_arg(ap,int);
  14949. mob_class=va_arg(ap,int);
  14950. skill=va_arg(ap,int);
  14951. c=va_arg(ap,int *);
  14952. switch (skill) {
  14953. case AM_SPHEREMINE:
  14954. ai = AI_SPHERE;
  14955. break;
  14956. case AM_CANNIBALIZE:
  14957. ai = AI_FLORA;
  14958. break;
  14959. case KO_ZANZOU:
  14960. ai = AI_ZANZOU;
  14961. break;
  14962. case MH_SUMMON_LEGION:
  14963. ai = AI_LEGION;
  14964. break;
  14965. case NC_SILVERSNIPER:
  14966. case NC_MAGICDECOY:
  14967. ai = AI_FAW;
  14968. break;
  14969. case MT_SUMMON_ABR_BATTLE_WARIOR:
  14970. case MT_SUMMON_ABR_DUAL_CANNON:
  14971. case MT_SUMMON_ABR_MOTHER_NET:
  14972. case MT_SUMMON_ABR_INFINITY:
  14973. ai = AI_ABR;
  14974. break;
  14975. case BO_WOODENWARRIOR:
  14976. case BO_WOODEN_FAIRY:
  14977. case BO_CREEPER:
  14978. case BO_HELLTREE:
  14979. ai = AI_BIONIC;
  14980. break;
  14981. default:
  14982. ai = AI_FLORA;
  14983. break;
  14984. }
  14985. if( md->master_id != src_id || md->special_state.ai != ai)
  14986. return 0; //Non alchemist summoned mobs have nothing to do here.
  14987. if(md->mob_id==mob_class)
  14988. (*c)++;
  14989. return 1;
  14990. }
  14991. /**
  14992. * Determines if a given skill should be made to consume ammo
  14993. * when used by the player. [Skotlex]
  14994. * @param sd Player
  14995. * @param skill_id Skill ID
  14996. * @return True if skill is need ammo; False otherwise.
  14997. */
  14998. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  14999. {
  15000. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15001. return (
  15002. battle_config.arrow_decrement == 2 &&
  15003. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15004. skill_id != HT_PHANTASMIC &&
  15005. skill->skill_type == BF_WEAPON &&
  15006. !skill->nk[NK_NODAMAGE] &&
  15007. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15008. );
  15009. }
  15010. /**
  15011. * Check SC required to cast a skill
  15012. * @param sc
  15013. * @param skill_id
  15014. * @return True if condition is met, False otherwise
  15015. **/
  15016. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15017. if (require == nullptr || require->status.empty())
  15018. return true;
  15019. nullpo_ret(sd);
  15020. status_change *sc = &sd->sc;
  15021. if (sc == nullptr) {
  15022. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15023. return false;
  15024. }
  15025. // May have multiple requirements
  15026. for (const auto &reqStatus : require->status) {
  15027. if (reqStatus == SC_NONE)
  15028. continue;
  15029. useskill_fail_cause cause;
  15030. switch (reqStatus) {
  15031. // Official fail message
  15032. case SC_PUSH_CART:
  15033. cause = USESKILL_FAIL_CART;
  15034. break;
  15035. case SC_POISONINGWEAPON:
  15036. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15037. break;
  15038. case SC_WEAPONBLOCK_ON:
  15039. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15040. break;
  15041. default:
  15042. cause = USESKILL_FAIL_LEVEL;
  15043. break;
  15044. }
  15045. if (!sc->data[reqStatus]) {
  15046. clif_skill_fail(sd, skill_id, cause, 0);
  15047. return false;
  15048. }
  15049. }
  15050. return true;
  15051. }
  15052. /**
  15053. * Check skill condition when cast begin
  15054. * For ammo, only check if the skill need ammo
  15055. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15056. * @param sd Player who uses skill
  15057. * @param skill_id ID of used skill
  15058. * @param skill_lv Level of used skill
  15059. * @return true: All condition passed, false: Failed
  15060. */
  15061. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15062. {
  15063. struct status_data *status;
  15064. struct status_change *sc;
  15065. struct s_skill_condition require;
  15066. int i;
  15067. nullpo_retr(false,sd);
  15068. if (sd->chatID)
  15069. return false;
  15070. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15071. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15072. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15073. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15074. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15075. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15076. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15077. return true;
  15078. }
  15079. switch( sd->menuskill_id ) {
  15080. case AM_PHARMACY:
  15081. switch( skill_id ) {
  15082. case AM_PHARMACY:
  15083. case AC_MAKINGARROW:
  15084. case BS_REPAIRWEAPON:
  15085. case AM_TWILIGHT1:
  15086. case AM_TWILIGHT2:
  15087. case AM_TWILIGHT3:
  15088. return false;
  15089. }
  15090. break;
  15091. case GN_MIX_COOKING:
  15092. case GN_MAKEBOMB:
  15093. case GN_S_PHARMACY:
  15094. case GN_CHANGEMATERIAL:
  15095. case MT_M_MACHINE:
  15096. case BO_BIONIC_PHARMACY:
  15097. if( sd->menuskill_id != skill_id )
  15098. return false;
  15099. break;
  15100. }
  15101. status = &sd->battle_status;
  15102. sc = &sd->sc;
  15103. if( !sc->count )
  15104. sc = NULL;
  15105. if( sd->skillitem == skill_id )
  15106. {
  15107. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15108. sd->state.abra_flag = 0;
  15109. else
  15110. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15111. if( (i = sd->itemindex) == -1 ||
  15112. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15113. sd->inventory_data[i] == NULL ||
  15114. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15115. sd->inventory.u.items_inventory[i].amount < 1
  15116. )
  15117. { //Something went wrong, item exploit?
  15118. sd->itemid = 0;
  15119. sd->itemindex = -1;
  15120. return false;
  15121. }
  15122. //Consume
  15123. sd->itemid = 0;
  15124. sd->itemindex = -1;
  15125. 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]
  15126. ; //Do not consume item.
  15127. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15128. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15129. }
  15130. if(!sd->skillitem_keep_requirement)
  15131. return true;
  15132. }
  15133. if( pc_is90overweight(sd) ) {
  15134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15135. return false;
  15136. }
  15137. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  15138. return false;
  15139. //Checks if disabling skill - in which case no SP requirements are necessary
  15140. if( sc && skill_disable_check(*sc,skill_id))
  15141. return true;
  15142. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15143. // Check the skills that can be used while mounted on a warg
  15144. if( pc_isridingwug(sd) ) {
  15145. if(!inf2[INF2_ALLOWONWARG])
  15146. return false; // in official there is no message.
  15147. }
  15148. if( pc_ismadogear(sd) ) {
  15149. // Skills that are unusable when Mado is equipped. [Jobbie]
  15150. if(!inf2[INF2_ALLOWONMADO]){
  15151. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15152. return false;
  15153. }
  15154. }
  15155. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15156. // return false;
  15157. require = skill_get_requirement(sd,skill_id,skill_lv);
  15158. //Can only update state when weapon/arrow info is checked.
  15159. sd->state.arrow_atk = require.ammo?1:0;
  15160. // perform skill-group checks
  15161. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15162. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15163. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15164. return false;
  15165. }
  15166. }
  15167. else if(inf2[INF2_ISENSEMBLE]) {
  15168. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->data[SC_KVASIR_SONATA])) {
  15169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15170. return false;
  15171. }
  15172. }
  15173. // perform skill-specific checks (and actions)
  15174. switch( skill_id ) {
  15175. case RG_GRAFFITI:
  15176. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15178. return false;
  15179. }
  15180. break;
  15181. case SO_SPELLFIST:
  15182. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15183. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15184. return false;
  15185. }
  15186. case SA_CASTCANCEL:
  15187. if(sd->ud.skilltimer == INVALID_TIMER) {
  15188. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15189. return false;
  15190. }
  15191. break;
  15192. case AS_CLOAKING:
  15193. {
  15194. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15195. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15196. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15197. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15198. int di;
  15199. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15200. if( di == 8 ) {
  15201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15202. return false;
  15203. }
  15204. }
  15205. break;
  15206. }
  15207. case AL_WARP:
  15208. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15209. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15210. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15211. return false;
  15212. }
  15213. break;
  15214. case AL_HOLYWATER:
  15215. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15216. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15217. return false;
  15218. }
  15219. break;
  15220. case MO_CALLSPIRITS:
  15221. if(sc && sc->data[SC_RAISINGDRAGON])
  15222. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  15223. if(sd->spiritball >= skill_lv) {
  15224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15225. return false;
  15226. }
  15227. break;
  15228. case MO_FINGEROFFENSIVE:
  15229. case GS_FLING:
  15230. case SR_RIDEINLIGHTNING:
  15231. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15232. sd->spiritball_old = require.spiritball = sd->spiritball;
  15233. else
  15234. sd->spiritball_old = require.spiritball;
  15235. break;
  15236. case MO_CHAINCOMBO:
  15237. if(!sc)
  15238. return false;
  15239. if(sc->data[SC_BLADESTOP])
  15240. break;
  15241. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  15242. break;
  15243. return false;
  15244. case MO_COMBOFINISH:
  15245. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  15246. return false;
  15247. break;
  15248. case CH_TIGERFIST:
  15249. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  15250. return false;
  15251. break;
  15252. case CH_CHAINCRUSH:
  15253. if(!(sc && sc->data[SC_COMBO]))
  15254. return false;
  15255. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  15256. return false;
  15257. break;
  15258. case SJ_SOLARBURST:
  15259. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  15260. return 0;
  15261. break;
  15262. case MO_EXTREMITYFIST:
  15263. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  15264. // return false;
  15265. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  15266. break;
  15267. if( sc && sc->data[SC_COMBO] ) {
  15268. switch(sc->data[SC_COMBO]->val1) {
  15269. case MO_COMBOFINISH:
  15270. case CH_TIGERFIST:
  15271. case CH_CHAINCRUSH:
  15272. break;
  15273. default:
  15274. return false;
  15275. }
  15276. }
  15277. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15279. return false;
  15280. }
  15281. #ifdef RENEWAL
  15282. sd->spiritball_old = sd->spiritball;
  15283. #endif
  15284. break;
  15285. case TK_MISSION:
  15286. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15288. return false;
  15289. }
  15290. break;
  15291. case ASC_EDP:
  15292. #ifdef RENEWAL
  15293. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15294. #else
  15295. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15296. #endif
  15297. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15298. return false;
  15299. }
  15300. break;
  15301. case TK_READYCOUNTER:
  15302. case TK_READYDOWN:
  15303. case TK_READYSTORM:
  15304. case TK_READYTURN:
  15305. case TK_JUMPKICK:
  15306. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15308. return false;
  15309. }
  15310. break;
  15311. case TK_TURNKICK:
  15312. case TK_STORMKICK:
  15313. case TK_DOWNKICK:
  15314. case TK_COUNTER:
  15315. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15316. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15317. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  15318. return false; //Combo needs to be ready
  15319. if (sc->data[SC_COMBO]->val3) { //Kick chain
  15320. //Do not repeat a kick.
  15321. if (sc->data[SC_COMBO]->val3 != skill_id)
  15322. break;
  15323. status_change_end(&sd->bl, SC_COMBO);
  15324. return false;
  15325. }
  15326. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15327. unit_cancel_combo(&sd->bl);
  15328. return false;
  15329. }
  15330. break; //Combo ready.
  15331. #ifndef RENEWAL
  15332. case BD_ADAPTATION:
  15333. {
  15334. int time;
  15335. if(!(sc && sc->data[SC_DANCING])) {
  15336. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15337. return false;
  15338. }
  15339. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  15340. if (skill_get_time(
  15341. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  15342. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  15343. - time < skill_get_time2(skill_id,skill_lv))
  15344. {
  15345. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15346. return false;
  15347. }
  15348. }
  15349. break;
  15350. #endif
  15351. case PR_BENEDICTIO:
  15352. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15353. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15354. return false;
  15355. }
  15356. break;
  15357. case SL_SMA:
  15358. if(!sc || !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  15359. return false;
  15360. break;
  15361. case HT_POWER:
  15362. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  15363. return false;
  15364. break;
  15365. #ifndef RENEWAL
  15366. case CG_HERMODE:
  15367. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15368. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15369. return false;
  15370. }
  15371. break;
  15372. #endif
  15373. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15374. {
  15375. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15376. int size = range*2+1;
  15377. for (s=0;s<size*size;s++) {
  15378. int x = sd->bl.x+(s%size-range);
  15379. int y = sd->bl.y+(s/size-range);
  15380. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15381. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15382. return false;
  15383. }
  15384. }
  15385. }
  15386. break;
  15387. #ifndef RENEWAL
  15388. case PR_REDEMPTIO:
  15389. {
  15390. t_exp exp = pc_nextbaseexp(sd);
  15391. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15392. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15394. return false;
  15395. }
  15396. break;
  15397. }
  15398. case HP_BASILICA:
  15399. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  15400. if( sd ) {
  15401. // When castbegin, needs 7x7 clear area
  15402. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15403. int size = range*2+1;
  15404. for( s=0;s<size*size;s++ ) {
  15405. int x = sd->bl.x+(s%size-range);
  15406. int y = sd->bl.y+(s/size-range);
  15407. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15408. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15409. return false;
  15410. }
  15411. }
  15412. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15413. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15414. return false;
  15415. }
  15416. }
  15417. }
  15418. break;
  15419. #endif
  15420. case AM_TWILIGHT2:
  15421. case AM_TWILIGHT3:
  15422. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15424. return false;
  15425. }
  15426. break;
  15427. case SG_SUN_WARM:
  15428. case SG_MOON_WARM:
  15429. case SG_STAR_WARM:
  15430. if (sc && sc->data[SC_MIRACLE])
  15431. break;
  15432. i = skill_id-SG_SUN_WARM;
  15433. if (sd->bl.m == sd->feel_map[i].m)
  15434. break;
  15435. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15436. return false;
  15437. break;
  15438. case SG_SUN_COMFORT:
  15439. case SG_MOON_COMFORT:
  15440. case SG_STAR_COMFORT:
  15441. if (sc && sc->data[SC_MIRACLE])
  15442. break;
  15443. i = skill_id-SG_SUN_COMFORT;
  15444. if (sd->bl.m == sd->feel_map[i].m &&
  15445. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15446. break;
  15447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15448. return false;
  15449. case SG_FUSION:
  15450. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  15451. break;
  15452. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15453. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15454. if( require.sp > 0 ) {
  15455. if (status->sp < (unsigned int)require.sp)
  15456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15457. else
  15458. status_zap(&sd->bl, 0, require.sp);
  15459. }
  15460. return false;
  15461. case GD_BATTLEORDER:
  15462. case GD_REGENERATION:
  15463. case GD_RESTORE:
  15464. case GD_CHARGESHOUT_FLAG:
  15465. case GD_CHARGESHOUT_BEATING:
  15466. case GD_EMERGENCY_MOVE:
  15467. if (!map_flag_gvg2(sd->bl.m)) {
  15468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15469. return false;
  15470. }
  15471. case GD_EMERGENCYCALL:
  15472. case GD_ITEMEMERGENCYCALL:
  15473. // other checks were already done in skill_isNotOk()
  15474. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15475. return false;
  15476. break;
  15477. case GS_GLITTERING:
  15478. case RL_RICHS_COIN:
  15479. if(sd->spiritball >= 10) {
  15480. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15481. return false;
  15482. }
  15483. break;
  15484. case NJ_ISSEN:
  15485. #ifdef RENEWAL
  15486. if (status->hp < (status->hp/100)) {
  15487. #else
  15488. if (status->hp < 2) {
  15489. #endif
  15490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15491. return false;
  15492. }
  15493. case NJ_BUNSINJYUTSU:
  15494. if (!(sc && sc->data[SC_NEN])) {
  15495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15496. return false;
  15497. }
  15498. break;
  15499. case NJ_ZENYNAGE:
  15500. case KO_MUCHANAGE:
  15501. if(sd->status.zeny < require.zeny) {
  15502. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15503. return false;
  15504. }
  15505. break;
  15506. case PF_HPCONVERSION:
  15507. if (status->sp == status->max_sp)
  15508. return false; //Unusable when at full SP.
  15509. break;
  15510. case SP_KAUTE: // Fail if below 30% MaxHP.
  15511. if (status->hp < 30 * status->max_hp / 100) {
  15512. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15513. return false;
  15514. }
  15515. break;
  15516. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15517. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15518. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15519. return false;
  15520. }
  15521. break;
  15522. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15523. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15524. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15525. return false;
  15526. }
  15527. break;
  15528. case AB_ANCILLA: {
  15529. int count = 0;
  15530. for( i = 0; i < MAX_INVENTORY; i++ )
  15531. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15532. count += sd->inventory.u.items_inventory[i].amount;
  15533. if( count >= 3 ) {
  15534. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15535. return false;
  15536. }
  15537. }
  15538. break;
  15539. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15540. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15541. && sd->special_state.no_gemstone == 0
  15542. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15544. return false;
  15545. }
  15546. break;
  15547. case WL_SUMMONFB:
  15548. case WL_SUMMONBL:
  15549. case WL_SUMMONWB:
  15550. case WL_SUMMONSTONE:
  15551. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15552. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  15553. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15554. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15555. return false;
  15556. }
  15557. }
  15558. break;
  15559. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15560. case WL_RELEASE: {
  15561. int active_spheres = 0, req_spheres = 0;
  15562. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15563. if (sc && sc->data[i])
  15564. active_spheres++;
  15565. }
  15566. // Cast requirement
  15567. if (skill_id == WL_TETRAVORTEX)
  15568. req_spheres = 4;
  15569. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15570. req_spheres = 1;
  15571. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15572. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15573. return false;
  15574. }
  15575. }
  15576. break;
  15577. case GC_HALLUCINATIONWALK:
  15578. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  15579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15580. return false;
  15581. }
  15582. break;
  15583. case NPC_HALLUCINATIONWALK:
  15584. if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
  15585. return false;
  15586. }
  15587. break;
  15588. case RA_WUGMASTERY:
  15589. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  15590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15591. return false;
  15592. }
  15593. break;
  15594. case RA_WUGSTRIKE:
  15595. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15597. return false;
  15598. }
  15599. break;
  15600. case RA_WUGRIDER:
  15601. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15603. return false;
  15604. }
  15605. break;
  15606. case RA_WUGDASH:
  15607. if(!pc_isridingwug(sd)) {
  15608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15609. return false;
  15610. }
  15611. else {
  15612. int16 sx = sd->bl.x;
  15613. int16 sy = sd->bl.y;
  15614. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15615. switch (dir) {
  15616. case 0: case 8: sy++; break;
  15617. case 1: sx--; sy++; break;
  15618. case 2: sx--; break;
  15619. case 3: sx--; sy--; break;
  15620. case 4: sy--; break;
  15621. case 5: sx++; sy--; break;
  15622. case 6: sx++; break;
  15623. case 7: sx++; sy++; break;
  15624. }
  15625. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15626. return false;
  15627. }
  15628. }
  15629. break;
  15630. case LG_RAYOFGENESIS:
  15631. case LG_BANDING:
  15632. if( sc && sc->data[SC_INSPIRATION] )
  15633. return true; // Don't check for partner.
  15634. break;
  15635. case LG_PRESTIGE:
  15636. if( sc && sc->data[SC_INSPIRATION] )
  15637. return true; // Don't check for partner.
  15638. if( sc && sc->data[SC_BANDING] ) {
  15639. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15640. return false;
  15641. }
  15642. break;
  15643. case LG_RAGEBURST:
  15644. if( sd->spiritball == 0 ) {
  15645. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15646. return false;
  15647. }
  15648. sd->spiritball_old = require.spiritball = sd->spiritball;
  15649. break;
  15650. case SR_FALLENEMPIRE:
  15651. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  15652. return false;
  15653. break;
  15654. case SR_CRESCENTELBOW:
  15655. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  15656. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15657. return false;
  15658. }
  15659. break;
  15660. case SR_CURSEDCIRCLE:
  15661. if (map_flag_gvg2(sd->bl.m)) {
  15662. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15663. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15664. char output[128];
  15665. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15666. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15667. return false;
  15668. }
  15669. }
  15670. if( sd->spiritball > 0 )
  15671. sd->spiritball_old = require.spiritball = sd->spiritball;
  15672. else {
  15673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15674. return false;
  15675. }
  15676. break;
  15677. case SR_GATEOFHELL:
  15678. if( sd->spiritball > 0 )
  15679. sd->spiritball_old = require.spiritball;
  15680. break;
  15681. case SC_MANHOLE:
  15682. case SC_DIMENSIONDOOR:
  15683. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  15684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15685. return false;
  15686. }
  15687. break;
  15688. case SC_FEINTBOMB:
  15689. 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) ) {
  15690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15691. return false;
  15692. }
  15693. break;
  15694. case WM_GREAT_ECHO: {
  15695. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  15696. if (count > 0)
  15697. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  15698. }
  15699. break;
  15700. case SO_FIREWALK:
  15701. case SO_ELECTRICWALK:
  15702. case NPC_FIREWALK:
  15703. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  15704. if( sc && sc->data[SC_PROPERTYWALK] &&
  15705. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  15706. if( sd )
  15707. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15708. return false;
  15709. }
  15710. break;
  15711. case SO_EL_CONTROL:
  15712. if( !sd->status.ele_id || !sd->ed ) {
  15713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15714. return false;
  15715. }
  15716. break;
  15717. case KO_JYUMONJIKIRI:
  15718. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  15719. return true;
  15720. else {
  15721. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15722. return false;
  15723. }
  15724. break;
  15725. case KO_KAHU_ENTEN:
  15726. case KO_HYOUHU_HUBUKI:
  15727. case KO_KAZEHU_SEIRAN:
  15728. case KO_DOHU_KOUKAI:
  15729. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  15730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  15731. return false;
  15732. }
  15733. break;
  15734. case KO_KAIHOU:
  15735. case KO_ZENKAI:
  15736. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  15737. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  15738. return false;
  15739. }
  15740. break;
  15741. case SJ_FULLMOONKICK:
  15742. if (!(sc && sc->data[SC_NEWMOON])) {
  15743. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15744. return false;
  15745. }
  15746. break;
  15747. case SJ_STAREMPEROR:
  15748. case SJ_NOVAEXPLOSING:
  15749. case SJ_GRAVITYCONTROL:
  15750. case SJ_BOOKOFDIMENSION:
  15751. case SJ_BOOKOFCREATINGSTAR:
  15752. case SP_SOULDIVISION:
  15753. case SP_SOULEXPLOSION:
  15754. if (!map_flag_vs(sd->bl.m)) {
  15755. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15756. return false;
  15757. }
  15758. break;
  15759. case SP_SWHOO:
  15760. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  15761. return false;
  15762. break;
  15763. case DK_SERVANT_W_PHANTOM:
  15764. case DK_SERVANT_W_DEMOL:
  15765. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  15766. sd->servantball_old = require.spiritball = sd->servantball;
  15767. else
  15768. sd->servantball_old = require.spiritball;
  15769. break;
  15770. case IQ_SECOND_FAITH:
  15771. case IQ_THIRD_PUNISH:
  15772. if (!(sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
  15773. return false;
  15774. break;
  15775. case IQ_SECOND_JUDGEMENT:
  15776. case IQ_THIRD_CONSECRATION:
  15777. if (!(sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
  15778. return false;
  15779. break;
  15780. case IQ_SECOND_FLAME:
  15781. case IQ_THIRD_FLAME_BOMB:
  15782. if (!(sc && sc->data[SC_THIRD_EXOR_FLAME]))
  15783. return false;
  15784. break;
  15785. }
  15786. /* check state required */
  15787. switch (require.state) {
  15788. case ST_HIDDEN:
  15789. if(!pc_ishiding(sd)) {
  15790. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15791. return false;
  15792. }
  15793. break;
  15794. case ST_RIDING:
  15795. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  15796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15797. return false;
  15798. }
  15799. break;
  15800. case ST_FALCON:
  15801. if(!pc_isfalcon(sd)) {
  15802. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15803. return false;
  15804. }
  15805. break;
  15806. case ST_CART:
  15807. if(!pc_iscarton(sd)) {
  15808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  15809. return false;
  15810. }
  15811. break;
  15812. case ST_SHIELD:
  15813. if(sd->status.shield <= 0) {
  15814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15815. return false;
  15816. }
  15817. break;
  15818. case ST_RECOVER_WEIGHT_RATE:
  15819. #ifdef RENEWAL
  15820. if(pc_is70overweight(sd)) {
  15821. #else
  15822. if(pc_is50overweight(sd)) {
  15823. #endif
  15824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15825. return false;
  15826. }
  15827. break;
  15828. case ST_MOVE_ENABLE:
  15829. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  15830. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  15831. if (!unit_can_move(&sd->bl)) {
  15832. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15833. return false;
  15834. }
  15835. break;
  15836. case ST_WATER:
  15837. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  15838. break;
  15839. 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))
  15840. break;
  15841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15842. return false;
  15843. case ST_RIDINGDRAGON:
  15844. if( !pc_isridingdragon(sd) ) {
  15845. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  15846. return false;
  15847. }
  15848. break;
  15849. case ST_WUG:
  15850. if( !pc_iswug(sd) ) {
  15851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15852. return false;
  15853. }
  15854. break;
  15855. case ST_RIDINGWUG:
  15856. if( !pc_isridingwug(sd) ) {
  15857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15858. return false;
  15859. }
  15860. break;
  15861. case ST_MADO:
  15862. if( !pc_ismadogear(sd) ) {
  15863. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  15864. return false;
  15865. }
  15866. break;
  15867. case ST_ELEMENTALSPIRIT:
  15868. case ST_ELEMENTALSPIRIT2:
  15869. if(!sd->ed) {
  15870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  15871. return false;
  15872. }
  15873. break;
  15874. case ST_PECO:
  15875. if(!pc_isriding(sd)) {
  15876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15877. return false;
  15878. }
  15879. break;
  15880. case ST_SUNSTANCE:
  15881. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15882. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15883. return false;
  15884. }
  15885. break;
  15886. case ST_MOONSTANCE:
  15887. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15888. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15889. return false;
  15890. }
  15891. break;
  15892. case ST_STARSTANCE:
  15893. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15894. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15895. return false;
  15896. }
  15897. break;
  15898. case ST_UNIVERSESTANCE:
  15899. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  15900. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15901. return false;
  15902. }
  15903. break;
  15904. }
  15905. /* check the status required */
  15906. if (!require.status.empty()) {
  15907. switch (skill_id) {
  15908. // Being checked later in skill_check_condition_castend()
  15909. case WZ_SIGHTRASHER:
  15910. break;
  15911. default:
  15912. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15913. return false;
  15914. break;
  15915. }
  15916. }
  15917. // Check for equipped item(s)
  15918. if (!require.eqItem.empty()) {
  15919. size_t count = require.eqItem.size();
  15920. for (const auto &it : require.eqItem) {
  15921. t_itemid reqeqit = it;
  15922. if (!reqeqit)
  15923. break; // Skill has no required item(s); get out of here
  15924. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  15925. case NC_PILEBUNKER:
  15926. case RL_P_ALTER:
  15927. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  15928. count--;
  15929. if (!count) {
  15930. if( skill_id == RL_P_ALTER ){
  15931. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  15932. }else{
  15933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15934. }
  15935. return false;
  15936. } else
  15937. continue;
  15938. }
  15939. break;
  15940. case NC_ACCELERATION:
  15941. case NC_SELFDESTRUCTION:
  15942. case NC_SHAPESHIFT:
  15943. case NC_EMERGENCYCOOL:
  15944. case NC_MAGNETICFIELD:
  15945. case NC_NEUTRALBARRIER:
  15946. case NC_STEALTHFIELD:
  15947. if (pc_search_inventory(sd, reqeqit) == -1) {
  15948. count--;
  15949. if (!count) {
  15950. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  15951. return false;
  15952. } else
  15953. continue;
  15954. }
  15955. break;
  15956. default:
  15957. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  15958. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  15959. return false;
  15960. }
  15961. break;
  15962. }
  15963. }
  15964. }
  15965. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  15966. //mhp is the max-hp-requirement, that is,
  15967. //you must have this % or less of HP to cast it.
