skill.cpp 798 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(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. 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. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. 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->getSCE(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->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(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->getSCE(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->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(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->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(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. int8 skill_isCopyable(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.getSCE(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.getSCE(SC__REPRODUCE) && sd->sc.getSCE(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, 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.getSCE(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. map_session_data *sd = NULL;
  895. 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->getSCE(SC_ANGRIFFS_MODUS))
  928. return true;
  929. break;
  930. case MH_ANGRIFFS_MODUS:
  931. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  932. return true;
  933. break;
  934. case MH_TINDER_BREAKER: // Must be in grappling mode
  935. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(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->getSCE(SC_STYLE_CHANGE) && sc->getSCE(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->getSCE(SC_STYLE_CHANGE) && sc->getSCE(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->getSCE(SC_COMBO) && sc->getSCE(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->getSCE(SC_STYLE_CHANGE) && sc->getSCE(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->getSCE(SC_COMBO) && sc->getSCE(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->getSCE(SC_STYLE_CHANGE) && sc->getSCE(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->getSCE(SC_COMBO) && sc->getSCE(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->getSCE(SC_STYLE_CHANGE) && sc->getSCE(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->getSCE(SC_COMBO) && sc->getSCE(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. map_session_data *sd, *dstsd;
  1078. struct mob_data *md, *dstmd;
  1079. struct status_data *sstatus, *tstatus;
  1080. 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->getSCE(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->getSCE(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->getSCE(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->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1115. rate = 20;
  1116. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1117. rate += rate*sc->getSCE(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->getSCE(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->getSCE(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->getSCE(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->getSCE(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. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  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_ARMORBRAKE:
  1468. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1469. break;
  1470. case NPC_HELMBRAKE:
  1471. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1472. break;
  1473. case NPC_SHIELDBRAKE:
  1474. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1475. break;
  1476. case CH_TIGERFIST: {
  1477. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1478. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1479. if (status_get_class_(bl) == CLASS_BOSS)
  1480. basetime /= 5;
  1481. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1482. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1483. }
  1484. break;
  1485. case LK_SPIRALPIERCE:
  1486. case ML_SPIRALPIERCE:
  1487. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1488. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1489. break;
  1490. case ST_REJECTSWORD:
  1491. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1492. break;
  1493. case PF_FOGWALL:
  1494. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1495. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1496. break;
  1497. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1498. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1499. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1500. break;
  1501. case ASC_METEORASSAULT:
  1502. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1503. switch(rnd()%3) {
  1504. case 0:
  1505. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1506. break;
  1507. case 1:
  1508. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1509. break;
  1510. default:
  1511. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1512. }
  1513. break;
  1514. case HW_NAPALMVULCAN:
  1515. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1516. break;
  1517. case WS_CARTTERMINATION: // Cart termination
  1518. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1519. break;
  1520. case CR_ACIDDEMONSTRATION:
  1521. case GN_FIRE_EXPANSION_ACID:
  1522. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1523. break;
  1524. case TK_DOWNKICK:
  1525. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1526. break;
  1527. case TK_JUMPKICK:
  1528. // debuff the following statuses
  1529. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1530. status_change_end(bl, SC_SPIRIT);
  1531. status_change_end(bl, SC_ADRENALINE2);
  1532. status_change_end(bl, SC_KAITE);
  1533. status_change_end(bl, SC_KAAHI);
  1534. status_change_end(bl, SC_ONEHAND);
  1535. status_change_end(bl, SC_ASPDPOTION2);
  1536. // New soul links confirmed to not dispell with this skill
  1537. // but thats likely a bug since soul links can't stack and
  1538. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1539. status_change_end(bl, SC_SOULGOLEM);
  1540. status_change_end(bl, SC_SOULSHADOW);
  1541. status_change_end(bl, SC_SOULFALCON);
  1542. status_change_end(bl, SC_SOULFAIRY);
  1543. }
  1544. break;
  1545. case TK_TURNKICK:
  1546. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1547. if(attack_type&BF_MISC) //70% base stun chance...
  1548. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1549. break;
  1550. case GS_BULLSEYE: //0.1% coma rate.
  1551. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1552. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1553. break;
  1554. case GS_PIERCINGSHOT:
  1555. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1556. break;
  1557. case NJ_HYOUSYOURAKU:
  1558. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1559. break;
  1560. case GS_FLING:
  1561. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1562. break;
  1563. case GS_DISARM:
  1564. skill_strip_equip(src, bl, skill_id, skill_lv);
  1565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1566. break;
  1567. case NPC_EVILLAND:
  1568. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1569. break;
  1570. case NPC_HELLJUDGEMENT:
  1571. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1572. break;
  1573. case NPC_CRITICALWOUND:
  1574. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1575. break;
  1576. case NPC_FIRESTORM:
  1577. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1578. break;
  1579. case RK_DRAGONBREATH:
  1580. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1581. break;
  1582. case RK_DRAGONBREATH_WATER:
  1583. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1584. break;
  1585. case NPC_DRAGONBREATH:
  1586. if (skill_lv > 5)
  1587. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1588. else
  1589. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1590. break;
  1591. case AB_ADORAMUS:
  1592. 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));
  1593. break;
  1594. case WL_COMET:
  1595. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1596. break;
  1597. case NPC_COMET:
  1598. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1599. break;
  1600. case NPC_JACKFROST:
  1601. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1602. break;
  1603. case RA_WUGBITE: {
  1604. 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);
  1605. if (wug_rate < 50)
  1606. wug_rate = 50;
  1607. 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))) );
  1608. }
  1609. break;
  1610. case RA_SENSITIVEKEEN:
  1611. if( rnd()%100 < 8 * skill_lv )
  1612. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1613. break;
  1614. case RA_FIRINGTRAP:
  1615. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1616. break;
  1617. case RA_ICEBOUNDTRAP:
  1618. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1619. break;
  1620. case NC_PILEBUNKER:
  1621. if( rnd()%100 < 25 + 15*skill_lv ) {
  1622. status_change_end(bl, SC_KYRIE);
  1623. status_change_end(bl, SC_ASSUMPTIO);
  1624. status_change_end(bl, SC_STEELBODY);
  1625. status_change_end(bl, SC_GT_CHANGE);
  1626. status_change_end(bl, SC_GT_REVITALIZE);
  1627. status_change_end(bl, SC_AUTOGUARD);
  1628. status_change_end(bl, SC_REFLECTDAMAGE);
  1629. status_change_end(bl, SC_DEFENDER);
  1630. status_change_end(bl, SC_PRESTIGE);
  1631. status_change_end(bl, SC_BANDING);
  1632. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1633. }
  1634. break;
  1635. case NC_FLAMELAUNCHER:
  1636. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1637. break;
  1638. case NC_COLDSLOWER:
  1639. // Status chances are applied officially through a check
  1640. // The skill first trys to give the frozen status to targets that are hit
  1641. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1642. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1643. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1644. break;
  1645. case NC_POWERSWING:
  1646. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1647. break;
  1648. case GC_WEAPONCRUSH:
  1649. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1650. break;
  1651. case LG_PINPOINTATTACK:
  1652. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1653. switch( skill_lv ) {
  1654. case 1:
  1655. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1656. break;
  1657. case 2:
  1658. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1659. break;
  1660. case 3:
  1661. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1662. break;
  1663. case 4:
  1664. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1665. break;
  1666. case 5:
  1667. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1668. break;
  1669. }
  1670. break;
  1671. case LG_MOONSLASHER:
  1672. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1673. break;
  1674. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1675. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1676. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1677. break;
  1678. case NPC_RAYOFGENESIS:
  1679. if (skill_lv < 8)
  1680. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1681. else
  1682. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1683. break;
  1684. case LG_HESPERUSLIT:
  1685. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1686. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1687. break;
  1688. case SR_DRAGONCOMBO:
  1689. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1690. break;
  1691. case SR_WINDMILL:
  1692. if( dstsd )
  1693. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1694. else if( dstmd )
  1695. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1696. break;
  1697. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1698. 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));
  1699. break;
  1700. case SR_EARTHSHAKER:
  1701. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1702. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1703. status_change_end(bl, SC_SV_ROOTTWIST);
  1704. break;
  1705. case SO_EARTHGRAVE:
  1706. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1707. break;
  1708. case SO_DIAMONDDUST:
  1709. rate = 5 + 5 * skill_lv;
  1710. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1711. rate += (sd ? sd->status.job_level / 5 : 0);
  1712. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1713. break;
  1714. case SO_VARETYR_SPEAR:
  1715. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1716. break;
  1717. case SO_POISON_BUSTER:
  1718. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1719. break;
  1720. case GN_SPORE_EXPLOSION:
  1721. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1722. break;
  1723. case GN_SLINGITEM_RANGEMELEEATK:
  1724. if( sd ) {
  1725. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1726. case ITEMID_COCONUT_BOMB:
  1727. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1728. 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);
  1729. break;
  1730. case ITEMID_MELON_BOMB:
  1731. 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);
  1732. break;
  1733. case ITEMID_BANANA_BOMB:
  1734. {
  1735. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1736. 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);
  1737. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1738. break;
  1739. }
  1740. }
  1741. sd->itemid = 0;
  1742. }
  1743. break;
  1744. case GN_HELLS_PLANT_ATK:
  1745. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1746. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1747. break;
  1748. case EL_WIND_SLASH: // Non confirmed rate.
  1749. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1750. break;
  1751. case EL_STONE_HAMMER:
  1752. rate = 10 * skill_lv;
  1753. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1754. break;
  1755. case EL_ROCK_CRUSHER:
  1756. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1757. break;
  1758. case EL_ROCK_CRUSHER_ATK:
  1759. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1760. break;
  1761. case EL_TYPOON_MIS:
  1762. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1763. break;
  1764. case KO_JYUMONJIKIRI:
  1765. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1766. break;
  1767. case SP_SOULEXPLOSION:
  1768. case KO_SETSUDAN: // Remove soul link when hit.
  1769. status_change_end(bl, SC_SPIRIT);
  1770. status_change_end(bl, SC_SOULGOLEM);
  1771. status_change_end(bl, SC_SOULSHADOW);
  1772. status_change_end(bl, SC_SOULFALCON);
  1773. status_change_end(bl, SC_SOULFAIRY);
  1774. break;
  1775. case KO_MAKIBISHI:
  1776. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1777. break;
  1778. case MH_EQC:
  1779. {
  1780. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1781. if (hd) {
  1782. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1783. status_change_end(bl, SC_TINDER_BREAKER2);
  1784. }
  1785. }
  1786. break;
  1787. case MH_STAHL_HORN:
  1788. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1789. break;
  1790. case MH_NEEDLE_OF_PARALYZE:
  1791. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1792. break;
  1793. case MH_XENO_SLASHER:
  1794. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1795. break;
  1796. case NPC_MAGMA_ERUPTION:
  1797. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1798. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1799. break;
  1800. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1801. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1802. break;
  1803. case GN_ILLUSIONDOPING:
  1804. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1805. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1806. break;
  1807. case RL_MASS_SPIRAL:
  1808. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1809. break;
  1810. case RL_SLUGSHOT:
  1811. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1812. break;
  1813. case RL_BANISHING_BUSTER: {
  1814. if (!tsc || !tsc->count)
  1815. break;
  1816. if (status_isimmune(bl))
  1817. break;
  1818. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1819. if (sd)
  1820. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1821. break;
  1822. }
  1823. uint16 n = skill_lv;
  1824. for (const auto &it : status_db) {
  1825. sc_type status = static_cast<sc_type>(it.first);
  1826. if (n <= 0)
  1827. break;
  1828. if (!tsc->getSCE(status))
  1829. continue;
  1830. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1831. continue;
  1832. switch (status) {
  1833. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1834. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1835. case SC_FORTUNE: case SC_SERVICE4U:
  1836. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1837. continue; //If in song area don't end it, even if config enabled
  1838. break;
  1839. case SC_ASSUMPTIO:
  1840. if( bl->type == BL_MOB )
  1841. continue;
  1842. break;
  1843. }
  1844. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1845. tsc->getSCE(status)->val2 = 0;
  1846. status_change_end(bl,status);
  1847. n--;
  1848. }
  1849. //Remove bonus_script by Banishing Buster
  1850. if (dstsd)
  1851. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1852. }
  1853. break;
  1854. case RL_S_STORM:
  1855. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1856. 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
  1857. break;
  1858. case RL_AM_BLAST:
  1859. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1860. break;
  1861. case SU_SCRATCH:
  1862. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1863. break;
  1864. case SU_SV_STEMSPEAR:
  1865. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1866. break;
  1867. case SU_CN_METEOR2:
  1868. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1869. break;
  1870. case SU_SCAROFTAROU:
  1871. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1872. break;
  1873. case SU_LUNATICCARROTBEAT2:
  1874. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1875. break;
  1876. case SJ_FULLMOONKICK:
  1877. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1878. break;
  1879. case SJ_STAREMPEROR:
  1880. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1881. break;
  1882. case SP_CURSEEXPLOSION:
  1883. status_change_end(bl, SC_SOULCURSE);
  1884. break;
  1885. case SP_SHA:
  1886. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1887. break;
  1888. case DK_SERVANT_W_PHANTOM:
  1889. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1890. break;
  1891. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1892. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1893. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1894. break;
  1895. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1896. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1897. break;
  1898. case IQ_OLEUM_SANCTUM:
  1899. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1900. break;
  1901. case IQ_FIRST_BRAND:
  1902. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1903. break;
  1904. case IQ_SECOND_FLAME:
  1905. case IQ_SECOND_FAITH:
  1906. case IQ_SECOND_JUDGEMENT:
  1907. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1908. break;
  1909. case IQ_THIRD_PUNISH:
  1910. case IQ_THIRD_FLAME_BOMB:
  1911. case IQ_THIRD_CONSECRATION:
  1912. status_change_end(bl, SC_SECOND_BRAND);
  1913. break;
  1914. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1915. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1916. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1917. break;
  1918. case SHC_FATAL_SHADOW_CROW:
  1919. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1920. break;
  1921. case ABC_UNLUCKY_RUSH:
  1922. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1923. break;
  1924. case ABC_CHAIN_REACTION_SHOT:
  1925. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1926. break;
  1927. case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
  1928. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1929. break;
  1930. case WH_SOLIDTRAP:
  1931. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1932. break;
  1933. case WH_SWIFTTRAP:
  1934. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1935. break;
  1936. case WH_FLAMETRAP:
  1937. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1938. break;
  1939. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1940. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1941. case WM_METALICSOUND:
  1942. case WM_REVERBERATION:
  1943. case TR_RHYTHMSHOOTING:
  1944. case TR_METALIC_FURY:
  1945. status_change_end(bl, SC_SOUNDBLEND);
  1946. break;
  1947. case EM_DIAMOND_STORM:
  1948. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1949. break;
  1950. case EM_LIGHTNING_LAND:
  1951. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1952. break;
  1953. case EM_VENOM_SWAMP:
  1954. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1955. break;
  1956. case EM_CONFLAGRATION:
  1957. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1958. break;
  1959. case EM_TERRA_DRIVE:
  1960. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1961. break;
  1962. } //end switch skill_id
  1963. 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)
  1964. { //Pass heritage to Master for status causing effects. [Skotlex]
  1965. sd = map_id2sd(md->master_id);
  1966. src = sd?&sd->bl:src;
  1967. }
  1968. // Coma
  1969. 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)) {
  1970. rate = 0;
  1971. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1972. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1973. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1974. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1975. }
  1976. if (attack_type&BF_WEAPON) {
  1977. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1978. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1979. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1980. }
  1981. if (rate > 0)
  1982. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1983. }
  1984. if( attack_type&BF_WEAPON )
  1985. { // Breaking Equipment
  1986. if( sd && battle_config.equip_self_break_rate )
  1987. { // Self weapon breaking
  1988. rate = battle_config.equip_natural_break_rate;
  1989. #ifndef RENEWAL
  1990. if( sc )
  1991. {
  1992. if(sc->getSCE(SC_OVERTHRUST))
  1993. rate += 10;
  1994. if(sc->getSCE(SC_MAXOVERTHRUST))
  1995. rate += 10;
  1996. }
  1997. #endif
  1998. if( rate )
  1999. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2000. }
  2001. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2002. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2003. // Target weapon breaking
  2004. rate = 0;
  2005. if( sd )
  2006. rate += sd->bonus.break_weapon_rate;
  2007. if (sc) {
  2008. if (sc->getSCE(SC_MELTDOWN))
  2009. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2010. if (sc->getSCE(SC_WEAPONBREAKER))
  2011. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2012. }
  2013. if( rate )
  2014. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2015. // Target armor breaking
  2016. rate = 0;
  2017. if( sd )
  2018. rate += sd->bonus.break_armor_rate;
  2019. if( sc && sc->getSCE(SC_MELTDOWN) )
  2020. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2021. if( rate )
  2022. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2023. }
  2024. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2025. if (sd->def_set_race[tstatus->race].rate)
  2026. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2027. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2028. if (sd->mdef_set_race[tstatus->race].rate)
  2029. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2030. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2031. if (sd->norecover_state_race[tstatus->race].rate)
  2032. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2033. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2034. }
  2035. }
  2036. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2037. struct unit_data *ud = unit_bl2ud(src);
  2038. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2039. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2040. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2041. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2042. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2043. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2044. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2045. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2046. else
  2047. skill = 0;
  2048. if ( rnd()%100 < 25 && skill ){
  2049. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2050. if (ud) {
  2051. rate = skill_delayfix(src, skill, skill_lv);
  2052. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2053. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2054. if ( battle_config.display_status_timers )
  2055. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2056. }
  2057. }
  2058. }
  2059. }
  2060. // Autospell when attacking
  2061. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2062. {
  2063. for (const auto &it : sd->autospell) {
  2064. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2065. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2066. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2067. continue; // one or more trigger conditions were not fulfilled
  2068. skill = it.id;
  2069. sd->state.autocast = 1;
  2070. if ( skill_isNotOk(skill, sd) ) {
  2071. sd->state.autocast = 0;
  2072. continue;
  2073. }
  2074. sd->state.autocast = 0;
  2075. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2076. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2077. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2078. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2079. if (rnd()%1000 >= rate)
  2080. continue;
  2081. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2082. e_cast_type type = skill_get_casttype(skill);
  2083. if (type == CAST_GROUND) {
  2084. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2085. continue;
  2086. }
  2087. if (battle_config.autospell_check_range &&
  2088. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2089. continue;
  2090. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2091. type = CAST_GROUND;
  2092. #ifndef RENEWAL
  2093. else if (skill == AS_SONICBLOW)
  2094. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2095. #endif
  2096. sd->state.autocast = 1;
  2097. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2098. #ifndef RENEWAL
  2099. skill_toggle_magicpower(src, skill);
  2100. #endif
  2101. switch (type) {
  2102. case CAST_GROUND:
  2103. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2104. break;
  2105. case CAST_NODAMAGE:
  2106. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2107. break;
  2108. case CAST_DAMAGE:
  2109. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2110. break;
  2111. }
  2112. sd->state.autocast = 0;
  2113. //Set canact delay. [Skotlex]
  2114. unit_data *ud = unit_bl2ud(src);
  2115. if (ud) {
  2116. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2117. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2118. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2119. if ( battle_config.display_status_timers && sd )
  2120. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2121. }
  2122. }
  2123. }
  2124. }
  2125. // Check for player and pet autobonuses when attacking
  2126. if (sd != nullptr) {
  2127. // Player
  2128. if (!sd->autobonus.empty()) {
  2129. for (auto &it : sd->autobonus) {
  2130. if (it == nullptr)
  2131. continue;
  2132. if (rnd_value(0, 1000) >= it->rate)
  2133. continue;
  2134. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2135. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2136. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2137. continue; // one or more trigger conditions were not fulfilled
  2138. pc_exeautobonus(*sd, &sd->autobonus, it);
  2139. }
  2140. }
  2141. // Pet
  2142. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2143. for (auto &it : sd->pd->autobonus) {
  2144. if (it == nullptr)
  2145. continue;
  2146. if (rnd_value(0, 1000) >= it->rate)
  2147. continue;
  2148. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2149. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2150. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2151. continue; // one or more trigger conditions were not fulfilled
  2152. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2153. }
  2154. }
  2155. }
  2156. //Polymorph
  2157. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2158. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2159. (rnd()%10000 < sd->bonus.classchange))
  2160. {
  2161. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2162. if (class_ != 0 && mobdb_checkid(class_))
  2163. mob_class_change(dstmd,class_);
  2164. }
  2165. if (sd && sc) {
  2166. struct status_change_entry *sce;
  2167. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2168. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2169. }
  2170. return 0;
  2171. }
  2172. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2173. if( sd == nullptr || !skill_id )
  2174. return 0;
  2175. for (auto &it : sd->autospell3) {
  2176. if (it.trigger_skill != skill_id)
  2177. continue;
  2178. if (it.lock)
  2179. continue; // autospell already being executed
  2180. uint16 skill = it.id;
  2181. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2182. if( skill_isNotOk(skill, sd) ) {
  2183. sd->state.autocast = 0;
  2184. continue;
  2185. }
  2186. sd->state.autocast = 0;
  2187. // DANGER DANGER: here force target actually means use yourself as target!
  2188. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2189. if( tbl == nullptr ){
  2190. continue; // No target
  2191. }
  2192. if( rnd()%1000 >= it.rate )
  2193. continue;
  2194. uint16 skill_lv = it.lv ? it.lv : 1;
  2195. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2196. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2197. e_cast_type type = skill_get_casttype(skill);
  2198. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2199. continue;
  2200. if (battle_config.autospell_check_range &&
  2201. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2202. continue;
  2203. sd->state.autocast = 1;
  2204. it.lock = true;
  2205. skill_consume_requirement(sd,skill,skill_lv,1);
  2206. switch( type ) {
  2207. case CAST_GROUND:
  2208. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2209. break;
  2210. case CAST_NODAMAGE:
  2211. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2212. break;
  2213. case CAST_DAMAGE:
  2214. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2215. break;
  2216. }
  2217. it.lock = false;
  2218. sd->state.autocast = 0;
  2219. }
  2220. // Check for player and pet autobonuses when being attacked by skill_id
  2221. if (sd != nullptr) {
  2222. // Player
  2223. if (!sd->autobonus3.empty()) {
  2224. for (auto &it : sd->autobonus3) {
  2225. if (it == nullptr)
  2226. continue;
  2227. if (rnd_value(0, 1000) >= it->rate)
  2228. continue;
  2229. if (it->atk_type != skill_id)
  2230. continue;
  2231. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2232. }
  2233. }
  2234. // Pet
  2235. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2236. for (auto &it : sd->pd->autobonus3) {
  2237. if (it == nullptr)
  2238. continue;
  2239. if (rnd_value(0, 1000) >= it->rate)
  2240. continue;
  2241. if (it->atk_type != skill_id)
  2242. continue;
  2243. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2244. }
  2245. }
  2246. }
  2247. return 1;
  2248. }
  2249. /* Splitted off from skill_additional_effect, which is never called when the
  2250. * attack skill kills the enemy. Place in this function counter status effects
  2251. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2252. * from cards) that will take effect on the source, not the target. [Skotlex]
  2253. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2254. * type of skills, so not every instance of skill_additional_effect needs a call
  2255. * to this one.
  2256. */
  2257. 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)
  2258. {
  2259. int rate;
  2260. map_session_data *sd=NULL;
  2261. map_session_data *dstsd=NULL;
  2262. nullpo_ret(src);
  2263. nullpo_ret(bl);
  2264. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2265. sd = BL_CAST(BL_PC, src);
  2266. dstsd = BL_CAST(BL_PC, bl);
  2267. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2268. for (const auto &it : dstsd->addeff_atked) {
  2269. rate = it.rate;
  2270. if (attack_type&BF_LONG)
  2271. rate += it.arrow_rate;
  2272. if (rate == 0)
  2273. continue;
  2274. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2275. // Trigger has attack type consideration.
  2276. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2277. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2278. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2279. ;
  2280. else
  2281. continue;
  2282. }
  2283. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2284. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2285. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2286. continue; //Range Failed.
  2287. }
  2288. if (it.flag&ATF_TARGET && src != bl)
  2289. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2290. if (it.flag&ATF_SELF && !status_isdead(bl))
  2291. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2292. }
  2293. }
  2294. switch(skill_id) {
  2295. case MO_EXTREMITYFIST:
  2296. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2297. break;
  2298. case GS_FULLBUSTER:
  2299. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2300. break;
  2301. case HFLI_SBR44: //[orn]
  2302. if(src->type == BL_HOM){
  2303. struct homun_data *hd = (struct homun_data *)src;
  2304. if (hd != nullptr) {
  2305. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2306. if (hd->master)
  2307. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2308. }
  2309. }
  2310. break;
  2311. case CR_GRANDCROSS:
  2312. case NPC_GRANDDARKNESS:
  2313. attack_type |= BF_WEAPON;
  2314. break;
  2315. case LG_HESPERUSLIT:
  2316. {
  2317. status_change *sc = status_get_sc(src);
  2318. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2319. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2320. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2321. }
  2322. }
  2323. break;
  2324. case SP_SPA:
  2325. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2326. break;
  2327. case SP_SHA:
  2328. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2329. break;
  2330. case SP_SWHOO:
  2331. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2332. break;
  2333. }
  2334. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2335. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2336. 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);
  2337. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2338. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2339. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2340. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2341. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2342. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2343. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2344. }
  2345. if( sd && status_isdead(bl) ) {
  2346. int sp = 0, hp = 0;
  2347. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2348. sp += sd->bonus.sp_gain_value;
  2349. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2350. hp += sd->bonus.hp_gain_value;
  2351. }
  2352. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2353. sp += sd->bonus.long_sp_gain_value;
  2354. hp += sd->bonus.long_hp_gain_value;
  2355. }
  2356. if( attack_type&BF_MAGIC ) {
  2357. sp += sd->bonus.magic_sp_gain_value;
  2358. hp += sd->bonus.magic_hp_gain_value;
  2359. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2360. status_change *sc = NULL;
  2361. if( ( sc = status_get_sc(src) ) ) {
  2362. if(sc->getSCE(SC_SPIRIT) &&
  2363. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2364. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2365. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2366. }
  2367. }
  2368. }
  2369. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2370. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2371. }
  2372. }
  2373. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2374. status_change *sc = status_get_sc(bl);
  2375. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2376. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2377. }
  2378. // Trigger counter-spells to retaliate against damage causing skills.
  2379. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2380. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2381. {
  2382. for (const auto &it : dstsd->autospell2) {
  2383. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2384. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2385. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2386. continue; // one or more trigger conditions were not fulfilled
  2387. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2388. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2389. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2390. int autospl_rate = it.rate;
  2391. //Physical range attacks only trigger autospells half of the time
  2392. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2393. autospl_rate>>=1;
  2394. dstsd->state.autocast = 1;
  2395. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2396. dstsd->state.autocast = 0;
  2397. continue;
  2398. }
  2399. dstsd->state.autocast = 0;
  2400. if (rnd()%1000 >= autospl_rate)
  2401. continue;
  2402. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2403. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2404. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2405. continue;
  2406. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2407. continue;
  2408. dstsd->state.autocast = 1;
  2409. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2410. switch (type) {
  2411. case CAST_GROUND:
  2412. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2413. break;
  2414. case CAST_NODAMAGE:
  2415. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2416. break;
  2417. case CAST_DAMAGE:
  2418. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2419. break;
  2420. }
  2421. dstsd->state.autocast = 0;
  2422. //Set canact delay. [Skotlex]
  2423. unit_data *ud = unit_bl2ud(bl);
  2424. if (ud) {
  2425. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2426. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2427. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2428. if ( battle_config.display_status_timers && dstsd )
  2429. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2430. }
  2431. }
  2432. }
  2433. }
  2434. // Check for player and pet autobonuses when attacked
  2435. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2436. // Player
  2437. if (!dstsd->autobonus2.empty()) {
  2438. for (auto &it : dstsd->autobonus2) {
  2439. if (it == nullptr)
  2440. continue;
  2441. if (rnd_value(0, 1000) >= it->rate)
  2442. continue;
  2443. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2444. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2445. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2446. continue; // one or more trigger conditions were not fulfilled
  2447. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2448. }
  2449. }
  2450. // Pet
  2451. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2452. for (auto &it : dstsd->pd->autobonus2) {
  2453. if (it == nullptr)
  2454. continue;
  2455. if (rnd_value(0, 1000) >= it->rate)
  2456. continue;
  2457. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2458. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2459. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2460. continue; // one or more trigger conditions were not fulfilled
  2461. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2462. }
  2463. }
  2464. }
  2465. return 0;
  2466. }
  2467. /*=========================================================================
  2468. Breaks equipment. On-non players causes the corresponding strip effect.
  2469. - rate goes from 0 to 10000 (100.00%)
  2470. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2471. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2472. --------------------------------------------------------------------------*/
  2473. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2474. {
  2475. status_change *src_sc = status_get_sc(src);
  2476. // Grant player skills/items the ability to "break" non-player equipment.
  2477. // WS_MELTDOWN is exempt from this check.
  2478. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2479. return 0;
  2480. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2481. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2482. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2483. status_change *sc = status_get_sc(bl);
  2484. int i;
  2485. TBL_PC *sd;
  2486. sd = BL_CAST(BL_PC, bl);
  2487. if (sc && !sc->count)
  2488. sc = NULL;
  2489. if (sd) {
  2490. if (sd->bonus.unbreakable_equip)
  2491. where &= ~sd->bonus.unbreakable_equip;
  2492. if (sd->bonus.unbreakable)
  2493. rate -= rate*sd->bonus.unbreakable/100;
  2494. if (where&EQP_WEAPON) {
  2495. switch (sd->status.weapon) {
  2496. case W_FIST: //Bare fists should not break :P
  2497. case W_1HAXE:
  2498. case W_2HAXE:
  2499. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2500. case W_2HMACE:
  2501. case W_STAFF:
  2502. case W_2HSTAFF:
  2503. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2504. case W_HUUMA:
  2505. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2506. case W_DOUBLE_DA:
  2507. case W_DOUBLE_SA:
  2508. where &= ~EQP_WEAPON;
  2509. }
  2510. }
  2511. }
  2512. if (flag&BCT_ENEMY) {
  2513. if (battle_config.equip_skill_break_rate != 100)
  2514. rate = rate*battle_config.equip_skill_break_rate/100;
  2515. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2516. if (battle_config.equip_self_break_rate != 100)
  2517. rate = rate*battle_config.equip_self_break_rate/100;
  2518. }
  2519. for (i = 0; i < 6; i++) {
  2520. if (where&where_list[i]) {
  2521. if (sc && sc->count && sc->getSCE(scdef[i]))
  2522. where&=~where_list[i];
  2523. else if (rnd()%10000 >= rate)
  2524. where&=~where_list[i];
  2525. else if (!sd) //Cause Strip effect.
  2526. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2527. }
  2528. }
  2529. if (!where) //Nothing to break.
  2530. return 0;
  2531. if (sd) {
  2532. for (i = 0; i < EQI_MAX; i++) {
  2533. short j = sd->equip_index[i];
  2534. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2535. continue;
  2536. switch(i) {
  2537. case EQI_HEAD_TOP: //Upper Head
  2538. flag = (where&EQP_HELM);
  2539. break;
  2540. case EQI_ARMOR: //Body
  2541. flag = (where&EQP_ARMOR);
  2542. break;
  2543. case EQI_HAND_R: //Left/Right hands
  2544. case EQI_HAND_L:
  2545. flag = (
  2546. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2547. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2548. break;
  2549. case EQI_SHOES:
  2550. flag = (where&EQP_SHOES);
  2551. break;
  2552. case EQI_GARMENT:
  2553. flag = (where&EQP_GARMENT);
  2554. break;
  2555. case EQI_ACC_L:
  2556. flag = (where&EQP_ACC_L);
  2557. break;
  2558. case EQI_ACC_R:
  2559. flag = (where&EQP_ACC_R);
  2560. break;
  2561. case EQI_SHADOW_ARMOR:
  2562. flag = (where&EQP_SHADOW_ARMOR);
  2563. break;
  2564. case EQI_SHADOW_WEAPON:
  2565. flag = (where&EQP_SHADOW_WEAPON);
  2566. break;
  2567. case EQI_SHADOW_SHIELD:
  2568. flag = (where&EQP_SHADOW_SHIELD);
  2569. break;
  2570. case EQI_SHADOW_SHOES:
  2571. flag = (where&EQP_SHADOW_SHOES);
  2572. break;
  2573. case EQI_SHADOW_ACC_R:
  2574. flag = (where&EQP_SHADOW_ACC_R);
  2575. break;
  2576. case EQI_SHADOW_ACC_L:
  2577. flag = (where&EQP_SHADOW_ACC_L);
  2578. break;
  2579. default:
  2580. continue;
  2581. }
  2582. if (flag) {
  2583. sd->inventory.u.items_inventory[j].attribute = 1;
  2584. pc_unequipitem(sd, j, 3);
  2585. }
  2586. }
  2587. clif_equiplist(sd);
  2588. }
  2589. return where; //Return list of pieces broken.
  2590. }
  2591. /**
  2592. * Strip equipment from a target
  2593. * @param src: Source of call
  2594. * @param target: Target to strip
  2595. * @param skill_id: Skill used
  2596. * @param skill_lv: Skill level used
  2597. * @return True on successful strip or false otherwise
  2598. */
  2599. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2600. {
  2601. nullpo_retr(false, src);
  2602. nullpo_retr(false, target);
  2603. status_change *tsc = status_get_sc(target);
  2604. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2605. return false;
  2606. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2607. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2608. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2609. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2610. int rate, time, location, mod = 100;
  2611. switch (skill_id) { // Rate
  2612. case RG_STRIPWEAPON:
  2613. case RG_STRIPARMOR:
  2614. case RG_STRIPSHIELD:
  2615. case RG_STRIPHELM:
  2616. case GC_WEAPONCRUSH:
  2617. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2618. mod = 1000;
  2619. break;
  2620. case ST_FULLSTRIP: {
  2621. int min_rate = 50 + 20 * skill_lv;
  2622. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2623. rate = max(min_rate, rate);
  2624. mod = 1000;
  2625. break;
  2626. }
  2627. case GS_DISARM:
  2628. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2629. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2630. break;
  2631. case WL_EARTHSTRAIN: {
  2632. int job_lv = 0;
  2633. if (src->type == BL_PC)
  2634. job_lv = ((TBL_PC*)src)->status.job_level;
  2635. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2636. break;
  2637. }
  2638. case SC_STRIPACCESSARY:
  2639. rate = 12 + 2 * skill_lv;
  2640. break;
  2641. case ABC_STRIP_SHADOW:
  2642. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2643. mod = 1000;
  2644. break;
  2645. default:
  2646. return false;
  2647. }
  2648. if (rnd()%mod >= rate)
  2649. return false;
  2650. switch (skill_id) { // Duration
  2651. case SC_STRIPACCESSARY:
  2652. case GS_DISARM:
  2653. time = skill_get_time(skill_id, skill_lv);
  2654. break;
  2655. case WL_EARTHSTRAIN:
  2656. case RG_STRIPWEAPON:
  2657. case RG_STRIPARMOR:
  2658. case RG_STRIPSHIELD:
  2659. case RG_STRIPHELM:
  2660. case GC_WEAPONCRUSH:
  2661. case ST_FULLSTRIP:
  2662. case ABC_STRIP_SHADOW:
  2663. if (skill_id == WL_EARTHSTRAIN)
  2664. time = skill_get_time2(skill_id, skill_lv);
  2665. else
  2666. time = skill_get_time(skill_id, skill_lv);
  2667. if (target->type == BL_PC)
  2668. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2669. else {
  2670. time += 15000;
  2671. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2672. }
  2673. break;
  2674. }
  2675. switch (skill_id) { // Location
  2676. case GC_WEAPONCRUSH:
  2677. case RG_STRIPWEAPON:
  2678. case GS_DISARM:
  2679. location = EQP_WEAPON;
  2680. break;
  2681. case RG_STRIPARMOR:
  2682. location = EQP_ARMOR;
  2683. break;
  2684. case RG_STRIPSHIELD:
  2685. location = EQP_SHIELD;
  2686. break;
  2687. case RG_STRIPHELM:
  2688. location = EQP_HELM;
  2689. break;
  2690. case ST_FULLSTRIP:
  2691. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2692. break;
  2693. case SC_STRIPACCESSARY:
  2694. location = EQP_ACC;
  2695. break;
  2696. case ABC_STRIP_SHADOW:
  2697. location = EQP_SHADOW_GEAR;
  2698. break;
  2699. }
  2700. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2701. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2702. location &=~ pos[i];
  2703. }
  2704. if (!location)
  2705. return false;
  2706. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2707. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2708. location &=~ pos[i];
  2709. }
  2710. return location ? true : false;
  2711. }
  2712. /**
  2713. * Used to knock back players, monsters, traps, etc
  2714. * @param src Object that give knock back
  2715. * @param target Object that receive knock back
  2716. * @param count Number of knock back cell requested
  2717. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2718. * @param flag
  2719. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2720. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2721. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2722. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2723. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2724. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2725. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2726. * @return Number of knocked back cells done
  2727. */
  2728. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2729. {
  2730. int dx = 0, dy = 0;
  2731. uint8 checkflag = 0;
  2732. status_change *tsc = status_get_sc(target);
  2733. enum e_unit_blown reason = UB_KNOCKABLE;
  2734. nullpo_ret(src);
  2735. nullpo_ret(target);
  2736. if (!count)
  2737. return count; // Actual knockback distance is 0.