  15968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15969. return false;
  15970. }
  15971. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15972. switch(skill_id) {
  15973. case RA_AIMEDBOLT:
  15974. break;
  15975. default:
  15976. switch((unsigned int)log2(require.weapon)) {
  15977. case W_REVOLVER:
  15978. clif_msg(sd, SKILL_NEED_REVOLVER);
  15979. break;
  15980. case W_RIFLE:
  15981. clif_msg(sd, SKILL_NEED_RIFLE);
  15982. break;
  15983. case W_GATLING:
  15984. clif_msg(sd, SKILL_NEED_GATLING);
  15985. break;
  15986. case W_SHOTGUN:
  15987. clif_msg(sd, SKILL_NEED_SHOTGUN);
  15988. break;
  15989. case W_GRENADE:
  15990. clif_msg(sd, SKILL_NEED_GRENADE);
  15991. break;
  15992. default:
  15993. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  15994. break;
  15995. }
  15996. return false;
  15997. }
  15998. }
  15999. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16001. return false;
  16002. }
  16003. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16004. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16005. return false;
  16006. }
  16007. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16008. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16009. return false;
  16010. }
  16011. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16012. switch (skill_id) { // Skills that require soul spheres.
  16013. case SP_SOULGOLEM:
  16014. case SP_SOULSHADOW:
  16015. case SP_SOULFALCON:
  16016. case SP_SOULFAIRY:
  16017. case SP_SOULCURSE:
  16018. case SP_SPA:
  16019. case SP_SHA:
  16020. case SP_SWHOO:
  16021. case SP_SOULUNITY:
  16022. case SP_SOULDIVISION:
  16023. case SP_SOULREAPER:
  16024. case SP_SOULEXPLOSION:
  16025. case SP_KAUTE:
  16026. if (sd->soulball < require.spiritball) {
  16027. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16028. return false;
  16029. }
  16030. break;
  16031. // Skills that requires servants.
  16032. case DK_SERVANT_W_SIGN:
  16033. case DK_SERVANT_W_PHANTOM:
  16034. case DK_SERVANT_W_DEMOL:
  16035. if (sd->servantball < require.spiritball) {
  16036. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16037. return false;
  16038. }
  16039. break;
  16040. default: // Skills that require spirit/coin spheres.
  16041. if (sd->spiritball < require.spiritball) {
  16042. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16043. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16044. else
  16045. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16046. return false;
  16047. }
  16048. break;
  16049. }
  16050. }
  16051. return true;
  16052. }
  16053. /**
  16054. * Check skill condition when cast end.
  16055. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16056. * @param sd Player who uses skill
  16057. * @param skill_id ID of used skill
  16058. * @param skill_lv Level of used skill
  16059. * @return true: All condition passed, false: Failed
  16060. */
  16061. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16062. {
  16063. struct s_skill_condition require;
  16064. struct status_data *status;
  16065. int i;
  16066. short index[MAX_SKILL_ITEM_REQUIRE];
  16067. nullpo_retr(false,sd);
  16068. if( sd->chatID )
  16069. return false;
  16070. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16071. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16072. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16073. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16074. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16075. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16076. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16077. return true;
  16078. }
  16079. switch( sd->menuskill_id ) { // Cast start or cast end??
  16080. case AM_PHARMACY:
  16081. switch( skill_id ) {
  16082. case AM_PHARMACY:
  16083. case AC_MAKINGARROW:
  16084. case BS_REPAIRWEAPON:
  16085. case AM_TWILIGHT1:
  16086. case AM_TWILIGHT2:
  16087. case AM_TWILIGHT3:
  16088. return false;
  16089. }
  16090. break;
  16091. case GN_MIX_COOKING:
  16092. case GN_MAKEBOMB:
  16093. case GN_S_PHARMACY:
  16094. case GN_CHANGEMATERIAL:
  16095. case MT_M_MACHINE:
  16096. case BO_BIONIC_PHARMACY:
  16097. if( sd->menuskill_id != skill_id )
  16098. return false;
  16099. break;
  16100. }
  16101. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16102. return true;
  16103. if( pc_is90overweight(sd) ) {
  16104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16105. return false;
  16106. }
  16107. // perform skill-specific checks (and actions)
  16108. switch( skill_id ) {
  16109. case PR_BENEDICTIO:
  16110. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16111. break;
  16112. case AM_CANNIBALIZE:
  16113. case AM_SPHEREMINE: {
  16114. int c=0;
  16115. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16116. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16117. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16118. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16119. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16120. if(c >= maxcount ||
  16121. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16122. { //Fails when: exceed max limit. There are other plant types already out.
  16123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16124. return false;
  16125. }
  16126. }
  16127. break;
  16128. }
  16129. case NC_SILVERSNIPER:
  16130. case NC_MAGICDECOY: {
  16131. int c = 0;
  16132. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16133. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16134. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16135. if( skill_id == NC_MAGICDECOY ) {
  16136. int j;
  16137. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16138. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16139. } else
  16140. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16141. if( c >= maxcount ) {
  16142. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16143. return false;
  16144. }
  16145. }
  16146. }
  16147. break;
  16148. case KO_ZANZOU: {
  16149. int c = 0;
  16150. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16151. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16152. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16153. return false;
  16154. }
  16155. }
  16156. break;
  16157. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16158. case MT_SUMMON_ABR_DUAL_CANNON:
  16159. case MT_SUMMON_ABR_MOTHER_NET:
  16160. case MT_SUMMON_ABR_INFINITY: {
  16161. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16162. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16163. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16164. 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);
  16165. if (c >= maxcount) {
  16166. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16167. return false;
  16168. }
  16169. }
  16170. break;
  16171. }
  16172. case BO_WOODENWARRIOR:
  16173. case BO_WOODEN_FAIRY:
  16174. case BO_CREEPER:
  16175. case BO_HELLTREE: {
  16176. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16177. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16178. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16179. 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);
  16180. if (c >= maxcount) {
  16181. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16182. return false;
  16183. }
  16184. }
  16185. break;
  16186. }
  16187. }
  16188. status = &sd->battle_status;
  16189. require = skill_get_requirement(sd,skill_id,skill_lv);
  16190. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16192. return false;
  16193. }
  16194. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16195. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16196. return false;
  16197. }
  16198. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16199. uint8 extra_ammo = 0;
  16200. #ifdef RENEWAL
  16201. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16202. case WM_SEVERE_RAINSTORM:
  16203. case RL_FIREDANCE:
  16204. case RL_R_TRIP:
  16205. case RL_FIRE_RAIN:
  16206. extra_ammo = 1;
  16207. break;
  16208. default:
  16209. break;
  16210. }
  16211. #endif
  16212. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16213. clif_arrow_fail(sd,0);
  16214. return false;
  16215. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16216. char e_msg[100];
  16217. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16219. return false;
  16220. }
  16221. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16222. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16223. return false;
  16224. }
  16225. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16226. skill_get_desc(skill_id),
  16227. require.ammo_qty,
  16228. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16229. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16230. return false;
  16231. }
  16232. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16233. //which is the closest we have to wrong ammo type. [Skotlex]
  16234. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16235. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16236. return false;
  16237. }
  16238. }
  16239. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16240. if( !require.itemid[i] )
  16241. continue;
  16242. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16243. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16244. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16246. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16248. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16249. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16250. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16252. else if( require.itemid[i] == ITEMID_ANCILLA )
  16253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16254. else
  16255. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16256. return false;
  16257. }
  16258. }
  16259. /* check the status required */
  16260. if (!require.status.empty()) {
  16261. switch (skill_id) {
  16262. case WZ_SIGHTRASHER:
  16263. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16264. return false;
  16265. break;
  16266. default:
  16267. break;
  16268. }
  16269. }
  16270. return true;
  16271. }
  16272. /** Consume skill requirement
  16273. * @param sd Player who uses the skill
  16274. * @param skill_id ID of used skill
  16275. * @param skill_lv Level of used skill
  16276. * @param type Consume type
  16277. * type&1: consume the others (before skill was used);
  16278. * type&2: consume items (after skill was used)
  16279. */
  16280. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16281. {
  16282. struct s_skill_condition require;
  16283. nullpo_retv(sd);
  16284. require = skill_get_requirement(sd,skill_id,skill_lv);
  16285. if( type&1 ) {
  16286. switch( skill_id ) {
  16287. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16288. case MC_IDENTIFY:
  16289. require.sp = 0;
  16290. break;
  16291. case MO_KITRANSLATION:
  16292. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16293. require.spiritball = 0;
  16294. //Fall through
  16295. default:
  16296. if(sd->state.autocast)
  16297. require.sp = 0;
  16298. break;
  16299. }
  16300. if(require.hp || require.sp || require.ap)
  16301. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16302. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16303. switch (skill_id) { // Skills that require soul spheres.
  16304. case SP_SOULGOLEM:
  16305. case SP_SOULSHADOW:
  16306. case SP_SOULFALCON:
  16307. case SP_SOULFAIRY:
  16308. case SP_SOULCURSE:
  16309. case SP_SPA:
  16310. case SP_SHA:
  16311. case SP_SWHOO:
  16312. case SP_SOULUNITY:
  16313. case SP_SOULDIVISION:
  16314. case SP_SOULREAPER:
  16315. case SP_SOULEXPLOSION:
  16316. case SP_KAUTE:
  16317. pc_delsoulball(sd, require.spiritball, false);
  16318. break;
  16319. // Skills that require servants.
  16320. // Note: We don't update the servants display here
  16321. // since using these skills auto trigger an animation
  16322. // with them in unique ways that makes them vanish.
  16323. case DK_SERVANT_W_SIGN:
  16324. case DK_SERVANT_W_PHANTOM:
  16325. case DK_SERVANT_W_DEMOL:
  16326. pc_delservantball( *sd, require.spiritball );
  16327. break;
  16328. default: // Skills that require spirit/coin spheres.
  16329. pc_delspiritball(sd, require.spiritball, 0);
  16330. break;
  16331. }
  16332. }
  16333. else if(require.spiritball == -1) {
  16334. sd->spiritball_old = sd->spiritball;
  16335. pc_delspiritball(sd,sd->spiritball,0);
  16336. }
  16337. if(require.zeny > 0)
  16338. {
  16339. if( skill_id == NJ_ZENYNAGE )
  16340. require.zeny = 0; //Zeny is reduced on skill_attack.
  16341. if( sd->status.zeny < require.zeny )
  16342. require.zeny = sd->status.zeny;
  16343. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  16344. }
  16345. }
  16346. if( type&2 ) {
  16347. struct status_change *sc = &sd->sc;
  16348. int n,i;
  16349. if( !sc->count )
  16350. sc = NULL;
  16351. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16352. {
  16353. if( !require.itemid[i] )
  16354. continue;
  16355. 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 )
  16356. continue; //Gemstones are checked, but not substracted from inventory.
  16357. switch( skill_id ){
  16358. case SA_SEISMICWEAPON:
  16359. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  16360. continue;
  16361. break;
  16362. case SA_FLAMELAUNCHER:
  16363. case SA_VOLCANO:
  16364. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  16365. continue;
  16366. break;
  16367. case SA_FROSTWEAPON:
  16368. case SA_DELUGE:
  16369. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  16370. continue;
  16371. break;
  16372. case SA_LIGHTNINGLOADER:
  16373. case SA_VIOLENTGALE:
  16374. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  16375. continue;
  16376. break;
  16377. }
  16378. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16379. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16380. }
  16381. }
  16382. }
  16383. /**
  16384. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16385. * @param sd Player's that will be checked
  16386. * @param skill_id Skill that's being used
  16387. * @param skill_lv Skill level of used skill
  16388. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16389. */
  16390. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16391. {
  16392. struct s_skill_condition req;
  16393. struct status_data *status;
  16394. struct status_change *sc;
  16395. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16396. memset(&req,0,sizeof(req));
  16397. if( !sd )
  16398. return req;
  16399. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16400. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16401. sc = &sd->sc;
  16402. if( !sc->count )
  16403. sc = NULL;
  16404. //Checks if disabling skill - in which case no SP requirements are necessary
  16405. if( sc && skill_disable_check(*sc,skill_id) )
  16406. return req;
  16407. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16408. status = &sd->battle_status;
  16409. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16410. req.hp = skill->require.hp[skill_lv - 1];
  16411. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16412. if(hp_rate > 0)
  16413. req.hp += (status->hp * hp_rate)/100;
  16414. else
  16415. req.hp += (status->max_hp * (-hp_rate))/100;
  16416. req.sp = skill->require.sp[skill_lv-1];
  16417. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16418. req.sp /= 2;
  16419. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16420. req.sp -= req.sp * 30 / 100;
  16421. sp_rate = skill->require.sp_rate[skill_lv-1];
  16422. if(sp_rate > 0)
  16423. req.sp += (status->sp * sp_rate)/100;
  16424. else
  16425. req.sp += (status->max_sp * (-sp_rate))/100;
  16426. if( sd->dsprate != 100 )
  16427. req.sp = req.sp * sd->dsprate / 100;
  16428. for (auto &it : sd->skillusesprate) {
  16429. if (it.id == skill_id) {
  16430. sp_skill_rate_bonus -= it.val;
  16431. break;
  16432. }
  16433. }
  16434. for (auto &it : sd->skillusesp) {
  16435. if (it.id == skill_id) {
  16436. req.sp -= it.val;
  16437. break;
  16438. }
  16439. }
  16440. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16441. req.sp += req.sp * 30 / 100;
  16442. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16443. if( sc ) {
  16444. if( sc->data[SC__LAZINESS] )
  16445. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  16446. if( sc->data[SC_RECOGNIZEDSPELL] )
  16447. req.sp += req.sp / 4;
  16448. if( sc->data[SC_OFFERTORIUM])
  16449. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  16450. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16451. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  16452. #ifdef RENEWAL
  16453. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16454. req.sp -= req.sp * 20 / 100;
  16455. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  16456. req.sp -= req.sp * 30 / 100;
  16457. #endif
  16458. if (sc->data[SC_GLOOMYDAY])
  16459. req.sp += req.sp * (skill_lv * 10) / 100;
  16460. if (sc->data[SC_CRESCIVEBOLT])
  16461. req.sp += req.sp * (20 * sc->data[SC_CRESCIVEBOLT]->val1) / 100;
  16462. }
  16463. req.ap = skill->require.ap[skill_lv - 1];
  16464. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16465. if (ap_rate > 0)
  16466. req.ap += (status->ap * ap_rate) / 100;
  16467. else
  16468. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16469. req.zeny = skill->require.zeny[skill_lv-1];
  16470. if( sc && sc->data[SC__UNLUCKY] ) {
  16471. if(sc->data[SC__UNLUCKY]->val1 < 3)
  16472. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  16473. else
  16474. req.zeny += 1000;
  16475. }
  16476. req.spiritball = skill->require.spiritball[skill_lv-1];
  16477. req.state = skill->require.state;
  16478. req.mhp = skill->require.mhp[skill_lv-1];
  16479. req.weapon = skill->require.weapon;
  16480. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16481. if (req.ammo_qty)
  16482. req.ammo = skill->require.ammo;
  16483. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16484. { //Assume this skill is using the weapon, therefore it requires arrows.
  16485. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16486. req.ammo_qty = 1;
  16487. }
  16488. req.status = skill->require.status;
  16489. req.eqItem = skill->require.eqItem;
  16490. // Level dependence flag is determined based on the ItemCost Level label
  16491. bool level_dependent = skill->require.itemid_level_dependent;
  16492. switch( skill_id ) {
  16493. /* Skill level-dependent checks */
  16494. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16495. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16496. req.itemid[1] = skill->require.itemid[skill->max];
  16497. req.amount[1] = skill->require.amount[skill->max];
  16498. // Fall through
  16499. /* Normal skill requirements and gemstone checks */
  16500. default:
  16501. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16502. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16503. if (!level_dependent) {
  16504. switch( skill_id ) {
  16505. case AM_POTIONPITCHER:
  16506. case CR_SLIMPITCHER:
  16507. case CR_CULTIVATION:
  16508. if (i != skill_lv%11 - 1)
  16509. continue;
  16510. break;
  16511. #ifdef RENEWAL
  16512. case AM_CALLHOMUN:
  16513. // Player has no homunculus, only requires first item
  16514. if (i > 0 && sd->hd == nullptr) {
  16515. i = MAX_SKILL_ITEM_REQUIRE;
  16516. continue;
  16517. }
  16518. // Recalling from Rest state has a different consume item (stored as second item)
  16519. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16520. req.itemid[0] = skill->require.itemid[1];
  16521. req.amount[0] = skill->require.amount[1];
  16522. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16523. skill_area_temp[0] = 0;
  16524. i = MAX_SKILL_ITEM_REQUIRE;
  16525. continue;
  16526. }
  16527. break;
  16528. #else
  16529. case AM_CALLHOMUN:
  16530. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16531. continue;
  16532. break;
  16533. #endif
  16534. case AB_ADORAMUS:
  16535. 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)) )
  16536. continue;
  16537. break;
  16538. }
  16539. req.itemid[i] = skill->require.itemid[i];
  16540. req.amount[i] = skill->require.amount[i];
  16541. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16542. int16 itIndex;
  16543. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16544. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16545. req.itemid[i] = ITEMID_TRAP;
  16546. else
  16547. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16548. req.amount[i] = 1;
  16549. }
  16550. break;
  16551. }
  16552. }
  16553. else {
  16554. // Process level_dependent requirement
  16555. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE) {
  16556. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  16557. req.amount[0] = skill->require.amount[skill_lv - 1];
  16558. }
  16559. }
  16560. // Check requirement for gemstone.
  16561. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16562. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16563. req.itemid[i] = req.amount[i] = 0;
  16564. else {
  16565. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  16566. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16567. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16568. req.itemid[i] = req.amount[i] = 0;
  16569. else if( --req.amount[i] < 1 )
  16570. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16571. }
  16572. }
  16573. }
  16574. // Check requirement for Magic Gear Fuel
  16575. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16576. req.itemid[i] = req.amount[i] = 0;
  16577. }
  16578. break;
  16579. }
  16580. // Check for cost reductions due to skills & SCs
  16581. switch(skill_id) {
  16582. case MC_MAMMONITE:
  16583. #ifdef RENEWAL
  16584. case WS_CARTTERMINATION:
  16585. #endif
  16586. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16587. #ifdef RENEWAL
  16588. req.zeny -= req.zeny*20/100;
  16589. #else
  16590. req.zeny -= req.zeny*10/100;
  16591. #endif
  16592. break;
  16593. case AL_HOLYLIGHT:
  16594. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  16595. req.sp *= 5;
  16596. break;
  16597. case SL_SMA:
  16598. case SL_STUN:
  16599. case SL_STIN:
  16600. {
  16601. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16602. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16603. break;
  16604. if(sd->status.base_level>=90)
  16605. req.sp -= req.sp*7*kaina_lv/100;
  16606. else if(sd->status.base_level>=80)
  16607. req.sp -= req.sp*5*kaina_lv/100;
  16608. else if(sd->status.base_level>=70)
  16609. req.sp -= req.sp*3*kaina_lv/100;
  16610. }
  16611. break;
  16612. case MO_CHAINCOMBO:
  16613. case MO_COMBOFINISH:
  16614. case CH_TIGERFIST:
  16615. case CH_CHAINCRUSH:
  16616. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  16617. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16618. break;
  16619. case MO_BODYRELOCATION:
  16620. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  16621. req.spiritball = 0;
  16622. break;
  16623. case MO_EXTREMITYFIST:
  16624. if( sc ) {
  16625. if( sc->data[SC_BLADESTOP] )
  16626. req.spiritball--;
  16627. else if( sc->data[SC_COMBO] ) {
  16628. #ifndef RENEWAL
  16629. switch( sc->data[SC_COMBO]->val1 ) {
  16630. case MO_COMBOFINISH:
  16631. req.spiritball = 4;
  16632. break;
  16633. case CH_TIGERFIST:
  16634. req.spiritball = 3;
  16635. break;
  16636. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16637. req.spiritball = sd->spiritball?sd->spiritball:1;
  16638. break;
  16639. }
  16640. #else
  16641. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16642. #endif
  16643. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  16644. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16645. }
  16646. break;
  16647. case LG_RAGEBURST:
  16648. req.spiritball = sd->spiritball?sd->spiritball:1;
  16649. break;
  16650. case SR_FALLENEMPIRE:
  16651. if (sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
  16652. req.spiritball = 0;
  16653. break;
  16654. case SR_TIGERCANNON:
  16655. if (sc && sc->data[SC_THIRD_EXOR_FLAME])
  16656. req.spiritball = 0;
  16657. break;
  16658. case SR_RAMPAGEBLASTER:
  16659. case SR_RIDEINLIGHTNING:
  16660. if (sc && sc->data[SC_MASSIVE_F_BLASTER])
  16661. req.spiritball = 0;
  16662. break;
  16663. case SR_GATEOFHELL:
  16664. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  16665. req.sp -= req.sp * 10 / 100;
  16666. break;
  16667. case SR_FLASHCOMBO:
  16668. if (sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
  16669. req.spiritball = 0;
  16670. break;
  16671. case SO_SUMMON_AGNI:
  16672. case SO_SUMMON_AQUA:
  16673. case SO_SUMMON_VENTUS:
  16674. case SO_SUMMON_TERA: {
  16675. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16676. if( spirit_sympathy )
  16677. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16678. }
  16679. break;
  16680. case NPC_PSYCHIC_WAVE:
  16681. case SO_PSYCHIC_WAVE:
  16682. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  16683. req.sp += req.sp / 2; // 1.5x SP cost
  16684. break;
  16685. }
  16686. //Check if player is using the copied skill [Cydh]
  16687. uint16 idx = skill_get_index(skill_id);
  16688. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  16689. uint16 req_opt = skill->copyable.req_opt;
  16690. if (req_opt & SKILL_REQ_HPCOST)
  16691. req.hp = 0;
  16692. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  16693. req.mhp = 0;
  16694. if (req_opt & SKILL_REQ_SPCOST)
  16695. req.sp = 0;
  16696. if (req_opt & SKILL_REQ_HPRATECOST)
  16697. req.hp_rate = 0;
  16698. if (req_opt & SKILL_REQ_SPRATECOST)
  16699. req.sp_rate = 0;
  16700. if (req_opt & SKILL_REQ_ZENYCOST)
  16701. req.zeny = 0;
  16702. if (req_opt & SKILL_REQ_WEAPON)
  16703. req.weapon = 0;
  16704. if (req_opt & SKILL_REQ_AMMO) {
  16705. req.ammo = 0;
  16706. req.ammo_qty = 0;
  16707. }
  16708. if (req_opt & SKILL_REQ_STATE)
  16709. req.state = ST_NONE;
  16710. if (req_opt & SKILL_REQ_STATUS) {
  16711. req.status.clear();
  16712. req.status.shrink_to_fit();
  16713. }
  16714. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  16715. req.spiritball = 0;
  16716. if (req_opt & SKILL_REQ_ITEMCOST) {
  16717. memset(req.itemid, 0, sizeof(req.itemid));
  16718. memset(req.amount, 0, sizeof(req.amount));
  16719. }
  16720. if (req_opt & SKILL_REQ_EQUIPMENT) {
  16721. req.eqItem.clear();
  16722. req.eqItem.shrink_to_fit();
  16723. }
  16724. if (req_opt & SKILL_REQ_APCOST)
  16725. req.ap = 0;
  16726. if (req_opt & SKILL_REQ_APRATECOST)
  16727. req.ap_rate = 0;
  16728. }
  16729. return req;
  16730. }
  16731. /*==========================================
  16732. * Does cast-time reductions based on dex, item bonuses and config setting
  16733. *------------------------------------------*/
  16734. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  16735. nullpo_ret(bl);
  16736. double time = skill_get_cast(skill_id, skill_lv);
  16737. #ifndef RENEWAL_CAST
  16738. {
  16739. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  16740. struct status_change *sc = status_get_sc(bl);
  16741. int reduce_cast_rate = 0;
  16742. uint8 flag = skill_get_castnodex(skill_id);
  16743. // Calculate base cast time (reduced by dex)
  16744. if (!(flag&1)) {
  16745. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  16746. if (scale > 0) // not instant cast
  16747. time = time * (float)scale / battle_config.castrate_dex_scale;
  16748. else
  16749. return 0; // instant cast
  16750. }
  16751. // Calculate cast time reduced by item/card bonuses
  16752. if (sd) {
  16753. if (!(flag&4)) {
  16754. if (sd->castrate != 100)
  16755. reduce_cast_rate += 100 - sd->castrate;
  16756. if (sd->bonus.add_varcast != 0)
  16757. time += sd->bonus.add_varcast; // bonus bVariableCast
  16758. }
  16759. // Skill-specific reductions work regardless of flag
  16760. for (const auto &it : sd->skillcastrate) {
  16761. if (it.id == skill_id) {
  16762. time += time * it.val / 100;
  16763. break;
  16764. }
  16765. }
  16766. for (const auto &it : sd->skillvarcast) {
  16767. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16768. time += it.val;
  16769. break;
  16770. }
  16771. }
  16772. }
  16773. // These cast time reductions are processed even if the skill fails
  16774. if (sc && sc->count) {
  16775. // Magic Strings stacks additively with item bonuses
  16776. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  16777. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  16778. // Foresight halves the cast time, it does not stack additively
  16779. if (sc->data[SC_MEMORIZE]) {
  16780. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16781. if(!(flag&2))
  16782. time -= time * 50 / 100;
  16783. // Foresight counter gets reduced even if the skill is not affected by it
  16784. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  16785. status_change_end(bl, SC_MEMORIZE);
  16786. }
  16787. }
  16788. }
  16789. time = time * (1 - (float)reduce_cast_rate / 100);
  16790. }
  16791. #endif
  16792. // config cast time multiplier
  16793. if (battle_config.cast_rate != 100)
  16794. time = time * battle_config.cast_rate / 100;
  16795. // return final cast time
  16796. time = max((int)time, 0);
  16797. //ShowInfo("Castime castfix = %f\n",time);
  16798. return (int)time;
  16799. }
  16800. #ifndef RENEWAL_CAST
  16801. /**
  16802. * Get the skill cast time for Pre-Re cast
  16803. * @param bl: The caster
  16804. * @param time: Cast time before Status Change addition or reduction
  16805. * @return time: Modified castime after status change addition or reduction
  16806. */
  16807. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  16808. {
  16809. if (time < 0)
  16810. return 0;
  16811. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16812. return (int)time;
  16813. status_change *sc = status_get_sc(bl);
  16814. if (sc && sc->count) {
  16815. if (!(flag&2)) {
  16816. if (sc->data[SC_SLOWCAST])
  16817. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  16818. if (sc->data[SC_PARALYSIS])
  16819. time += sc->data[SC_PARALYSIS]->val3;
  16820. if (sc->data[SC_IZAYOI])
  16821. time -= time * 50 / 100;
  16822. if (sc->data[SC_2011RWC_SCROLL])
  16823. time -= time * 5 / 100;
  16824. }
  16825. if (sc->data[SC_SUFFRAGIUM]) {
  16826. if(!(flag&2))
  16827. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  16828. //Suffragium ends even if the skill is not affected by it
  16829. status_change_end(bl, SC_SUFFRAGIUM);
  16830. }
  16831. }
  16832. time = std::max(time, 0.0);
  16833. //ShowInfo("Castime castfix_sc = %f\n",time);
  16834. return (int)time;
  16835. }
  16836. #else
  16837. /**
  16838. * Get the skill cast time for RENEWAL_CAST.