  2738. // Create flag needed in unit_blown_immune
  2739. if(src != target)
  2740. checkflag |= 0x1; // Offensive
  2741. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2742. checkflag |= 0x2; // Knockback type
  2743. if(status_get_class_(src) == CLASS_BOSS)
  2744. checkflag |= 0x4; // Boss attack
  2745. // Get reason and check for flags
  2746. reason = unit_blown_immune(target, checkflag);
  2747. switch(reason) {
  2748. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2749. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2750. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2751. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2752. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2753. }
  2754. if (dir == -1) // <optimized>: do the computation here instead of outside
  2755. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2756. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2757. dx = -dirx[dir];
  2758. dy = -diry[dir];
  2759. }
  2760. if (tsc) {
  2761. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2762. status_change_end(target, SC_SU_STOOP);
  2763. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2764. status_change_end(target, SC_ROLLINGCUTTER);
  2765. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2766. status_change_end(target, SC_CRESCIVEBOLT);
  2767. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2768. return 0;
  2769. }
  2770. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2771. }
  2772. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2773. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2774. // In case of success returns type of reflection, otherwise 0
  2775. // 1 - Regular reflection (Maya)
  2776. // 2 - SL_KAITE reflection
  2777. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2778. {
  2779. status_change *sc = status_get_sc(bl);
  2780. map_session_data* sd = BL_CAST(BL_PC, bl);
  2781. // Deadly Projection null's all magic reflection.
  2782. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2783. return 0;
  2784. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2785. // Item-based reflection - Bypasses Boss check
  2786. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2787. return 1;
  2788. }
  2789. // Magic Mirror reflection - Bypasses Boss check
  2790. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2791. return 1;
  2792. if( status_get_class_(src) == CLASS_BOSS )
  2793. return 0;
  2794. // status-based reflection
  2795. if( !sc || sc->count == 0 )
  2796. return 0;
  2797. // Kaite reflection - Does not bypass Boss check
  2798. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2799. #ifdef RENEWAL
  2800. && type // Does not reflect AoE
  2801. #endif
  2802. ) {
  2803. // Kaite only works against non-players if they are low-level.
  2804. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2805. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2806. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2807. status_change_end(bl, SC_KAITE);
  2808. return 2;
  2809. }
  2810. return 0;
  2811. }
  2812. /**
  2813. * Checks whether a skill can be used in combos or not
  2814. * @param skill_id: Target skill
  2815. * @return 0: Skill is not a combo
  2816. * 1: Skill is a normal combo
  2817. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2818. * @author Panikon
  2819. */
  2820. int skill_is_combo(uint16 skill_id) {
  2821. switch(skill_id) {
  2822. case MO_CHAINCOMBO:
  2823. case MO_COMBOFINISH:
  2824. case CH_TIGERFIST:
  2825. case CH_CHAINCRUSH:
  2826. case MO_EXTREMITYFIST:
  2827. case TK_TURNKICK:
  2828. case TK_STORMKICK:
  2829. case TK_DOWNKICK:
  2830. case TK_COUNTER:
  2831. case TK_JUMPKICK:
  2832. case HT_POWER:
  2833. case SR_DRAGONCOMBO:
  2834. return 1;
  2835. case SR_FALLENEMPIRE:
  2836. case SR_TIGERCANNON:
  2837. case SR_GATEOFHELL:
  2838. return 2;
  2839. }
  2840. return 0;
  2841. }
  2842. /*
  2843. * Combo handler, start stop combo status
  2844. */
  2845. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2846. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2847. switch (skill_id) {
  2848. case MH_MIDNIGHT_FRENZY:
  2849. case MH_EQC:
  2850. {
  2851. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2852. short idx = hom_skill_get_index(skill_id2);
  2853. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2854. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2855. if (idx == -1)
  2856. break;
  2857. sd = hd->master;
  2858. hd->homunculus.hskill[idx].flag= flag;
  2859. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2860. }
  2861. break;
  2862. case MO_COMBOFINISH:
  2863. case CH_TIGERFIST:
  2864. case CH_CHAINCRUSH:
  2865. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2866. break;
  2867. case TK_JUMPKICK:
  2868. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2869. break;
  2870. case MO_TRIPLEATTACK:
  2871. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2872. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2873. break;
  2874. case SR_FALLENEMPIRE:
  2875. if (sd){
  2876. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2877. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2878. }
  2879. break;
  2880. }
  2881. }
  2882. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2883. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2884. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2885. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2886. struct status_change_entry *sce;
  2887. TBL_PC *sd = BL_CAST(BL_PC,src);
  2888. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2889. status_change *sc = status_get_sc(src);
  2890. if(sc == NULL) return;
  2891. //End previous combo state after skill is invoked
  2892. if ((sce = sc->getSCE(SC_COMBO)) != NULL) {
  2893. switch (skill_id) {
  2894. case TK_TURNKICK:
  2895. case TK_STORMKICK:
  2896. case TK_DOWNKICK:
  2897. case TK_COUNTER:
  2898. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2899. sce->val1 = skill_id; //Update combo-skill
  2900. sce->val3 = skill_id;
  2901. if( sce->timer != INVALID_TIMER )
  2902. delete_timer(sce->timer, status_change_timer);
  2903. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2904. break;
  2905. }
  2906. unit_cancel_combo(src); // Cancel combo wait
  2907. break;
  2908. default:
  2909. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2910. status_change_end(src, SC_COMBO);
  2911. }
  2912. }
  2913. //start new combo
  2914. if (sd) { //player only
  2915. switch (skill_id) {
  2916. case MO_TRIPLEATTACK:
  2917. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2918. duration = 1;
  2919. target_id = 0; // Will target current auto-target instead
  2920. }
  2921. break;
  2922. case MO_CHAINCOMBO:
  2923. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2924. duration = 1;
  2925. target_id = 0; // Will target current auto-target instead
  2926. }
  2927. break;
  2928. case MO_COMBOFINISH:
  2929. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2930. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2931. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2932. duration = 1;
  2933. target_id = 0; // Will target current auto-target instead
  2934. }
  2935. case CH_TIGERFIST:
  2936. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2937. duration = 1;
  2938. target_id = 0; // Will target current auto-target instead
  2939. }
  2940. case CH_CHAINCRUSH:
  2941. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2942. duration = 1;
  2943. target_id = 0; // Will target current auto-target instead
  2944. }
  2945. break;
  2946. case AC_DOUBLE:
  2947. if (pc_checkskill(sd, HT_POWER)) {
  2948. duration = 2000;
  2949. nodelay = 1; //Neither gives walk nor attack delay
  2950. target_id = 0; //Does not need to be used on previous target
  2951. }
  2952. break;
  2953. case SR_DRAGONCOMBO:
  2954. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2955. duration = 1;
  2956. break;
  2957. case SR_FALLENEMPIRE:
  2958. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2959. duration = 1;
  2960. break;
  2961. case SJ_PROMINENCEKICK:
  2962. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2963. duration = 1;
  2964. break;
  2965. }
  2966. }
  2967. else { //other
  2968. switch(skill_id) {
  2969. case MH_TINDER_BREAKER:
  2970. case MH_CBC:
  2971. case MH_SONIC_CRAW:
  2972. case MH_SILVERVEIN_RUSH:
  2973. if(hd->homunculus.spiritball > 0) duration = 2000;
  2974. nodelay = 1;
  2975. break;
  2976. case MH_EQC:
  2977. case MH_MIDNIGHT_FRENZY:
  2978. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2979. nodelay = 1;
  2980. break;
  2981. }
  2982. }
  2983. if (duration) { //Possible to chain
  2984. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2985. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2986. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2987. clif_combo_delay(src, duration);
  2988. }
  2989. }
  2990. /**
  2991. * Copy skill by Plagiarism or Reproduce
  2992. * @param src: The caster
  2993. * @param bl: The target
  2994. * @param skill_id: Skill that casted
  2995. * @param skill_lv: Skill level of the casted skill
  2996. */
  2997. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2998. {
  2999. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3000. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3001. return;
  3002. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3003. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3004. return;
  3005. else {
  3006. uint16 idx;
  3007. uint8 lv;
  3008. skill_id = skill_dummy2skill_id(skill_id);
  3009. //Use skill index, avoiding out-of-bound array [Cydh]
  3010. if (!(idx = skill_get_index(skill_id)))
  3011. return;
  3012. switch (skill_isCopyable(tsd,skill_id)) {
  3013. case 1: //Copied by Plagiarism
  3014. {
  3015. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3016. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3017. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3018. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3019. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3020. }
  3021. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3022. tsd->cloneskill_idx = idx;
  3023. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3024. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3025. }
  3026. break;
  3027. case 2: //Copied by Reproduce
  3028. {
  3029. status_change *tsc = status_get_sc(bl);
  3030. //Already did SC check
  3031. //Skill level copied depends on Reproduce skill that used
  3032. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3033. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3034. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3035. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3036. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3037. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3038. }
  3039. //Level dependent and limitation.
  3040. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3041. lv = min(lv,skill_get_max(skill_id));
  3042. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3043. lv = min(lv,skill_lv);
  3044. tsd->reproduceskill_idx = idx;
  3045. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3046. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3047. }
  3048. break;
  3049. default: return;
  3050. }
  3051. tsd->status.skill[idx].id = skill_id;
  3052. tsd->status.skill[idx].lv = lv;
  3053. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3054. clif_addskill(tsd,skill_id);
  3055. }
  3056. }
  3057. /**
  3058. * Knockback the target on skill_attack
  3059. * @param src is the master behind the attack
  3060. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3061. * @param target is the target to be attacked.
  3062. * @param blewcount
  3063. * @param skill_id
  3064. * @param skill_lv
  3065. * @param damage
  3066. * @param tick
  3067. * @param flag can hold a bunch of information:
  3068. */
  3069. 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) {
  3070. int8 dir = -1; // Default direction
  3071. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3072. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3073. if (!blewcount || target == dsrc || status_isdead(target))
  3074. return;
  3075. // Skill specific direction
  3076. switch (skill_id) {
  3077. case MG_FIREWALL:
  3078. case EL_FIRE_MANTLE:
  3079. dir = unit_getdir(target); // Backwards
  3080. break;
  3081. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3082. case NPC_STORMGUST2:
  3083. case WZ_STORMGUST:
  3084. if(!battle_config.stormgust_knockback)
  3085. dir = rnd()%8;
  3086. break;
  3087. case MC_CARTREVOLUTION:
  3088. if (battle_config.cart_revo_knockback)
  3089. dir = 6; // Official servers push target to the West
  3090. break;
  3091. case AC_SHOWER:
  3092. case WL_CRIMSONROCK:
  3093. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3094. dir = map_calc_dir(target, src->x, src->y);
  3095. else
  3096. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3097. break;
  3098. case HT_PHANTASMIC: // issue #1378
  3099. if (status_get_hp(target) - damage <= 0) return;
  3100. break;
  3101. }
  3102. // Blown-specific handling
  3103. switch( skill_id ) {
  3104. case SR_KNUCKLEARROW:
  3105. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3106. // Boss & Immune Knockback stay in place and don't get bonus damage
  3107. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3108. 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)
  3109. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3110. dir_ka = -1;
  3111. break;
  3112. case RL_R_TRIP:
  3113. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3114. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3115. break;
  3116. default:
  3117. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3118. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3119. TBL_SKILL *su = (TBL_SKILL*)target;
  3120. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3121. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3122. }
  3123. break;
  3124. }
  3125. clif_fixpos(target);
  3126. }
  3127. /*
  3128. * =========================================================================
  3129. * Does a skill attack with the given properties.
  3130. * @param src is the master behind the attack (player/mob/pet)
  3131. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3132. * @param bl is the target to be attacked.
  3133. * @param flag can hold a bunch of information:
  3134. * flag&1
  3135. * flag&2 - Disable re-triggered by double casting
  3136. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3137. * flag&8 - SC_COMBO state used to deal bonus damage
  3138. *
  3139. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3140. * (usually holds number of targets, or just 1 for simple splash attacks)
  3141. *
  3142. * flag&0xF000 - Values from enum e_skill_display
  3143. * flag&0x3F0000 - Values from enum e_battle_check_target
  3144. *
  3145. * flag&0x1000000 - Return 0 if damage was reflected
  3146. *-------------------------------------------------------------------------*/
  3147. 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)
  3148. {
  3149. struct Damage dmg;
  3150. struct status_data *sstatus, *tstatus;
  3151. status_change *sc, *tsc;
  3152. map_session_data *sd, *tsd;
  3153. int64 damage;
  3154. bool rmdamage = false;//magic reflected
  3155. int type;
  3156. enum e_damage_type dmg_type;
  3157. bool shadow_flag = false;
  3158. bool additional_effects = true;
  3159. if(skill_id > 0 && !skill_lv)
  3160. return 0;
  3161. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3162. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3163. nullpo_ret(bl); //Target to be attacked.
  3164. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3165. return 0;
  3166. if (src != dsrc) {
  3167. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3168. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3169. return 0;
  3170. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3171. //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]
  3172. if (!status_check_skilluse(src, bl, skill_id, 2))
  3173. return 0;
  3174. }
  3175. sd = BL_CAST(BL_PC, src);
  3176. tsd = BL_CAST(BL_PC, bl);
  3177. sstatus = status_get_status_data(src);
  3178. tstatus = status_get_status_data(bl);
  3179. sc= status_get_sc(src);
  3180. tsc= status_get_sc(bl);
  3181. if (tsc && !tsc->count)
  3182. tsc = NULL; //Don't need it.
  3183. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3184. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3185. return 0;
  3186. #ifndef RENEWAL
  3187. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3188. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3189. return 0;
  3190. #endif
  3191. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3192. //If the damage source is a unit, the damage is not delayed
  3193. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3194. dmg.amotion = 0;
  3195. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3196. // Adjusted to the new system [Skotlex]
  3197. if( src->type == BL_PET ) { // [Valaris]
  3198. struct pet_data *pd = (TBL_PET*)src;
  3199. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3200. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3201. int element = skill_get_ele(skill_id, skill_lv);
  3202. /*if (skill_id == -1) Does it ever worked?
  3203. element = sstatus->rhw.ele;*/
  3204. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3205. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3206. else
  3207. dmg.damage = pd->a_skill->damage; // Fixed damage
  3208. }
  3209. else
  3210. dmg.damage = 1*pd->a_skill->div_;
  3211. dmg.damage2 = 0;
  3212. dmg.div_= pd->a_skill->div_;
  3213. }
  3214. }
  3215. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3216. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3217. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3218. { //Magic reflection, switch caster/target
  3219. struct block_list *tbl = bl;
  3220. rmdamage = true;
  3221. bl = src;
  3222. src = tbl;
  3223. dsrc = tbl;
  3224. sd = BL_CAST(BL_PC, src);
  3225. tsd = BL_CAST(BL_PC, bl);
  3226. tsc = status_get_sc(bl);
  3227. if (tsc && !tsc->count)
  3228. tsc = NULL; //Don't need it.
  3229. /* bugreport:2564 flag&2 disables double casting trigger */
  3230. flag |= 2;
  3231. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3232. flag |= 4;
  3233. //Spirit of Wizard blocks Kaite's reflection
  3234. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3235. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3236. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3237. if (type >= 0) {
  3238. if ( tsd )
  3239. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3240. dmg.damage = dmg.damage2 = 0;
  3241. dmg.dmg_lv = ATK_MISS;
  3242. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3243. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3244. }
  3245. } else if( type != 2 ) /* Kaite bypasses */
  3246. additional_effects = false;
  3247. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3248. #if MAGIC_REFLECTION_TYPE
  3249. #ifdef RENEWAL
  3250. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3251. #else
  3252. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3253. // regardless of caster's equipment (Aegis 11.1)
  3254. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3255. #endif
  3256. short s_ele = skill_get_ele(skill_id, skill_lv);
  3257. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3258. s_ele = sstatus->rhw.ele;
  3259. else if (s_ele == ELE_ENDOWED) //Use status element
  3260. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3261. else if( s_ele == ELE_RANDOM) //Use random element
  3262. s_ele = rnd()%ELE_ALL;
  3263. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3264. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3265. struct status_data *status = status_get_status_data(bl);
  3266. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3267. per /=20; //Uses 20% SP intervals.
  3268. //SP Cost: 1% + 0.5% per every 20% SP
  3269. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3270. status_change_end(bl, SC_ENERGYCOAT);
  3271. //Reduction: 6% + 6% every 20%
  3272. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3273. }
  3274. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3275. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3276. dmg.damage = i64max(dmg.damage, 1);
  3277. }
  3278. }
  3279. #endif
  3280. }
  3281. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3282. int sp = skill_get_sp(skill_id,skill_lv);
  3283. #ifndef RENEWAL
  3284. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3285. #endif
  3286. dmg.damage = dmg.damage2 = 0;
  3287. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3288. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3289. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3290. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3291. status_heal(bl, 0, sp, 2);
  3292. }
  3293. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3294. dmg.damage = dmg.damage2 = 0;
  3295. dmg.dmg_lv = ATK_MISS;
  3296. }
  3297. }
  3298. damage = dmg.damage + dmg.damage2;
  3299. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3300. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3301. sce->val3 = (int)damage;
  3302. sce->val2 = 0;
  3303. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3304. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3305. }
  3306. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3307. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3308. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3309. damage = 1;
  3310. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3311. struct block_list *nbl;
  3312. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3313. if( nbl ){ // Only one target is chosen.
  3314. damage = damage / 2; // Deflect half of the damage to a target nearby
  3315. 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);
  3316. }
  3317. }
  3318. //Skill hit type
  3319. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3320. switch( skill_id ) {
  3321. case SC_TRIANGLESHOT:
  3322. if( rnd()%100 > (1 + skill_lv) )
  3323. dmg.blewcount = 0;
  3324. break;
  3325. default:
  3326. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3327. dmg.blewcount = 0; //only pushback when it hit for other
  3328. break;
  3329. }
  3330. switch( skill_id ) {
  3331. case CR_GRANDCROSS:
  3332. case NPC_GRANDDARKNESS:
  3333. if( battle_config.gx_disptype)
  3334. dsrc = src;
  3335. if( src == bl)
  3336. dmg_type = DMG_ENDURE;
  3337. else
  3338. flag|= SD_ANIMATION;
  3339. break;
  3340. case NJ_TATAMIGAESHI: //For correct knockback.
  3341. dsrc = src;
  3342. flag|= SD_ANIMATION;
  3343. break;
  3344. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3345. int level;
  3346. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3347. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3348. }
  3349. break;
  3350. case SL_STIN:
  3351. case SL_STUN:
  3352. if (skill_lv >= 7) {
  3353. status_change *sc_cur = status_get_sc(src);
  3354. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3355. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3356. }
  3357. break;
  3358. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3359. pc_addservantball( *sd );
  3360. break;
  3361. case KN_PIERCE:
  3362. case LK_SPIRALPIERCE:
  3363. case RK_HUNDREDSPEAR:
  3364. case DK_MADNESS_CRUSHER:
  3365. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3366. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3367. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3368. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3369. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3370. clif_specialeffect(bl, 1767, AREA);
  3371. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3372. }
  3373. } else // No count status detected? Start charge count at 1.
  3374. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3375. }
  3376. break;
  3377. }
  3378. //combo handling
  3379. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3380. //Display damage.
  3381. switch( skill_id ) {
  3382. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3383. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3384. break;
  3385. //Skills that need be passed as a normal attack for the client to display correctly.
  3386. case HVAN_EXPLOSION:
  3387. case NPC_SELFDESTRUCTION:
  3388. if(src->type == BL_PC)
  3389. dmg.blewcount = 10;
  3390. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3391. // fall through
  3392. case KN_AUTOCOUNTER:
  3393. case NPC_CRITICALSLASH:
  3394. case TF_DOUBLE:
  3395. case GS_CHAINACTION:
  3396. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3397. break;
  3398. case AS_SPLASHER:
  3399. if( flag&SD_ANIMATION ) // the surrounding targets
  3400. 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
  3401. else // the central target doesn't display an animation
  3402. 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
  3403. break;
  3404. case SR_EARTHSHAKER:
  3405. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3406. break;
  3407. case WL_SOULEXPANSION:
  3408. case WL_COMET:
  3409. case NPC_COMET:
  3410. case KO_MUCHANAGE:
  3411. #ifndef RENEWAL
  3412. case NJ_HUUMA:
  3413. #endif
  3414. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3415. break;
  3416. case WL_CHAINLIGHTNING_ATK:
  3417. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3418. break;
  3419. case WL_TETRAVORTEX_FIRE:
  3420. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3421. break;
  3422. case LG_SHIELDPRESS:
  3423. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3424. break;
  3425. case NPC_EARTHQUAKE:
  3426. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3427. break;
  3428. case NPC_DARKPIERCING:
  3429. case EL_FIRE_BOMB:
  3430. case EL_FIRE_BOMB_ATK:
  3431. case EL_FIRE_WAVE:
  3432. case EL_FIRE_WAVE_ATK:
  3433. case EL_FIRE_MANTLE:
  3434. case EL_CIRCLE_OF_FIRE:
  3435. case EL_FIRE_ARROW:
  3436. case EL_ICE_NEEDLE:
  3437. case EL_WATER_SCREW:
  3438. case EL_WATER_SCREW_ATK:
  3439. case EL_WIND_SLASH:
  3440. case EL_TIDAL_WEAPON:
  3441. case EL_ROCK_CRUSHER:
  3442. case EL_ROCK_CRUSHER_ATK:
  3443. case EL_HURRICANE:
  3444. case EL_HURRICANE_ATK:
  3445. case KO_BAKURETSU:
  3446. case GN_HELLS_PLANT_ATK:
  3447. case SU_SV_ROOTTWIST_ATK:
  3448. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3449. break;
  3450. case GN_FIRE_EXPANSION_ACID:
  3451. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3452. break;
  3453. case GN_SLINGITEM_RANGEMELEEATK:
  3454. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3455. break;
  3456. case EL_STONE_RAIN:
  3457. 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);
  3458. break;
  3459. case WM_SEVERE_RAINSTORM_MELEE:
  3460. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3461. break;
  3462. case HT_CLAYMORETRAP:
  3463. case HT_BLASTMINE:
  3464. case HT_FLASHER:
  3465. case HT_FREEZINGTRAP:
  3466. case RA_CLUSTERBOMB:
  3467. case RA_FIRINGTRAP:
  3468. case RA_ICEBOUNDTRAP:
  3469. 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);
  3470. if( dsrc != src ) // avoid damage display redundancy
  3471. break;
  3472. //Fall through
  3473. case HT_LANDMINE:
  3474. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3475. break;
  3476. case WZ_SIGHTBLASTER:
  3477. //Sightblaster should never call clif_skill_damage twice
  3478. 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);
  3479. break;
  3480. case RL_R_TRIP_PLUSATK:
  3481. case RL_S_STORM:
  3482. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3483. break;
  3484. case SU_LUNATICCARROTBEAT:
  3485. case SU_LUNATICCARROTBEAT2:
  3486. case SP_CURSEEXPLOSION:
  3487. case SP_SPA:
  3488. case SP_SHA:
  3489. if (dmg.div_ < 2)
  3490. type = DMG_SPLASH;
  3491. if (!(flag&SD_ANIMATION))
  3492. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3493. // Fall through
  3494. case WM_REVERBERATION:
  3495. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3496. break;
  3497. case SJ_FALLINGSTAR_ATK:
  3498. case SJ_FALLINGSTAR_ATK2:
  3499. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3500. break;
  3501. case SJ_NOVAEXPLOSING:
  3502. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3503. break;
  3504. case DK_HACKANDSLASHER_ATK:
  3505. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3506. break;
  3507. case AG_STORM_CANNON:
  3508. case AG_CRIMSON_ARROW:
  3509. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3510. break;
  3511. case TR_ROSEBLOSSOM_ATK:
  3512. case ABC_FROM_THE_ABYSS_ATK:
  3513. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3514. break;
  3515. case TR_SOUNDBLEND:
  3516. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3517. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3518. else
  3519. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3520. break;
  3521. case AB_DUPLELIGHT_MELEE:
  3522. case AB_DUPLELIGHT_MAGIC:
  3523. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3524. default:
  3525. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3526. dmg_type = DMG_SPLASH;
  3527. if (src->type == BL_SKILL) {
  3528. TBL_SKILL *su = (TBL_SKILL*)src;
  3529. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3530. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3531. break;
  3532. }
  3533. }
  3534. 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);
  3535. break;
  3536. }
  3537. map_freeblock_lock();
  3538. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3539. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3540. skill_do_copy(src,bl,skill_id,skill_lv);
  3541. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3542. { //Skills with can't walk delay also stop normal attacking for that
  3543. //duration when the attack connects. [Skotlex]
  3544. struct unit_data *ud = unit_bl2ud(src);
  3545. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3546. ud->attackabletime = tick + type;
  3547. }
  3548. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3549. // Instant damage
  3550. if( !dmg.amotion ) {
  3551. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3552. #ifndef RENEWAL
  3553. || skill_id == HW_GRAVITATION
  3554. #endif
  3555. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3556. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3557. if( !status_isdead(bl) && additional_effects )
  3558. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3559. if( damage > 0 ) //Counter status effects [Skotlex]
  3560. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3561. }
  3562. // Blow!
  3563. if (!(flag&4))
  3564. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3565. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3566. if( dmg.amotion ) {
  3567. if( shadow_flag ) {
  3568. if( !status_isdead(bl) && additional_effects )
  3569. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3570. if( dmg.flag > ATK_BLOCK )
  3571. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3572. } else
  3573. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3574. } else {
  3575. // Trigger monster skill condition for damage skills with no amotion.
  3576. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3577. if (damage > 0)
  3578. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3579. if (skill_id > 0)
  3580. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3581. }
  3582. }
  3583. // Trigger monster skill condition for damage skills.
  3584. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3585. if (damage > 0)
  3586. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3587. if (skill_id > 0)
  3588. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3589. }
  3590. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3591. #ifndef RENEWAL
  3592. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3593. #endif
  3594. ) {
  3595. if (tsc->getSCE(SC_DEVOTION)) {
  3596. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3597. struct block_list *d_bl = map_id2bl(sce->val1);
  3598. if (d_bl && (
  3599. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3600. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3601. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3602. {
  3603. int64 devotion_damage = damage;
  3604. // Needed to check the devotion master for Rebound Shield status.
  3605. status_change *d_sc = status_get_sc(d_bl);
  3606. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3607. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3608. if (!rmdamage) {
  3609. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3610. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3611. } else {
  3612. bool isDevotRdamage = false;
  3613. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3614. isDevotRdamage = true;
  3615. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3616. // This check is only for magical skill.
  3617. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3618. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3619. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3620. }
  3621. } else {
  3622. status_change_end(bl, SC_DEVOTION);
  3623. if (!dmg.amotion)
  3624. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3625. }
  3626. }
  3627. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3628. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3629. struct block_list *e_bl = map_id2bl(sce->val1);
  3630. if (e_bl) {
  3631. if (!rmdamage) {
  3632. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3633. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3634. } else {
  3635. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3636. status_fix_damage(bl, bl, damage, 0, 0);
  3637. }
  3638. }
  3639. }
  3640. }
  3641. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3642. if( skill_id == RG_INTIMIDATE ) {
  3643. int rate = 50 + skill_lv * 5;
  3644. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3645. if(rnd()%100 < rate)
  3646. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3647. } else if( skill_id == NPC_FATALMENACE ) {
  3648. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3649. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3650. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3651. }
  3652. }
  3653. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3654. dmg.flag |= BF_WEAPON;
  3655. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3656. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3657. {
  3658. if (battle_config.left_cardfix_to_right)
  3659. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3660. else
  3661. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3662. }
  3663. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3664. status_heal(src, 0, 0, 1, 0);
  3665. if( damage > 0 ) { // Post-damage effects
  3666. switch( skill_id ) {
  3667. case GC_VENOMPRESSURE: {
  3668. status_change *ssc = status_get_sc(src);
  3669. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3670. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3671. status_change_end(src,SC_POISONINGWEAPON);
  3672. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3673. }
  3674. }
  3675. break;
  3676. }
  3677. if( sd )
  3678. skill_onskillusage(sd, bl, skill_id, tick);
  3679. }
  3680. if (!(flag&2)) {
  3681. switch (skill_id) {
  3682. case MG_COLDBOLT:
  3683. case MG_FIREBOLT:
  3684. case MG_LIGHTNINGBOLT:
  3685. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3686. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3687. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3688. break;
  3689. case SU_BITE:
  3690. case SU_SCRATCH:
  3691. case SU_SV_STEMSPEAR:
  3692. case SU_SCAROFTAROU:
  3693. case SU_PICKYPECK:
  3694. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3695. 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);
  3696. break;
  3697. case ABC_DEFT_STAB:
  3698. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3699. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3700. break;
  3701. case ABC_FRENZY_SHOT:
  3702. if (rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3703. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3704. break;
  3705. }
  3706. }
  3707. map_freeblock_unlock();
  3708. if ((flag&0x1000000) && rmdamage)
  3709. return 0; //Should return 0 when damage was reflected
  3710. return damage;
  3711. }
  3712. /*==========================================
  3713. * Sub function for recursive skill call.
  3714. * Checking bl battle flag and display damage
  3715. * then call func with source,target,skill_id,skill_lv,tick,flag
  3716. *------------------------------------------*/
  3717. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3718. int skill_area_sub(struct block_list *bl, va_list ap)
  3719. {
  3720. struct block_list *src;
  3721. uint16 skill_id,skill_lv;
  3722. int flag;
  3723. t_tick tick;
  3724. SkillFunc func;
  3725. nullpo_ret(bl);
  3726. src = va_arg(ap,struct block_list *);
  3727. skill_id = va_arg(ap,int);
  3728. skill_lv = va_arg(ap,int);
  3729. tick = va_arg(ap,t_tick);
  3730. flag = va_arg(ap,int);
  3731. func = va_arg(ap,SkillFunc);
  3732. if (flag&BCT_WOS && src == bl)
  3733. return 0;
  3734. if(battle_check_target(src,bl,flag) > 0) {
  3735. // several splash skills need this initial dummy packet to display correctly
  3736. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3737. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3738. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3739. skill_area_temp[2]++;
  3740. return func(src,bl,skill_id,skill_lv,tick,flag);
  3741. }
  3742. return 0;
  3743. }
  3744. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3745. {
  3746. struct skill_unit *unit;
  3747. uint16 skill_id,g_skill_id;
  3748. unit = (struct skill_unit *)bl;
  3749. if(bl->prev == NULL || bl->type != BL_SKILL)
  3750. return 0;
  3751. if(!unit->alive)
  3752. return 0;
  3753. skill_id = va_arg(ap,int);
  3754. g_skill_id = unit->group->skill_id;
  3755. switch (skill_id) {
  3756. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3757. if(g_skill_id == SA_LANDPROTECTOR)
  3758. break;
  3759. //Fall through
  3760. case MH_STEINWAND:
  3761. case MG_SAFETYWALL:
  3762. case SC_MAELSTROM:
  3763. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3764. return 0;
  3765. break;
  3766. case AL_WARP:
  3767. case HT_SKIDTRAP:
  3768. case MA_SKIDTRAP:
  3769. case HT_LANDMINE:
  3770. case MA_LANDMINE:
  3771. case HT_ANKLESNARE:
  3772. case HT_SHOCKWAVE:
  3773. case HT_SANDMAN:
  3774. case MA_SANDMAN:
  3775. case HT_FLASHER:
  3776. case HT_FREEZINGTRAP:
  3777. case MA_FREEZINGTRAP:
  3778. case HT_BLASTMINE:
  3779. case HT_CLAYMORETRAP:
  3780. case HT_TALKIEBOX:
  3781. #ifndef RENEWAL
  3782. case HP_BASILICA:
  3783. #endif
  3784. case RA_ELECTRICSHOCKER:
  3785. case RA_CLUSTERBOMB:
  3786. case RA_MAGENTATRAP:
  3787. case RA_COBALTTRAP:
  3788. case RA_MAIZETRAP:
  3789. case RA_VERDURETRAP:
  3790. case RA_FIRINGTRAP:
  3791. case RA_ICEBOUNDTRAP:
  3792. case SC_DIMENSIONDOOR:
  3793. case SC_BLOODYLUST:
  3794. case NPC_REVERBERATION:
  3795. case GN_THORNS_TRAP:
  3796. case RL_B_TRAP:
  3797. case SC_ESCAPE:
  3798. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3799. 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)
  3800. return 0;
  3801. break;
  3802. default: //Avoid stacking with same kind of trap. [Skotlex]
  3803. if (g_skill_id != skill_id)
  3804. return 0;
  3805. break;
  3806. }
  3807. return 1;
  3808. }
  3809. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3810. {
  3811. //Non players do not check for the skill's splash-trigger area.
  3812. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3813. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3814. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3815. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3816. return 0;
  3817. }
  3818. range += layout_type;
  3819. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3820. }
  3821. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3822. {
  3823. uint16 skill_id;
  3824. if(bl->prev == NULL)
  3825. return 0;
  3826. skill_id = va_arg(ap,int);
  3827. if( status_isdead(bl) && skill_id != AL_WARP )
  3828. return 0;
  3829. #ifndef RENEWAL
  3830. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3831. return 0;
  3832. #endif
  3833. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3834. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3835. return 1;
  3836. }
  3837. /**
  3838. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3839. * @param bl Object that casted skill
  3840. * @param x Position x of the target
  3841. * @param y Position y of the target
  3842. * @param skill_id The casted skill
  3843. * @param skill_lv The skill Lv
  3844. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3845. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3846. */
  3847. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3848. {
  3849. int range = 0, type;
  3850. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3851. if (isNearNPC)
  3852. range = skill_get_splash(skill_id,skill_lv);
  3853. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3854. if (!isNearNPC || !range) {
  3855. switch (skill_id) { // to be expanded later
  3856. case WZ_ICEWALL:
  3857. range = 2;
  3858. break;
  3859. case SC_MANHOLE:
  3860. range = 0;
  3861. break;
  3862. default: {
  3863. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3864. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3865. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3866. return 0;
  3867. }
  3868. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3869. }
  3870. break;
  3871. }
  3872. }
  3873. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3874. //Check the additional range [Cydh]
  3875. if (isNearNPC && skill_npc_range > 0)
  3876. range += skill_npc_range;
  3877. if (!isNearNPC) { //Doesn't check the NPC range
  3878. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3879. if (bl->type&battle_config.skill_nofootset)
  3880. type = BL_CHAR;
  3881. else if(bl->type == BL_MOB)
  3882. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3883. else
  3884. return 0; //Don't check
  3885. } else
  3886. type = BL_NPC;
  3887. return (!isNearNPC) ?
  3888. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3889. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3890. //isNearNPC is used to check range from NPC
  3891. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3892. }
  3893. /*==========================================
  3894. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3895. * Flag:
  3896. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3897. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3898. *------------------------------------------*/
  3899. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3900. {
  3901. struct status_data *status;
  3902. map_session_data *sd = NULL;
  3903. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3904. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3905. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3906. nullpo_retr(0, bl);
  3907. switch( bl->type )
  3908. {
  3909. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3910. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3911. }
  3912. status = status_get_status_data(bl);
  3913. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3914. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3915. if (skill == nullptr)
  3916. return 0;
  3917. // Requirements
  3918. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3919. {
  3920. itemid[i] = skill->require.itemid[i];
  3921. amount[i] = skill->require.amount[i];
  3922. }
  3923. hp = skill->require.hp[skill_lv - 1];
  3924. sp = skill->require.sp[skill_lv - 1];
  3925. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3926. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3927. state = skill->require.state;
  3928. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3929. hp += (status->max_hp * mhp) / 100;
  3930. if( hp_rate > 0 )
  3931. hp += (status->hp * hp_rate) / 100;
  3932. else
  3933. hp += (status->max_hp * (-hp_rate)) / 100;
  3934. if( sp_rate > 0 )
  3935. sp += (status->sp * sp_rate) / 100;
  3936. else
  3937. sp += (status->max_sp * (-sp_rate)) / 100;
  3938. if( !(type&2) )
  3939. {
  3940. if( hp > 0 && status->hp <= (unsigned int)hp )
  3941. {
  3942. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3943. return 0;
  3944. }
  3945. if( sp > 0 && status->sp <= (unsigned int)sp )
  3946. {
  3947. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3948. return 0;
  3949. }
  3950. }
  3951. if( !type )
  3952. switch( state )
  3953. {
  3954. case ST_MOVE_ENABLE:
  3955. if( !unit_can_move(bl) )
  3956. {
  3957. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3958. return 0;
  3959. }
  3960. break;
  3961. }
  3962. if( !(type&1) )
  3963. return 1;
  3964. // Check item existences
  3965. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3966. {
  3967. index[i] = -1;
  3968. if( itemid[i] == 0 ) continue; // No item
  3969. index[i] = pc_search_inventory(sd, itemid[i]);
  3970. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3971. {
  3972. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3973. return 0;
  3974. }
  3975. }
  3976. // Consume items
  3977. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3978. {
  3979. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3980. }
  3981. if( type&2 )
  3982. return 1;
  3983. if( sp || hp )
  3984. status_zap(bl, hp, sp);
  3985. return 1;
  3986. }
  3987. /*==========================================
  3988. *
  3989. *------------------------------------------*/
  3990. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3991. {
  3992. switch (skill_id) {
  3993. case RL_QD_SHOT:
  3994. {
  3995. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3996. struct unit_data *ud = unit_bl2ud(src);
  3997. if (ud && ud->target == target->id)
  3998. return 1;
  3999. }
  4000. }
  4001. }
  4002. return 1;
  4003. }
  4004. /*==========================================
  4005. *
  4006. *------------------------------------------*/
  4007. static TIMER_FUNC(skill_timerskill){
  4008. struct block_list *src = map_id2bl(id),*target;
  4009. struct unit_data *ud = unit_bl2ud(src);
  4010. struct skill_timerskill *skl;
  4011. struct skill_unit *unit = NULL;
  4012. int range;
  4013. nullpo_ret(src);
  4014. nullpo_ret(ud);
  4015. skl = ud->skilltimerskill[data];
  4016. nullpo_ret(skl);
  4017. ud->skilltimerskill[data] = NULL;
  4018. do {
  4019. if(src->prev == NULL)
  4020. break; // Source not on Map
  4021. if(skl->target_id) {
  4022. target = map_id2bl(skl->target_id);
  4023. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  4024. target = src; //Required since it has to warp.