  16839. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  16840. * Additive value:
  16841. * Variable CastTime : time += value
  16842. * Fixed CastTime : fixed += value
  16843. * Multipicative value
  16844. * Variable CastTime : VARCAST_REDUCTION(value)
  16845. * Fixed CastTime : FIXEDCASTRATE2(value)
  16846. * @param bl: The caster
  16847. * @param time: Cast time without reduction
  16848. * @param skill_id: Skill ID of the casted skill
  16849. * @param skill_lv: Skill level of the casted skill
  16850. * @return time: Modified castime after status and bonus addition or reduction
  16851. */
  16852. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  16853. {
  16854. nullpo_ret(bl);
  16855. if (time < 0)
  16856. return 0;
  16857. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16858. return (int)time;
  16859. status_change *sc = status_get_sc(bl);
  16860. map_session_data *sd = BL_CAST(BL_PC, bl);
  16861. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  16862. uint8 flag = skill_get_castnodex(skill_id);
  16863. if (fixed < 0) {
  16864. if (battle_config.default_fixed_castrate > 0) {
  16865. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  16866. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  16867. } else
  16868. fixed = 0;
  16869. }
  16870. // Additive Variable Cast bonus adjustments by items
  16871. if (sd && !(flag&4)) {
  16872. if (sd->bonus.varcastrate != 0)
  16873. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  16874. if (sd->bonus.fixcastrate != 0)
  16875. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  16876. if (sd->bonus.add_varcast != 0)
  16877. time += sd->bonus.add_varcast; // bonus bVariableCast
  16878. if (sd->bonus.add_fixcast != 0)
  16879. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  16880. for (const auto &it : sd->skillfixcast) {
  16881. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  16882. fixed += it.val;
  16883. break;
  16884. }
  16885. }
  16886. for (const auto &it : sd->skillvarcast) {
  16887. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16888. time += it.val;
  16889. break;
  16890. }
  16891. }
  16892. for (const auto &it : sd->skillcastrate) {
  16893. if (it.id == skill_id) { // bonus2 bVariableCastrate
  16894. reduce_cast_rate += it.val;
  16895. break;
  16896. }
  16897. }
  16898. for (const auto &it : sd->skillfixcastrate) {
  16899. if (it.id == skill_id) { // bonus2 bFixedCastrate
  16900. fixcast_r = max(fixcast_r, it.val);
  16901. break;
  16902. }
  16903. }
  16904. }
  16905. // Adjusted by active statuses
  16906. if (sc && sc->count && !(flag&2)) {
  16907. // Multiplicative Variable CastTime values
  16908. if (sc->data[SC_SLOWCAST])
  16909. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  16910. if (sc->data[SC__LAZINESS])
  16911. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  16912. if (sc->data[SC_SUFFRAGIUM]) {
  16913. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  16914. #ifndef RENEWAL
  16915. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  16916. #endif
  16917. }
  16918. if (sc->data[SC_MEMORIZE]) {
  16919. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16920. reduce_cast_rate += 50;
  16921. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  16922. status_change_end(bl, SC_MEMORIZE);
  16923. }
  16924. }
  16925. if (sc->data[SC_POEMBRAGI])
  16926. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  16927. if (sc->data[SC_IZAYOI])
  16928. VARCAST_REDUCTION(50);
  16929. 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)
  16930. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  16931. if (sc->data[SC_TELEKINESIS_INTENSE])
  16932. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  16933. if (sc->data[SC_SOULFAIRY])
  16934. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  16935. if (sc->data[SC_EP16_2_BUFF_AC])
  16936. VARCAST_REDUCTION(80);
  16937. // Multiplicative Fixed CastTime values
  16938. if (sc->data[SC_SECRAMENT])
  16939. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  16940. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  16941. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  16942. if (sc->data[SC_DANCEWITHWUG])
  16943. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  16944. if (sc->data[SC_HEAT_BARREL])
  16945. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  16946. if (sc->data[SC_FREEZING])
  16947. fixcast_r -= 50;
  16948. if (sc->data[SC_SWINGDANCE])
  16949. fixcast_r = max(fixcast_r, skill_lv * 6);
  16950. // Additive Fixed CastTime values
  16951. if (sc->data[SC_MANDRAGORA])
  16952. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  16953. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  16954. fixed -= 1000;
  16955. if (sc->data[SC_IZAYOI])
  16956. fixed = 0;
  16957. if (sc->data[SC_GLOOMYDAY])
  16958. fixed += skill_lv * 500;
  16959. if (sc->data[SC_2011RWC_SCROLL])
  16960. VARCAST_REDUCTION(5);
  16961. }
  16962. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  16963. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  16964. if (varcast_r < 0)
  16965. time = time * (1 - (float)min(varcast_r, 100) / 100);
  16966. // Apply Variable CastTime calculation by INT & DEX
  16967. if (!(flag&1))
  16968. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  16969. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  16970. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  16971. return (int)time;
  16972. }
  16973. #endif
  16974. /*==========================================
  16975. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  16976. *------------------------------------------*/
  16977. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  16978. {
  16979. nullpo_ret(bl);
  16980. if (skill_id == SA_ABRACADABRA)
  16981. return 0; //Will use picked skill's delay.
  16982. if (bl->type&battle_config.no_skill_delay)
  16983. return battle_config.min_skill_delay_limit;
  16984. int delaynodex = skill_get_delaynodex(skill_id);
  16985. double time = skill_get_delay(skill_id, skill_lv);
  16986. if (time < 0)
  16987. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  16988. status_change* sc = status_get_sc(bl);
  16989. // Delay reductions
  16990. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  16991. case MO_TRIPLEATTACK:
  16992. case MO_CHAINCOMBO:
  16993. case MO_COMBOFINISH:
  16994. case CH_TIGERFIST:
  16995. case CH_CHAINCRUSH:
  16996. case SR_DRAGONCOMBO:
  16997. case SR_FALLENEMPIRE:
  16998. case SJ_PROMINENCEKICK:
  16999. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17000. if (time == 0)
  17001. time = 1000;
  17002. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17003. break;
  17004. #ifndef RENEWAL
  17005. case HP_BASILICA:
  17006. if (sc && !sc->data[SC_BASILICA])
  17007. time = 0; // There is no Delay on Basilica creation, only on cancel
  17008. break;
  17009. #endif
  17010. default:
  17011. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17012. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17013. if (scale > 0)
  17014. time = time * scale / battle_config.castrate_dex_scale;
  17015. else //To be capped later to minimum.
  17016. time = 0;
  17017. }
  17018. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17019. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17020. if (scale > 0)
  17021. time = time * scale / battle_config.castrate_dex_scale;
  17022. else //To be capped later to minimum.
  17023. time = 0;
  17024. }
  17025. }
  17026. if (sc && sc->count) {
  17027. if (sc->data[SC_SPIRIT]) {
  17028. switch (skill_id) {
  17029. case CR_SHIELDBOOMERANG:
  17030. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  17031. time /= 2;
  17032. break;
  17033. case AS_SONICBLOW:
  17034. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  17035. time /= 2;
  17036. break;
  17037. }
  17038. }
  17039. }
  17040. int delay = 0;
  17041. if (!(delaynodex&2)) {
  17042. if (sc && sc->count) {
  17043. if (sc->data[SC_POEMBRAGI])
  17044. delay += sc->data[SC_POEMBRAGI]->val3;
  17045. 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)
  17046. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17047. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  17048. delay += sc->data[SC_MAGICMUSHROOM]->val2;
  17049. }
  17050. }
  17051. if (!(delaynodex&4) && bl->type == BL_PC) {
  17052. map_session_data* sd = (map_session_data*)bl;
  17053. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17054. delay += sd->bonus.delayrate;
  17055. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17056. if (it.id == skill_id) {
  17057. time += it.val;
  17058. break;
  17059. }
  17060. }
  17061. }
  17062. if (delay != 0)
  17063. time = time * (1 - (float)min(delay, 100) / 100);
  17064. if (battle_config.delay_rate != 100)
  17065. time = time * battle_config.delay_rate / 100;
  17066. //ShowInfo("Delay delayfix = %f\n",time);
  17067. return max((int)time,0);
  17068. }
  17069. /*==========================================
  17070. * Weapon Repair [Celest/DracoRPG]
  17071. *------------------------------------------*/
  17072. void skill_repairweapon(struct map_session_data *sd, int idx) {
  17073. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17074. ITEMID_IRON_ORE,
  17075. ITEMID_IRON,
  17076. ITEMID_STEEL,
  17077. ITEMID_ORIDECON_STONE,
  17078. #ifdef RENEWAL
  17079. 0
  17080. #endif
  17081. };
  17082. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17083. ITEMID_STEEL,
  17084. #ifdef RENEWAL
  17085. 0
  17086. #endif
  17087. };
  17088. t_itemid material = 0;
  17089. struct item *item;
  17090. struct map_session_data *target_sd;
  17091. nullpo_retv(sd);
  17092. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17093. return;
  17094. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17095. return;
  17096. if( idx < 0 || idx >= MAX_INVENTORY )
  17097. return; //Invalid index??
  17098. item = &target_sd->inventory.u.items_inventory[idx];
  17099. if( !item->nameid || !item->attribute )
  17100. return; //Again invalid item....
  17101. if (itemdb_ishatched_egg(item))
  17102. return;
  17103. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17104. clif_item_repaireffect(sd, idx, 1);
  17105. return;
  17106. }
  17107. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17108. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17109. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17110. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17111. }
  17112. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17113. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17114. return;
  17115. }
  17116. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17117. item->attribute = 0;/* clear broken state */
  17118. clif_equiplist(target_sd);
  17119. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17120. clif_item_repaireffect(sd,idx,0);
  17121. if( sd != target_sd )
  17122. clif_item_repaireffect(target_sd,idx,0);
  17123. }
  17124. /*==========================================
  17125. * Item Appraisal
  17126. *------------------------------------------*/
  17127. void skill_identify(struct map_session_data *sd, int idx)
  17128. {
  17129. int flag=1;
  17130. nullpo_retv(sd);
  17131. sd->state.workinprogress = WIP_DISABLE_NONE;
  17132. if(idx >= 0 && idx < MAX_INVENTORY) {
  17133. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17134. flag=0;
  17135. sd->inventory.u.items_inventory[idx].identify = 1;
  17136. }
  17137. }
  17138. clif_item_identified(sd,idx,flag);
  17139. }
  17140. /*==========================================
  17141. * Weapon Refine [Celest]
  17142. *------------------------------------------*/
  17143. void skill_weaponrefine(struct map_session_data *sd, int idx)
  17144. {
  17145. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17146. ITEMID_PHRACON,
  17147. ITEMID_EMVERETARCON,
  17148. ITEMID_ORIDECON,
  17149. ITEMID_ORIDECON,
  17150. #ifdef RENEWAL
  17151. 0
  17152. #endif
  17153. };
  17154. nullpo_retv(sd);
  17155. if (idx >= 0 && idx < MAX_INVENTORY)
  17156. {
  17157. struct item *item;
  17158. struct item_data *ditem = sd->inventory_data[idx];
  17159. item = &sd->inventory.u.items_inventory[idx];
  17160. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17161. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17162. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17163. return;
  17164. }
  17165. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17166. clif_upgrademessage(sd, 2, item->nameid);
  17167. return;
  17168. }
  17169. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17170. if( i < 0 ) {
  17171. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17172. return;
  17173. }
  17174. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17175. if( info == nullptr ){
  17176. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17177. return;
  17178. }
  17179. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17180. if( cost == nullptr ){
  17181. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17182. return;
  17183. }
  17184. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17185. 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 );
  17186. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17187. return;
  17188. }
  17189. int per = ( cost->chance / 100 );
  17190. if( sd->class_&JOBL_THIRD )
  17191. per += 10;
  17192. else
  17193. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17194. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17195. if (per > rnd() % 100) {
  17196. int ep=0;
  17197. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17198. item->refine++;
  17199. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17200. if(item->equip) {
  17201. ep = item->equip;
  17202. pc_unequipitem(sd,idx,3);
  17203. }
  17204. clif_delitem(sd,idx,1,3);
  17205. clif_upgrademessage(sd, 0, item->nameid);
  17206. clif_inventorylist(sd);
  17207. clif_refine(sd->fd,0,idx,item->refine);
  17208. if( ditem->type == IT_WEAPON ){
  17209. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17210. }
  17211. if (ep)
  17212. pc_equipitem(sd,idx,ep);
  17213. clif_misceffect(&sd->bl,3);
  17214. if(item->refine == 10 &&
  17215. item->card[0] == CARD0_FORGE &&
  17216. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17217. { // Fame point system [DracoRPG]
  17218. switch(ditem->weapon_level){
  17219. case 1:
  17220. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17221. break;
  17222. case 2:
  17223. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17224. break;
  17225. case 3:
  17226. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17227. break;
  17228. }
  17229. }
  17230. } else {
  17231. item->refine = 0;
  17232. if(item->equip)
  17233. pc_unequipitem(sd,idx,3);
  17234. clif_upgrademessage(sd, 1, item->nameid);
  17235. clif_refine(sd->fd,1,idx,item->refine);
  17236. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17237. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17238. clif_misceffect(&sd->bl,2);
  17239. clif_emotion(&sd->bl, ET_HUK);
  17240. }
  17241. }
  17242. }
  17243. }
  17244. /*==========================================
  17245. *
  17246. *------------------------------------------*/
  17247. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  17248. {
  17249. nullpo_ret(sd);
  17250. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17251. return 0;
  17252. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17253. uint16 maxlv = 1;
  17254. if (skill_lv == 0 || lv == 0)
  17255. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17256. #ifdef RENEWAL
  17257. 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)
  17258. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17259. else
  17260. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17261. #else
  17262. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17263. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17264. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  17265. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17266. else if(skill_lv==2) maxlv=1;
  17267. else if(skill_lv==3) maxlv=2;
  17268. else if(skill_lv>=4) maxlv=3;
  17269. }
  17270. else if(skill_id==MG_SOULSTRIKE){
  17271. if(skill_lv==5) maxlv=1;
  17272. else if(skill_lv==6) maxlv=2;
  17273. else if(skill_lv>=7) maxlv=3;
  17274. }
  17275. else if(skill_id==MG_FIREBALL){
  17276. if(skill_lv==8) maxlv=1;
  17277. else if(skill_lv>=9) maxlv=2;
  17278. }
  17279. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17280. else return 0;
  17281. #endif
  17282. maxlv = min(lv, maxlv);
  17283. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17284. skill_get_time(SA_AUTOSPELL,skill_lv));
  17285. return 0;
  17286. }
  17287. /**
  17288. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17289. * @param bl: Player object
  17290. * @param ap: va_arg list
  17291. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17292. */
  17293. static int skill_sit_count(struct block_list *bl, va_list ap)
  17294. {
  17295. struct map_session_data *sd = (struct map_session_data*)bl;
  17296. int flag = va_arg(ap, int);
  17297. if (!pc_issit(sd))
  17298. return 0;
  17299. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17300. return 1;
  17301. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17302. return 1;
  17303. return 0;
  17304. }
  17305. /**
  17306. * Triggered when a player sits down to activate bonus states.
  17307. * @param bl: Player object
  17308. * @param ap: va_arg list
  17309. * @return 0
  17310. */
  17311. static int skill_sit_in(struct block_list *bl, va_list ap)
  17312. {
  17313. struct map_session_data *sd = (struct map_session_data*)bl;
  17314. int flag = va_arg(ap, int);
  17315. if (!pc_issit(sd))
  17316. return 0;
  17317. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17318. sd->state.gangsterparadise = 1;
  17319. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17320. sd->state.rest = 1;
  17321. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17322. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17323. }
  17324. return 0;
  17325. }
  17326. /**
  17327. * Triggered when a player stands up to deactivate bonus states.
  17328. * @param bl: Player object
  17329. * @param ap: va_arg list
  17330. * @return 0
  17331. */
  17332. static int skill_sit_out(struct block_list *bl, va_list ap)
  17333. {
  17334. struct map_session_data *sd = (struct map_session_data*)bl;
  17335. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17336. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17337. return 0;
  17338. if (flag&1 && sd->state.gangsterparadise)
  17339. sd->state.gangsterparadise = 0;
  17340. if (flag&2 && sd->state.rest) {
  17341. sd->state.rest = 0;
  17342. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17343. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17344. }
  17345. return 0;
  17346. }
  17347. /**
  17348. * Toggle Sit icon and player bonuses when sitting/standing.
  17349. * @param sd: Player data
  17350. * @param sitting: True when sitting or false when standing
  17351. * @return 0
  17352. */
  17353. int skill_sit(struct map_session_data *sd, bool sitting)
  17354. {
  17355. int flag = 0, range = 0, lv;
  17356. nullpo_ret(sd);
  17357. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17358. flag |= 1;
  17359. range = skill_get_splash(RG_GANGSTER, lv);
  17360. }
  17361. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17362. flag |= 2;
  17363. range = skill_get_splash(TK_HPTIME, lv);
  17364. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17365. flag |= 2;
  17366. range = skill_get_splash(TK_SPTIME, lv);
  17367. }
  17368. if (sitting)
  17369. clif_status_load(&sd->bl, EFST_SIT, 1);
  17370. else
  17371. clif_status_load(&sd->bl, EFST_SIT, 0);
  17372. if (!flag) // No need to count area if no skills are learned.
  17373. return 0;
  17374. if (sitting) {
  17375. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17376. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17377. } else
  17378. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17379. return 0;
  17380. }
  17381. /*==========================================
  17382. * Do Forstjoke/Scream effect
  17383. *------------------------------------------*/
  17384. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17385. {
  17386. struct block_list *src;
  17387. uint16 skill_id,skill_lv;
  17388. t_tick tick;
  17389. nullpo_ret(bl);
  17390. nullpo_ret(src = va_arg(ap,struct block_list*));
  17391. skill_id = va_arg(ap,int);
  17392. skill_lv = va_arg(ap,int);
  17393. if(!skill_lv)
  17394. return 0;
  17395. tick = va_arg(ap,t_tick);
  17396. if (src == bl || status_isdead(bl))
  17397. return 0;
  17398. if (bl->type == BL_PC) {
  17399. struct map_session_data *sd = (struct map_session_data *)bl;
  17400. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17401. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17402. }
  17403. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17404. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17405. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17406. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17407. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17408. return 0;
  17409. }
  17410. /**
  17411. * Set map cell flag as skill unit effect
  17412. * @param src Skill unit
  17413. * @param skill_id
  17414. * @param skill_lv
  17415. * @param cell Cell type cell_t
  17416. * @param flag 0/1
  17417. */
  17418. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17419. {
  17420. int range = skill_get_unit_range(skill_id,skill_lv);
  17421. int x, y;
  17422. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17423. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17424. map_setcell(src->bl.m, x, y, cell, flag);
  17425. }
  17426. /**
  17427. * Do skill attack area (such splash effect) around the 'first' target.
  17428. * First target will skip skill condition, always receive damage. But,
  17429. * around it, still need target/condition validation by
  17430. * battle_check_target and status_check_skilluse
  17431. * @param bl
  17432. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17433. */
  17434. int skill_attack_area(struct block_list *bl, va_list ap)
  17435. {
  17436. struct block_list *src,*dsrc;
  17437. int atk_type,skill_id,skill_lv,flag,type;
  17438. t_tick tick;
  17439. if(status_isdead(bl))
  17440. return 0;
  17441. atk_type = va_arg(ap,int);
  17442. src = va_arg(ap,struct block_list*);
  17443. dsrc = va_arg(ap,struct block_list*);
  17444. skill_id = va_arg(ap,int);
  17445. skill_lv = va_arg(ap,int);
  17446. tick = va_arg(ap,t_tick);
  17447. flag = va_arg(ap,int);
  17448. type = va_arg(ap,int);
  17449. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17450. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17451. }
  17452. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17453. !status_check_skilluse(NULL, bl, skill_id, 2))
  17454. return 0;
  17455. switch (skill_id) {
  17456. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17457. if (src->x == bl->x && src->y == bl->y)
  17458. return 0; //Does not hit current cell
  17459. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17460. return 0;
  17461. //Fall through
  17462. case NPC_ACIDBREATH:
  17463. case NPC_DARKNESSBREATH:
  17464. case NPC_FIREBREATH:
  17465. case NPC_ICEBREATH:
  17466. case NPC_THUNDERBREATH:
  17467. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17468. default:
  17469. //Area-splash, disable skill animation.
  17470. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17471. }
  17472. }
  17473. /**
  17474. * Clear skill unit group
  17475. * @param bl: Unit to check
  17476. * @param flag: Skill group to clear
  17477. */
  17478. int skill_clear_group(block_list *bl, uint8 flag)
  17479. {
  17480. nullpo_ret(bl);
  17481. unit_data *ud = unit_bl2ud(bl);
  17482. if (ud == nullptr)
  17483. return 0;
  17484. size_t count = 0;
  17485. bool deleted = false;
  17486. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17487. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17488. switch ((*it)->skill_id) {
  17489. case SA_DELUGE:
  17490. case SA_VOLCANO:
  17491. case SA_VIOLENTGALE:
  17492. case SA_LANDPROTECTOR:
  17493. case NJ_SUITON:
  17494. case NJ_KAENSIN:
  17495. case SC_CHAOSPANIC:
  17496. case MH_POISON_MIST:
  17497. case MH_LAVA_SLIDE:
  17498. if (flag & 1) {
  17499. skill_delunitgroup(*it);
  17500. count++;
  17501. deleted = true;
  17502. }
  17503. break;
  17504. case SO_CLOUD_KILL:
  17505. case NPC_CLOUD_KILL:
  17506. if (flag & 4) {
  17507. skill_delunitgroup(*it);
  17508. count++;
  17509. deleted = true;
  17510. }
  17511. break;
  17512. case SO_WARMER:
  17513. if (flag & 8) {
  17514. skill_delunitgroup(*it);
  17515. count++;
  17516. deleted = true;
  17517. }
  17518. break;
  17519. default:
  17520. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17521. skill_delunitgroup(*it);
  17522. count++;
  17523. deleted = true;
  17524. }
  17525. break;
  17526. }
  17527. }
  17528. return static_cast<int>(count);
  17529. }
  17530. /**
  17531. * Returns the first element field found [Skotlex]
  17532. * @param bl
  17533. * @return s_skill_unit_group
  17534. */
  17535. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17536. {
  17537. nullpo_ret(bl);
  17538. unit_data *ud = unit_bl2ud(bl);
  17539. if (ud == nullptr)
  17540. return nullptr;
  17541. for (const auto su : ud->skillunits) {
  17542. switch (su->skill_id) {
  17543. case SA_DELUGE:
  17544. case SA_VOLCANO:
  17545. case SA_VIOLENTGALE:
  17546. case SA_LANDPROTECTOR:
  17547. case NJ_SUITON:
  17548. case SO_CLOUD_KILL:
  17549. case NPC_CLOUD_KILL:
  17550. case SO_WARMER:
  17551. case SC_CHAOSPANIC:
  17552. case MH_POISON_MIST:
  17553. case MH_LAVA_SLIDE:
  17554. return su;
  17555. }
  17556. }
  17557. return nullptr;
  17558. }
  17559. /// Graffiti cleaner [Valaris]
  17560. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17561. {
  17562. struct skill_unit *unit = NULL;
  17563. int remove = va_arg(ap, int);
  17564. nullpo_retr(0, bl);
  17565. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17566. return 0;
  17567. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17568. if (remove == 1)
  17569. skill_delunit(unit);
  17570. return 1;
  17571. }
  17572. return 0;
  17573. }
  17574. /// Greed effect
  17575. int skill_greed(struct block_list *bl, va_list ap)
  17576. {
  17577. struct block_list *src;
  17578. struct map_session_data *sd = NULL;
  17579. struct flooritem_data *fitem = NULL;
  17580. nullpo_ret(bl);
  17581. nullpo_ret(src = va_arg(ap, struct block_list *));
  17582. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17583. pc_takeitem(sd, fitem);
  17584. return 0;
  17585. }
  17586. /// Ranger's Detonator [Jobbie/3CeAM]
  17587. int skill_detonator(struct block_list *bl, va_list ap)
  17588. {
  17589. nullpo_ret(bl);
  17590. if (bl->type != BL_SKILL)
  17591. return 0;
  17592. block_list *src = va_arg(ap, block_list *);
  17593. skill_unit *unit = (skill_unit *)bl;
  17594. if (unit == nullptr)
  17595. return 0;
  17596. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17597. if (group == nullptr || group->src_id != src->id)
  17598. return 0;
  17599. int unit_id = group->unit_id;
  17600. switch( unit_id )
  17601. { //List of Hunter and Ranger Traps that can be detonate.