  4025. if (skl->skill_id == SR_SKYNETBLOW) {
  4026. skill_area_temp[1] = 0;
  4027. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4028. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4029. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4030. break;
  4031. }
  4032. if(target == NULL)
  4033. break; // Target offline?
  4034. if(target->prev == NULL)
  4035. break; // Target not on Map
  4036. if(src->m != target->m)
  4037. break; // Different Maps
  4038. if(status_isdead(src)) {
  4039. switch(skl->skill_id) {
  4040. case WL_CHAINLIGHTNING_ATK:
  4041. case WL_TETRAVORTEX_FIRE:
  4042. case WL_TETRAVORTEX_WATER:
  4043. case WL_TETRAVORTEX_WIND:
  4044. case WL_TETRAVORTEX_GROUND:
  4045. // For SR_FLASHCOMBO
  4046. case SR_DRAGONCOMBO:
  4047. case SR_FALLENEMPIRE:
  4048. case SR_TIGERCANNON:
  4049. case NPC_DANCINGBLADE_ATK:
  4050. if (src->type != BL_PC)
  4051. continue;
  4052. break; // Exceptions
  4053. default:
  4054. continue; // Caster is Dead
  4055. }
  4056. }
  4057. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4058. break;
  4059. switch(skl->skill_id) {
  4060. case KN_AUTOCOUNTER:
  4061. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4062. break;
  4063. case RG_INTIMIDATE:
  4064. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4065. short x,y;
  4066. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4067. if (target != src && !status_isdead(target))
  4068. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4069. }
  4070. break;
  4071. case BA_FROSTJOKER:
  4072. case DC_SCREAM:
  4073. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4074. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4075. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4076. break;
  4077. case PR_LEXDIVINA:
  4078. if (src->type == BL_MOB) {
  4079. // Monsters use the default duration when casting Lex Divina
  4080. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4081. break;
  4082. }
  4083. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4084. break;
  4085. case PR_STRECOVERY:
  4086. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4087. break;
  4088. case BS_HAMMERFALL:
  4089. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4090. break;
  4091. case MER_LEXDIVINA:
  4092. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4093. break;
  4094. case WZ_WATERBALL:
  4095. {
  4096. //Get the next waterball cell to consume
  4097. struct s_skill_unit_layout *layout;
  4098. int i;
  4099. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4100. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4101. int ux = skl->x + layout->dx[i];
  4102. int uy = skl->y + layout->dy[i];
  4103. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4104. if (unit)
  4105. break;
  4106. }
  4107. } // Fall through
  4108. case WZ_JUPITEL:
  4109. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4110. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4111. // Apply canact delay here to prevent hacks (unlimited casting)
  4112. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4113. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4114. }
  4115. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4116. skill_delunit(unit); // Consume unit for next waterball
  4117. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4118. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4119. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4120. } else {
  4121. status_change *sc = status_get_sc(src);
  4122. if(sc) {
  4123. if(sc->getSCE(SC_SPIRIT) &&
  4124. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4125. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4126. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4127. }
  4128. }
  4129. break;
  4130. case NPC_DANCINGBLADE_ATK:
  4131. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4132. if (skl->type < 4) {
  4133. struct block_list *nbl = NULL;
  4134. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4135. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4136. }
  4137. break;
  4138. case WL_CHAINLIGHTNING_ATK: {
  4139. #ifndef RENEWAL
  4140. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4141. #endif
  4142. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4143. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4144. { // Remaining Chains Hit
  4145. struct block_list *nbl = NULL; // Next Target of Chain
  4146. 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.
  4147. splash_target(src), target->id); // Search for a new Target around current one...
  4148. if( nbl == NULL )
  4149. skl->x++;
  4150. else
  4151. skl->x = 0;
  4152. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4153. }
  4154. }
  4155. break;
  4156. case WL_TETRAVORTEX_FIRE:
  4157. case WL_TETRAVORTEX_WATER:
  4158. case WL_TETRAVORTEX_WIND:
  4159. case WL_TETRAVORTEX_GROUND:
  4160. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4161. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4162. if (skl->type >= 3) { // Final Hit
  4163. if (!status_isdead(target)) { // Final Status Effect
  4164. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4165. applyeffects[4] = { 0, 0, 0, 0 },
  4166. i, j = 0, k = 0;
  4167. for(i = 1; i <= 8; i = i + i) {
  4168. if (skl->x&i) {
  4169. applyeffects[j] = effects[k];
  4170. j++;
  4171. }
  4172. k++;
  4173. }
  4174. if (j) {
  4175. i = applyeffects[rnd()%j];
  4176. 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))));
  4177. }
  4178. }
  4179. }
  4180. break;
  4181. case NPC_REVERBERATION_ATK:
  4182. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4183. break;
  4184. case NPC_FATALMENACE:
  4185. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4186. break;
  4187. case SR_WINDMILL:
  4188. if( target->type == BL_PC ) {
  4189. map_session_data *tsd = NULL;
  4190. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4191. pc_setsit(tsd);
  4192. skill_sit(tsd, true);
  4193. clif_sitting(&tsd->bl);
  4194. }
  4195. }
  4196. break;
  4197. case SR_KNUCKLEARROW:
  4198. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4199. break;
  4200. case CH_PALMSTRIKE:
  4201. {
  4202. status_change* tsc = status_get_sc(target);
  4203. status_change* sc = status_get_sc(src);
  4204. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4205. ( sc && sc->option&OPTION_HIDE ) ){
  4206. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4207. break;
  4208. }
  4209. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4210. break;
  4211. }
  4212. // For SR_FLASHCOMBO
  4213. case SR_DRAGONCOMBO:
  4214. case SR_FALLENEMPIRE:
  4215. case SR_TIGERCANNON:
  4216. if( src->type == BL_PC ) {
  4217. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4218. break;
  4219. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4220. }
  4221. break;
  4222. case SU_SV_ROOTTWIST_ATK: {
  4223. status_change *tsc = status_get_sc(target);
  4224. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4225. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4226. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4227. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4228. }
  4229. }
  4230. break;
  4231. case NPC_PULSESTRIKE2:
  4232. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4233. break;
  4234. case ABC_DEFT_STAB:
  4235. case ABC_FRENZY_SHOT:
  4236. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4237. break;
  4238. default:
  4239. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4240. break;
  4241. }
  4242. }
  4243. else {
  4244. if(src->m != skl->map)
  4245. break;
  4246. switch( skl->skill_id )
  4247. {
  4248. case GN_CRAZYWEED_ATK:
  4249. {
  4250. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4251. 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);
  4252. }
  4253. case WL_EARTHSTRAIN:
  4254. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4255. break;
  4256. case RL_FIRE_RAIN: {
  4257. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4258. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4259. 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);
  4260. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4261. }
  4262. break;
  4263. case NPC_MAGMA_ERUPTION:
  4264. case NC_MAGMA_ERUPTION:
  4265. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4266. break;
  4267. }
  4268. }
  4269. } while (0);
  4270. //Free skl now that it is no longer needed.
  4271. ers_free(skill_timer_ers, skl);
  4272. return 0;
  4273. }
  4274. /*==========================================
  4275. *
  4276. *------------------------------------------*/
  4277. 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)
  4278. {
  4279. int i;
  4280. struct unit_data *ud;
  4281. nullpo_retr(1, src);
  4282. if (src->prev == NULL)
  4283. return 0;
  4284. ud = unit_bl2ud(src);
  4285. nullpo_retr(1, ud);
  4286. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4287. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4288. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4289. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4290. ud->skilltimerskill[i]->src_id = src->id;
  4291. ud->skilltimerskill[i]->target_id = target;
  4292. ud->skilltimerskill[i]->skill_id = skill_id;
  4293. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4294. ud->skilltimerskill[i]->map = src->m;
  4295. ud->skilltimerskill[i]->x = x;
  4296. ud->skilltimerskill[i]->y = y;
  4297. ud->skilltimerskill[i]->type = type;
  4298. ud->skilltimerskill[i]->flag = flag;
  4299. return 0;
  4300. }
  4301. /*==========================================
  4302. *
  4303. *------------------------------------------*/
  4304. int skill_cleartimerskill (struct block_list *src)
  4305. {
  4306. int i;
  4307. struct unit_data *ud;
  4308. nullpo_ret(src);
  4309. ud = unit_bl2ud(src);
  4310. nullpo_ret(ud);
  4311. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4312. if(ud->skilltimerskill[i]) {
  4313. switch(ud->skilltimerskill[i]->skill_id) {
  4314. case WL_TETRAVORTEX_FIRE:
  4315. case WL_TETRAVORTEX_WATER:
  4316. case WL_TETRAVORTEX_WIND:
  4317. case WL_TETRAVORTEX_GROUND:
  4318. // For SR_FLASHCOMBO
  4319. case SR_DRAGONCOMBO:
  4320. case SR_FALLENEMPIRE:
  4321. case SR_TIGERCANNON:
  4322. if (src->type != BL_PC)
  4323. break;
  4324. continue;
  4325. }
  4326. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4327. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4328. ud->skilltimerskill[i]=NULL;
  4329. }
  4330. }
  4331. return 1;
  4332. }
  4333. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4334. skill_unit *su = (skill_unit*)bl;
  4335. nullpo_ret(su);
  4336. if (bl->type != BL_SKILL)
  4337. return 0;
  4338. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4339. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4340. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4341. su->limit = DIFF_TICK(gettick(), sg->tick);
  4342. sg->unit_id = UNT_USED_TRAPS;
  4343. }
  4344. return 1;
  4345. }
  4346. /**
  4347. * Reveal hidden trap
  4348. **/
  4349. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4350. {
  4351. TBL_SKILL *su = (TBL_SKILL*)bl;
  4352. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4353. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4354. //clif_changetraplook(bl, su->group->unit_id);
  4355. su->hidden = false;
  4356. skill_getareachar_skillunit_visibilty(su, AREA);
  4357. return 1;
  4358. }
  4359. return 0;
  4360. }
  4361. /**
  4362. * Attempt to reveal trap in area
  4363. * @param src Skill caster
  4364. * @param range Affected range
  4365. * @param x
  4366. * @param y
  4367. * TODO: Remove hardcode usages for this function
  4368. **/
  4369. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4370. if (!battle_config.traps_setting)
  4371. return;
  4372. nullpo_retv(src);
  4373. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4374. }
  4375. /*========================================== [Playtester]
  4376. * Process tarot card's effects
  4377. * @param src: Source of the tarot card effect
  4378. * @param target: Target of the tartor card effect
  4379. * @param skill_id: ID of the skill used
  4380. * @param skill_lv: Level of the skill used
  4381. * @param tick: Processing tick time
  4382. * @return Card number
  4383. *------------------------------------------*/
  4384. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4385. {
  4386. int card = 0;
  4387. if (battle_config.tarotcard_equal_chance) {
  4388. //eAthena equal chances
  4389. card = rnd() % 14 + 1;
  4390. }
  4391. else {
  4392. //Official chances
  4393. int rate = rnd() % 100;
  4394. if (rate < 10) card = 1; // THE FOOL
  4395. else if (rate < 20) card = 2; // THE MAGICIAN
  4396. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4397. else if (rate < 37) card = 4; // THE CHARIOT
  4398. else if (rate < 47) card = 5; // STRENGTH
  4399. else if (rate < 62) card = 6; // THE LOVERS
  4400. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4401. else if (rate < 69) card = 8; // THE HANGED MAN
  4402. else if (rate < 74) card = 9; // DEATH
  4403. else if (rate < 82) card = 10; // TEMPERANCE
  4404. else if (rate < 83) card = 11; // THE DEVIL
  4405. else if (rate < 85) card = 12; // THE TOWER
  4406. else if (rate < 90) card = 13; // THE STAR
  4407. else card = 14; // THE SUN
  4408. }
  4409. switch (card) {
  4410. case 1: // THE FOOL - heals SP to 0
  4411. {
  4412. status_percent_damage(src, target, 0, 100, false);
  4413. break;
  4414. }
  4415. case 2: // THE MAGICIAN - matk halved
  4416. {
  4417. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4418. break;
  4419. }
  4420. case 3: // THE HIGH PRIESTESS - all buffs removed
  4421. {
  4422. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4423. break;
  4424. }
  4425. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4426. {
  4427. status_fix_damage(src, target, 1000, 0, skill_id);
  4428. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4429. if (!status_isdead(target))
  4430. {
  4431. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4432. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4433. }
  4434. break;
  4435. }
  4436. case 5: // STRENGTH - atk halved
  4437. {
  4438. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4439. break;
  4440. }
  4441. case 6: // THE LOVERS - 2000HP heal, random teleported
  4442. {
  4443. status_heal(target, 2000, 0, 0);
  4444. if (!map_flag_vs(target->m))
  4445. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4446. break;
  4447. }
  4448. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4449. {
  4450. // Recursive call
  4451. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4452. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4453. break;
  4454. }
  4455. case 8: // THE HANGED MAN - stop, freeze or stoned
  4456. {
  4457. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4458. uint8 rand_eff = rnd() % 3;
  4459. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4460. if (sc[rand_eff] == SC_STONEWAIT)
  4461. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4462. else
  4463. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4464. break;
  4465. }
  4466. case 9: // DEATH - curse, coma and poison
  4467. {
  4468. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4469. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4470. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4471. break;
  4472. }
  4473. case 10: // TEMPERANCE - confusion
  4474. {
  4475. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4476. break;
  4477. }
  4478. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4479. {
  4480. status_fix_damage(src, target, 6666, 0, skill_id);
  4481. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4482. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4483. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4484. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4485. break;
  4486. }
  4487. case 12: // THE TOWER - 4444 damage
  4488. {
  4489. status_fix_damage(src, target, 4444, 0, skill_id);
  4490. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4491. break;
  4492. }
  4493. case 13: // THE STAR - stun
  4494. {
  4495. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4496. break;
  4497. }
  4498. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4499. {
  4500. #ifdef RENEWAL
  4501. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4502. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4503. #endif
  4504. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4505. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4506. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4507. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4508. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4509. return 14; //To make sure a valid number is returned
  4510. }
  4511. }
  4512. return card;
  4513. }
  4514. /*==========================================
  4515. *
  4516. *
  4517. *------------------------------------------*/
  4518. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4519. {
  4520. map_session_data *sd = NULL;
  4521. struct status_data *tstatus;
  4522. status_change *sc, *tsc;
  4523. if (skill_id > 0 && !skill_lv) return 0;
  4524. nullpo_retr(1, src);
  4525. nullpo_retr(1, bl);
  4526. if (src->m != bl->m)
  4527. return 1;
  4528. if (bl->prev == NULL)
  4529. return 1;
  4530. sd = BL_CAST(BL_PC, src);
  4531. if (status_isdead(bl))
  4532. return 1;
  4533. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4534. { //GTB makes all targetted magic display miss with a single bolt.