  17602. case UNT_BLASTMINE:
  17603. case UNT_SANDMAN:
  17604. case UNT_CLAYMORETRAP:
  17605. case UNT_TALKIEBOX:
  17606. case UNT_CLUSTERBOMB:
  17607. case UNT_FIRINGTRAP:
  17608. case UNT_ICEBOUNDTRAP:
  17609. switch(unit_id) {
  17610. case UNT_TALKIEBOX:
  17611. clif_talkiebox(bl,group->valstr);
  17612. group->val2 = -1;
  17613. break;
  17614. case UNT_CLAYMORETRAP:
  17615. case UNT_FIRINGTRAP:
  17616. case UNT_ICEBOUNDTRAP:
  17617. 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);
  17618. break;
  17619. default:
  17620. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17621. break;
  17622. }
  17623. if (unit->group == nullptr)
  17624. return 0;
  17625. clif_changetraplook(bl, UNT_USED_TRAPS);
  17626. group->unit_id = UNT_USED_TRAPS;
  17627. group->limit = DIFF_TICK(gettick(),group->tick) +
  17628. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17629. break;
  17630. }
  17631. return 0;
  17632. }
  17633. /**
  17634. * Calculate Royal Guard's Banding bonus
  17635. * @param sd: Player data
  17636. * @return Number of Royal Guard
  17637. */
  17638. int skill_banding_count(struct map_session_data *sd)
  17639. {
  17640. nullpo_ret(sd);
  17641. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17642. }
  17643. /**
  17644. * Rebellion's Bind Trap explosion
  17645. * @author [Cydh]
  17646. */
  17647. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17648. struct skill_unit *su = NULL;
  17649. struct block_list *src = NULL;
  17650. nullpo_ret(bl);
  17651. src = va_arg(ap,struct block_list *);
  17652. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17653. return 0;
  17654. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17655. return 0;
  17656. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17657. clif_changetraplook(bl, UNT_USED_TRAPS);
  17658. su->group->unit_id = UNT_USED_TRAPS;
  17659. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17660. return 1;
  17661. }
  17662. /*==========================================
  17663. * Check new skill unit cell when overlapping in other skill unit cell.
  17664. * Catched skill in cell value pushed to *unit pointer.
  17665. * Set (*alive) to 0 will ends 'new unit' check
  17666. *------------------------------------------*/
  17667. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17668. {
  17669. uint16 skill_id;
  17670. int *alive;
  17671. struct skill_unit *unit;
  17672. skill_id = va_arg(ap,int);
  17673. alive = va_arg(ap,int *);
  17674. unit = (struct skill_unit *)bl;
  17675. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17676. return 0;
  17677. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17678. return 0;
  17679. switch (skill_id) {
  17680. case SA_LANDPROTECTOR: {
  17681. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  17682. (*alive) = 0;
  17683. skill_delunit(unit);
  17684. return 1;
  17685. }
  17686. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  17687. //It deletes everything except traps and barriers
  17688. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  17689. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  17690. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17691. skill_delunitgroup(unit->group);
  17692. } else
  17693. skill_delunit(unit);
  17694. return 1;
  17695. }
  17696. }
  17697. break;
  17698. case GN_CRAZYWEED_ATK:
  17699. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  17700. break;
  17701. case HW_GANBANTEIN:
  17702. case LG_EARTHDRIVE:
  17703. // Officially songs/dances are removed
  17704. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  17705. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17706. skill_delunitgroup(unit->group);
  17707. } else
  17708. skill_delunit(unit);
  17709. return 1;
  17710. case SA_VOLCANO:
  17711. case SA_DELUGE:
  17712. case SA_VIOLENTGALE:
  17713. // The official implementation makes them fail to appear when casted on top of ANYTHING
  17714. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  17715. // hence, I leave the alternate implementation here, commented. [Skotlex]
  17716. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  17717. {
  17718. (*alive) = 0;
  17719. return 1;
  17720. }
  17721. /*
  17722. switch (unit->group->skill_id)
  17723. { //These cannot override each other.
  17724. case SA_VOLCANO:
  17725. case SA_DELUGE:
  17726. case SA_VIOLENTGALE:
  17727. (*alive) = 0;
  17728. return 1;
  17729. }
  17730. */
  17731. break;
  17732. case PF_FOGWALL:
  17733. switch(unit->group->skill_id) {
  17734. case SA_VOLCANO: //Can't be placed on top of these
  17735. case SA_VIOLENTGALE:
  17736. (*alive) = 0;
  17737. return 1;
  17738. case SA_DELUGE:
  17739. case NJ_SUITON:
  17740. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  17741. (*alive) = 2;
  17742. break;
  17743. }
  17744. break;
  17745. case WZ_WATERBALL:
  17746. switch (unit->group->skill_id) {
  17747. case SA_DELUGE:
  17748. case NJ_SUITON:
  17749. //Consumes deluge/suiton
  17750. skill_delunit(unit);
  17751. return 1;
  17752. }
  17753. break;
  17754. case WZ_ICEWALL:
  17755. #ifndef RENEWAL
  17756. case HP_BASILICA:
  17757. case HW_GRAVITATION:
  17758. #endif
  17759. //These can't be placed on top of themselves (duration can't be refreshed)
  17760. if (unit->group->skill_id == skill_id)
  17761. {
  17762. (*alive) = 0;
  17763. return 1;
  17764. }
  17765. break;
  17766. case RL_FIRE_RAIN: {
  17767. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  17768. if (uf[UF_REMOVEDBYFIRERAIN]) {
  17769. if (uf[UF_RANGEDSINGLEUNIT]) {
  17770. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17771. skill_delunitgroup(unit->group);
  17772. } else
  17773. skill_delunit(unit);
  17774. return 1;
  17775. }
  17776. }
  17777. break;
  17778. }
  17779. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  17780. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  17781. (*alive) = 0;
  17782. return 1;
  17783. }
  17784. return 0;
  17785. }
  17786. /*==========================================
  17787. * Splash effect for skill unit 'trap type'.
  17788. * Chance triggered when damaged, timeout, or char step on it.
  17789. *------------------------------------------*/
  17790. static int skill_trap_splash(struct block_list *bl, va_list ap)
  17791. {
  17792. struct block_list *src = va_arg(ap,struct block_list *);
  17793. struct skill_unit *unit = NULL;
  17794. t_tick tick = va_arg(ap,t_tick);
  17795. struct block_list *ss; //Skill src bl
  17796. nullpo_ret(src);
  17797. unit = (struct skill_unit *)src;
  17798. if (!unit || !unit->alive || bl->prev == NULL)
  17799. return 0;
  17800. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  17801. if (sg == nullptr)
  17802. return 0;
  17803. nullpo_ret(ss = map_id2bl(sg->src_id));
  17804. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  17805. return 0;
  17806. switch (sg->unit_id) {
  17807. case UNT_B_TRAP:
  17808. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  17809. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  17810. break;
  17811. case UNT_SHOCKWAVE:
  17812. case UNT_SANDMAN:
  17813. case UNT_FLASHER:
  17814. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  17815. break;
  17816. case UNT_GROUNDDRIFT_WIND:
  17817. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17818. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  17819. break;
  17820. case UNT_GROUNDDRIFT_DARK:
  17821. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17822. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  17823. break;
  17824. case UNT_GROUNDDRIFT_POISON:
  17825. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17826. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  17827. break;
  17828. case UNT_GROUNDDRIFT_WATER:
  17829. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17830. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  17831. break;
  17832. case UNT_GROUNDDRIFT_FIRE:
  17833. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17834. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  17835. break;
  17836. case UNT_ELECTRICSHOCKER:
  17837. if (bl->id != ss->id) {
  17838. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  17839. break;
  17840. 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)) {
  17841. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  17842. clif_fixpos(bl);
  17843. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  17844. }
  17845. }
  17846. break;
  17847. case UNT_MAGENTATRAP:
  17848. case UNT_COBALTTRAP:
  17849. case UNT_MAIZETRAP:
  17850. case UNT_VERDURETRAP:
  17851. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  17852. struct status_data *status = status_get_status_data(bl);
  17853. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  17854. status->ele_lv = (unsigned char)sg->skill_lv;
  17855. }
  17856. break;
  17857. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  17858. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  17859. break;
  17860. case UNT_FIRINGTRAP:
  17861. case UNT_ICEBOUNDTRAP:
  17862. if( src->id == bl->id ) break;
  17863. if( bl->type == BL_SKILL ) {
  17864. struct skill_unit *su = (struct skill_unit *)bl;
  17865. if (su && su->group->unit_id == UNT_USED_TRAPS)
  17866. break;
  17867. }
  17868. case UNT_CLUSTERBOMB:
  17869. if( ss != bl )
  17870. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  17871. break;
  17872. case UNT_CLAYMORETRAP:
  17873. if( src->id == bl->id ) break;
  17874. if( bl->type == BL_SKILL ) {
  17875. struct skill_unit *su = (struct skill_unit *)bl;
  17876. if (!su)
  17877. return 0;
  17878. switch(su->group->unit_id) {
  17879. case UNT_CLAYMORETRAP:
  17880. case UNT_LANDMINE:
  17881. case UNT_BLASTMINE:
  17882. case UNT_SHOCKWAVE:
  17883. case UNT_SANDMAN:
  17884. case UNT_FLASHER:
  17885. case UNT_FREEZINGTRAP:
  17886. case UNT_FIRINGTRAP:
  17887. case UNT_ICEBOUNDTRAP:
  17888. clif_changetraplook(bl, UNT_USED_TRAPS);
  17889. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  17890. su->group->unit_id = UNT_USED_TRAPS;
  17891. break;
  17892. }
  17893. }
  17894. default: {
  17895. int split_count = 0;
  17896. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  17897. 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));
  17898. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  17899. }
  17900. break;
  17901. }
  17902. return 1;
  17903. }
  17904. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  17905. {
  17906. uint16 skill_id, skill_lv;
  17907. struct skill_unit *unit;
  17908. nullpo_ret(bl);
  17909. skill_id = va_arg(ap,int);
  17910. skill_lv = va_arg(ap,int);
  17911. unit = (struct skill_unit *)bl;
  17912. if( unit == NULL || unit->group == NULL )
  17913. return 0;
  17914. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  17915. return 0;
  17916. if( unit->group->skill_id == SC_MAELSTROM ) {
  17917. struct block_list *src;
  17918. if( (src = map_id2bl(unit->group->src_id)) ){
  17919. int sp = unit->group->skill_lv * skill_lv;
  17920. if( src->type == BL_PC )
  17921. sp += ((TBL_PC*)src)->status.job_level / 5;
  17922. status_heal(src, 0, sp/2, 1);
  17923. }
  17924. }
  17925. return 0;
  17926. }
  17927. /**
  17928. * Check cloaking condition
  17929. * @param bl
  17930. * @param sce
  17931. * @return True if near wall; False otherwise
  17932. */
  17933. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  17934. {
  17935. bool wall = true;
  17936. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  17937. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  17938. { //Check for walls.
  17939. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  17940. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  17941. int i;
  17942. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  17943. if( i == 8 )
  17944. wall = false;
  17945. }
  17946. if( sce ) {
  17947. if( !wall ) {
  17948. if( sce->val1 < 3 ) //End cloaking.
  17949. status_change_end(bl, SC_CLOAKING);
  17950. else if( sce->val4&1 ) { //Remove wall bonus
  17951. sce->val4&=~1;
  17952. status_calc_bl(bl, { SCB_SPEED });
  17953. }
  17954. } else {
  17955. if( !(sce->val4&1) ) { //Add wall speed bonus
  17956. sce->val4|=1;
  17957. status_calc_bl(bl, { SCB_SPEED });
  17958. }
  17959. }
  17960. }
  17961. return wall;
  17962. }
  17963. /** Check Shadow Form on the target
  17964. * @param bl: Target
  17965. * @param damage: Damage amount
  17966. * @param hit
  17967. * @return true - in Shadow Form state; false - otherwise
  17968. */
  17969. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  17970. {
  17971. struct status_change *sc;
  17972. nullpo_retr(false,bl);
  17973. if (!damage)
  17974. return false;
  17975. sc = status_get_sc(bl);
  17976. if( sc && sc->data[SC__SHADOWFORM] ) {
  17977. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  17978. if( !src || src->m != bl->m ) {
  17979. status_change_end(bl, SC__SHADOWFORM);
  17980. return false;
  17981. }
  17982. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  17983. if( src->type == BL_PC )
  17984. ((TBL_PC*)src)->shadowform_id = 0;
  17985. status_change_end(bl, SC__SHADOWFORM);
  17986. return false;
  17987. }
  17988. 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);
  17989. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  17990. status_change_end(bl, SC__SHADOWFORM);
  17991. if( src->type == BL_PC )
  17992. ((TBL_PC*)src)->shadowform_id = 0;
  17993. }
  17994. return true;
  17995. }
  17996. return false;
  17997. }
  17998. /**
  17999. * Check camouflage condition
  18000. * @param bl
  18001. * @param sce
  18002. * @return True if near wall; False otherwise
  18003. * @TODO: Seems wrong
  18004. */
  18005. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18006. {
  18007. bool wall = true;
  18008. if( bl->type == BL_PC ) { //Check for walls.
  18009. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18010. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18011. int i;
  18012. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18013. if( i == 8 )
  18014. wall = false;
  18015. }
  18016. if( sce ) {
  18017. if( !wall && sce->val1 < 3 ) //End camouflage.
  18018. status_change_end(bl, SC_CAMOUFLAGE);
  18019. status_calc_bl(bl, { SCB_SPEED });
  18020. }
  18021. return wall;
  18022. }
  18023. /**
  18024. * Process skill unit visibilty for single BL in area
  18025. * @param bl
  18026. * @param ap
  18027. * @author [Cydh]
  18028. **/
  18029. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18030. struct skill_unit *su = NULL;
  18031. struct block_list *src = NULL;
  18032. unsigned int party1 = 0;
  18033. bool visible = true;
  18034. nullpo_ret(bl);
  18035. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18036. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18037. party1 = va_arg(ap, unsigned int);
  18038. if (src != bl) {
  18039. unsigned int party2 = status_get_party_id(bl);
  18040. if (!party1 || !party2 || party1 != party2)
  18041. visible = false;
  18042. }
  18043. clif_getareachar_skillunit(bl, su, SELF, visible);
  18044. return 1;
  18045. }
  18046. /**
  18047. * Check for skill unit visibilty in area on
  18048. * - skill first placement
  18049. * - skill moved (knocked back, moved dance)
  18050. * @param su Skill unit
  18051. * @param target Affected target for this visibility @see enum send_target
  18052. * @author [Cydh]
  18053. **/
  18054. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18055. nullpo_retv(su);
  18056. if (!su->hidden) // It's not hidden, just do this!
  18057. clif_getareachar_skillunit(&su->bl, su, target, true);
  18058. else {
  18059. struct block_list *src = battle_get_master(&su->bl);
  18060. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18061. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18062. }
  18063. }
  18064. /**
  18065. * Check for skill unit visibilty on single BL on insight/spawn action
  18066. * @param su Skill unit
  18067. * @param bl Block list
  18068. * @author [Cydh]
  18069. **/
  18070. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18071. bool visible = true;
  18072. struct block_list *src = NULL;
  18073. nullpo_retv(bl);
  18074. nullpo_retv(su);
  18075. nullpo_retv((src = battle_get_master(&su->bl)));
  18076. if (su->hidden && src != bl) {
  18077. unsigned int party1 = status_get_party_id(src);
  18078. unsigned int party2 = status_get_party_id(bl);
  18079. if (!party1 || !party2 || party1 != party2)
  18080. visible = false;
  18081. }
  18082. clif_getareachar_skillunit(bl, su, SELF, visible);
  18083. }
  18084. /**
  18085. * Initialize new skill unit for skill unit group.
  18086. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18087. * @param group Skill unit group
  18088. * @param idx
  18089. * @param x
  18090. * @param y
  18091. * @param val1
  18092. * @param val2
  18093. */
  18094. 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)
  18095. {
  18096. if (group == nullptr || group->unit == nullptr)
  18097. return nullptr;
  18098. skill_unit *unit = &group->unit[idx];
  18099. if (unit == nullptr)
  18100. return nullptr;
  18101. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18102. return unit;
  18103. if(!unit->alive)
  18104. group->alive_count++;
  18105. unit->bl.id = map_get_new_object_id();
  18106. unit->bl.type = BL_SKILL;
  18107. unit->bl.m = group->map;
  18108. unit->bl.x = x;
  18109. unit->bl.y = y;
  18110. unit->group = group;
  18111. unit->alive = 1;
  18112. unit->val1 = val1;
  18113. unit->val2 = val2;
  18114. unit->hidden = hidden;
  18115. // Stores new skill unit
  18116. idb_put(skillunit_db, unit->bl.id, unit);
  18117. map_addiddb(&unit->bl);
  18118. if(map_addblock(&unit->bl))
  18119. return NULL;
  18120. // Perform oninit actions
  18121. switch (group->skill_id) {
  18122. case WZ_ICEWALL:
  18123. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18124. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18125. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18126. break;
  18127. case SA_LANDPROTECTOR:
  18128. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18129. break;
  18130. #ifndef RENEWAL
  18131. case HP_BASILICA:
  18132. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18133. break;
  18134. #endif
  18135. case SC_MAELSTROM:
  18136. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18137. break;
  18138. default:
  18139. if (group->state.song_dance&0x1) //Check for dissonance.
  18140. skill_dance_overlap(unit, 1);
  18141. break;
  18142. }
  18143. skill_getareachar_skillunit_visibilty(unit, AREA);
  18144. return unit;
  18145. }
  18146. /**
  18147. * Remove unit
  18148. * @param unit
  18149. */
  18150. int skill_delunit(struct skill_unit* unit)
  18151. {
  18152. nullpo_ret(unit);
  18153. if( !unit->alive )
  18154. return 0;
  18155. unit->alive = 0;
  18156. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18157. if (group == nullptr)
  18158. return 0;
  18159. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18160. skill_dance_overlap(unit, 0);
  18161. // invoke onout event
  18162. if( !unit->range )
  18163. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18164. // perform ondelete actions
  18165. switch (group->skill_id) {
  18166. case HT_ANKLESNARE:
  18167. case SC_ESCAPE:
  18168. {
  18169. struct block_list* target = map_id2bl(group->val2);
  18170. if( target )
  18171. status_change_end(target, SC_ANKLE);
  18172. }
  18173. break;
  18174. case WZ_ICEWALL:
  18175. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18176. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18177. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18178. break;
  18179. case SA_LANDPROTECTOR:
  18180. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18181. break;
  18182. #ifndef RENEWAL
  18183. case HP_BASILICA:
  18184. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18185. break;
  18186. #endif
  18187. case RA_ELECTRICSHOCKER: {
  18188. struct block_list* target = map_id2bl(group->val2);
  18189. if( target )
  18190. status_change_end(target, SC_ELECTRICSHOCKER);
  18191. }
  18192. break;
  18193. case SC_MAELSTROM:
  18194. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18195. break;
  18196. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18197. if( group->val2 ) { // Someone Traped
  18198. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18199. if( tsc && tsc->data[SC__MANHOLE] )
  18200. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  18201. }
  18202. break;
  18203. }
  18204. clif_skill_delunit(unit);
  18205. unit->group=NULL;
  18206. map_delblock(&unit->bl); // don't free yet
  18207. map_deliddb(&unit->bl);
  18208. idb_remove(skillunit_db, unit->bl.id);
  18209. if(--group->alive_count==0)
  18210. skill_delunitgroup(group);
  18211. return 0;
  18212. }
  18213. 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*
  18214. /// Returns the target s_skill_unit_group or nullptr if not found.
  18215. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18216. return util::umap_find(skillunit_group_db, group_id);
  18217. }
  18218. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18219. /**
  18220. * Returns a new group_id that isn't being used in skillunit_group_db.
  18221. * Fatal error if nothing is available.
  18222. */
  18223. static int skill_get_new_group_id(void)
  18224. {
  18225. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18226. return skill_unit_group_newid++;// available
  18227. {// find next id
  18228. int base_id = skill_unit_group_newid;
  18229. while( base_id != ++skill_unit_group_newid )
  18230. {
  18231. if( skill_unit_group_newid < MAX_SKILL )
  18232. skill_unit_group_newid = MAX_SKILL;
  18233. if( skill_id2group(skill_unit_group_newid) == NULL )
  18234. return skill_unit_group_newid++;// available
  18235. }
  18236. // full loop, nothing available
  18237. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18238. exit(1);
  18239. }
  18240. }
  18241. /**
  18242. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18243. * @param src Object that cast the skill
  18244. * @param count How many 'cells' used that needed. Related with skill layout
  18245. * @param skill_id ID of used skill
  18246. * @param skill_lv Skill level of used skill
  18247. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18248. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18249. * @param interval Time interval
  18250. * @return s_skill_unit_group
  18251. */
  18252. 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)
  18253. {
  18254. nullpo_retr(nullptr, src);
  18255. unit_data *ud = unit_bl2ud(src);
  18256. nullpo_retr(nullptr, ud);
  18257. if (skill_id == 0 || skill_lv == 0)
  18258. return 0;
  18259. auto group = std::make_shared<s_skill_unit_group>();
  18260. group->src_id = src->id;
  18261. group->party_id = status_get_party_id(src);
  18262. group->guild_id = status_get_guild_id(src);
  18263. group->bg_id = bg_team_get_id(src);
  18264. group->group_id = skill_get_new_group_id();
  18265. group->link_group_id = 0;
  18266. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18267. group->unit_count = count;
  18268. group->alive_count = 0;
  18269. group->val1 = 0;
  18270. group->val2 = 0;
  18271. group->val3 = 0;
  18272. group->skill_id = skill_id;
  18273. group->skill_lv = skill_lv;
  18274. group->unit_id = unit_id;
  18275. group->map = src->m;
  18276. group->limit = limit;
  18277. group->interval = interval;
  18278. group->tick = gettick();
  18279. group->valstr = nullptr;
  18280. ud->skillunits.push_back(group);
  18281. // Stores this new group
  18282. skillunit_group_db.insert({ group->group_id, group });
  18283. return group;
  18284. }
  18285. /**
  18286. * Remove skill unit group
  18287. * @param group
  18288. * @param file
  18289. * @param line
  18290. * @param *func
  18291. */
  18292. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18293. {
  18294. struct block_list* src;
  18295. struct unit_data *ud;
  18296. short i;
  18297. int link_group_id;
  18298. if( group == nullptr ) {
  18299. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18300. return 0;
  18301. }
  18302. src = map_id2bl(group->src_id);
  18303. ud = unit_bl2ud(src);
  18304. if (!src || !ud) {
  18305. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18306. return 0;
  18307. }
  18308. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18309. switch( group->skill_id ) {
  18310. case BA_DISSONANCE:
  18311. case BA_POEMBRAGI:
  18312. case BA_WHISTLE:
  18313. case BA_ASSASSINCROSS:
  18314. case BA_APPLEIDUN:
  18315. case DC_UGLYDANCE:
  18316. case DC_HUMMING:
  18317. case DC_DONTFORGETME:
  18318. case DC_FORTUNEKISS:
  18319. case DC_SERVICEFORYOU:
  18320. case NC_NEUTRALBARRIER:
  18321. case NC_STEALTHFIELD:
  18322. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18323. break;
  18324. }
  18325. }
  18326. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18327. struct status_change* sc = status_get_sc(src);
  18328. if (sc && sc->data[SC_DANCING]) {
  18329. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18330. status_change_end(src, SC_DANCING);
  18331. }
  18332. }
  18333. // End SC from the master when the skill group is deleted
  18334. i = SC_NONE;
  18335. switch (group->unit_id) {
  18336. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18337. #ifndef RENEWAL
  18338. case UNT_BASILICA: i = SC_BASILICA; break;
  18339. #endif
  18340. }
  18341. if (i != SC_NONE) {
  18342. struct status_change *sc = status_get_sc(src);
  18343. if (sc && sc->data[i]) {
  18344. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  18345. status_change_end(src, (sc_type)i);
  18346. }
  18347. }
  18348. switch( group->skill_id ) {
  18349. case PF_SPIDERWEB:
  18350. {
  18351. struct block_list* target = map_id2bl(group->val2);
  18352. struct status_change *sc;
  18353. bool removed = true;
  18354. //Clear group id from status change
  18355. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  18356. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  18357. sc->data[SC_SPIDERWEB]->val2 = 0;
  18358. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  18359. sc->data[SC_SPIDERWEB]->val3 = 0;
  18360. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  18361. sc->data[SC_SPIDERWEB]->val4 = 0;
  18362. else //Group was already removed in status_change_end, don't call it again!
  18363. removed = false;
  18364. //The last group was cleared, end status change
  18365. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  18366. status_change_end(target, SC_SPIDERWEB);
  18367. }
  18368. }
  18369. break;
  18370. case SG_SUN_WARM:
  18371. case SG_MOON_WARM:
  18372. case SG_STAR_WARM: {
  18373. status_change *sc = status_get_sc(src);
  18374. if (sc && sc->data[SC_WARM]) {
  18375. sc->data[SC_WARM]->val4 = 0;
  18376. status_change_end(src, SC_WARM);
  18377. }
  18378. }
  18379. break;
  18380. case LG_BANDING: {
  18381. status_change *sc = status_get_sc(src);
  18382. if (sc && sc->data[SC_BANDING]) {
  18383. sc->data[SC_BANDING]->val4 = 0;
  18384. status_change_end(src, SC_BANDING);
  18385. }
  18386. }
  18387. break;
  18388. case NC_NEUTRALBARRIER:
  18389. {
  18390. struct status_change *sc = NULL;
  18391. if( (sc = status_get_sc(src)) != NULL ) {
  18392. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18393. {
  18394. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  18395. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  18396. }
  18397. status_change_end(src,SC_NEUTRALBARRIER);
  18398. }
  18399. }
  18400. break;
  18401. case NC_STEALTHFIELD:
  18402. {
  18403. struct status_change *sc = NULL;
  18404. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  18405. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  18406. status_change_end(src,SC_STEALTHFIELD_MASTER);
  18407. }
  18408. }
  18409. break;
  18410. }
  18411. if (src->type==BL_PC && group->state.ammo_consume)
  18412. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18413. group->alive_count=0;
  18414. // remove all unit cells
  18415. if(group->unit != NULL)
  18416. for( int j = 0; j < group->unit_count; j++ )
  18417. skill_delunit(&group->unit[j]);
  18418. // clear Talkie-box string
  18419. if( group->valstr != NULL ) {
  18420. aFree(group->valstr);
  18421. group->valstr = NULL;
  18422. }
  18423. link_group_id = group->link_group_id;
  18424. if (skillunit_group_db.erase(group->group_id) != 1)
  18425. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18426. util::vector_erase_if_exists(ud->skillunits, group);
  18427. if(link_group_id) {
  18428. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18429. if(group_cur)
  18430. skill_delunitgroup(group_cur);
  18431. }
  18432. return 1;
  18433. }
  18434. /**
  18435. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18436. * @param src
  18437. */
  18438. void skill_clear_unitgroup(struct block_list *src)
  18439. {
  18440. nullpo_retv(src);
  18441. unit_data *ud = unit_bl2ud(src);
  18442. nullpo_retv(ud);
  18443. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18444. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18445. skill_delunitgroup(*it);
  18446. }
  18447. }
  18448. /**
  18449. * Search tickset for skill unit in skill unit group
  18450. * @param bl Block List for skill_unit
  18451. * @param group Skill unit group
  18452. * @param tick
  18453. * @return skill_unit_group_tickset if found
  18454. */
  18455. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18456. {
  18457. int i, j = -1, s, id;
  18458. struct unit_data *ud;
  18459. struct skill_unit_group_tickset *set;
  18460. nullpo_ret(bl);
  18461. if (group->interval == -1)
  18462. return NULL;
  18463. ud = unit_bl2ud(bl);
  18464. if (!ud)
  18465. return NULL;
  18466. set = ud->skillunittick;
  18467. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18468. id = s = group->skill_id;
  18469. else
  18470. id = s = group->group_id;
  18471. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18472. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18473. if (set[k].id == id)
  18474. return &set[k];
  18475. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18476. j=k;
  18477. }
  18478. if (j == -1) {
  18479. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18480. j = id % MAX_SKILLUNITGROUPTICKSET;
  18481. }
  18482. set[j].id = id;
  18483. set[j].tick = tick;
  18484. return &set[j];
  18485. }
  18486. /*==========================================
  18487. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18488. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18489. *------------------------------------------*/
  18490. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18491. {
  18492. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18493. t_tick tick = va_arg(ap,t_tick);
  18494. nullpo_ret(unit);
  18495. if( !unit->alive || bl->prev == NULL )
  18496. return 0;
  18497. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18498. if (group == nullptr)
  18499. return 0;
  18500. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18501. 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)) )
  18502. return 0; //AoE skills are ineffective. [Skotlex]
  18503. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18504. return 0;
  18505. skill_unit_onplace_timer(unit,bl,tick);
  18506. return 1;
  18507. }
  18508. /**
  18509. * @see DBApply
  18510. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18511. */
  18512. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18513. {
  18514. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18515. t_tick tick = va_arg(ap,t_tick);
  18516. bool dissonance;
  18517. struct block_list* bl = &unit->bl;
  18518. nullpo_ret(unit);
  18519. if( !unit->alive )
  18520. return 0;
  18521. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18522. if (group == nullptr)
  18523. return 0;
  18524. // Check for expiration
  18525. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18526. {// skill unit expired (inlined from skill_unit_onlimit())
  18527. switch( group->unit_id ) {
  18528. case UNT_ICEWALL:
  18529. unit->val1 -= 50; // icewall loses 50 hp every second
  18530. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18531. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18532. if( unit->val1 <= 0 )
  18533. skill_delunit(unit);
  18534. break;
  18535. case UNT_BLASTMINE:
  18536. #ifdef RENEWAL
  18537. case UNT_CLAYMORETRAP:
  18538. #endif
  18539. case UNT_GROUNDDRIFT_WIND:
  18540. case UNT_GROUNDDRIFT_DARK:
  18541. case UNT_GROUNDDRIFT_POISON:
  18542. case UNT_GROUNDDRIFT_WATER:
  18543. case UNT_GROUNDDRIFT_FIRE:
  18544. group->unit_id = UNT_USED_TRAPS;
  18545. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18546. group->limit=DIFF_TICK(tick+1500,group->tick);
  18547. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18548. break;
  18549. case UNT_ANKLESNARE:
  18550. case UNT_ELECTRICSHOCKER:
  18551. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18552. skill_delunit(unit);
  18553. break;
  18554. }
  18555. case UNT_SKIDTRAP:
  18556. case UNT_LANDMINE:
  18557. case UNT_SHOCKWAVE:
  18558. case UNT_SANDMAN:
  18559. case UNT_FLASHER:
  18560. case UNT_FREEZINGTRAP:
  18561. #ifndef RENEWAL
  18562. case UNT_CLAYMORETRAP:
  18563. #endif
  18564. case UNT_TALKIEBOX:
  18565. case UNT_CLUSTERBOMB:
  18566. case UNT_MAGENTATRAP:
  18567. case UNT_COBALTTRAP:
  18568. case UNT_MAIZETRAP:
  18569. case UNT_VERDURETRAP:
  18570. case UNT_FIRINGTRAP:
  18571. case UNT_ICEBOUNDTRAP:
  18572. {
  18573. struct block_list* src;
  18574. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18575. { // revert unit back into a trap
  18576. struct item item_tmp;
  18577. memset(&item_tmp,0,sizeof(item_tmp));
  18578. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18579. item_tmp.identify = 1;
  18580. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18581. }
  18582. skill_delunit(unit);
  18583. }
  18584. break;
  18585. case UNT_WARP_ACTIVE:
  18586. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18587. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18588. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18589. // restart timers
  18590. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18591. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18592. // apply effect to all units standing on it
  18593. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18594. break;
  18595. case UNT_CALLFAMILY:
  18596. {
  18597. struct map_session_data *sd = NULL;
  18598. if(group->val1) {
  18599. sd = map_charid2sd(group->val1);
  18600. group->val1 = 0;
  18601. 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)))
  18602. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18603. }
  18604. if(group->val2) {
  18605. sd = map_charid2sd(group->val2);
  18606. group->val2 = 0;
  18607. 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)))
  18608. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18609. }
  18610. skill_delunit(unit);
  18611. }
  18612. break;
  18613. case UNT_REVERBERATION:
  18614. case UNT_NETHERWORLD:
  18615. if( unit->val1 <= 0 ) { // If it was deactivated.
  18616. skill_delunit(unit);
  18617. break;
  18618. }
  18619. clif_changetraplook(bl,UNT_USED_TRAPS);
  18620. if (group->unit_id == UNT_REVERBERATION)
  18621. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18622. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18623. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18624. group->unit_id = UNT_USED_TRAPS;
  18625. break;
  18626. case UNT_FEINTBOMB: {
  18627. struct block_list *src = map_id2bl(group->src_id);
  18628. if (src)
  18629. 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);
  18630. skill_delunit(unit);
  18631. }
  18632. break;
  18633. case UNT_BANDING:
  18634. {
  18635. struct block_list *src = map_id2bl(group->src_id);
  18636. struct status_change *sc;
  18637. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  18638. skill_delunit(unit);
  18639. break;
  18640. }
  18641. // This unit isn't removed while SC_BANDING is active.
  18642. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18643. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18644. }
  18645. break;
  18646. case UNT_B_TRAP:
  18647. {
  18648. struct block_list* src;
  18649. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18650. struct item item_tmp;
  18651. memset(&item_tmp, 0, sizeof(item_tmp));
  18652. item_tmp.nameid = group->item_id;
  18653. item_tmp.identify = 1;
  18654. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18655. }
  18656. skill_delunit(unit);
  18657. }
  18658. break;
  18659. default:
  18660. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18661. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)) {
  18662. // Deal damage before expiration
  18663. break;
  18664. }
  18665. skill_delunit(unit);
  18666. break;
  18667. }
  18668. } else {// skill unit is still active
  18669. switch( group->unit_id ) {
  18670. case UNT_BLASTMINE:
  18671. case UNT_SKIDTRAP:
  18672. case UNT_LANDMINE:
  18673. case UNT_SHOCKWAVE:
  18674. case UNT_SANDMAN:
  18675. case UNT_FLASHER:
  18676. case UNT_CLAYMORETRAP:
  18677. case UNT_FREEZINGTRAP:
  18678. case UNT_TALKIEBOX:
  18679. case UNT_ANKLESNARE:
  18680. case UNT_B_TRAP:
  18681. if( unit->val1 <= 0 ) {
  18682. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  18683. skill_delunit(unit);
  18684. else {
  18685. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  18686. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  18687. group->unit_id = UNT_USED_TRAPS;
  18688. }
  18689. }
  18690. break;
  18691. case UNT_REVERBERATION:
  18692. case UNT_NETHERWORLD:
  18693. if (unit->val1 <= 0) {
  18694. clif_changetraplook(bl,UNT_USED_TRAPS);
  18695. if (group->unit_id == UNT_REVERBERATION)
  18696. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18697. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18698. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18699. group->unit_id = UNT_USED_TRAPS;
  18700. }
  18701. break;
  18702. case UNT_WALLOFTHORN:
  18703. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  18704. skill_delunitgroup(group);
  18705. break;
  18706. }
  18707. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  18708. skill_delunit(unit);
  18709. break;
  18710. case UNT_SANCTUARY:
  18711. if (group->val1 <= 0) {
  18712. skill_delunitgroup(group);
  18713. }
  18714. break;
  18715. default:
  18716. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18717. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
  18718. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  18719. // Unit will expire the next interval, start dropping Meteor
  18720. block_list *src = map_id2bl(group->src_id);
  18721. if (src != nullptr) {
  18722. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  18723. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  18724. else
  18725. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  18726. group->val2 = 1;
  18727. }
  18728. }
  18729. // No damage until expiration
  18730. return 0;
  18731. }
  18732. break;
  18733. }
  18734. }
  18735. //Don't continue if unit or even group is expired and has been deleted.
  18736. if( !group || !unit->alive )
  18737. return 0;
  18738. dissonance = skill_dance_switch(unit, 0);
  18739. if( unit->range >= 0 && group->interval != -1 )
  18740. {
  18741. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  18742. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  18743. group->unit_id = UNT_USED_TRAPS;
  18744. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  18745. unit->range = -1; //Disable processed cell.
  18746. if (--group->val1 <= 0) { // number of live cells
  18747. //All tiles were processed, disable skill.
  18748. group->target_flag=BCT_NOONE;
  18749. group->bl_flag= BL_NUL;
  18750. }
  18751. }
  18752. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18753. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 ||
  18754. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  18755. skill_delunit(unit);
  18756. return 0;
  18757. }
  18758. }
  18759. if( dissonance )
  18760. skill_dance_switch(unit, 1);
  18761. return 0;
  18762. }
  18763. /*==========================================
  18764. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  18765. *------------------------------------------*/
  18766. TIMER_FUNC(skill_unit_timer){
  18767. map_freeblock_lock();
  18768. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  18769. map_freeblock_unlock();
  18770. return 0;
  18771. }
  18772. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  18773. /*==========================================
  18774. * flag :
  18775. * 1 : store that skill_unit in array
  18776. * 2 : clear that skill_unit
  18777. * 4 : call_on_left
  18778. *------------------------------------------*/
  18779. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  18780. {
  18781. struct skill_unit* unit = (struct skill_unit *)bl;
  18782. struct block_list* target = va_arg(ap,struct block_list*);
  18783. t_tick tick = va_arg(ap,t_tick);
  18784. int flag = va_arg(ap,int);
  18785. bool dissonance;
  18786. uint16 skill_id;
  18787. int i;
  18788. nullpo_ret(unit);
  18789. nullpo_ret(target);
  18790. if( !unit->alive || target->prev == NULL )
  18791. return 0;
  18792. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18793. if (group == nullptr)
  18794. return 0;
  18795. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  18796. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  18797. dissonance = skill_dance_switch(unit, 0);
  18798. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  18799. skill_id = group->skill_id;
  18800. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  18801. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  18802. if( dissonance ) {
  18803. skill_dance_switch(unit, 1);
  18804. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  18805. }
  18806. return 0;
  18807. }
  18808. //Target-type check.
  18809. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  18810. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  18811. if( flag&1 ) {
  18812. if( flag&2 ) { //Clear this skill id.
  18813. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  18814. if( i < ARRAYLENGTH(skill_unit_temp) )
  18815. skill_unit_temp[i] = 0;
  18816. }
  18817. } else {
  18818. if( flag&2 ) { //Store this skill id.
  18819. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18820. if( i < ARRAYLENGTH(skill_unit_temp) )
  18821. skill_unit_temp[i] = skill_id;
  18822. else
  18823. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18824. }
  18825. }
  18826. if( flag&4 )
  18827. skill_unit_onleft(skill_id,target,tick);
  18828. }
  18829. if( dissonance )
  18830. skill_dance_switch(unit, 1);
  18831. return 0;
  18832. } else {
  18833. if( flag&1 ) {
  18834. int result = skill_unit_onplace(unit,target,tick);
  18835. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  18836. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  18837. if( i < ARRAYLENGTH(skill_unit_temp) )
  18838. skill_unit_temp[i] = 0;
  18839. }
  18840. } else {
  18841. int result = skill_unit_onout(unit,target,tick);
  18842. if( flag&2 && result ) { //Store this unit id.
  18843. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18844. if( i < ARRAYLENGTH(skill_unit_temp) )
  18845. skill_unit_temp[i] = skill_id;
  18846. else
  18847. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18848. }
  18849. }
  18850. //TODO: Normally, this is dangerous since the unit and group could be freed
  18851. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  18852. //cells do not get deleted within them. [Skotlex]
  18853. if( dissonance )
  18854. skill_dance_switch(unit, 1);
  18855. if( flag&4 )
  18856. skill_unit_onleft(skill_id,target,tick);
  18857. return 1;
  18858. }
  18859. }
  18860. /*==========================================
  18861. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  18862. * Flag values:
  18863. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  18864. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  18865. * units to figure out when they have left a group.
  18866. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  18867. *------------------------------------------*/
  18868. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  18869. {
  18870. nullpo_ret(bl);
  18871. if( bl->prev == NULL )
  18872. return 0;
  18873. if( flag&2 && !(flag&1) ) //Onout, clear data
  18874. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  18875. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  18876. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  18877. int i;
  18878. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  18879. if( skill_unit_temp[i] )
  18880. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  18881. }
  18882. return 0;
  18883. }
  18884. /*==========================================
  18885. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  18886. * @param bl Skill unit
  18887. * @param m Map
  18888. * @param dx
  18889. * @param dy
  18890. *------------------------------------------*/
  18891. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  18892. t_tick tick = gettick();
  18893. struct skill_unit *su;
  18894. if (bl->type != BL_SKILL)
  18895. return;
  18896. if (!(su = (struct skill_unit *)bl))
  18897. return;
  18898. if (!su->alive)
  18899. return;
  18900. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  18901. return; //Ensembles may not be moved around.
  18902. if (!bl->prev) {
  18903. bl->x = dx;
  18904. bl->y = dy;
  18905. return;
  18906. }
  18907. map_moveblock(bl, dx, dy, tick);
  18908. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  18909. skill_getareachar_skillunit_visibilty(su, AREA);
  18910. return;
  18911. }
  18912. /**
  18913. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  18914. * @param group Skill Group
  18915. * @param m Map
  18916. * @param dx
  18917. * @param dy
  18918. */
  18919. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  18920. {
  18921. int i, j;
  18922. t_tick tick = gettick();
  18923. int *m_flag;
  18924. struct skill_unit *unit1;
  18925. struct skill_unit *unit2;
  18926. if (group == NULL)
  18927. return;
  18928. if (group->unit_count <= 0)
  18929. return;
  18930. if (group->unit == NULL)
  18931. return;
  18932. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  18933. return; //Ensembles may not be moved around.
  18934. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  18935. // m_flag
  18936. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  18937. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  18938. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  18939. // 3: Both 1+2.
  18940. for(i = 0; i < group->unit_count; i++) {
  18941. unit1 =& group->unit[i];
  18942. if (!unit1->alive || unit1->bl.m != m)
  18943. continue;
  18944. for(j = 0; j < group->unit_count; j++) {
  18945. unit2 = &group->unit[j];
  18946. if (!unit2->alive)
  18947. continue;
  18948. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  18949. m_flag[i] |= 0x1;
  18950. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  18951. m_flag[i] |= 0x2;
  18952. }
  18953. }
  18954. j = 0;
  18955. for (i = 0; i < group->unit_count; i++) {
  18956. unit1 = &group->unit[i];
  18957. if (!unit1->alive)
  18958. continue;
  18959. if (!(m_flag[i]&0x2)) {
  18960. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  18961. skill_dance_overlap(unit1, 0);
  18962. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  18963. }
  18964. //Move Cell using "smart" criteria (avoid useless moving around)
  18965. switch(m_flag[i]) {
  18966. case 0:
  18967. //Cell moves independently, safely move it.
  18968. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  18969. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  18970. break;
  18971. case 1:
  18972. //Cell moves unto another cell, look for a replacement cell that won't collide
  18973. //and has no cell moving into it (flag == 2)
  18974. for(; j < group->unit_count; j++) {
  18975. int dx2, dy2;
  18976. if(m_flag[j] != 2 || !group->unit[j].alive)
  18977. continue;
  18978. //Move to where this cell would had moved.
  18979. unit2 = &group->unit[j];
  18980. dx2 = unit2->bl.x + dx - unit1->bl.x;
  18981. dy2 = unit2->bl.y + dy - unit1->bl.y;
  18982. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  18983. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  18984. j++; //Skip this cell as we have used it.
  18985. break;
  18986. }
  18987. break;
  18988. case 2:
  18989. case 3:
  18990. break; //Don't move the cell as a cell will end on this tile anyway.
  18991. }
  18992. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  18993. if (group->state.song_dance&0x1) //Check for dissonance effect.
  18994. skill_dance_overlap(unit1, 1);
  18995. skill_getareachar_skillunit_visibilty(unit1, AREA);
  18996. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  18997. }
  18998. }
  18999. aFree(m_flag);
  19000. }
  19001. /**
  19002. * Checking product requirement in player's inventory.
  19003. * Checking if player has the item or not, the amount, and the weight limit.
  19004. * @param sd Player
  19005. * @param nameid Product requested
  19006. * @param trigger Trigger criteria to match will 'ItemLv'
  19007. * @param qty Amount of item will be created
  19008. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19009. */
  19010. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19011. {
  19012. short i, j;
  19013. nullpo_ret(sd);
  19014. if (!nameid || !itemdb_exists(nameid))
  19015. return 0;
  19016. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19017. if (skill_produce_db[i].nameid == nameid) {
  19018. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19019. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19020. continue; // must iterate again to check other skills that produce it. [malufett]
  19021. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19022. continue; // special case
  19023. break;
  19024. }
  19025. }
  19026. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19027. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19028. return 0;
  19029. }
  19030. if (i >= MAX_SKILL_PRODUCE_DB)
  19031. return 0;
  19032. // Cannot carry the produced stuff
  19033. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19034. return 0;
  19035. // Matching the requested produce list
  19036. if (trigger >= 0) {
  19037. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19038. if (skill_produce_db[i].itemlv != trigger)
  19039. return 0;
  19040. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19041. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19042. return 0;
  19043. } else { // Weapon (itemlv must be higher or equal)
  19044. if (skill_produce_db[i].itemlv > trigger)
  19045. return 0;
  19046. }
  19047. }
  19048. // Check on player's inventory
  19049. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19050. t_itemid nameid_produce;
  19051. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19052. continue;
  19053. if (skill_produce_db[i].mat_amount[j] == 0) {
  19054. if (pc_search_inventory(sd,nameid_produce) < 0)
  19055. return 0;
  19056. } else {
  19057. unsigned short idx, amt;
  19058. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19059. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19060. amt += sd->inventory.u.items_inventory[idx].amount;
  19061. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19062. return 0;
  19063. }
  19064. }
  19065. return i + 1;
  19066. }
  19067. /**
  19068. * Attempt to produce an item
  19069. * @param sd Player
  19070. * @param skill_id Skill used
  19071. * @param nameid Requested product
  19072. * @param slot1
  19073. * @param slot2
  19074. * @param slot3
  19075. * @param qty Amount of requested item
  19076. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19077. * @return True is success, False if failed
  19078. */
  19079. 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)
  19080. {
  19081. int slot[3];
  19082. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19083. int num = -1; // exclude the recipe
  19084. struct status_data *status;
  19085. nullpo_ret(sd);
  19086. status = status_get_status_data(&sd->bl);
  19087. if( sd->skill_id_old == skill_id )
  19088. skill_lv = sd->skill_lv_old;
  19089. if (produce_idx == -1) {
  19090. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19091. return false;
  19092. idx--;
  19093. }
  19094. else
  19095. idx = produce_idx;
  19096. if (qty < 1)
  19097. qty = 1;
  19098. if (!skill_id) //A skill can be specified for some override cases.