  4535. sc_type sct = skill_get_sc(skill_id);
  4536. if(sct != SC_NONE)
  4537. status_change_end(bl, sct);
  4538. 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));
  4539. return 1;
  4540. }
  4541. sc = status_get_sc(src);
  4542. tsc = status_get_sc(bl);
  4543. if (sc && !sc->count)
  4544. sc = NULL; //Unneeded
  4545. if (tsc && !tsc->count)
  4546. tsc = NULL;
  4547. tstatus = status_get_status_data(bl);
  4548. map_freeblock_lock();
  4549. switch(skill_id) {
  4550. case MER_CRASH:
  4551. case SM_BASH:
  4552. case MS_BASH:
  4553. case MC_MAMMONITE:
  4554. case TF_DOUBLE:
  4555. case AC_DOUBLE:
  4556. case MA_DOUBLE:
  4557. case AS_SONICBLOW:
  4558. case KN_PIERCE:
  4559. case ML_PIERCE:
  4560. case KN_SPEARBOOMERANG:
  4561. case TF_POISON:
  4562. case TF_SPRINKLESAND:
  4563. case AC_CHARGEARROW:
  4564. case MA_CHARGEARROW:
  4565. case RG_INTIMIDATE:
  4566. case AM_ACIDTERROR:
  4567. case BA_MUSICALSTRIKE:
  4568. case DC_THROWARROW:
  4569. case BA_DISSONANCE:
  4570. case CR_HOLYCROSS:
  4571. case NPC_DARKCROSS:
  4572. case CR_SHIELDCHARGE:
  4573. case CR_SHIELDBOOMERANG:
  4574. case NPC_PIERCINGATT:
  4575. case NPC_MENTALBREAKER:
  4576. case NPC_RANGEATTACK:
  4577. case NPC_CRITICALSLASH:
  4578. case NPC_COMBOATTACK:
  4579. case NPC_GUIDEDATTACK:
  4580. case NPC_POISON:
  4581. case NPC_RANDOMATTACK:
  4582. case NPC_WATERATTACK:
  4583. case NPC_GROUNDATTACK:
  4584. case NPC_FIREATTACK:
  4585. case NPC_WINDATTACK:
  4586. case NPC_POISONATTACK:
  4587. case NPC_HOLYATTACK:
  4588. case NPC_DARKNESSATTACK:
  4589. case NPC_TELEKINESISATTACK:
  4590. case NPC_UNDEADATTACK:
  4591. case NPC_CHANGEUNDEAD:
  4592. case NPC_ARMORBRAKE:
  4593. case NPC_HELMBRAKE:
  4594. case NPC_SHIELDBRAKE:
  4595. case NPC_BLINDATTACK:
  4596. case NPC_SILENCEATTACK:
  4597. case NPC_STUNATTACK:
  4598. case NPC_PETRIFYATTACK:
  4599. case NPC_CURSEATTACK:
  4600. case NPC_SLEEPATTACK:
  4601. #ifdef RENEWAL
  4602. case CR_ACIDDEMONSTRATION:
  4603. #endif
  4604. case LK_AURABLADE:
  4605. case LK_SPIRALPIERCE:
  4606. case ML_SPIRALPIERCE:
  4607. case CG_ARROWVULCAN:
  4608. case HW_MAGICCRASHER:
  4609. case ITM_TOMAHAWK:
  4610. case CH_CHAINCRUSH:
  4611. case CH_TIGERFIST:
  4612. case PA_SHIELDCHAIN: // Shield Chain
  4613. case PA_SACRIFICE:
  4614. case WS_CARTTERMINATION: // Cart Termination
  4615. case AS_VENOMKNIFE:
  4616. case HT_PHANTASMIC:
  4617. case TK_DOWNKICK:
  4618. case TK_COUNTER:
  4619. case GS_CHAINACTION:
  4620. case GS_TRIPLEACTION:
  4621. #ifndef RENEWAL
  4622. case GS_MAGICALBULLET:
  4623. #endif
  4624. case GS_TRACKING:
  4625. case GS_PIERCINGSHOT:
  4626. case GS_RAPIDSHOWER:
  4627. case GS_DUST:
  4628. case GS_DISARM: // Added disarm. [Reddozen]
  4629. case GS_FULLBUSTER:
  4630. case NJ_SYURIKEN:
  4631. case NJ_KUNAI:
  4632. case ASC_BREAKER:
  4633. case HFLI_MOON: //[orn]
  4634. case HFLI_SBR44: //[orn]
  4635. case NPC_BLEEDING:
  4636. case NPC_CRITICALWOUND:
  4637. case NPC_HELLPOWER:
  4638. case RK_SONICWAVE:
  4639. case AB_DUPLELIGHT_MELEE:
  4640. case RA_AIMEDBOLT:
  4641. case NC_BOOSTKNUCKLE:
  4642. case NC_PILEBUNKER:
  4643. case NC_AXEBOOMERANG:
  4644. case NC_POWERSWING:
  4645. case NPC_MAGMA_ERUPTION:
  4646. case NC_MAGMA_ERUPTION:
  4647. case GC_WEAPONCRUSH:
  4648. case GC_VENOMPRESSURE:
  4649. case SC_TRIANGLESHOT:
  4650. case SC_FEINTBOMB:
  4651. case LG_BANISHINGPOINT:
  4652. case LG_SHIELDPRESS:
  4653. case LG_RAGEBURST:
  4654. case LG_HESPERUSLIT:
  4655. case SR_DRAGONCOMBO:
  4656. case SR_FALLENEMPIRE:
  4657. case SR_CRESCENTELBOW_AUTOSPELL:
  4658. case SR_GATEOFHELL:
  4659. case SR_GENTLETOUCH_QUIET:
  4660. case WM_SEVERE_RAINSTORM_MELEE:
  4661. case WM_GREAT_ECHO:
  4662. case GN_SLINGITEM_RANGEMELEEATK:
  4663. case KO_SETSUDAN:
  4664. case RL_MASS_SPIRAL:
  4665. case RL_BANISHING_BUSTER:
  4666. case RL_SLUGSHOT:
  4667. case RL_AM_BLAST:
  4668. case DK_SERVANTWEAPON_ATK:
  4669. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4670. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4671. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4672. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4673. case ABC_CHAIN_REACTION_SHOT_ATK:
  4674. case ABR_BATTLE_BUSTER:
  4675. case ABR_DUAL_CANNON_FIRE:
  4676. case ABR_INFINITY_BUSTER:
  4677. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4678. break;
  4679. case IG_SHIELD_SHOOTING:
  4680. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4681. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4682. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4683. break;
  4684. case DK_DRAGONIC_AURA:
  4685. case DK_STORMSLASH:
  4686. case IG_GRAND_JUDGEMENT:
  4687. case CD_EFFLIGO:
  4688. case ABC_FRENZY_SHOT:
  4689. case WH_HAWKRUSH:
  4690. case WH_HAWKBOOMERANG:
  4691. case TR_ROSEBLOSSOM:
  4692. case TR_RHYTHMSHOOTING:
  4693. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4694. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4695. if (skill_id == DK_DRAGONIC_AURA)
  4696. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4697. else if (skill_id == IG_GRAND_JUDGEMENT)
  4698. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4699. break;
  4700. case SHC_ETERNAL_SLASH:
  4701. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4702. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4703. else
  4704. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4705. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4706. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4707. break;
  4708. case SHC_SHADOW_STAB:
  4709. if (sc && (sc->getSCE(SC_CLOAKING) || sc->getSCE(SC_CLOAKINGEXCEED)))
  4710. flag |= 2;// Flag to deal 2 hits.
  4711. status_change_end(src, SC_CLOAKING);
  4712. status_change_end(src, SC_CLOAKINGEXCEED);
  4713. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4714. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4715. break;
  4716. case WH_CRESCIVE_BOLT:
  4717. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4718. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4719. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4720. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4721. else
  4722. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4723. break;
  4724. case ABC_UNLUCKY_RUSH:
  4725. // Jump to the target before attacking.
  4726. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4727. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4728. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4729. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4730. break;
  4731. case MO_TRIPLEATTACK:
  4732. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4733. break;
  4734. case LK_HEADCRUSH:
  4735. if (status_get_class_(bl) == CLASS_BOSS) {
  4736. if (sd)
  4737. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4738. break;
  4739. }
  4740. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4741. break;
  4742. case LK_JOINTBEAT:
  4743. flag = 1 << rnd() % 6;
  4744. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4745. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4746. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4747. 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);
  4748. break;
  4749. case MO_COMBOFINISH:
  4750. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4751. { //Becomes a splash attack when Soul Linked.
  4752. map_foreachinshootrange(skill_area_sub, bl,
  4753. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4754. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4755. skill_castend_damage_id);
  4756. } else
  4757. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4758. break;
  4759. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4760. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4761. skill_area_temp[1] = 0;
  4762. map_foreachinshootrange(skill_attack_area, src,
  4763. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4764. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4765. break;
  4766. case KN_CHARGEATK:
  4767. {
  4768. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4769. #ifdef RENEWAL
  4770. int dist = skill_get_blewcount(skill_id, skill_lv);
  4771. #else
  4772. unsigned int dist = distance_bl(src, bl);
  4773. #endif
  4774. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4775. // teleport to target (if not on WoE grounds)
  4776. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4777. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4778. // cause damage and knockback if the path to target was a straight one
  4779. if (path) {
  4780. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4781. #ifdef RENEWAL
  4782. if (map_getmapdata(src->m)->flag[MF_PVP])
  4783. dist += 2; // Knockback is 4 on PvP maps
  4784. #endif
  4785. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4786. }
  4787. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4788. // make the caster look in the direction of the target
  4789. unit_setdir(src, (dir+4)%8);
  4790. }
  4791. }
  4792. break;
  4793. case NC_FLAMELAUNCHER:
  4794. skill_area_temp[1] = bl->id;
  4795. if (battle_config.skill_eightpath_algorithm) {
  4796. //Use official AoE algorithm
  4797. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4798. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4799. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4800. } else {
  4801. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4802. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4803. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4804. }
  4805. break;
  4806. #ifndef RENEWAL
  4807. case SN_SHARPSHOOTING:
  4808. flag |= 2; // Flag for specific mob damage formula
  4809. #endif
  4810. case MA_SHARPSHOOTING:
  4811. case NJ_KAMAITACHI:
  4812. case NPC_DARKPIERCING:
  4813. case NPC_ACIDBREATH:
  4814. case NPC_DARKNESSBREATH:
  4815. case NPC_FIREBREATH:
  4816. case NPC_ICEBREATH:
  4817. case NPC_THUNDERBREATH:
  4818. case AG_STORM_CANNON:
  4819. case AG_CRIMSON_ARROW:
  4820. skill_area_temp[1] = bl->id;
  4821. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4822. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4823. if (battle_config.skill_eightpath_algorithm) {
  4824. //Use official AoE algorithm
  4825. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4826. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4827. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4828. #ifndef RENEWAL
  4829. if (skill_id == SN_SHARPSHOOTING)
  4830. flag &= ~2; // Only targets in the splash area are affected
  4831. #endif
  4832. //These skills hit at least the target if the AoE doesn't hit
  4833. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4834. }
  4835. } else {
  4836. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4837. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4838. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4839. }
  4840. if (skill_id == AG_CRIMSON_ARROW)
  4841. skill_attack(skill_get_type(AG_CRIMSON_ARROW_ATK), src, src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4842. break;
  4843. case MO_INVESTIGATE:
  4844. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4845. status_change_end(src, SC_BLADESTOP);
  4846. break;
  4847. case RG_BACKSTAP:
  4848. {
  4849. if (!check_distance_bl(src, bl, 0)) {
  4850. #ifdef RENEWAL
  4851. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4852. short x, y;
  4853. if (dir > 0 && dir < 4)
  4854. x = -1;
  4855. else if (dir > 4)
  4856. x = 1;
  4857. else
  4858. x = 0;
  4859. if (dir > 2 && dir < 6)
  4860. y = -1;
  4861. else if (dir == 7 || dir < 2)
  4862. y = 1;
  4863. else
  4864. y = 0;
  4865. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4866. #else
  4867. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4868. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4869. #endif
  4870. status_change_end(src, SC_HIDING);
  4871. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4872. unit_setdir(bl,dir);
  4873. #ifdef RENEWAL
  4874. clif_blown(src);
  4875. #endif
  4876. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4877. }
  4878. else if (sd)
  4879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4880. }
  4881. }
  4882. break;
  4883. case MO_FINGEROFFENSIVE:
  4884. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4885. if (battle_config.finger_offensive_type && sd) {
  4886. for (int i = 1; i < sd->spiritball_old; i++)
  4887. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4888. }
  4889. status_change_end(src, SC_BLADESTOP);
  4890. break;
  4891. case MO_CHAINCOMBO:
  4892. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4893. status_change_end(src, SC_BLADESTOP);
  4894. break;
  4895. #ifndef RENEWAL
  4896. case NJ_ISSEN:
  4897. #endif
  4898. case MO_EXTREMITYFIST:
  4899. {
  4900. struct block_list *mbl = bl; // For NJ_ISSEN
  4901. short x, y, i = 2; // Move 2 cells (From target)
  4902. short dir = map_calc_dir(src,bl->x,bl->y);
  4903. #ifdef RENEWAL
  4904. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4905. flag |= 1; // Give +100% damage increase
  4906. #endif
  4907. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4908. if (skill_id == MO_EXTREMITYFIST) {
  4909. status_set_sp(src, 0, 0);
  4910. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4911. status_change_end(src, SC_BLADESTOP);
  4912. #ifdef RENEWAL
  4913. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4914. #endif
  4915. } else {
  4916. status_set_hp(src, 1, 0);
  4917. status_change_end(src, SC_NEN);
  4918. status_change_end(src, SC_HIDING);
  4919. }
  4920. if (skill_id == MO_EXTREMITYFIST) {
  4921. mbl = src; // For MO_EXTREMITYFIST
  4922. i = 3; // Move 3 cells (From caster)
  4923. }
  4924. if (dir > 0 && dir < 4)
  4925. x = -i;
  4926. else if (dir > 4)
  4927. x = i;
  4928. else
  4929. x = 0;
  4930. if (dir > 2 && dir < 6)
  4931. y = -i;
  4932. else if (dir == 7 || dir < 2)
  4933. y = i;
  4934. else
  4935. y = 0;
  4936. // Ashura Strike still has slide effect in GVG
  4937. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4938. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4939. clif_blown(src);
  4940. clif_spiritball(src);
  4941. }
  4942. }
  4943. break;
  4944. case HT_POWER:
  4945. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4946. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4947. break;
  4948. case SU_PICKYPECK:
  4949. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4950. case SU_BITE:
  4951. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4952. break;
  4953. case SU_SVG_SPIRIT:
  4954. skill_area_temp[1] = bl->id;
  4955. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4956. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4957. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4958. break;
  4959. //Splash attack skills.
  4960. case AS_GRIMTOOTH:
  4961. case MC_CARTREVOLUTION:
  4962. case NPC_SPLASHATTACK:
  4963. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4964. case AS_SPLASHER:
  4965. case HT_BLITZBEAT:
  4966. case AC_SHOWER:
  4967. case MA_SHOWER:
  4968. case MG_NAPALMBEAT:
  4969. case MG_FIREBALL:
  4970. case RG_RAID:
  4971. #ifdef RENEWAL
  4972. case SN_SHARPSHOOTING:
  4973. #endif
  4974. case HW_NAPALMVULCAN:
  4975. case NJ_HUUMA:
  4976. case ASC_METEORASSAULT:
  4977. case GS_SPREADATTACK:
  4978. case NPC_PULSESTRIKE:
  4979. case NPC_PULSESTRIKE2:
  4980. case NPC_HELLJUDGEMENT:
  4981. case NPC_VAMPIRE_GIFT:
  4982. case NPC_MAXPAIN_ATK:
  4983. case NPC_JACKFROST:
  4984. case NPC_REVERBERATION_ATK:
  4985. case NPC_ARROWSTORM:
  4986. case NPC_IGNITIONBREAK:
  4987. case RK_IGNITIONBREAK:
  4988. case RK_HUNDREDSPEAR:
  4989. case AB_JUDEX:
  4990. case AB_ADORAMUS:
  4991. case WL_SOULEXPANSION:
  4992. case WL_CRIMSONROCK:
  4993. case WL_JACKFROST:
  4994. case RA_ARROWSTORM:
  4995. case RA_WUGDASH:
  4996. case NC_VULCANARM:
  4997. case NC_COLDSLOWER:
  4998. case NC_SELFDESTRUCTION:
  4999. case NC_AXETORNADO:
  5000. case GC_ROLLINGCUTTER:
  5001. case GC_COUNTERSLASH:
  5002. case LG_CANNONSPEAR:
  5003. case LG_OVERBRAND:
  5004. case LG_MOONSLASHER:
  5005. case LG_RAYOFGENESIS:
  5006. case NPC_RAYOFGENESIS:
  5007. case LG_EARTHDRIVE:
  5008. case SR_RAMPAGEBLASTER:
  5009. case SR_SKYNETBLOW:
  5010. case SR_WINDMILL:
  5011. case SR_RIDEINLIGHTNING:
  5012. case SO_VARETYR_SPEAR:
  5013. case SO_POISON_BUSTER:
  5014. case GN_CART_TORNADO:
  5015. case GN_CARTCANNON:
  5016. case GN_SPORE_EXPLOSION:
  5017. case GN_DEMONIC_FIRE:
  5018. case GN_FIRE_EXPANSION_ACID:
  5019. case GN_HELLS_PLANT_ATK:
  5020. case KO_HAPPOKUNAI:
  5021. case KO_HUUMARANKA:
  5022. case KO_MUCHANAGE:
  5023. case KO_BAKURETSU:
  5024. case GN_ILLUSIONDOPING:
  5025. case RL_FIREDANCE:
  5026. case RL_S_STORM:
  5027. case RL_R_TRIP:
  5028. case MH_XENO_SLASHER:
  5029. case NC_ARMSCANNON:
  5030. case SU_SCRATCH:
  5031. case SU_LUNATICCARROTBEAT:
  5032. case SU_LUNATICCARROTBEAT2:
  5033. case SJ_FULLMOONKICK:
  5034. case SJ_NEWMOONKICK:
  5035. case SJ_SOLARBURST:
  5036. case SJ_PROMINENCEKICK:
  5037. case SJ_STAREMPEROR:
  5038. case SJ_FALLINGSTAR_ATK2:
  5039. case SP_CURSEEXPLOSION:
  5040. case SP_SHA:
  5041. case SP_SWHOO:
  5042. case DK_SERVANT_W_PHANTOM:
  5043. case DK_SERVANT_W_DEMOL:
  5044. case DK_MADNESS_CRUSHER:
  5045. case AG_DESTRUCTIVE_HURRICANE:
  5046. case AG_SOUL_VC_STRIKE:
  5047. case AG_CRYSTAL_IMPACT:
  5048. case AG_CRYSTAL_IMPACT_ATK:
  5049. case AG_ROCK_DOWN:
  5050. case AG_FROZEN_SLASH:
  5051. case IQ_OLEUM_SANCTUM:
  5052. case IQ_MASSIVE_F_BLASTER:
  5053. case IQ_EXPOSION_BLASTER:
  5054. case IQ_FIRST_BRAND:
  5055. case IQ_SECOND_FLAME:
  5056. case IQ_SECOND_FAITH:
  5057. case IQ_SECOND_JUDGEMENT:
  5058. case IQ_THIRD_PUNISH:
  5059. case IQ_THIRD_FLAME_BOMB:
  5060. case IQ_THIRD_CONSECRATION:
  5061. case IG_OVERSLASH:
  5062. case CD_ARBITRIUM_ATK:
  5063. case CD_PETITIO:
  5064. case CD_FRAMEN:
  5065. case SHC_DANCING_KNIFE:
  5066. case SHC_SAVAGE_IMPACT:
  5067. case SHC_IMPACT_CRATER:
  5068. case SHC_FATAL_SHADOW_CROW:
  5069. case MT_AXE_STOMP:
  5070. case MT_RUSH_QUAKE:
  5071. case MT_A_MACHINE:
  5072. case ABC_ABYSS_DAGGER:
  5073. case ABC_CHAIN_REACTION_SHOT:
  5074. case ABC_DEFT_STAB:
  5075. case WH_GALESTORM:
  5076. case BO_ACIDIFIED_ZONE_WATER:
  5077. case BO_ACIDIFIED_ZONE_GROUND:
  5078. case BO_ACIDIFIED_ZONE_WIND:
  5079. case BO_ACIDIFIED_ZONE_FIRE:
  5080. case TR_ROSEBLOSSOM_ATK:
  5081. case TR_METALIC_FURY:
  5082. case ABC_FROM_THE_ABYSS_ATK:
  5083. case EM_ELEMENTAL_BUSTER_FIRE:
  5084. case EM_ELEMENTAL_BUSTER_WATER:
  5085. case EM_ELEMENTAL_BUSTER_WIND:
  5086. case EM_ELEMENTAL_BUSTER_GROUND:
  5087. case EM_ELEMENTAL_BUSTER_POISON:
  5088. case EM_EL_FLAMEROCK:
  5089. case EM_EL_AGE_OF_ICE:
  5090. case EM_EL_STORM_WIND:
  5091. case EM_EL_AVALANCHE:
  5092. case EM_EL_DEADLY_POISON:
  5093. if( flag&1 ) {//Recursive invocation
  5094. int sflag = skill_area_temp[0] & 0xFFF;
  5095. int heal = 0;
  5096. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5097. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5098. break; // Under Hovering characters are immune to select trap and ground target skills.
  5099. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5100. break; // No damage should happen if the target is on Land Protector
  5101. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5102. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5103. break;
  5104. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5105. if (skill_id == ABC_DEFT_STAB && flag&2)
  5106. sflag |= 2;
  5107. if( flag&SD_LEVEL )
  5108. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5109. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5110. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5111. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5112. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5113. break;
  5114. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5115. switch (skill_id) {
  5116. case NPC_VAMPIRE_GIFT:
  5117. if (heal > 0) {
  5118. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5119. status_heal(src, heal, 0, 0);
  5120. }
  5121. break;
  5122. #ifdef RENEWAL
  5123. case SN_SHARPSHOOTING:
  5124. status_change_end(src, SC_CAMOUFLAGE);
  5125. break;
  5126. #endif
  5127. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5128. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5129. break;
  5130. }
  5131. } else {
  5132. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5133. skill_area_temp[0] = 0;
  5134. skill_area_temp[1] = bl->id;
  5135. skill_area_temp[2] = 0;
  5136. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5137. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5138. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5139. break;
  5140. }
  5141. if (skill_id == SP_SWHOO)
  5142. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5143. switch ( skill_id ) {
  5144. case LG_EARTHDRIVE:
  5145. case GN_CARTCANNON:
  5146. case SU_SCRATCH:
  5147. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5148. break;
  5149. #ifdef RENEWAL
  5150. case NJ_HUUMA:
  5151. #endif
  5152. case LG_MOONSLASHER:
  5153. case MH_XENO_SLASHER:
  5154. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5155. break;
  5156. case NPC_REVERBERATION_ATK:
  5157. case NC_ARMSCANNON:
  5158. skill_area_temp[1] = 0;
  5159. starget = splash_target(src);
  5160. break;
  5161. case WL_CRIMSONROCK:
  5162. skill_area_temp[4] = bl->x;
  5163. skill_area_temp[5] = bl->y;
  5164. break;
  5165. case SU_LUNATICCARROTBEAT:
  5166. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5167. skill_id = SU_LUNATICCARROTBEAT2;
  5168. break;
  5169. case DK_SERVANT_W_PHANTOM:
  5170. case MT_RUSH_QUAKE:
  5171. // Jump to the target before attacking.
  5172. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5173. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5174. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5175. break;
  5176. case SHC_SAVAGE_IMPACT:
  5177. case SHC_FATAL_SHADOW_CROW: {
  5178. uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5179. // Move the player 1 cell near the target, between the target and the player
  5180. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5181. clif_blown(src);
  5182. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5183. break;
  5184. }
  5185. case AG_CRYSTAL_IMPACT_ATK:
  5186. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5187. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5188. break;
  5189. case AG_ROCK_DOWN:
  5190. case IQ_FIRST_BRAND:
  5191. case IQ_SECOND_FLAME:
  5192. case IQ_SECOND_FAITH:
  5193. case IQ_SECOND_JUDGEMENT:
  5194. case CD_PETITIO:
  5195. case CD_FRAMEN:
  5196. case ABC_DEFT_STAB:
  5197. case ABC_CHAIN_REACTION_SHOT:
  5198. case EM_EL_FLAMEROCK:
  5199. case EM_EL_AGE_OF_ICE:
  5200. case EM_EL_STORM_WIND:
  5201. case EM_EL_AVALANCHE:
  5202. case EM_EL_DEADLY_POISON:
  5203. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5204. break;
  5205. case IQ_THIRD_PUNISH:
  5206. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5207. if (sd) {
  5208. uint8 limit = 5;
  5209. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5210. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5211. for (uint8 i = 0; i < limit; i++)
  5212. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5213. }
  5214. break;
  5215. case IQ_THIRD_FLAME_BOMB:
  5216. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5217. if (sd && sd->spiritball / 5 > 1)
  5218. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5219. break;
  5220. case IQ_THIRD_CONSECRATION:
  5221. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5222. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5223. break;
  5224. case IG_OVERSLASH:
  5225. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5226. 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);
  5227. break;
  5228. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5229. 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)
  5230. status_heal(src, 0, 0, 10, 0);
  5231. break;
  5232. case BO_ACIDIFIED_ZONE_WATER:
  5233. case BO_ACIDIFIED_ZONE_GROUND:
  5234. case BO_ACIDIFIED_ZONE_WIND:
  5235. case BO_ACIDIFIED_ZONE_FIRE:
  5236. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5237. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5238. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5239. break;
  5240. case TR_METALIC_FURY:
  5241. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5242. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  5243. skill_area_temp[0] = 1 + rnd()%4;
  5244. break;
  5245. }
  5246. // if skill damage should be split among targets, count them
  5247. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5248. //special case: Venom Splasher uses a different range for searching than for splashing
  5249. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5250. 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);
  5251. // recursive invocation of skill_castend_damage_id() with flag|1
  5252. 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);
  5253. if (skill_id == RA_ARROWSTORM)
  5254. status_change_end(src, SC_CAMOUFLAGE);
  5255. if( skill_id == AS_SPLASHER ) {
  5256. map_freeblock_unlock(); // Don't consume a second gemstone.
  5257. return 0;
  5258. }
  5259. }
  5260. break;
  5261. case DK_HACKANDSLASHER:
  5262. case DK_HACKANDSLASHER_ATK:
  5263. if (flag & 1) {
  5264. skill_addtimerskill(src, tick + (200 + status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5265. } else {
  5266. skill_area_temp[0] = 0;
  5267. skill_area_temp[1] = bl->id;
  5268. skill_area_temp[2] = 0;
  5269. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5270. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5271. 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);
  5272. }
  5273. break;
  5274. //Place units around target
  5275. case NJ_BAKUENRYU:
  5276. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5277. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5278. break;
  5279. case SM_MAGNUM:
  5280. case MS_MAGNUM:
  5281. if( flag&1 ) {
  5282. // For players, damage depends on distance, so add it to flag if it is > 1
  5283. // Cannot hit hidden targets
  5284. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5285. }
  5286. break;
  5287. #ifdef RENEWAL
  5288. case KN_BRANDISHSPEAR:
  5289. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5290. break;
  5291. #else
  5292. case KN_BRANDISHSPEAR:
  5293. #endif
  5294. case ML_BRANDISH:
  5295. //Coded apart for it needs the flag passed to the damage calculation.
  5296. if (skill_area_temp[1] != bl->id)
  5297. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5298. else
  5299. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5300. break;
  5301. #ifdef RENEWAL
  5302. case KN_BOWLINGBASH:
  5303. if (flag & 1) {
  5304. 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]);
  5305. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5306. } else {
  5307. 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);
  5308. 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);
  5309. }
  5310. break;
  5311. #else
  5312. case KN_BOWLINGBASH:
  5313. #endif
  5314. case MS_BOWLINGBASH:
  5315. {
  5316. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5317. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5318. c = (skill_lv-(flag&0xFFF)+1)/2;
  5319. // Determine the Bowling Bash area depending on configuration
  5320. if (battle_config.bowling_bash_area == 0) {
  5321. // Gutter line system
  5322. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5323. if(min_x < 0) min_x = 0;
  5324. max_x = min_x + 39;
  5325. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5326. if(min_y < 0) min_y = 0;
  5327. max_y = min_y + 39;
  5328. } else if (battle_config.bowling_bash_area == 1) {
  5329. // Gutter line system without demi gutter bug
  5330. min_x = src->x - (src->x)%40;
  5331. max_x = min_x + 39;
  5332. min_y = src->y - (src->y)%40;
  5333. max_y = min_y + 39;
  5334. } else {
  5335. // Area around caster
  5336. min_x = src->x - battle_config.bowling_bash_area;
  5337. max_x = src->x + battle_config.bowling_bash_area;
  5338. min_y = src->y - battle_config.bowling_bash_area;
  5339. max_y = src->y + battle_config.bowling_bash_area;
  5340. }
  5341. // Initialization, break checks, direction
  5342. if((flag&0xFFF) > 0) {
  5343. // Ignore monsters outside area
  5344. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5345. break;
  5346. // Ignore monsters already in list
  5347. if(idb_exists(bowling_db, bl->id))
  5348. break;
  5349. // Random direction
  5350. dir = rnd()%8;
  5351. } else {
  5352. // Create an empty list of already hit targets
  5353. db_clear(bowling_db);
  5354. // Direction is walkpath
  5355. dir = (unit_getdir(src)+4)%8;
  5356. }
  5357. // Add current target to the list of already hit targets
  5358. idb_put(bowling_db, bl->id, bl);
  5359. // Keep moving target in direction square by square
  5360. tx = bl->x;
  5361. ty = bl->y;
  5362. for(i=0;i<c;i++) {
  5363. // Target coordinates (get changed even if knockback fails)
  5364. tx -= dirx[dir];
  5365. ty -= diry[dir];
  5366. // If target cell is a wall then break
  5367. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5368. break;
  5369. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5370. int count;
  5371. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5372. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5373. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5374. (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))) {
  5375. // Recursive call
  5376. 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);
  5377. // Self-collision
  5378. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5379. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5380. break;
  5381. }
  5382. }
  5383. // Original hit or chain hit depending on flag
  5384. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5385. }
  5386. break;
  5387. case KN_SPEARSTAB:
  5388. if(flag&1) {
  5389. if (bl->id==skill_area_temp[1])
  5390. break;
  5391. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5392. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5393. } else {
  5394. int x=bl->x,y=bl->y,i,dir;
  5395. dir = map_calc_dir(bl,src->x,src->y);
  5396. skill_area_temp[1] = bl->id;
  5397. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5398. // all the enemies between the caster and the target are hit, as well as the target
  5399. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5400. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5401. for (i=0;i<4;i++) {
  5402. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5403. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5404. x += dirx[dir];
  5405. y += diry[dir];
  5406. }
  5407. }
  5408. break;
  5409. case TK_TURNKICK:
  5410. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5411. {
  5412. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5413. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5414. map_foreachinallrange(skill_area_sub,bl,
  5415. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5416. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5417. skill_castend_nodamage_id);
  5418. }
  5419. break;
  5420. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5421. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5422. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5423. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5424. break;
  5425. case PR_TURNUNDEAD:
  5426. case ALL_RESURRECTION:
  5427. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5428. break;
  5429. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5430. break;
  5431. case AL_HOLYLIGHT:
  5432. status_change_end(bl, SC_P_ALTER);
  5433. case MG_SOULSTRIKE:
  5434. case NPC_DARKSTRIKE:
  5435. case MG_COLDBOLT:
  5436. case MG_FIREBOLT:
  5437. case MG_LIGHTNINGBOLT:
  5438. case WZ_EARTHSPIKE:
  5439. case AL_HEAL:
  5440. case NPC_DARKTHUNDER:
  5441. case NPC_FIRESTORM:
  5442. case PR_ASPERSIO:
  5443. case MG_FROSTDIVER:
  5444. case WZ_SIGHTBLASTER:
  5445. case WZ_SIGHTRASHER:
  5446. #ifdef RENEWAL
  5447. case PA_PRESSURE:
  5448. #endif
  5449. case NJ_KOUENKA:
  5450. case NJ_HYOUSENSOU:
  5451. case NJ_HUUJIN:
  5452. case AB_HIGHNESSHEAL:
  5453. case AB_DUPLELIGHT_MAGIC:
  5454. case WM_METALICSOUND:
  5455. case KO_KAIHOU:
  5456. case MH_ERASER_CUTTER:
  5457. case AG_ASTRAL_STRIKE:
  5458. case AG_ASTRAL_STRIKE_ATK:
  5459. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5460. case CD_ARBITRIUM:
  5461. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5462. break;
  5463. case IG_JUDGEMENT_CROSS:
  5464. case TR_SOUNDBLEND:
  5465. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5466. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5467. break;
  5468. case AG_DEADLY_PROJECTION:
  5469. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5470. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5471. break;
  5472. case NPC_MAGICALATTACK:
  5473. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5474. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5475. break;
  5476. case HVAN_CAPRICE: //[blackhole89]
  5477. {
  5478. int ran=rnd()%4;
  5479. int sid = 0;
  5480. switch(ran)
  5481. {
  5482. case 0: sid=MG_COLDBOLT; break;
  5483. case 1: sid=MG_FIREBOLT; break;
  5484. case 2: sid=MG_LIGHTNINGBOLT; break;
  5485. case 3: sid=WZ_EARTHSPIKE; break;
  5486. }
  5487. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5488. }
  5489. break;
  5490. case WZ_WATERBALL:
  5491. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5492. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5493. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5494. break;
  5495. case WZ_JUPITEL:
  5496. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5497. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5498. break;
  5499. case PR_BENEDICTIO:
  5500. //Should attack undead and demons. [Skotlex]
  5501. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5502. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5503. break;
  5504. case SJ_NOVAEXPLOSING:
  5505. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5506. // We can end Dimension here since the cooldown code is processed before this point.
  5507. if (sc && sc->getSCE(SC_DIMENSION))
  5508. status_change_end(src, SC_DIMENSION);
  5509. else // Dimension not active? Activate the 2 second skill block penalty.
  5510. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5511. break;
  5512. case SP_SOULEXPLOSION:
  5513. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5514. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5515. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5516. if (sd)
  5517. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5518. break;
  5519. }
  5520. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5521. break;
  5522. case SL_SMA:
  5523. status_change_end(src, SC_SMA);
  5524. case SL_STIN:
  5525. case SL_STUN:
  5526. case SP_SPA:
  5527. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5528. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5529. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5530. break;
  5531. }
  5532. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5533. break;
  5534. case NPC_DARKBREATH:
  5535. clif_emotion(src,ET_ANGER);
  5536. if (rnd() % 2 == 0)
  5537. break; // 50% chance
  5538. case SN_FALCONASSAULT:
  5539. #ifndef RENEWAL
  5540. case PA_PRESSURE:
  5541. case CR_ACIDDEMONSTRATION:
  5542. #endif
  5543. case TF_THROWSTONE:
  5544. case NPC_SMOKING:
  5545. case GS_FLING:
  5546. case NJ_ZENYNAGE:
  5547. case GN_THORNS_TRAP:
  5548. case RL_B_TRAP:
  5549. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5550. break;
  5551. #ifdef RENEWAL
  5552. case NJ_ISSEN: {
  5553. short x, y;
  5554. short dir = map_calc_dir(src, bl->x, bl->y);
  5555. // Move 2 cells (From target)
  5556. if (dir > 0 && dir < 4)
  5557. x = -2;
  5558. else if (dir > 4)
  5559. x = 2;
  5560. else
  5561. x = 0;
  5562. if (dir > 2 && dir < 6)
  5563. y = -2;
  5564. else if (dir == 7 || dir < 2)
  5565. y = 2;
  5566. else
  5567. y = 0;
  5568. // Doesn't have slide effect in GVG
  5569. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5570. clif_blown(src);
  5571. clif_spiritball(src);
  5572. }
  5573. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5574. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5575. status_change_end(src, SC_NEN);
  5576. status_change_end(src, SC_HIDING);
  5577. }
  5578. break;
  5579. #endif
  5580. case RK_DRAGONBREATH_WATER:
  5581. case RK_DRAGONBREATH:
  5582. case NPC_DRAGONBREATH:
  5583. if( tsc && tsc->getSCE(SC_HIDING) )
  5584. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5585. else {
  5586. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5587. }
  5588. break;
  5589. case NPC_SELFDESTRUCTION:
  5590. if( tsc && tsc->getSCE(SC_HIDING) )
  5591. break;
  5592. case HVAN_EXPLOSION:
  5593. if (src != bl)
  5594. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5595. break;
  5596. // Celest
  5597. case PF_SOULBURN:
  5598. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5599. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5600. if (skill_lv == 5)
  5601. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5602. status_percent_damage(src, bl, 0, 100, false);
  5603. } else {
  5604. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5605. if (skill_lv == 5)
  5606. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5607. status_percent_damage(src, src, 0, 100, false);
  5608. }
  5609. break;
  5610. case NPC_BLOODDRAIN:
  5611. case NPC_ENERGYDRAIN:
  5612. {
  5613. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5614. src, src, bl, skill_id, skill_lv, tick, flag);
  5615. if (heal > 0){
  5616. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5617. status_heal(src, heal, 0, 0);
  5618. }
  5619. }
  5620. break;
  5621. case GS_BULLSEYE:
  5622. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5623. break;
  5624. case NJ_KASUMIKIRI:
  5625. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5626. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5627. break;
  5628. case NJ_KIRIKAGE:
  5629. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5630. { //You don't move on GVG grounds.
  5631. short x, y;
  5632. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5633. if (unit_movepos(src, x, y, 0, 0)) {
  5634. clif_blown(src);
  5635. }
  5636. }
  5637. status_change_end(src, SC_HIDING);
  5638. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5639. break;
  5640. case RK_PHANTOMTHRUST:
  5641. case NPC_PHANTOMTHRUST:
  5642. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5644. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5645. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5646. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5647. break;
  5648. case RK_WINDCUTTER:
  5649. case RK_STORMBLAST:
  5650. if( flag&1 )
  5651. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5652. else {
  5653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5654. 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);
  5655. }
  5656. break;
  5657. case GC_DARKILLUSION:
  5658. {
  5659. short x, y;
  5660. short dir = map_calc_dir(src,bl->x,bl->y);
  5661. if( dir > 0 && dir < 4) x = 2;
  5662. else if( dir > 4 ) x = -2;
  5663. else x = 0;
  5664. if( dir > 2 && dir < 6 ) y = 2;
  5665. else if( dir == 7 || dir < 2 ) y = -2;
  5666. else y = 0;
  5667. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5668. clif_blown(src);
  5669. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5670. if( rnd()%100 < 4 * skill_lv )
  5671. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5672. }
  5673. }
  5674. break;
  5675. case GC_CROSSRIPPERSLASHER:
  5676. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5678. else
  5679. {
  5680. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5681. }
  5682. break;
  5683. case GC_CROSSIMPACT: {
  5684. uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5685. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5686. clif_blown(src);
  5687. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5688. } else {
  5689. if (sd)
  5690. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5691. }
  5692. break;
  5693. }
  5694. case GC_PHANTOMMENACE:
  5695. if (flag&1) { // Only Hits Invisible Targets
  5696. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5697. status_change_end(bl, SC_CLOAKINGEXCEED);
  5698. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5699. }
  5700. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5701. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5702. }
  5703. break;
  5704. case GC_DARKCROW:
  5705. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5706. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5707. break;
  5708. case WL_DRAINLIFE:
  5709. {
  5710. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5711. int rate = 70 + 5 * skill_lv;
  5712. heal = heal * (5 + 5 * skill_lv) / 100;
  5713. if( bl->type == BL_SKILL )
  5714. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5715. if( heal && rnd()%100 < rate )
  5716. {
  5717. status_heal(src, heal, 0, 0);
  5718. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5719. }
  5720. }
  5721. break;
  5722. case WL_TETRAVORTEX_FIRE:
  5723. case WL_TETRAVORTEX_WATER:
  5724. case WL_TETRAVORTEX_WIND:
  5725. case WL_TETRAVORTEX_GROUND:
  5726. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5727. break;
  5728. case WL_TETRAVORTEX:
  5729. if (sd == nullptr) { // Monster usage
  5730. uint8 i = 0;
  5731. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5732. { WL_TETRAVORTEX_WIND, 4 },
  5733. { WL_TETRAVORTEX_WATER, 2 },
  5734. { WL_TETRAVORTEX_GROUND, 8 } };
  5735. for (const auto &skill : tetra_skills) {
  5736. if (skill_lv > 5) {
  5737. skill_area_temp[0] = i;
  5738. skill_area_temp[1] = skill[1];
  5739. 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);
  5740. } else
  5741. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5742. i++;
  5743. }
  5744. } else if (sc) { // No SC? No spheres
  5745. int i, k = 0;
  5746. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5747. status_change_end(src, SC_SPHERE_1);
  5748. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5749. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5750. continue;
  5751. uint16 subskill = 0;
  5752. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5753. case WLS_FIRE:
  5754. subskill = WL_TETRAVORTEX_FIRE;
  5755. k |= 1;
  5756. break;
  5757. case WLS_WIND:
  5758. subskill = WL_TETRAVORTEX_WIND;
  5759. k |= 4;
  5760. break;
  5761. case WLS_WATER:
  5762. subskill = WL_TETRAVORTEX_WATER;
  5763. k |= 2;
  5764. break;
  5765. case WLS_STONE:
  5766. subskill = WL_TETRAVORTEX_GROUND;
  5767. k |= 8;
  5768. break;
  5769. }
  5770. if (skill_lv > 5) {
  5771. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5772. skill_area_temp[1] = k;
  5773. 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);
  5774. } else
  5775. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5776. status_change_end(src, static_cast<sc_type>(i));
  5777. }
  5778. }
  5779. break;
  5780. case WL_RELEASE:
  5781. if (sc == nullptr)
  5782. break;
  5783. if (sd) {
  5784. int i;
  5785. #ifndef RENEWAL
  5786. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5787. #endif
  5788. if (skill_lv == 1) { // SpellBook
  5789. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5790. break;
  5791. bool found_spell = false;
  5792. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5793. if (sc->getSCE(i) != nullptr) {
  5794. found_spell = true;
  5795. break;
  5796. }
  5797. }
  5798. if (!found_spell)
  5799. break;
  5800. // Now extract the data from the preserved spell
  5801. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5802. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5803. uint16 point = sc->getSCE(i)->val3;
  5804. status_change_end(src, static_cast<sc_type>(i));
  5805. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5806. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5807. else // Last spell to be released
  5808. status_change_end(src, SC_FREEZE_SP);
  5809. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5810. break;
  5811. // Get the requirement for the preserved skill
  5812. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5813. switch( skill_get_casttype(pres_skill_id) )
  5814. {
  5815. case CAST_GROUND:
  5816. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5817. break;
  5818. case CAST_NODAMAGE:
  5819. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5820. break;
  5821. case CAST_DAMAGE:
  5822. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5823. break;
  5824. }
  5825. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5826. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5827. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5828. if( cooldown > 0 )
  5829. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5830. } else { // Summoned Balls
  5831. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5832. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5833. continue;
  5834. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5835. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5836. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5837. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5838. }
  5839. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5840. }
  5841. }
  5842. break;
  5843. case WL_FROSTMISTY:
  5844. // Causes Freezing status through walls.