  19099. skill_id = skill_produce_db[idx].req_skill;
  19100. if( skill_id == GC_RESEARCHNEWPOISON )
  19101. skill_id = GC_CREATENEWPOISON;
  19102. slot[0] = slot1;
  19103. slot[1] = slot2;
  19104. slot[2] = slot3;
  19105. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19106. short j;
  19107. if (slot[i] <= 0)
  19108. continue;
  19109. j = pc_search_inventory(sd,slot[i]);
  19110. if (j < 0)
  19111. continue;
  19112. if (slot[i] == ITEMID_STAR_CRUMB) {
  19113. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19114. sc++;
  19115. }
  19116. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19117. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19118. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19119. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19120. }
  19121. }
  19122. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19123. short x, j;
  19124. t_itemid id;
  19125. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  19126. continue;
  19127. num++;
  19128. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19129. do {
  19130. int y = 0;
  19131. j = pc_search_inventory(sd,id);
  19132. if (j >= 0) {
  19133. y = sd->inventory.u.items_inventory[j].amount;
  19134. if (y > x)
  19135. y = x;
  19136. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19137. } else {
  19138. ShowError("skill_produce_mix: material item error\n");
  19139. return false;
  19140. }
  19141. x -= y;
  19142. } while( j >= 0 && x > 0 );
  19143. }
  19144. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19145. wlv = itemdb_wlv(nameid);
  19146. else
  19147. wlv = 0;
  19148. if (!equip) {
  19149. switch (skill_id) {
  19150. case BS_IRON:
  19151. case BS_STEEL:
  19152. case BS_ENCHANTEDSTONE:
  19153. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19154. i = pc_checkskill(sd,skill_id);
  19155. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19156. switch (nameid) {
  19157. case ITEMID_IRON:
  19158. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19159. break;
  19160. case ITEMID_STEEL:
  19161. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19162. break;
  19163. case ITEMID_STAR_CRUMB:
  19164. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19165. break;
  19166. default: // Enchanted Stones
  19167. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19168. break;
  19169. }
  19170. break;
  19171. case ASC_CDP:
  19172. make_per = (2000 + 40*status->dex + 20*status->luk);
  19173. break;
  19174. case AL_HOLYWATER:
  19175. case AB_ANCILLA:
  19176. make_per = 100000; //100% success
  19177. break;
  19178. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19179. case AM_TWILIGHT1:
  19180. case AM_TWILIGHT2:
  19181. case AM_TWILIGHT3:
  19182. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19183. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19184. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19185. if (hom_is_active(sd->hd)) {//Player got a homun
  19186. int skill;
  19187. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19188. make_per += skill*100; //+1% bonus per level
  19189. }
  19190. switch(nameid){
  19191. case ITEMID_RED_POTION:
  19192. case ITEMID_YELLOW_POTION:
  19193. case ITEMID_WHITE_POTION:
  19194. make_per += (1+rnd()%100)*10 + 2000;
  19195. break;
  19196. case ITEMID_ALCOHOL:
  19197. make_per += (1+rnd()%100)*10 + 1000;
  19198. break;
  19199. case ITEMID_FIRE_BOTTLE:
  19200. case ITEMID_ACID_BOTTLE:
  19201. case ITEMID_MAN_EATER_BOTTLE:
  19202. case ITEMID_MINI_BOTTLE:
  19203. make_per += (1+rnd()%100)*10;
  19204. break;
  19205. case ITEMID_YELLOW_SLIM_POTION:
  19206. make_per -= (1+rnd()%50)*10;
  19207. break;
  19208. case ITEMID_WHITE_SLIM_POTION:
  19209. case ITEMID_COATING_BOTTLE:
  19210. make_per -= (1+rnd()%100)*10;
  19211. break;
  19212. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19213. case ITEMID_BLUE_POTION:
  19214. case ITEMID_RED_SLIM_POTION:
  19215. case ITEMID_ANODYNE:
  19216. case ITEMID_ALOEBERA:
  19217. default:
  19218. break;
  19219. }
  19220. if (battle_config.pp_rate != 100)
  19221. make_per = make_per * battle_config.pp_rate / 100;
  19222. break;
  19223. case SA_CREATECON: // Elemental Converter Creation
  19224. make_per = 100000; // should be 100% success rate
  19225. break;
  19226. case RK_RUNEMASTERY: {
  19227. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19228. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19229. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19230. int D = 0;
  19231. switch (nameid) { //rune rank it_diff 9 craftable rune
  19232. case ITEMID_BERKANA:
  19233. D = -2000;
  19234. break; //Rank S
  19235. case ITEMID_NAUTHIZ:
  19236. case ITEMID_URUZ:
  19237. D = -1500;
  19238. break; //Rank A
  19239. case ITEMID_ISA:
  19240. case ITEMID_WYRD:
  19241. D = -1000;
  19242. break; //Rank B
  19243. case ITEMID_RAIDO:
  19244. case ITEMID_THURISAZ:
  19245. case ITEMID_HAGALAZ:
  19246. case ITEMID_OTHILA:
  19247. D = -500;
  19248. break; //Rank C
  19249. default:
  19250. D = -1500;
  19251. break; //not specified =-15%
  19252. }
  19253. make_per = A + B + C + D;
  19254. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19255. if (runemastery_skill_lv > 9)
  19256. qty = 2 + rnd() % 5; // 2~6
  19257. else if (runemastery_skill_lv > 4)
  19258. qty = 2 + rnd() % 3; // 2~4
  19259. else
  19260. qty = 2;
  19261. }
  19262. break;
  19263. case GC_CREATENEWPOISON:
  19264. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19265. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19266. break;
  19267. case GN_CHANGEMATERIAL:
  19268. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19269. if (skill_changematerial_db[i].nameid == nameid) {
  19270. make_per = skill_changematerial_db[i].rate * 10;
  19271. break;
  19272. }
  19273. }
  19274. break;
  19275. case GN_S_PHARMACY:
  19276. {
  19277. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19278. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19279. switch (nameid) { // Item difficulty factor
  19280. case ITEMID_HP_INCREASE_POTION_SMALL:
  19281. case ITEMID_SP_INCREASE_POTION_SMALL:
  19282. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19283. difficulty += 10;
  19284. break;
  19285. case ITEMID_BOMB_MUSHROOM_SPORE:
  19286. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19287. difficulty += 15;
  19288. break;
  19289. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19290. case ITEMID_SP_INCREASE_POTION_LARGE:
  19291. case ITEMID_VITATA500:
  19292. difficulty += 20;
  19293. break;
  19294. case ITEMID_SEED_OF_HORNY_PLANT:
  19295. case ITEMID_BLOODSUCK_PLANT_SEED:
  19296. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19297. difficulty += 30;
  19298. break;
  19299. case ITEMID_HP_INCREASE_POTION_LARGE:
  19300. case ITEMID_CURE_FREE:
  19301. difficulty += 40;
  19302. break;
  19303. }
  19304. 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) +
  19305. 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))
  19306. make_per -= difficulty;
  19307. qty = production_count[skill_lv - 1];
  19308. // Determine quantity from difficulty
  19309. if (make_per < 1)
  19310. qty -= 6;
  19311. else if (make_per < 100)
  19312. qty -= 5;
  19313. else if (make_per < 300)
  19314. qty -= 4;
  19315. else if (make_per < 400)
  19316. qty -= 3;
  19317. make_per = 100000; // Adjust success back to 100% for crafting
  19318. }
  19319. break;
  19320. case GN_MAKEBOMB:
  19321. case GN_MIX_COOKING:
  19322. {
  19323. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19324. switch (nameid) { // Item difficulty factor
  19325. // GN_MAKEBOMB
  19326. case ITEMID_APPLE_BOMB:
  19327. difficulty += 5;
  19328. break;
  19329. case ITEMID_COCONUT_BOMB:
  19330. case ITEMID_MELON_BOMB:
  19331. difficulty += 10;
  19332. break;
  19333. case ITEMID_PINEAPPLE_BOMB:
  19334. difficulty += 15;
  19335. break;
  19336. case ITEMID_BANANA_BOMB:
  19337. difficulty += 20;
  19338. break;
  19339. // GN_MIX_COOKING
  19340. case ITEMID_SAVAGE_FULL_ROAST:
  19341. case ITEMID_COCKTAIL_WARG_BLOOD:
  19342. case ITEMID_MINOR_STEW:
  19343. case ITEMID_SIROMA_ICED_TEA:
  19344. case ITEMID_DROSERA_HERB_SALAD:
  19345. case ITEMID_PETITE_TAIL_NOODLES:
  19346. difficulty += 15;
  19347. break;
  19348. }
  19349. 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)
  19350. if (skill_lv > 1) {
  19351. make_per -= difficulty;
  19352. // Determine quantity from difficulty
  19353. if (make_per >= 30)
  19354. qty = 10 + rnd() % 2;
  19355. else if (make_per >= 10)
  19356. qty = 10;
  19357. else if (make_per >= -10)
  19358. qty = 8;
  19359. else if (make_per >= -30)
  19360. qty = 5;
  19361. else
  19362. qty = 0;
  19363. } else {
  19364. if (make_per < difficulty)
  19365. qty = 0;
  19366. }
  19367. make_per = 100000; // Adjust success back to 100% for crafting
  19368. }
  19369. break;
  19370. case MT_M_MACHINE:
  19371. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19372. if (skill_id == MT_M_MACHINE)
  19373. qty = 7 + skill_lv;
  19374. else // BO_BIONIC_PHARMACY
  19375. qty = 10 + skill_lv;
  19376. make_per = 100000;
  19377. break;
  19378. default:
  19379. if (sd->menuskill_id == AM_PHARMACY &&
  19380. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19381. { //Assume Cooking Dish
  19382. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19383. make_per = 10000; //100% Success
  19384. else
  19385. make_per = 1200 * (sd->menuskill_val - 10)
  19386. + 20 * (sd->status.base_level + 1)
  19387. + 20 * (status->dex + 1)
  19388. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19389. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19390. - 10 * (100 - status->luk + 1)
  19391. - 500 * (num - 1)
  19392. - 100 * (rnd()%4 + 1);
  19393. break;
  19394. }
  19395. make_per = 5000;
  19396. break;
  19397. }
  19398. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19399. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19400. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19401. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19402. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19403. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19404. if( wlv >= 3 ){
  19405. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19406. }
  19407. // Element Stone: -20%
  19408. if( ele ){
  19409. make_per -= 2000;
  19410. }
  19411. // Star Crumb: -15% each
  19412. make_per -= sc * 1500;
  19413. // Weapon level malus: -0/-10/-20/-30
  19414. if( wlv > 1 ){
  19415. make_per -= ( wlv * 1000 );
  19416. }
  19417. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19418. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19419. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19420. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19421. if (battle_config.wp_rate != 100)
  19422. make_per = make_per * battle_config.wp_rate / 100;
  19423. }
  19424. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19425. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19426. if (make_per < 1) make_per = 1;
  19427. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19428. struct item tmp_item;
  19429. memset(&tmp_item,0,sizeof(tmp_item));
  19430. tmp_item.nameid = nameid;
  19431. tmp_item.amount = 1;
  19432. tmp_item.identify = 1;
  19433. if (equip) {
  19434. tmp_item.card[0] = CARD0_FORGE;
  19435. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19436. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19437. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19438. } else {
  19439. //Flag is only used on the end, so it can be used here. [Skotlex]
  19440. switch (skill_id) {
  19441. case BS_DAGGER:
  19442. case BS_SWORD:
  19443. case BS_TWOHANDSWORD:
  19444. case BS_AXE:
  19445. case BS_MACE:
  19446. case BS_KNUCKLE:
  19447. case BS_SPEAR:
  19448. flag = battle_config.produce_item_name_input&0x1;
  19449. break;
  19450. case AM_PHARMACY:
  19451. case AM_TWILIGHT1:
  19452. case AM_TWILIGHT2:
  19453. case AM_TWILIGHT3:
  19454. flag = battle_config.produce_item_name_input&0x2;
  19455. break;
  19456. case AL_HOLYWATER:
  19457. case AB_ANCILLA:
  19458. flag = battle_config.produce_item_name_input&0x8;
  19459. break;
  19460. case ASC_CDP:
  19461. flag = battle_config.produce_item_name_input&0x10;
  19462. break;
  19463. default:
  19464. flag = battle_config.produce_item_name_input&0x80;
  19465. break;
  19466. }
  19467. if (flag) {
  19468. tmp_item.card[0] = CARD0_CREATE;
  19469. tmp_item.card[1] = 0;
  19470. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19471. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19472. }
  19473. }
  19474. // if(log_config.produce > 0)
  19475. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19476. //TODO update PICKLOG
  19477. if (equip) {
  19478. clif_produceeffect(sd,0,nameid);
  19479. clif_misceffect(&sd->bl,3);
  19480. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19481. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19482. } else {
  19483. int fame = 0;
  19484. tmp_item.amount = 0;
  19485. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19486. 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) {
  19487. tmp_item.amount = qty;
  19488. break;
  19489. }
  19490. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19491. tmp_item.amount++;
  19492. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19493. continue;
  19494. if (skill_id != AM_PHARMACY &&
  19495. skill_id != AM_TWILIGHT1 &&
  19496. skill_id != AM_TWILIGHT2 &&
  19497. skill_id != AM_TWILIGHT3)
  19498. continue;
  19499. //Add fame as needed.
  19500. switch(++sd->potion_success_counter) {
  19501. case 3:
  19502. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19503. break;
  19504. case 5:
  19505. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19506. break;
  19507. case 7:
  19508. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19509. break;
  19510. case 10:
  19511. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19512. sd->potion_success_counter = 0;
  19513. break;
  19514. }
  19515. } else //Failure
  19516. sd->potion_success_counter = 0;
  19517. }
  19518. if (fame)
  19519. pc_addfame(*sd, fame);
  19520. //Visual effects and the like.
  19521. switch (skill_id) {
  19522. case AM_PHARMACY:
  19523. case AM_TWILIGHT1:
  19524. case AM_TWILIGHT2:
  19525. case AM_TWILIGHT3:
  19526. case ASC_CDP:
  19527. case GC_CREATENEWPOISON:
  19528. clif_produceeffect(sd,2,nameid);
  19529. clif_misceffect(&sd->bl,5);
  19530. break;
  19531. case BS_IRON:
  19532. case BS_STEEL:
  19533. case BS_ENCHANTEDSTONE:
  19534. clif_produceeffect(sd,0,nameid);
  19535. clif_misceffect(&sd->bl,3);
  19536. break;
  19537. default: //Those that don't require a skill?
  19538. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19539. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19540. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19541. }
  19542. break;
  19543. }
  19544. }
  19545. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19546. int j, k = 0, l;
  19547. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19548. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19549. if (skill_changematerial_db[i].nameid == nameid){
  19550. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19551. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19552. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19553. tmp_item.amount = (isStackable ? total_qty : 1);
  19554. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19555. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19556. clif_additem(sd,0,0,flag);
  19557. if( battle_config.skill_drop_items_full ){
  19558. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19559. }
  19560. }
  19561. }
  19562. k++;
  19563. }
  19564. }
  19565. break;
  19566. }
  19567. }
  19568. if (k) {
  19569. clif_produceeffect(sd,6,nameid);
  19570. clif_misceffect(&sd->bl,5);
  19571. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19572. return true;
  19573. }
  19574. } else if (tmp_item.amount) { //Success
  19575. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19576. clif_additem(sd,0,0,flag);
  19577. if( battle_config.skill_drop_items_full ){
  19578. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19579. }
  19580. }
  19581. switch (skill_id) {
  19582. case RK_RUNEMASTERY:
  19583. clif_produceeffect(sd, 4, nameid);
  19584. clif_misceffect(&sd->bl, 5);
  19585. break;
  19586. case GN_MIX_COOKING:
  19587. case GN_MAKEBOMB:
  19588. case GN_S_PHARMACY:
  19589. clif_produceeffect(sd, 6, nameid);
  19590. clif_misceffect(&sd->bl, 5);
  19591. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19592. break;
  19593. case MT_M_MACHINE:
  19594. clif_produceeffect(sd, 0, nameid);
  19595. clif_misceffect(&sd->bl, 3);
  19596. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19597. break;
  19598. case BO_BIONIC_PHARMACY:
  19599. clif_produceeffect(sd, 2, nameid);
  19600. clif_misceffect(&sd->bl, 5);
  19601. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19602. break;
  19603. }
  19604. return true;
  19605. }
  19606. }
  19607. //Failure
  19608. // if(log_config.produce)
  19609. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19610. //TODO update PICKLOG
  19611. if (equip) {
  19612. clif_produceeffect(sd,1,nameid);
  19613. clif_misceffect(&sd->bl,2);
  19614. } else {
  19615. switch (skill_id) {
  19616. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19617. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19618. case AM_PHARMACY:
  19619. case AM_TWILIGHT1:
  19620. case AM_TWILIGHT2:
  19621. case AM_TWILIGHT3:
  19622. case GC_CREATENEWPOISON:
  19623. clif_produceeffect(sd,3,nameid);
  19624. clif_misceffect(&sd->bl,6);
  19625. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19626. break;
  19627. case BS_IRON:
  19628. case BS_STEEL:
  19629. case BS_ENCHANTEDSTONE:
  19630. clif_produceeffect(sd,1,nameid);
  19631. clif_misceffect(&sd->bl,2);
  19632. break;
  19633. case RK_RUNEMASTERY:
  19634. clif_produceeffect(sd,5,nameid);
  19635. clif_misceffect(&sd->bl,6);
  19636. break;
  19637. case GN_MIX_COOKING:
  19638. if (qty == 0) {
  19639. item tmp_item;
  19640. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19641. int rate = rnd() % 1000 + 1;
  19642. memset(&tmp_item, 0, sizeof(tmp_item));
  19643. if (rate < 500)
  19644. i = 0;
  19645. else if (rate < 750)
  19646. i = 1;
  19647. else if (rate < 850)
  19648. i = 2;
  19649. else if (rate < 950)
  19650. i = 3;
  19651. else
  19652. i = 4;
  19653. tmp_item.nameid = compensation[i];
  19654. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19655. tmp_item.identify = 1;
  19656. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19657. clif_additem(sd,0,0,flag);
  19658. if( battle_config.skill_drop_items_full ){
  19659. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19660. }
  19661. }
  19662. clif_produceeffect(sd,7,nameid);
  19663. clif_misceffect(&sd->bl,6);
  19664. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19665. }
  19666. break;
  19667. case GN_MAKEBOMB:
  19668. case GN_S_PHARMACY:
  19669. case GN_CHANGEMATERIAL:
  19670. clif_produceeffect(sd,7,nameid);
  19671. clif_misceffect(&sd->bl,6);
  19672. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19673. break;
  19674. case MT_M_MACHINE:
  19675. clif_produceeffect(sd, 1, nameid);
  19676. clif_misceffect(&sd->bl, 2);
  19677. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19678. break;
  19679. case BO_BIONIC_PHARMACY:
  19680. clif_produceeffect(sd, 3, nameid);
  19681. clif_misceffect(&sd->bl, 6);
  19682. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19683. break;
  19684. default:
  19685. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  19686. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19687. 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 ));
  19688. }
  19689. break;
  19690. }
  19691. }
  19692. return false;
  19693. }
  19694. /**
  19695. * Attempt to create arrow by specified material
  19696. * @param sd Player
  19697. * @param nameid Item ID of material
  19698. * @return True if created, False is failed
  19699. */
  19700. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  19701. {
  19702. nullpo_ret(sd);
  19703. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  19704. return false;
  19705. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  19706. for (const auto &it : skill_arrow_db) {
  19707. if (nameid == it.second->nameid) {
  19708. arrow = it.second;
  19709. break;
  19710. }
  19711. }
  19712. short j;
  19713. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  19714. return false;
  19715. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  19716. for (const auto &it : arrow->created) {
  19717. char flag = 0;
  19718. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  19719. continue;
  19720. struct item tmp_item = { 0 };
  19721. tmp_item.identify = 1;
  19722. tmp_item.nameid = it.first;
  19723. tmp_item.amount = it.second;
  19724. if (battle_config.produce_item_name_input&0x4) {
  19725. tmp_item.card[0] = CARD0_CREATE;
  19726. tmp_item.card[1] = 0;
  19727. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19728. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19729. }
  19730. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19731. clif_additem(sd,0,0,flag);
  19732. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19733. }
  19734. }
  19735. return true;
  19736. }
  19737. /**
  19738. * Enchant weapon with poison
  19739. * @param sd Player
  19740. * @nameid Item ID of poison type
  19741. */
  19742. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  19743. {
  19744. nullpo_ret(sd);
  19745. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  19746. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19747. return 0;
  19748. }
  19749. sc_type type;
  19750. int chance;
  19751. //uint16 msg = 1443; //Official is using msgstringtable.txt
  19752. char output[CHAT_SIZE_MAX];
  19753. const char *msg;
  19754. switch( nameid ) {
  19755. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  19756. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  19757. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  19758. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  19759. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  19760. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  19761. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  19762. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  19763. default:
  19764. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19765. return 0;
  19766. }
  19767. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  19768. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  19769. 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
  19770. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  19771. 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
  19772. sprintf(output, msg_txt(sd,721), msg);
  19773. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  19774. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  19775. clif_msg(sd,msg);
  19776. #endif*/
  19777. return 0;
  19778. }
  19779. /**
  19780. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  19781. * @param bl: Object
  19782. * @param skill_id: Skill invoking to determine if Magic type
  19783. */
  19784. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  19785. {
  19786. struct status_change *sc = status_get_sc(bl);
  19787. // non-offensive and non-magic skills do not affect the status
  19788. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  19789. return;
  19790. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  19791. if (sc->data[SC_MAGICPOWER]->val4) {
  19792. status_change_end(bl, SC_MAGICPOWER);
  19793. } else {
  19794. sc->data[SC_MAGICPOWER]->val4 = 1;
  19795. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  19796. if(bl->type == BL_PC){// update current display.
  19797. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  19798. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  19799. }
  19800. }
  19801. }
  19802. }
  19803. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  19804. int x, y, i, class_, skill;
  19805. struct mob_data *md;
  19806. nullpo_ret(sd);
  19807. skill = sd->menuskill_val;
  19808. 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) ) {
  19809. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19810. return 0;
  19811. }
  19812. // Spawn Position
  19813. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  19814. x = sd->sc.comet_x;
  19815. y = sd->sc.comet_y;
  19816. sd->sc.comet_x = 0;
  19817. sd->sc.comet_y = 0;
  19818. sd->menuskill_val = 0;
  19819. // Item picked decides the mob class
  19820. switch(nameid) {
  19821. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  19822. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  19823. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  19824. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  19825. default:
  19826. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19827. return 0;
  19828. }
  19829. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  19830. if( md ) {
  19831. struct unit_data *ud = unit_bl2ud(&md->bl);
  19832. md->master_id = sd->bl.id;
  19833. md->special_state.ai = AI_FAW;
  19834. if(ud) {
  19835. ud->skill_id = NC_MAGICDECOY;
  19836. ud->skill_lv = skill;
  19837. }
  19838. if( md->deletetimer != INVALID_TIMER )
  19839. delete_timer(md->deletetimer, mob_timer_delete);
  19840. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  19841. mob_spawn(md);
  19842. }
  19843. return 0;
  19844. }
  19845. /**
  19846. * Process Warlock Spellbooks
  19847. * @param sd: Player data
  19848. * @param nameid: Spellbook item used
  19849. */
  19850. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  19851. if (reading_spellbook_db.empty())
  19852. return;
  19853. status_change *sc = status_get_sc(&sd.bl);
  19854. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  19855. if (sc == nullptr || sc->data[i] == nullptr)
  19856. break;
  19857. if (i == SC_MAXSPELLBOOK) {
  19858. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  19859. return;
  19860. }
  19861. }
  19862. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  19863. if (spell == nullptr)
  19864. return;
  19865. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  19866. if (skill_lv == 0) { // Caster hasn't learned the skill
  19867. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  19868. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  19869. return;
  19870. }
  19871. uint16 points = spell->points;
  19872. if (sc && sc->data[SC_FREEZE_SP]) {
  19873. 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) {
  19874. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  19875. return;
  19876. }
  19877. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  19878. if (!sc->data[i]) {
  19879. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  19880. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19881. break;
  19882. }
  19883. }
  19884. } else {
  19885. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  19886. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19887. }
  19888. // Reading Spell Book SP cost same as the sealed spell.
  19889. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  19890. }
  19891. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  19892. int lv, prob, aslvl = 0;
  19893. uint16 id, sk_idx = 0;
  19894. nullpo_ret(sd);
  19895. if (sd->sc.data[SC_STOP]) {
  19896. aslvl = sd->sc.data[SC_STOP]->val1;
  19897. status_change_end(&sd->bl,SC_STOP);
  19898. }
  19899. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  19900. return 0;
  19901. 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 ) {
  19902. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  19903. return 0;
  19904. }
  19905. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  19906. lv = min(lv,sd->status.skill[sk_idx].lv);
  19907. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  19908. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  19909. return 0;
  19910. }
  19911. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  19912. int i;
  19913. nullpo_ret(sd);
  19914. nullpo_ret(item_list);
  19915. if( n <= 0 )
  19916. return 1;
  19917. for( i = 0; i < n; i++ ) {
  19918. t_itemid nameid, product;
  19919. int add_amount, del_amount, idx;
  19920. struct item tmp_item;
  19921. idx = item_list[i*2+0]-2;
  19922. if( idx < 0 || idx >= MAX_INVENTORY ){
  19923. return 1;
  19924. }
  19925. del_amount = item_list[i*2+1];
  19926. if( skill_lv == 2 )
  19927. del_amount -= (del_amount % 10);
  19928. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  19929. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  19930. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19931. return 1;
  19932. }
  19933. switch( nameid ) {
  19934. // Level 1
  19935. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  19936. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  19937. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  19938. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  19939. // Level 2
  19940. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  19941. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  19942. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  19943. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  19944. default:
  19945. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19946. return 1;
  19947. }
  19948. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  19949. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19950. return 1;
  19951. }
  19952. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  19953. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19954. return 1;
  19955. }
  19956. memset(&tmp_item,0,sizeof(tmp_item));
  19957. tmp_item.nameid = product;
  19958. tmp_item.amount = add_amount;
  19959. tmp_item.identify = 1;
  19960. if( tmp_item.amount ) {
  19961. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  19962. if( flag != 0 ) {
  19963. clif_additem(sd,0,0,flag);
  19964. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19965. }
  19966. }
  19967. }
  19968. return 0;
  19969. }
  19970. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  19971. int i, j, k, c, p = 0, amount;
  19972. t_itemid nameid;
  19973. nullpo_ret(sd);
  19974. nullpo_ret(item_list);
  19975. // Search for objects that can be created.
  19976. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  19977. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  19978. p = 0;
  19979. do {
  19980. c = 0;
  19981. // Verification of overlap between the objects required and the list submitted.
  19982. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  19983. if( skill_produce_db[i].mat_id[j] > 0 ) {
  19984. for( k = 0; k < n; k++ ) {
  19985. int idx = item_list[k*2+0]-2;
  19986. if( idx < 0 || idx >= MAX_INVENTORY ){
  19987. return 0;
  19988. }
  19989. nameid = sd->inventory.u.items_inventory[idx].nameid;
  19990. amount = item_list[k*2+1];
  19991. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  19992. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  19993. return 0;
  19994. }
  19995. 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]
  19996. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  19997. c++; // match
  19998. }
  19999. }
  20000. else
  20001. break; // No more items required
  20002. }
  20003. p++;
  20004. } while(n == j && c == n);
  20005. p--;
  20006. if ( p > 0 ) {
  20007. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20008. return 1;
  20009. }
  20010. }
  20011. }
  20012. if( p == 0)
  20013. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20014. return 0;
  20015. }
  20016. /**
  20017. * For Royal Guard's LG_TRAMPLE
  20018. */
  20019. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20020. {
  20021. skill_unit *su = (struct skill_unit *)bl;
  20022. nullpo_ret(su);
  20023. std::shared_ptr<s_skill_unit_group> sg;
  20024. t_tick tick = va_arg(ap, t_tick);
  20025. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20026. switch( sg->unit_id ) {
  20027. case UNT_CLAYMORETRAP:
  20028. case UNT_FIRINGTRAP:
  20029. case UNT_ICEBOUNDTRAP:
  20030. 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);
  20031. break;
  20032. case UNT_LANDMINE:
  20033. case UNT_BLASTMINE:
  20034. case UNT_SHOCKWAVE:
  20035. case UNT_SANDMAN:
  20036. case UNT_FLASHER:
  20037. case UNT_FREEZINGTRAP:
  20038. case UNT_CLUSTERBOMB:
  20039. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20040. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20041. else
  20042. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20043. break;
  20044. }
  20045. // Traps aren't recovered.
  20046. skill_delunit(su);
  20047. }
  20048. return 0;
  20049. }
  20050. /*==========================================
  20051. *
  20052. *------------------------------------------*/
  20053. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  20054. int i;
  20055. nullpo_retr(-1, sd);
  20056. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20057. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20058. }
  20059. TIMER_FUNC(skill_blockpc_end){
  20060. struct map_session_data *sd = map_id2sd(id);
  20061. int i = (int)data;
  20062. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20063. return 0;
  20064. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20065. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20066. return 0;
  20067. }
  20068. aFree(sd->scd[i]);
  20069. sd->scd[i] = NULL;
  20070. return 1;
  20071. }
  20072. /**
  20073. * Flags a singular skill as being blocked from persistent usage.
  20074. * @param sd the player the skill delay affects
  20075. * @param skill_id the skill which should be delayed
  20076. * @param tick the length of time the delay should last
  20077. * @param load whether this assignment is being loaded upon player login
  20078. * @return 0 if successful, -1 otherwise
  20079. */
  20080. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  20081. int i;
  20082. nullpo_retr(-1, sd);
  20083. if (!skill_id || tick < 1)
  20084. return -1;
  20085. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20086. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20087. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20088. aFree(sd->scd[i]);
  20089. sd->scd[i] = NULL;
  20090. }
  20091. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20092. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20093. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20094. sd->scd[i]->skill_id = skill_id;
  20095. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20096. if (battle_config.display_status_timers)
  20097. clif_skill_cooldown(sd, skill_id, tick);
  20098. return 1;
  20099. } else {
  20100. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20101. return 0;
  20102. }
  20103. }
  20104. int skill_blockpc_clear(struct map_session_data *sd) {
  20105. int i;
  20106. nullpo_ret(sd);
  20107. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20108. if (!sd->scd[i])
  20109. continue;
  20110. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20111. aFree(sd->scd[i]);
  20112. sd->scd[i] = NULL;
  20113. }
  20114. return 1;
  20115. }
  20116. TIMER_FUNC(skill_blockhomun_end){
  20117. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20118. if (hd) {
  20119. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20120. if (skill != hd->blockskill.end())
  20121. hd->blockskill.erase(skill);
  20122. }
  20123. return 1;
  20124. }
  20125. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20126. {
  20127. nullpo_retr(-1, hd);
  20128. if (!skill_db.exists(skill_id))
  20129. return -1;
  20130. auto skill = util::vector_get(hd->blockskill, skill_id);
  20131. if (tick < 1 && skill != hd->blockskill.end()) {
  20132. hd->blockskill.erase(skill);
  20133. return -1;
  20134. }
  20135. hd->blockskill.push_back(skill_id);
  20136. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20137. }
  20138. TIMER_FUNC(skill_blockmerc_end){
  20139. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20140. if (md) {
  20141. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20142. if (skill != md->blockskill.end())
  20143. md->blockskill.erase(skill);
  20144. }
  20145. return 1;
  20146. }
  20147. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20148. {
  20149. nullpo_retr(-1, md);
  20150. if (!skill_db.exists(skill_id))
  20151. return -1;
  20152. auto skill = util::vector_get(md->blockskill, skill_id);
  20153. if (tick < 1 && skill != md->blockskill.end()) {
  20154. md->blockskill.erase(skill);
  20155. return -1;
  20156. }
  20157. md->blockskill.push_back(skill_id);
  20158. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20159. }
  20160. /**
  20161. * Adds a new skill unit entry for this player to recast after map load
  20162. * @param sd: Player
  20163. * @param skill_id: Skill ID to save
  20164. * @param skill_lv: Skill level to save
  20165. */
  20166. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20167. {
  20168. struct skill_usave *sus = NULL;
  20169. if (idb_exists(skillusave_db,sd->status.char_id))
  20170. idb_remove(skillusave_db,sd->status.char_id);
  20171. CREATE(sus, struct skill_usave, 1);
  20172. idb_put(skillusave_db, sd->status.char_id, sus);
  20173. sus->skill_id = skill_id;
  20174. sus->skill_lv = skill_lv;
  20175. }
  20176. /**
  20177. * Loads saved skill unit entries for this player after map load
  20178. * @param sd: Player
  20179. */
  20180. void skill_usave_trigger(struct map_session_data *sd)
  20181. {
  20182. skill_usave *sus;
  20183. std::shared_ptr<s_skill_unit_group> group;
  20184. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20185. return;
  20186. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20187. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20188. 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));
  20189. idb_remove(skillusave_db, sd->status.char_id);
  20190. }
  20191. /*
  20192. *
  20193. */
  20194. int skill_split_str (char *str, char **val, int num)
  20195. {
  20196. int i;
  20197. for( i = 0; i < num && str; i++ ) {
  20198. val[i] = str;
  20199. str = strchr(str,',');
  20200. if( str )
  20201. *str++ = 0;
  20202. }
  20203. return i;
  20204. }
  20205. /*
  20206. *
  20207. */
  20208. void skill_init_unit_layout (void) {
  20209. int i,j,pos = 0;
  20210. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20211. // standard square layouts go first
  20212. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20213. int size = i*2+1;
  20214. skill_unit_layout[i].count = size*size;
  20215. for (j=0; j<size*size; j++) {
  20216. skill_unit_layout[i].dx[j] = (j%size-i);
  20217. skill_unit_layout[i].dy[j] = (j/size-i);
  20218. }
  20219. }
  20220. // afterwards add special ones
  20221. pos = i;
  20222. for (const auto &it : skill_db) {
  20223. std::shared_ptr<s_skill_db> skill = it.second;
  20224. uint16 skill_id = skill->nameid;
  20225. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20226. continue;
  20227. if( skill_id == EL_FIRE_MANTLE ) {
  20228. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20229. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20230. skill_unit_layout[pos].count = 8;
  20231. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20232. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20233. } else {
  20234. switch (skill_id) {
  20235. case MG_FIREWALL:
  20236. case WZ_ICEWALL:
  20237. case WL_EARTHSTRAIN:
  20238. case RL_FIRE_RAIN:
  20239. // these will be handled later
  20240. break;
  20241. case PR_SANCTUARY:
  20242. case NPC_EVILLAND: {
  20243. static const int dx[] = {
  20244. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20245. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20246. static const int dy[]={
  20247. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20248. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20249. skill_unit_layout[pos].count = 21;
  20250. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20251. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20252. }
  20253. break;
  20254. case PR_MAGNUS: {
  20255. static const int dx[] = {
  20256. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20257. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20258. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20259. static const int dy[] = {
  20260. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20261. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20262. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20263. skill_unit_layout[pos].count = 33;
  20264. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20265. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20266. }
  20267. break;
  20268. case AS_VENOMDUST: {
  20269. static const int dx[] = {-1, 0, 0, 0, 1};
  20270. static const int dy[] = { 0,-1, 0, 1, 0};
  20271. skill_unit_layout[pos].count = 5;
  20272. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20273. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20274. }
  20275. break;
  20276. case CR_GRANDCROSS:
  20277. case NPC_GRANDDARKNESS: {
  20278. static const int dx[] = {
  20279. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20280. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20281. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20282. static const int dy[] = {
  20283. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20284. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20285. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20286. skill_unit_layout[pos].count = 29;
  20287. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20288. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20289. }
  20290. break;
  20291. case PF_FOGWALL: {
  20292. static const int dx[] = {
  20293. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20294. static const int dy[] = {
  20295. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20296. skill_unit_layout[pos].count = 15;
  20297. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20298. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20299. }
  20300. break;
  20301. case PA_GOSPEL: {
  20302. static const int dx[] = {
  20303. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20304. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20305. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20306. -1, 0, 1};
  20307. static const int dy[] = {
  20308. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20309. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20310. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20311. 3, 3, 3};
  20312. skill_unit_layout[pos].count = 33;
  20313. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20314. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20315. }
  20316. break;
  20317. case NJ_KAENSIN: {
  20318. 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};
  20319. 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};
  20320. skill_unit_layout[pos].count = 24;
  20321. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20322. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20323. }
  20324. break;
  20325. case NJ_TATAMIGAESHI: {
  20326. //Level 1 (count 4, cross of 3x3)
  20327. static const int dx1[] = {-1, 1, 0, 0};
  20328. static const int dy1[] = { 0, 0,-1, 1};
  20329. //Level 2-3 (count 8, cross of 5x5)
  20330. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20331. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20332. //Level 4-5 (count 12, cross of 7x7
  20333. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20334. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20335. //lv1
  20336. j = 0;
  20337. skill_unit_layout[pos].count = 4;
  20338. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20339. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20340. skill->unit_layout_type[j] = pos;
  20341. //lv2/3
  20342. j++;
  20343. pos++;
  20344. skill_unit_layout[pos].count = 8;
  20345. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20346. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20347. skill->unit_layout_type[j] = pos;
  20348. skill->unit_layout_type[++j] = pos;
  20349. //lv4/5
  20350. j++;
  20351. pos++;
  20352. skill_unit_layout[pos].count = 12;
  20353. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20354. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20355. skill->unit_layout_type[j] = pos;
  20356. skill->unit_layout_type[++j] = pos;
  20357. //Fill in the rest using lv 5.
  20358. for (;j<MAX_SKILL_LEVEL;j++)
  20359. skill->unit_layout_type[j] = pos;
  20360. //Skip, this way the check below will fail and continue to the next skill.
  20361. pos++;
  20362. }
  20363. break;
  20364. case GN_WALLOFTHORN: {
  20365. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20366. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20367. skill_unit_layout[pos].count = 16;
  20368. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20369. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20370. }
  20371. break;
  20372. case NPC_FLAMECROSS: {
  20373. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20374. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20375. skill_unit_layout[pos].count = 8;
  20376. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20377. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20378. }
  20379. break;
  20380. default:
  20381. ShowError("unknown unit layout at skill %d\n",i);
  20382. break;
  20383. }
  20384. }
  20385. if (!skill_unit_layout[pos].count)
  20386. continue;
  20387. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20388. skill->unit_layout_type[j] = pos;
  20389. pos++;
  20390. }
  20391. // firewall and icewall have 8 layouts (direction-dependent)
  20392. firewall_unit_pos = pos;
  20393. for (i=0;i<8;i++) {
  20394. if (i&1) {
  20395. skill_unit_layout[pos].count = 5;
  20396. if (i&0x2) {
  20397. int dx[] = {-1,-1, 0, 0, 1};
  20398. int dy[] = { 1, 0, 0,-1,-1};
  20399. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20400. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20401. } else {
  20402. int dx[] = { 1, 1 ,0, 0,-1};
  20403. int dy[] = { 1, 0, 0,-1,-1};
  20404. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20405. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20406. }
  20407. } else {
  20408. skill_unit_layout[pos].count = 3;
  20409. if (i%4==0) {
  20410. int dx[] = {-1, 0, 1};
  20411. int dy[] = { 0, 0, 0};
  20412. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20413. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20414. } else {
  20415. int dx[] = { 0, 0, 0};
  20416. int dy[] = {-1, 0, 1};
  20417. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20418. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20419. }
  20420. }
  20421. pos++;
  20422. }
  20423. icewall_unit_pos = pos;
  20424. for (i=0;i<8;i++) {
  20425. skill_unit_layout[pos].count = 5;
  20426. if (i&1) {
  20427. if (i&0x2) {
  20428. int dx[] = {-2,-1, 0, 1, 2};
  20429. int dy[] = { 2, 1, 0,-1,-2};
  20430. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20431. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20432. } else {
  20433. int dx[] = { 2, 1 ,0,-1,-2};
  20434. int dy[] = { 2, 1, 0,-1,-2};
  20435. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20436. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20437. }
  20438. } else {
  20439. if (i%4==0) {
  20440. int dx[] = {-2,-1, 0, 1, 2};
  20441. int dy[] = { 0, 0, 0, 0, 0};
  20442. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20443. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20444. } else {
  20445. int dx[] = { 0, 0, 0, 0, 0};
  20446. int dy[] = {-2,-1, 0, 1, 2};
  20447. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20448. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20449. }
  20450. }
  20451. pos++;
  20452. }
  20453. earthstrain_unit_pos = pos;
  20454. for( i = 0; i < 8; i++ )
  20455. { // For each Direction
  20456. skill_unit_layout[pos].count = 15;
  20457. switch( i )
  20458. {
  20459. case 0: case 1: case 3: case 4: case 5: case 7:
  20460. {
  20461. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20462. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20463. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20464. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20465. }
  20466. break;
  20467. case 2:
  20468. case 6:
  20469. {
  20470. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20471. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20472. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20473. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20474. }
  20475. break;
  20476. }
  20477. pos++;
  20478. }
  20479. firerain_unit_pos = pos;
  20480. for( i = 0; i < 8; i++ ) {
  20481. skill_unit_layout[pos].count = 3;
  20482. switch( i ) {
  20483. case 0: case 1: case 3: case 4: case 5: case 7:
  20484. {
  20485. static const int dx[] = {-1, 0, 1};
  20486. static const int dy[] = { 0, 0, 0};
  20487. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20488. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20489. }
  20490. break;
  20491. case 2:
  20492. case 6:
  20493. {
  20494. static const int dx[] = { 0, 0, 0};
  20495. static const int dy[] = {-1, 0, 1};
  20496. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20497. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20498. }
  20499. break;
  20500. }
  20501. pos++;
  20502. }
  20503. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20504. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20505. }
  20506. void skill_init_nounit_layout (void) {
  20507. int i, pos = 0;
  20508. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20509. for( i = 0; i < 8; i++ ) {
  20510. if( i&1 ) {
  20511. skill_nounit_layout[pos].count = 33;
  20512. if( i&2 ) {
  20513. if( i&4 ) { // 7
  20514. 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};
  20515. 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};
  20516. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20517. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20518. } else { // 3
  20519. 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};
  20520. 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};
  20521. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20522. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20523. }
  20524. } else {
  20525. if( i&4 ) { // 5
  20526. 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};
  20527. 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};
  20528. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20529. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20530. } else { // 1
  20531. 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};
  20532. 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};
  20533. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20534. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20535. }
  20536. }
  20537. } else {
  20538. skill_nounit_layout[pos].count = 21;
  20539. if( i&2 ) {
  20540. if( i&4 ) { // 6
  20541. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20542. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20543. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20544. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20545. } else { // 2
  20546. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20547. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20548. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20549. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20550. }
  20551. } else {
  20552. if( i&4 ) { // 4
  20553. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20554. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20555. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20556. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20557. } else { // 0
  20558. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20559. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20560. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20561. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20562. }
  20563. }
  20564. }
  20565. pos++;
  20566. }
  20567. for( i = 0; i < 8; i++ ) {
  20568. if( i&1 ) {
  20569. skill_nounit_layout[pos].count = 74;
  20570. if( i&2 ) {
  20571. if( i&4 ) { // 7
  20572. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20573. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20574. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20575. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20576. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20577. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20578. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20579. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20580. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20581. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20582. } else { // 3
  20583. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20584. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20585. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20586. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20587. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20588. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20589. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20590. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20591. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20592. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20593. }
  20594. } else {
  20595. if( i&4 ) { // 5
  20596. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20597. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20598. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20599. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20600. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20601. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20602. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20603. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20604. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20605. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20606. } else { // 1
  20607. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20608. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20609. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20610. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20611. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20612. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20613. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20614. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20615. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20616. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20617. }
  20618. }
  20619. } else {
  20620. skill_nounit_layout[pos].count = 44;
  20621. if( i&2 ) {
  20622. if( i&4 ) { // 6
  20623. 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};
  20624. 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};
  20625. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20626. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20627. } else { // 2
  20628. 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};
  20629. 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};
  20630. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20631. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20632. }
  20633. } else {
  20634. if( i&4 ) { // 4
  20635. 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};
  20636. 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};
  20637. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20638. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20639. } else { // 0
  20640. 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};
  20641. 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};
  20642. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20643. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20644. }
  20645. }
  20646. }
  20647. pos++;
  20648. }
  20649. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20650. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20651. }
  20652. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20653. struct status_change *sc = status_get_sc(bl);
  20654. if( !sc || !bl || !skill_id )
  20655. return 0; // Can do it
  20656. switch (type) {
  20657. case SC_ANKLE:
  20658. if (skill_id == AL_TELEPORT)
  20659. return 1;
  20660. break;
  20661. case SC_STASIS:
  20662. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20663. return 1; // Can't do it.
  20664. break;
  20665. case SC_KAGEHUMI:
  20666. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20667. return 1;
  20668. case SC_BITE:
  20669. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20670. return 1;
  20671. break;
  20672. }
  20673. return 0;
  20674. }
  20675. /**
  20676. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  20677. * @param sc: Status changes active on target
  20678. * @param skill_id: Skill to toggle
  20679. * @return True on success or false otherwise
  20680. */
  20681. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  20682. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  20683. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  20684. return false;
  20685. if (skill->inf2[INF2_TOGGLEABLE]) {
  20686. if (sc.data[skill->sc])
  20687. return true;
  20688. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20689. if (skill->nameid == NC_NEUTRALBARRIER && sc.data[SC_NEUTRALBARRIER_MASTER])
  20690. return true;
  20691. if (skill->nameid == NC_STEALTHFIELD && sc.data[SC_STEALTHFIELD_MASTER])
  20692. return true;
  20693. }
  20694. return false;
  20695. }
  20696. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  20697. int type = 0;
  20698. switch( skill_id ) {
  20699. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  20700. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  20701. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  20702. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  20703. }
  20704. type += skill_lv - 1;
  20705. return type;
  20706. }
  20707. /**
  20708. * Check before do `unit_movepos` call
  20709. * @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
  20710. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  20711. **/
  20712. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  20713. struct status_change *sc;
  20714. nullpo_retr(false, bl);
  20715. struct map_data *mapdata = map_getmapdata(bl->m);
  20716. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  20717. return false;
  20718. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  20719. return false;
  20720. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  20721. return false;
  20722. sc = status_get_sc(bl);
  20723. if (sc && sc->data[SC_SV_ROOTTWIST])
  20724. return false;
  20725. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  20726. }
  20727. /**
  20728. * Get skill duration after adjustments by skill_duration mapflag
  20729. * @param mapdata: Source map data
  20730. * @param skill_id: Skill ID
  20731. * @param skill_lv: Skill level
  20732. * @return Adjusted skill duration
  20733. */
  20734. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  20735. int time = 0;
  20736. if (!(time = skill_get_time(skill_id, skill_lv)))
  20737. return 0;
  20738. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  20739. return time / 100 * mapdata->skill_duration[skill_id];
  20740. return time;
  20741. }
  20742. const std::string SkillDatabase::getDefaultLocation() {
  20743. return std::string(db_path) + "/skill_db.yml";
  20744. }
  20745. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  20746. int32 value;
  20747. const auto& skNode = node[c4::to_csubstr(nodeName)];
  20748. if (!skNode.is_seq()) {
  20749. if (!this->asInt32(node, nodeName, value))
  20750. return false;
  20751. for (size_t i = 0; i < S; i++)
  20752. arr[i] = value;
  20753. } else {
  20754. uint16 max_level = 0;
  20755. for (const auto& it : skNode) {
  20756. uint16 skill_lv;
  20757. if (!this->asUInt16(it, "Level", skill_lv))
  20758. continue;
  20759. if (skill_lv > MAX_SKILL_LEVEL) {
  20760. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  20761. return false;
  20762. }
  20763. if (!this->asInt32(it, subNodeName, value))
  20764. continue;
  20765. arr[skill_lv - 1] = value;
  20766. max_level = max(max_level, skill_lv);
  20767. }
  20768. size_t i = max_level, j;
  20769. // Check for linear change with increasing steps until we reach half of the data acquired.
  20770. for (size_t step = 1; step <= i / 2; step++) {
  20771. int diff = arr[i - 1] - arr[i - step - 1];
  20772. for (j = i - 1; j >= step; j--) {
  20773. if ((arr[j] - arr[j - step]) != diff)
  20774. break;
  20775. }
  20776. if (j >= step) // No match, try next step.
  20777. continue;
  20778. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  20779. arr[i] = arr[i - step] + diff;
  20780. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  20781. arr[i] = 1;
  20782. diff = 0;
  20783. step = 1;
  20784. }
  20785. }
  20786. return true;
  20787. }
  20788. // Unable to determine linear trend, fill remaining array values with last value
  20789. for (; i < S; i++)
  20790. arr[i] = arr[max_level - 1];
  20791. }
  20792. return true;
  20793. }
  20794. /**
  20795. * Reads and parses an entry from the skill_db.
  20796. * @param node: YAML node containing the entry.
  20797. * @return count of successfully parsed rows
  20798. */
  20799. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  20800. uint16 skill_id;
  20801. if (!this->asUInt16(node, "Id", skill_id))
  20802. return 0;
  20803. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  20804. bool exists = skill != nullptr;
  20805. if (!exists) {
  20806. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  20807. return 0;
  20808. skill = std::make_shared<s_skill_db>();
  20809. skill->nameid = skill_id;
  20810. }
  20811. if (this->nodeExists(node, "Name")) {
  20812. std::string name;
  20813. if (!this->asString(node, "Name", name))
  20814. return 0;
  20815. name.resize(SKILL_NAME_LENGTH);
  20816. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  20817. }
  20818. if (this->nodeExists(node, "Description")) {
  20819. std::string name;
  20820. if (!this->asString(node, "Description", name))
  20821. return 0;
  20822. name.resize(SKILL_DESC_LENGTH);
  20823. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  20824. }
  20825. if (this->nodeExists(node, "MaxLevel")) {
  20826. uint16 skill_lv;
  20827. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  20828. return 0;
  20829. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  20830. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  20831. return 0;
  20832. }
  20833. skill->max = skill_lv;
  20834. }
  20835. if (this->nodeExists(node, "Type")) {
  20836. std::string type;
  20837. if (!this->asString(node, "Type", type))
  20838. return 0;
  20839. std::string type_constant = "BF_" + type;
  20840. int64 constant;
  20841. if (!script_get_constant(type_constant.c_str(), &constant)) {
  20842. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  20843. return 0;
  20844. }
  20845. if (constant < BF_NONE || constant > BF_MISC) {
  20846. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  20847. return 0;
  20848. }
  20849. skill->skill_type = static_cast<e_battle_flag>(constant);
  20850. } else {
  20851. if (!exists)
  20852. skill->skill_type = BF_NONE;
  20853. }
  20854. if (this->nodeExists(node, "TargetType")) {
  20855. std::string inf;
  20856. if (!this->asString(node, "TargetType", inf))
  20857. return 0;
  20858. std::string inf_constant = "INF_" + inf + "_SKILL";
  20859. int64 constant;
  20860. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  20861. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  20862. return 0;
  20863. }
  20864. skill->inf = static_cast<uint16>(constant);
  20865. }
  20866. if (this->nodeExists(node, "DamageFlags")) {
  20867. const auto& damageNode = node["DamageFlags"];
  20868. for (const auto& it : damageNode) {
  20869. std::string nk;
  20870. c4::from_chars(it.key(), &nk);
  20871. std::string nk_constant = "NK_" + nk;
  20872. int64 constant;
  20873. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  20874. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  20875. return 0;
  20876. }
  20877. bool active;
  20878. if (!this->asBool(damageNode, nk, active))
  20879. return 0;
  20880. if (active)
  20881. skill->nk.set(static_cast<uint8>(constant));
  20882. else
  20883. skill->nk.reset(static_cast<uint8>(constant));
  20884. }
  20885. }
  20886. if (this->nodeExists(node, "Flags")) {
  20887. const auto& infoNode = node["Flags"];
  20888. for (const auto& it : infoNode) {
  20889. std::string inf2;
  20890. c4::from_chars(it.key(), &inf2);
  20891. std::string inf2_constant = "INF2_" + inf2;
  20892. int64 constant;
  20893. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  20894. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  20895. continue;
  20896. }
  20897. bool active;
  20898. if (!this->asBool(infoNode, inf2, active))
  20899. return 0;
  20900. if (active)
  20901. skill->inf2.set(static_cast<uint8>(constant));
  20902. else
  20903. skill->inf2.reset(static_cast<uint8>(constant));
  20904. }
  20905. }
  20906. if (this->nodeExists(node, "Range")) {
  20907. if (!this->parseNode("Range", "Size", node, skill->range))
  20908. return 0;
  20909. } else {
  20910. if (!exists)
  20911. memset(skill->range, 0, sizeof(skill->range));
  20912. }
  20913. if (this->nodeExists(node, "Hit")) {
  20914. std::string hit;
  20915. if (!this->asString(node, "Hit", hit))
  20916. return 0;
  20917. std::string hit_constant = "DMG_" + hit;
  20918. int64 constant;
  20919. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  20920. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  20921. return 0;
  20922. }
  20923. skill->hit = static_cast<e_damage_type>(constant);
  20924. } else {
  20925. if (!exists)
  20926. skill->hit = DMG_NORMAL;
  20927. }
  20928. if (this->nodeExists(node, "HitCount")) {
  20929. if (!this->parseNode("HitCount", "Count", node, skill->num))
  20930. return 0;
  20931. } else {
  20932. if (!exists)
  20933. memset(skill->num, 0, sizeof(skill->num));
  20934. }
  20935. if (this->nodeExists(node, "Element")) {
  20936. const auto elementNode = node["Element"];
  20937. std::string element;
  20938. if (!elementNode.is_seq()) {
  20939. if (!this->asString(node, "Element", element))
  20940. return 0;
  20941. std::string element_constant = "ELE_" + element;
  20942. int64 constant;
  20943. if (!script_get_constant(element_constant.c_str(), &constant)) {
  20944. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  20945. return 0;
  20946. }
  20947. if (constant == ELE_NONE) {
  20948. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  20949. return 0;
  20950. }
  20951. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  20952. } else {
  20953. for (const auto& it : elementNode) {
  20954. uint16 skill_lv;
  20955. if (!this->asUInt16(it, "Level", skill_lv))
  20956. continue;
  20957. if (skill_lv > MAX_SKILL_LEVEL) {
  20958. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20959. return false;
  20960. }
  20961. if (!this->asString(it, "Element", element))
  20962. continue;
  20963. std::string element_constant = "ELE_" + element;
  20964. int64 constant;
  20965. if (!script_get_constant(element_constant.c_str(), &constant)) {
  20966. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  20967. return 0;
  20968. }
  20969. if (constant == ELE_NONE) {
  20970. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  20971. return 0;
  20972. }
  20973. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  20974. }
  20975. }
  20976. } else {
  20977. if (!exists)
  20978. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  20979. }
  20980. if (this->nodeExists(node, "SplashArea")) {
  20981. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  20982. return 0;
  20983. } else {
  20984. if (!exists)
  20985. memset(skill->splash, 0, sizeof(skill->splash));
  20986. }
  20987. if (this->nodeExists(node, "ActiveInstance")) {
  20988. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  20989. return 0;
  20990. } else {
  20991. if (!exists)
  20992. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  20993. }
  20994. if (this->nodeExists(node, "Knockback")) {
  20995. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  20996. return 0;
  20997. } else {
  20998. if (!exists)
  20999. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21000. }
  21001. if (this->nodeExists(node, "CopyFlags")) {
  21002. const auto& copyNode = node["CopyFlags"];
  21003. if (this->nodeExists(copyNode, "Skill")) {
  21004. const auto& copyskillNode = copyNode["Skill"];
  21005. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21006. bool active;
  21007. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21008. return 0;
  21009. if (active)
  21010. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21011. else
  21012. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21013. }
  21014. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21015. bool active;
  21016. if (!this->asBool(copyskillNode, "Reproduce", active))
  21017. return 0;
  21018. if (active)
  21019. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21020. else
  21021. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21022. }
  21023. } else {
  21024. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21025. return 0;
  21026. }
  21027. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21028. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21029. for (const auto& it : copyreqNode) {
  21030. std::string req;
  21031. c4::from_chars(it.key(), &req);
  21032. std::string req_constant = "SKILL_REQ_" + req;
  21033. int64 constant;
  21034. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21035. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21036. return 0;
  21037. }
  21038. skill->copyable.req_opt |= constant;
  21039. }
  21040. } else {
  21041. if (!exists)
  21042. skill->copyable.req_opt = 0;
  21043. }
  21044. }
  21045. if (this->nodeExists(node, "NoNearNpc")) {
  21046. const auto& npcNode = node["NoNearNpc"];
  21047. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21048. uint16 range;
  21049. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21050. return 0;
  21051. skill->unit_nonearnpc_range = range;
  21052. } else {
  21053. if (!exists)
  21054. skill->unit_nonearnpc_range = 0;
  21055. }
  21056. if (this->nodeExists(npcNode, "Type")) {
  21057. const auto& npctypeNode = npcNode["Type"];
  21058. for (const auto& it : npctypeNode) {
  21059. std::string type;
  21060. c4::from_chars(it.key(), &type);
  21061. std::string type_constant = "SKILL_NONEAR_" + type;
  21062. int64 constant;
  21063. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21064. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21065. return 0;
  21066. }
  21067. bool active;
  21068. if (!this->asBool(npctypeNode, type, active))
  21069. return 0;
  21070. if (active)
  21071. skill->unit_nonearnpc_type |= constant;
  21072. else
  21073. skill->unit_nonearnpc_type &= ~constant;
  21074. }
  21075. } else {
  21076. if (!exists)
  21077. skill->unit_nonearnpc_type = 0;
  21078. }
  21079. }
  21080. if (this->nodeExists(node, "CastCancel")) {
  21081. bool active;
  21082. if (!this->asBool(node, "CastCancel", active))
  21083. return 0;
  21084. skill->castcancel = active;
  21085. } else {
  21086. if (!exists)
  21087. skill->castcancel = false;
  21088. }
  21089. if (this->nodeExists(node, "CastDefenseReduction")) {
  21090. uint16 reduction;
  21091. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21092. return 0;
  21093. skill->cast_def_rate = reduction;
  21094. } else {
  21095. if (!exists)
  21096. skill->cast_def_rate = 0;
  21097. }
  21098. if (this->nodeExists(node, "CastTime")) {
  21099. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21100. return 0;
  21101. } else {
  21102. if (!exists)
  21103. memset(skill->cast, 0, sizeof(skill->cast));
  21104. }
  21105. if (this->nodeExists(node, "AfterCastActDelay")) {
  21106. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21107. return 0;
  21108. } else {
  21109. if (!exists)
  21110. memset(skill->delay, 0, sizeof(skill->delay));
  21111. }
  21112. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21113. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21114. return 0;
  21115. } else {
  21116. if (!exists)
  21117. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21118. }
  21119. if (this->nodeExists(node, "Duration1")) {
  21120. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21121. return 0;
  21122. } else {
  21123. if (!exists)
  21124. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21125. }
  21126. if (this->nodeExists(node, "Duration2")) {
  21127. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21128. return 0;
  21129. } else {
  21130. if (!exists)
  21131. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21132. }
  21133. if (this->nodeExists(node, "Cooldown")) {
  21134. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21135. return 0;
  21136. } else {
  21137. if (!exists)
  21138. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21139. }
  21140. #ifdef RENEWAL_CAST
  21141. if (this->nodeExists(node, "FixedCastTime")) {
  21142. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21143. return 0;
  21144. } else {
  21145. if (!exists)
  21146. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21147. }
  21148. #endif
  21149. if (this->nodeExists(node, "CastTimeFlags")) {
  21150. const auto& castNode = node["CastTimeFlags"];
  21151. for (const auto& it : castNode) {
  21152. std::string flag;
  21153. c4::from_chars(it.key(), &flag);
  21154. std::string flag_constant = "SKILL_CAST_" + flag;
  21155. int64 constant;
  21156. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21157. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21158. return 0;
  21159. }
  21160. bool active;
  21161. if (!this->asBool(castNode, flag, active))
  21162. return 0;
  21163. if (active)
  21164. skill->castnodex |= constant;
  21165. else
  21166. skill->castnodex &= ~constant;
  21167. }
  21168. }
  21169. if (this->nodeExists(node, "CastDelayFlags")) {
  21170. const auto& castNode = node["CastDelayFlags"];
  21171. for (const auto& it : castNode) {
  21172. std::string flag;
  21173. c4::from_chars(it.key(), &flag);
  21174. std::string flag_constant = "SKILL_CAST_" + flag;
  21175. int64 constant;
  21176. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21177. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21178. return 0;
  21179. }
  21180. bool active;
  21181. if (!this->asBool(castNode, flag, active))
  21182. return 0;
  21183. if (active)
  21184. skill->delaynodex |= constant;
  21185. else
  21186. skill->delaynodex &= ~constant;
  21187. }
  21188. }
  21189. if (this->nodeExists(node, "Requires")) {
  21190. const auto& requireNode = node["Requires"];
  21191. if (this->nodeExists(requireNode, "HpCost")) {
  21192. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21193. return 0;
  21194. } else {
  21195. if (!exists)
  21196. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21197. }
  21198. if (this->nodeExists(requireNode, "SpCost")) {
  21199. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21200. return 0;
  21201. } else {
  21202. if (!exists)
  21203. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21204. }
  21205. if (this->nodeExists(requireNode, "ApCost")) {
  21206. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21207. return 0;
  21208. } else {
  21209. if (!exists)
  21210. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21211. }
  21212. if (this->nodeExists(requireNode, "HpRateCost")) {
  21213. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21214. return 0;
  21215. } else {
  21216. if (!exists)
  21217. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21218. }
  21219. if (this->nodeExists(requireNode, "SpRateCost")) {
  21220. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21221. return 0;
  21222. } else {
  21223. if (!exists)
  21224. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21225. }
  21226. if (this->nodeExists(requireNode, "ApRateCost")) {
  21227. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21228. return 0;
  21229. } else {
  21230. if (!exists)
  21231. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21232. }
  21233. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21234. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21235. return 0;
  21236. } else {
  21237. if (!exists)
  21238. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21239. }
  21240. if (this->nodeExists(requireNode, "ZenyCost")) {
  21241. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21242. return 0;
  21243. } else {
  21244. if (!exists)
  21245. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21246. }
  21247. if (this->nodeExists(requireNode, "Weapon")) {
  21248. const auto& weaponNode = requireNode["Weapon"];
  21249. if (this->nodeExists(weaponNode, "All")) {
  21250. bool active;
  21251. if (!this->asBool(weaponNode, "All", active))
  21252. return 0;
  21253. if (active)
  21254. skill->require.weapon = 0;
  21255. } else {
  21256. for (const auto& it : weaponNode) {
  21257. std::string weapon;
  21258. c4::from_chars(it.key(), &weapon);
  21259. std::string weapon_constant = "W_" + weapon;
  21260. int64 constant;
  21261. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21262. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21263. return 0;
  21264. }
  21265. bool active;
  21266. if (!this->asBool(weaponNode, weapon, active))
  21267. return 0;
  21268. if (active)
  21269. skill->require.weapon |= 1 << constant;
  21270. else
  21271. skill->require.weapon &= ~(1 << constant);
  21272. }
  21273. }
  21274. } else {
  21275. if (!exists)
  21276. skill->require.weapon = 0;
  21277. }
  21278. if (this->nodeExists(requireNode, "Ammo")) {
  21279. const auto& ammoNode = requireNode["Ammo"];
  21280. if (this->nodeExists(ammoNode, "None")) {
  21281. bool active;
  21282. if (!this->asBool(ammoNode, "None", active))
  21283. return 0;
  21284. if (active)
  21285. skill->require.ammo = 0;
  21286. } else {
  21287. for (const auto& it : ammoNode) {
  21288. std::string ammo;
  21289. c4::from_chars(it.key(), &ammo);
  21290. std::string ammo_constant = "AMMO_" + ammo;
  21291. int64 constant;
  21292. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21293. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21294. return 0;
  21295. }
  21296. bool active;
  21297. if (!this->asBool(ammoNode, ammo, active))
  21298. return 0;
  21299. if (active)
  21300. skill->require.ammo |= 1 << constant;
  21301. else
  21302. skill->require.ammo &= ~(1 << constant);
  21303. }
  21304. }
  21305. } else {
  21306. if (!exists)
  21307. skill->require.ammo = 0;
  21308. }
  21309. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21310. if (skill->require.ammo == 0) {
  21311. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21312. return 0;
  21313. }
  21314. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21315. return 0;
  21316. } else {
  21317. if (!exists)
  21318. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21319. }
  21320. if (this->nodeExists(requireNode, "State")) {
  21321. std::string state;
  21322. if (!this->asString(requireNode, "State", state))
  21323. return 0;
  21324. std::string state_constant = "ST_" + state;
  21325. int64 constant;
  21326. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21327. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21328. return 0;
  21329. }
  21330. skill->require.state = static_cast<int32>(constant);
  21331. }
  21332. if (this->nodeExists(requireNode, "Status")) {
  21333. const auto& statusNode = requireNode["Status"];
  21334. for (const auto& it : statusNode) {
  21335. std::string status;
  21336. c4::from_chars(it.key(), &status);
  21337. std::string status_constant = "SC_" + status;
  21338. int64 constant;
  21339. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21340. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21341. return 0;
  21342. }
  21343. bool active;
  21344. if (!this->asBool(statusNode, status, active))
  21345. return 0;
  21346. auto status_exists = util::vector_get(skill->require.status, constant);
  21347. if (active && status_exists == skill->require.status.end())
  21348. skill->require.status.push_back(static_cast<sc_type>(constant));
  21349. else if (!active && status_exists != skill->require.status.end())
  21350. skill->require.status.erase(status_exists);
  21351. }
  21352. }
  21353. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21354. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21355. return 0;
  21356. } else {
  21357. if (!exists)
  21358. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21359. }
  21360. if (this->nodeExists(requireNode, "ItemCost")) {
  21361. const auto itemNode = requireNode["ItemCost"];
  21362. int32 count = 0;
  21363. for (const auto& it : itemNode) {
  21364. std::string item_name;
  21365. if (!this->asString(it, "Item", item_name))
  21366. continue;
  21367. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21368. if (item == nullptr) {
  21369. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21370. return 0;
  21371. }
  21372. int32 amount;
  21373. if (!this->asInt32(it, "Amount", amount))
  21374. continue;
  21375. if (this->nodeExists(it, "Level")) {
  21376. uint16 cost_level;
  21377. if (!this->asUInt16(it, "Level", cost_level))
  21378. continue;
  21379. if (cost_level < 1 || cost_level > skill->max) {
  21380. 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);
  21381. return 0;
  21382. }
  21383. count = cost_level - 1;
  21384. if (!skill->require.itemid_level_dependent)
  21385. skill->require.itemid_level_dependent = true;
  21386. }
  21387. skill->require.itemid[count] = item->nameid;
  21388. skill->require.amount[count] = amount;
  21389. count++;
  21390. }
  21391. }
  21392. if (this->nodeExists(requireNode, "Equipment")) {
  21393. const auto& equipNode = requireNode["Equipment"];
  21394. for (const auto& it : equipNode) {
  21395. std::string item_name;
  21396. c4::from_chars(it.key(), &item_name);
  21397. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21398. if (item == nullptr) {
  21399. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21400. return 0;
  21401. }
  21402. bool active;
  21403. if (!this->asBool(equipNode, item_name, active))
  21404. return 0;
  21405. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21406. if (active && equip_exists == skill->require.eqItem.end())
  21407. skill->require.eqItem.push_back(item->nameid);
  21408. else if (!active && equip_exists != skill->require.eqItem.end())
  21409. skill->require.eqItem.erase(equip_exists);
  21410. }
  21411. }
  21412. }
  21413. if (this->nodeExists(node, "GiveAp")) {
  21414. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21415. return 0;
  21416. } else {
  21417. if (!exists)
  21418. memset(skill->giveap, 0, sizeof(skill->giveap));
  21419. }
  21420. if (this->nodeExists(node, "Unit")) {
  21421. const auto& unitNode = node["Unit"];
  21422. if (this->nodeExists(unitNode, "Id")) {
  21423. std::string unit;
  21424. if (!this->asString(unitNode, "Id", unit))
  21425. return 0;
  21426. std::string unit_constant = "UNT_" + unit;
  21427. int64 constant;
  21428. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21429. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21430. return 0;
  21431. }
  21432. skill->unit_id = static_cast<uint16>(constant);
  21433. } else {
  21434. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21435. return 0;
  21436. }
  21437. if (this->nodeExists(unitNode, "AlternateId")) {
  21438. std::string unit;
  21439. if (!this->asString(unitNode, "AlternateId", unit))
  21440. return 0;
  21441. std::string unit_constant = "UNT_" + unit;
  21442. int64 constant;
  21443. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21444. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21445. return 0;
  21446. }
  21447. skill->unit_id2 = static_cast<uint16>(constant);
  21448. } else {
  21449. if (!exists)
  21450. skill->unit_id2 = 0;
  21451. }
  21452. if (this->nodeExists(unitNode, "Layout")) {
  21453. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21454. return 0;
  21455. } else {
  21456. if (!exists)
  21457. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21458. }
  21459. if (this->nodeExists(unitNode, "Range")) {
  21460. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21461. return 0;
  21462. } else {
  21463. if (!exists)
  21464. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21465. }
  21466. if (this->nodeExists(unitNode, "Interval")) {
  21467. int16 interval;
  21468. if (!this->asInt16(unitNode, "Interval", interval))
  21469. return 0;
  21470. skill->unit_interval = interval;
  21471. } else {
  21472. if (!exists)
  21473. skill->unit_interval = 0;
  21474. }
  21475. if (this->nodeExists(unitNode, "Target")) {
  21476. std::string target;
  21477. if (!this->asString(unitNode, "Target", target))
  21478. return 0;
  21479. std::string target_constant = "BCT_" + target;
  21480. int64 constant;
  21481. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21482. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21483. return 0;
  21484. }
  21485. skill->unit_target = static_cast<int32>(constant);
  21486. } else {
  21487. if (!exists)
  21488. skill->unit_target = BCT_ALL;
  21489. }
  21490. if (this->nodeExists(unitNode, "Flag")) {
  21491. const auto& flagNode = unitNode["Flag"];
  21492. for (const auto& it : flagNode) {
  21493. std::string flag;
  21494. c4::from_chars(it.key(), &flag);
  21495. std::string flag_constant = "UF_" + flag;
  21496. int64 constant;
  21497. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21498. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21499. return 0;
  21500. }
  21501. bool active;
  21502. if (!this->asBool(flagNode, flag, active))
  21503. return 0;
  21504. if (active)
  21505. skill->unit_flag.set(static_cast<uint8>(constant));
  21506. else
  21507. skill->unit_flag.reset(static_cast<uint8>(constant));
  21508. }
  21509. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21510. skill->unit_target = BCT_NOENEMY;
  21511. // By default, target just characters.
  21512. skill->unit_target |= BL_CHAR;
  21513. if (skill->unit_flag[UF_NOPC])
  21514. skill->unit_target &= ~BL_PC;
  21515. if (skill->unit_flag[UF_NOMOB])
  21516. skill->unit_target &= ~BL_MOB;
  21517. if (skill->unit_flag[UF_SKILL])
  21518. skill->unit_target |= BL_SKILL;
  21519. } else {
  21520. if (!exists){
  21521. skill->unit_flag = UF_NONE;
  21522. // By default, target just characters.
  21523. skill->unit_target |= BL_CHAR;
  21524. }
  21525. }
  21526. }
  21527. if (this->nodeExists(node, "Status")) {
  21528. std::string status;
  21529. if (!this->asString(node, "Status", status))
  21530. return 0;
  21531. std::string status_constant = "SC_" + status;
  21532. int64 constant;
  21533. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21534. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21535. return 0;
  21536. }
  21537. if (constant < SC_NONE || constant >= SC_MAX) {
  21538. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21539. constant = SC_NONE;
  21540. }
  21541. skill->sc = static_cast<sc_type>(constant);
  21542. } else {
  21543. if (!exists)
  21544. skill->sc = SC_NONE;
  21545. }
  21546. if (!exists) {
  21547. this->put(skill_id, skill);
  21548. this->skilldb_id2idx[skill_id] = this->skill_num;
  21549. this->skill_num++;
  21550. }
  21551. return 1;
  21552. }
  21553. void SkillDatabase::clear() {
  21554. TypesafeCachedYamlDatabase::clear();
  21555. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21556. this->skill_num = 1;
  21557. }
  21558. void SkillDatabase::loadingFinished(){
  21559. if( this->skill_num > MAX_SKILL ){
  21560. 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 );
  21561. }
  21562. TypesafeCachedYamlDatabase::loadingFinished();
  21563. }
  21564. /**
  21565. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21566. * @param skill_id
  21567. * @param silent If Skill is undefined, show error message!
  21568. * @return Skill Index or 0 if not found/unset
  21569. **/
  21570. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21571. uint16 idx = this->skilldb_id2idx[skill_id];
  21572. if( idx == 0 && skill_id != 0 && !silent ){
  21573. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21574. }
  21575. return idx;
  21576. }
  21577. SkillDatabase skill_db;
  21578. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21579. return std::string(db_path) + "/spellbook_db.yml";
  21580. }
  21581. /**
  21582. * Reads and parses an entry from the spellbook_db.
  21583. * @param node: YAML node containing the entry.
  21584. * @return count of successfully parsed rows
  21585. */
  21586. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21587. std::string skill_name;
  21588. if (!this->asString(node, "Skill", skill_name))
  21589. return 0;
  21590. uint16 skill_id = skill_name2id(skill_name.c_str());
  21591. if (skill_id == 0) {
  21592. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21593. return 0;
  21594. }
  21595. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21596. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21597. return 0;
  21598. }
  21599. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21600. bool exists = spell != nullptr;
  21601. if (!exists) {
  21602. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21603. return 0;
  21604. spell = std::make_shared<s_skill_spellbook_db>();
  21605. spell->skill_id = skill_id;
  21606. }
  21607. if (this->nodeExists(node, "Book")) {
  21608. std::string book_name;
  21609. if (!this->asString(node, "Book", book_name))
  21610. return 0;
  21611. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21612. if (item == nullptr) {
  21613. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21614. return 0;
  21615. }
  21616. spell->nameid = item->nameid;
  21617. }
  21618. if (this->nodeExists(node, "PreservePoints")) {
  21619. uint16 points;
  21620. if (!this->asUInt16(node, "PreservePoints", points))
  21621. return 0;
  21622. spell->points = points;
  21623. }
  21624. if (!exists)
  21625. this->put(skill_id, spell);
  21626. return 1;
  21627. }
  21628. /**
  21629. * Check if the specified item is available in the spellbook_db or not
  21630. * @param nameid: Book Item ID
  21631. * @return Spell data or nullptr otherwise
  21632. */
  21633. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21634. if (nameid == 0 || !itemdb_exists(nameid) || reading_spellbook_db.empty())
  21635. return nullptr;
  21636. for (const auto &spell : reading_spellbook_db) {
  21637. if (spell.second->nameid == nameid)
  21638. return spell.second;
  21639. }
  21640. return nullptr;
  21641. }
  21642. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21643. return std::string(db_path) + "/magicmushroom_db.yml";
  21644. }
  21645. /**
  21646. * Reads and parses an entry from the magicmushroom_db.
  21647. * @param node: YAML node containing the entry.
  21648. * @return count of successfully parsed rows
  21649. */
  21650. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21651. std::string skill_name;
  21652. if (!this->asString(node, "Skill", skill_name))
  21653. return 0;
  21654. uint16 skill_id = skill_name2id(skill_name.c_str());
  21655. if (!skill_id) {
  21656. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21657. return 0;
  21658. }
  21659. if (!skill_get_inf(skill_id)) {
  21660. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21661. return 0;
  21662. }
  21663. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21664. bool exists = mushroom != nullptr;
  21665. if (!exists) {
  21666. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21667. mushroom->skill_id = skill_id;
  21668. this->put(skill_id, mushroom);
  21669. }
  21670. return 1;
  21671. }
  21672. /** Reads skill no cast db
  21673. * Structure: SkillID,Flag
  21674. */
  21675. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21676. {
  21677. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21678. if (!skill)
  21679. return false;
  21680. skill->nocast |= atoi(split[1]);
  21681. return true;
  21682. }
  21683. /** Reads Produce db
  21684. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  21685. */
  21686. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  21687. {
  21688. unsigned short x, y;
  21689. unsigned short id = atoi(split[0]);
  21690. t_itemid nameid = 0;
  21691. bool found = false;
  21692. if (id >= ARRAYLENGTH(skill_produce_db)) {
  21693. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  21694. return false;
  21695. }
  21696. // Clear previous data, for importing support
  21697. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  21698. // Import just for clearing/disabling from original data
  21699. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  21700. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  21701. return true;
  21702. }
  21703. if (!itemdb_exists(nameid)) {
  21704. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  21705. return false;
  21706. }
  21707. skill_produce_db[id].nameid = nameid;
  21708. skill_produce_db[id].itemlv = atoi(split[2]);
  21709. skill_produce_db[id].req_skill = atoi(split[3]);
  21710. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  21711. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  21712. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  21713. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  21714. }
  21715. if (!found)
  21716. skill_produce_count++;
  21717. return true;
  21718. }
  21719. const std::string SkillArrowDatabase::getDefaultLocation() {
  21720. return std::string(db_path) + "/create_arrow_db.yml";
  21721. }
  21722. /**
  21723. * Reads and parses an entry from the create_arrow_db.
  21724. * @param node: YAML node containing the entry.
  21725. * @return count of successfully parsed rows
  21726. */
  21727. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21728. std::string source_name;
  21729. if (!this->asString(node, "Source", source_name))
  21730. return 0;
  21731. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  21732. if (item == nullptr) {
  21733. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  21734. return 0;
  21735. }
  21736. t_itemid nameid = item->nameid;
  21737. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  21738. bool exists = arrow != nullptr;
  21739. if (!exists) {
  21740. arrow = std::make_shared<s_skill_arrow_db>();
  21741. arrow->nameid = nameid;
  21742. }
  21743. const auto& MakeNode = node["Make"];
  21744. for (const auto &it : MakeNode) {
  21745. std::string item_name;
  21746. if (!this->asString(it, "Item", item_name))
  21747. return 0;
  21748. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21749. if (item == nullptr) {
  21750. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  21751. return 0;
  21752. }
  21753. uint16 amount;
  21754. if (!this->asUInt16(it, "Amount", amount))
  21755. return 0;
  21756. if (amount == 0) {
  21757. if (arrow->created.erase(item->nameid) == 0)
  21758. 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());
  21759. continue;
  21760. }
  21761. if (amount > MAX_AMOUNT) {
  21762. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  21763. continue;
  21764. }
  21765. arrow->created[item->nameid] = amount;
  21766. }
  21767. if (!exists)
  21768. this->put(nameid, arrow);
  21769. return 1;
  21770. }
  21771. const std::string AbraDatabase::getDefaultLocation() {
  21772. return std::string(db_path) + "/abra_db.yml";
  21773. }
  21774. /**
  21775. * Reads and parses an entry from the abra_db.
  21776. * @param node: YAML node containing the entry.
  21777. * @return count of successfully parsed rows
  21778. */
  21779. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21780. std::string skill_name;
  21781. if (!this->asString(node, "Skill", skill_name))
  21782. return 0;
  21783. uint16 skill_id = skill_name2id(skill_name.c_str());
  21784. if (!skill_id) {
  21785. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  21786. return 0;
  21787. }
  21788. if (!skill_get_inf(skill_id)) {
  21789. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  21790. return 0;
  21791. }
  21792. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  21793. bool exists = abra != nullptr;
  21794. if (!exists) {
  21795. abra = std::make_shared<s_skill_abra_db>();
  21796. abra->skill_id = skill_id;
  21797. }
  21798. if (this->nodeExists(node, "Probability")) {
  21799. const auto& probNode = node["Probability"];
  21800. uint16 probability;
  21801. if (!probNode.is_seq()) {
  21802. if (!this->asUInt16Rate(probNode, "Probability", probability))
  21803. return 0;
  21804. abra->per.fill(probability);
  21805. } else {
  21806. abra->per.fill(0);
  21807. for (const auto& it : probNode) {
  21808. uint16 skill_lv;
  21809. if (!this->asUInt16(it, "Level", skill_lv))
  21810. continue;
  21811. if (skill_lv > MAX_SKILL_LEVEL) {
  21812. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21813. return 0;
  21814. }
  21815. if (!this->asUInt16Rate(it, "Probability", probability))
  21816. continue;
  21817. abra->per[skill_lv - 1] = probability;
  21818. }
  21819. }
  21820. } else {
  21821. if (!exists)
  21822. abra->per.fill(500);
  21823. }
  21824. if (!exists)
  21825. this->put(skill_id, abra);
  21826. return 1;
  21827. }
  21828. /** Reads change material db
  21829. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  21830. */
  21831. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  21832. {
  21833. uint16 id = atoi(split[0]);
  21834. t_itemid nameid = strtoul(split[1], nullptr, 10);
  21835. short rate = atoi(split[2]);
  21836. bool found = false;
  21837. int x, y;
  21838. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  21839. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  21840. return false;
  21841. }
  21842. // Clear previous data, for importing support
  21843. if (skill_changematerial_db[id].nameid > 0) {
  21844. found = true;
  21845. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21846. }
  21847. // Import just for clearing/disabling from original data
  21848. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  21849. if (nameid == 0) {
  21850. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21851. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  21852. return true;
  21853. }
  21854. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  21855. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  21856. if (skill_produce_db[x].nameid == nameid)
  21857. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  21858. break;
  21859. }
  21860. if (x >= MAX_SKILL_PRODUCE_DB) {
  21861. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  21862. return false;
  21863. }
  21864. skill_changematerial_db[id].nameid = nameid;
  21865. skill_changematerial_db[id].rate = rate;
  21866. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  21867. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  21868. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  21869. }
  21870. if (!found)
  21871. skill_changematerial_count++;
  21872. return true;
  21873. }
  21874. /**
  21875. * Reads skill damage adjustment
  21876. * @author [Lilith]
  21877. */
  21878. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  21879. {
  21880. int64 caster_tmp;
  21881. uint16 id;
  21882. int caster, value;
  21883. char *result;
  21884. trim(split[0]);
  21885. if (ISDIGIT(split[0][0])) {
  21886. value = strtol(split[0], &result, 10);
  21887. if (*result) {
  21888. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  21889. return false;
  21890. }
  21891. id = value;
  21892. } else
  21893. id = skill_name2id(split[0]);
  21894. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  21895. if (!skill)
  21896. return false;
  21897. skill->damage = {};
  21898. trim(split[1]);
  21899. if (ISDIGIT(split[1][0])) {
  21900. value = strtol(split[1], &result, 10);
  21901. if (*result) {
  21902. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  21903. return false;
  21904. }
  21905. caster = value;
  21906. } else { // Try to parse caster as constant
  21907. if (!script_get_constant(split[1], &caster_tmp)) {
  21908. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  21909. return false;
  21910. }
  21911. caster = static_cast<uint16>(caster_tmp);
  21912. }
  21913. skill->damage.caster |= caster;
  21914. value = strtol(split[2], &result, 10);
  21915. if (*result) {
  21916. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  21917. return false;
  21918. }
  21919. skill->damage.map |= value;
  21920. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  21921. value = strtol(split[offset], &result, 10);
  21922. if (*result && *result != ' ') {
  21923. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  21924. value = 0;
  21925. }
  21926. skill->damage.rate[i] = cap_value(value, -100, 100000);
  21927. }
  21928. return true;
  21929. }
  21930. /** Reads skill database files */
  21931. static void skill_readdb(void) {
  21932. int i;
  21933. const char* dbsubpath[] = {
  21934. "",
  21935. "/" DBIMPORT,
  21936. //add other path here
  21937. };
  21938. memset(skill_produce_db,0,sizeof(skill_produce_db));
  21939. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  21940. skill_produce_count = skill_changematerial_count = 0;
  21941. skill_db.load();
  21942. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  21943. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  21944. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  21945. char* dbsubpath1 = (char*)aMalloc(n1+1);
  21946. char* dbsubpath2 = (char*)aMalloc(n2+1);
  21947. if (i == 0) {
  21948. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  21949. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  21950. } else {
  21951. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  21952. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  21953. }
  21954. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  21955. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  21956. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  21957. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  21958. aFree(dbsubpath1);
  21959. aFree(dbsubpath2);
  21960. }
  21961. abra_db.load();
  21962. magic_mushroom_db.load();
  21963. reading_spellbook_db.load();
  21964. skill_arrow_db.load();
  21965. skill_init_unit_layout();
  21966. skill_init_nounit_layout();
  21967. }
  21968. void skill_reload (void) {
  21969. skill_db.clear();
  21970. abra_db.clear();
  21971. magic_mushroom_db.clear();
  21972. reading_spellbook_db.clear();
  21973. skill_arrow_db.clear();
  21974. skill_readdb();
  21975. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  21976. s_mapiterator *iter = mapit_getallusers();
  21977. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  21978. pc_validate_skill(sd);
  21979. clif_skillinfoblock(sd);
  21980. }
  21981. mapit_free(iter);
  21982. }
  21983. /*==========================================
  21984. *
  21985. *------------------------------------------*/
  21986. void do_init_skill(void)
  21987. {
  21988. skill_readdb();
  21989. skillunit_db = idb_alloc(DB_OPT_BASE);
  21990. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  21991. bowling_db = idb_alloc(DB_OPT_BASE);
  21992. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  21993. ers_chunk_size(skill_timer_ers, 150);
  21994. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  21995. add_timer_func_list(skill_castend_id,"skill_castend_id");
  21996. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  21997. add_timer_func_list(skill_timerskill,"skill_timerskill");
  21998. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  21999. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22000. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22001. }
  22002. void do_final_skill(void)
  22003. {
  22004. skill_db.clear();
  22005. abra_db.clear();
  22006. magic_mushroom_db.clear();
  22007. reading_spellbook_db.clear();
  22008. skill_arrow_db.clear();
  22009. db_destroy(skillunit_db);
  22010. db_destroy(skillusave_db);
  22011. db_destroy(bowling_db);
  22012. ers_destroy(skill_timer_ers);
  22013. }