  5845. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5846. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5847. // Doesn't deal damage through non-shootable walls.
  5848. 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)) )
  5849. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5850. break;
  5851. case WL_HELLINFERNO:
  5852. if (flag & 1) {
  5853. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5854. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5855. } else {
  5856. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5857. 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);
  5858. }
  5859. break;
  5860. case RA_WUGSTRIKE:
  5861. if( sd && pc_isridingwug(sd) ){
  5862. short x[8]={0,-1,-1,-1,0,1,1,1};
  5863. short y[8]={1,1,0,-1,-1,-1,0,1};
  5864. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5865. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5866. clif_blown(src);
  5867. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5868. }
  5869. break;
  5870. }
  5871. case RA_WUGBITE:
  5872. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5873. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5874. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5875. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5876. break;
  5877. case RA_SENSITIVEKEEN:
  5878. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5879. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5880. status_change_end(bl, SC_CLOAKINGEXCEED);
  5881. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5882. }
  5883. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5884. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5885. } else {
  5886. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5887. std::shared_ptr<s_skill_unit_group> sg;
  5888. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5889. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5890. {
  5891. struct item item_tmp;
  5892. memset(&item_tmp,0,sizeof(item_tmp));
  5893. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5894. item_tmp.identify = 1;
  5895. if( item_tmp.nameid )
  5896. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5897. }
  5898. skill_delunit(su);
  5899. }
  5900. }
  5901. break;
  5902. case NC_INFRAREDSCAN:
  5903. if( flag&1 ) {
  5904. status_change_end(bl, SC_HIDING);
  5905. status_change_end(bl, SC_CLOAKING);
  5906. status_change_end(bl, SC_CLOAKINGEXCEED);
  5907. status_change_end(bl, SC_CAMOUFLAGE);
  5908. status_change_end(bl, SC_NEWMOON);
  5909. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5910. status_change_end(bl, SC__SHADOWFORM);
  5911. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5912. } else {
  5913. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5914. 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);
  5915. }
  5916. break;
  5917. case SC_FATALMENACE:
  5918. if( flag&1 )
  5919. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5920. else {
  5921. 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);
  5922. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5923. }
  5924. break;
  5925. case NPC_FATALMENACE: // todo should it teleport the target ?
  5926. if( flag&1 )
  5927. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5928. else {
  5929. short x, y;
  5930. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5931. // Destination area
  5932. skill_area_temp[4] = x;
  5933. skill_area_temp[5] = y;
  5934. 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);
  5935. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5936. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5937. }
  5938. break;
  5939. case LG_PINPOINTATTACK:
  5940. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5941. clif_blown(src);
  5942. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5943. break;
  5944. case SR_KNUCKLEARROW:
  5945. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5946. dir_ka = map_calc_dir(bl, src->x, src->y);
  5947. // Has slide effect
  5948. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5949. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5950. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5951. break;
  5952. case SR_HOWLINGOFLION:
  5953. status_change_end(bl, SC_SWINGDANCE);
  5954. status_change_end(bl, SC_SYMPHONYOFLOVER);
  5955. status_change_end(bl, SC_MOONLITSERENADE);
  5956. status_change_end(bl, SC_RUSHWINDMILL);
  5957. status_change_end(bl, SC_ECHOSONG);
  5958. status_change_end(bl, SC_HARMONIZE);
  5959. status_change_end(bl, SC_NETHERWORLD);
  5960. status_change_end(bl, SC_VOICEOFSIREN);
  5961. status_change_end(bl, SC_DEEPSLEEP);
  5962. status_change_end(bl, SC_SIRCLEOFNATURE);
  5963. status_change_end(bl, SC_GLOOMYDAY);
  5964. status_change_end(bl, SC_GLOOMYDAY_SK);
  5965. status_change_end(bl, SC_SONGOFMANA);
  5966. status_change_end(bl, SC_DANCEWITHWUG);
  5967. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  5968. status_change_end(bl, SC_LERADSDEW);
  5969. status_change_end(bl, SC_MELODYOFSINK);
  5970. status_change_end(bl, SC_BEYONDOFWARCRY);
  5971. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  5972. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5973. break;
  5974. case SR_EARTHSHAKER:
  5975. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5976. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5977. status_change_end(bl, SC_CLOAKINGEXCEED);
  5978. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5979. status_change_end(bl, SC__SHADOWFORM);
  5980. } else {
  5981. 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);
  5982. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5983. }
  5984. break;
  5985. case SR_TIGERCANNON:
  5986. if (flag & 1) {
  5987. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5988. } else if (sd) {
  5989. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  5990. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5991. 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);
  5992. }
  5993. break;
  5994. case WM_REVERBERATION:
  5995. if (flag & 1)
  5996. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5997. else {
  5998. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5999. 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);
  6000. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6001. }
  6002. break;
  6003. case NPC_POISON_BUSTER:
  6004. if( tsc && tsc->getSCE(SC_POISON) ) {
  6005. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6006. status_change_end(bl, SC_POISON);
  6007. }
  6008. else if( sd )
  6009. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6010. break;
  6011. case KO_JYUMONJIKIRI: {
  6012. short x, y;
  6013. short dir = map_calc_dir(src,bl->x,bl->y);
  6014. if (dir > 0 && dir < 4)
  6015. x = 2;
  6016. else if (dir > 4)
  6017. x = -2;
  6018. else
  6019. x = 0;
  6020. if (dir > 2 && dir < 6)
  6021. y = 2;
  6022. else if (dir == 7 || dir < 2)
  6023. y = -2;
  6024. else
  6025. y = 0;
  6026. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6027. clif_blown(src);
  6028. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6029. }
  6030. }
  6031. break;
  6032. case EL_FIRE_BOMB:
  6033. case EL_FIRE_WAVE:
  6034. case EL_WATER_SCREW:
  6035. case EL_HURRICANE:
  6036. case EL_TYPOON_MIS:
  6037. if( flag&1 )
  6038. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6039. else {
  6040. int i = skill_get_splash(skill_id,skill_lv);
  6041. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6042. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6043. if( rnd()%100 < 30 )
  6044. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6045. else
  6046. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6047. }
  6048. break;
  6049. case EL_ROCK_CRUSHER:
  6050. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6051. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6052. if( rnd()%100 < 50 )
  6053. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6054. else
  6055. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6056. break;
  6057. case EL_STONE_RAIN:
  6058. if( flag&1 )
  6059. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6060. else {
  6061. int i = skill_get_splash(skill_id,skill_lv);
  6062. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6063. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6064. if( rnd()%100 < 30 )
  6065. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6066. else
  6067. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6068. }
  6069. break;
  6070. case EL_FIRE_ARROW:
  6071. case EL_ICE_NEEDLE:
  6072. case EL_WIND_SLASH:
  6073. case EL_STONE_HAMMER:
  6074. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6075. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6076. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6077. break;
  6078. case EL_TIDAL_WEAPON:
  6079. if( src->type == BL_ELEM ) {
  6080. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6081. status_change *tsc_ele = status_get_sc(&ele->bl);
  6082. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6083. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6084. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6085. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6086. status_change_end(battle_get_master(src),type);
  6087. status_change_end(src,type2);
  6088. }
  6089. if( rnd()%100 < 50 )
  6090. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6091. else {
  6092. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6093. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6094. }
  6095. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6096. }
  6097. break;
  6098. //recursive homon skill
  6099. case MH_MAGMA_FLOW:
  6100. case MH_HEILIGE_STANGE:
  6101. if(flag&1){
  6102. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6103. break;//chance to not trigger atk for magma
  6104. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6105. }
  6106. else
  6107. 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);
  6108. break;
  6109. case MH_STAHL_HORN:
  6110. case MH_NEEDLE_OF_PARALYZE:
  6111. case MH_SONIC_CRAW:
  6112. case MH_MIDNIGHT_FRENZY:
  6113. case MH_SILVERVEIN_RUSH:
  6114. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6115. break;
  6116. case MH_TINDER_BREAKER:
  6117. case MH_CBC:
  6118. case MH_EQC:
  6119. {
  6120. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6121. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6122. sc_type type;
  6123. if( skill_id == MH_TINDER_BREAKER ){
  6124. type = SC_TINDER_BREAKER2;
  6125. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6126. clif_blown(src);
  6127. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6128. }
  6129. }else if( skill_id == MH_CBC ){
  6130. type = SC_CBC;
  6131. }else if( skill_id == MH_EQC ){
  6132. type = SC_EQC;
  6133. }
  6134. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6135. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6136. }
  6137. break;
  6138. case RL_H_MINE:
  6139. if (!(flag&1)) {
  6140. // Direct attack
  6141. if (!sd || !sd->flicker) {
  6142. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6143. 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);
  6144. break;
  6145. }
  6146. // Triggered by RL_FLICKER
  6147. if (sd && sd->flicker && tsc && tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6148. // Splash damage around it!
  6149. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6150. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6151. flag |= 1; // Don't consume requirement
  6152. tsc->getSCE(SC_H_MINE)->val3 = 1; // Mark the SC end because not expired
  6153. status_change_end(bl, SC_H_MINE);
  6154. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6155. }
  6156. }
  6157. else
  6158. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6159. if (sd && sd->flicker)
  6160. flag |= 1; // Don't consume requirement
  6161. break;
  6162. case RL_QD_SHOT:
  6163. if (skill_area_temp[1] == bl->id)
  6164. break;
  6165. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6166. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6167. break;
  6168. case RL_D_TAIL:
  6169. case RL_HAMMER_OF_GOD:
  6170. if (flag&1)
  6171. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6172. else {
  6173. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6174. int i;
  6175. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6176. if (i < MAX_SKILL_CRIMSON_MARKER)
  6177. flag |= 8;
  6178. }
  6179. if (skill_id == RL_HAMMER_OF_GOD)
  6180. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6181. else
  6182. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6183. 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);
  6184. }
  6185. break;
  6186. case SU_SCAROFTAROU:
  6187. 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?
  6188. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6189. break;
  6190. case SU_SV_STEMSPEAR:
  6191. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6192. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6193. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6194. break;
  6195. case 0:/* no skill - basic/normal attack */
  6196. if(sd) {
  6197. if (flag & 3){
  6198. if (bl->id != skill_area_temp[1])
  6199. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6200. } else {
  6201. skill_area_temp[1] = bl->id;
  6202. map_foreachinallrange(skill_area_sub, bl,
  6203. sd->bonus.splash_range, BL_CHAR,
  6204. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6205. skill_castend_damage_id);
  6206. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6207. }
  6208. }
  6209. break;
  6210. case SJ_FALLINGSTAR_ATK:
  6211. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6212. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6213. int8 i = 0;
  6214. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6215. if (i < MAX_STELLAR_MARKS) {
  6216. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6217. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6218. }
  6219. }
  6220. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6221. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6222. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6223. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6224. }
  6225. break;
  6226. case SJ_FLASHKICK: {
  6227. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6228. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6229. // Only players and monsters can be tagged....I think??? [Rytech]
  6230. // Lets only allow players and monsters to use this skill for safety reasons.
  6231. if ((!tsd && !tmd) || !sd && !md) {
  6232. if (sd)
  6233. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6234. break;
  6235. }
  6236. // Check if the target is already tagged by another source.
  6237. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6238. // Can't tag a player that was already tagged from another source.
  6239. if (sd)
  6240. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6241. map_freeblock_unlock();
  6242. return 1;
  6243. }
  6244. if (sd) { // Tagging the target.
  6245. int i;
  6246. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6247. if (i == MAX_STELLAR_MARKS) {
  6248. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6249. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6250. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6251. map_freeblock_unlock();
  6252. return 1;
  6253. }
  6254. }
  6255. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6256. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6257. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6258. 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.
  6259. sd->stellar_mark[i] = bl->id;
  6260. // Val4 flags if the status was applied by a player or a monster.
  6261. // This will be important for other skills that work together with this one.
  6262. // 1 = Player, 2 = Monster.
  6263. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6264. // apply the status here. We can't pass this data to skill_additional_effect.
  6265. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6266. }
  6267. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6268. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6269. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6270. }
  6271. }
  6272. break;
  6273. case NPC_VENOMIMPRESS:
  6274. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6275. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6276. break;
  6277. default:
  6278. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6279. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6280. 0, abs(skill_get_num(skill_id, skill_lv)),
  6281. skill_id, skill_lv, skill_get_hit(skill_id));
  6282. map_freeblock_unlock();
  6283. return 1;
  6284. }
  6285. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6286. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6287. map_freeblock_unlock();
  6288. if( sd && !(flag&1) )
  6289. {// ensure that the skill last-cast tick is recorded
  6290. sd->canskill_tick = gettick();
  6291. if( sd->state.arrow_atk )
  6292. {// consume arrow on last invocation to this skill.
  6293. battle_consume_ammo(sd, skill_id, skill_lv);
  6294. }
  6295. // perform skill requirement consumption
  6296. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6297. }
  6298. return 0;
  6299. }
  6300. /**
  6301. * Give a song's buff/debuff or damage to all targets around
  6302. * @param target: Target
  6303. * @param ap: Argument list
  6304. * @return 1 on success or 0 otherwise
  6305. */
  6306. static int skill_apply_songs(struct block_list* target, va_list ap)
  6307. {
  6308. int flag = va_arg(ap, int);
  6309. struct block_list* src = va_arg(ap, struct block_list*);
  6310. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6311. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6312. t_tick tick = va_arg(ap, t_tick);
  6313. if (flag & BCT_WOS && src == target)
  6314. return 0;
  6315. if (battle_check_target(src, target, flag) > 0) {
  6316. switch (skill_id) {
  6317. // Attack type songs
  6318. case BA_DISSONANCE:
  6319. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6320. return 1;
  6321. case DC_UGLYDANCE:
  6322. case BD_LULLABY:
  6323. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6324. default: // Buff/Debuff type songs
  6325. if (skill_id == CG_HERMODE && src->id != target->id)
  6326. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  6327. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6328. }
  6329. }
  6330. return 0;
  6331. }
  6332. /**
  6333. * Calculate a song's bonus values
  6334. * @param src: Caster
  6335. * @param skill_id: Song skill ID
  6336. * @param skill_lv: Song skill level
  6337. * @param tick: Timer tick
  6338. * @return Number of targets or 0 otherwise
  6339. */
  6340. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6341. {
  6342. nullpo_ret(src);
  6343. if (src->type != BL_PC) {
  6344. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6345. return 0;
  6346. }
  6347. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6348. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6349. return 0;
  6350. }
  6351. map_session_data* sd = BL_CAST(BL_PC, src);
  6352. int flag = BCT_PARTY;
  6353. switch (skill_id) {
  6354. case BD_ROKISWEIL:
  6355. flag = BCT_ENEMY | BCT_WOS;
  6356. break;
  6357. case BD_LULLABY:
  6358. case BD_ETERNALCHAOS:
  6359. case BA_DISSONANCE:
  6360. case DC_UGLYDANCE:
  6361. case DC_DONTFORGETME:
  6362. flag = BCT_ENEMY;
  6363. break;
  6364. case CG_HERMODE:
  6365. flag |= BCT_GUILD;
  6366. break;
  6367. }
  6368. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6369. sd->skill_id_dance = skill_id;
  6370. sd->skill_lv_dance = skill_lv;
  6371. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6372. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6373. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6374. }
  6375. /**
  6376. * Use no-damage skill from 'src' to 'bl
  6377. * @param src Caster
  6378. * @param bl Target of the skill, bl maybe same with src for self skill
  6379. * @param skill_id
  6380. * @param skill_lv
  6381. * @param tick
  6382. * @param flag Various value, &1: Recursive effect
  6383. **/
  6384. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6385. {
  6386. map_session_data *sd, *dstsd;
  6387. struct mob_data *md, *dstmd;
  6388. struct homun_data *hd;
  6389. s_mercenary_data *mer;
  6390. struct status_data *sstatus, *tstatus;
  6391. status_change *tsc;
  6392. struct status_change_entry *tsce;
  6393. int i = 0;
  6394. enum sc_type type;
  6395. if(skill_id > 0 && !skill_lv) return 0; // celest
  6396. nullpo_retr(1, src);
  6397. nullpo_retr(1, bl);
  6398. if (src->m != bl->m)
  6399. return 1;
  6400. sd = BL_CAST(BL_PC, src);
  6401. hd = BL_CAST(BL_HOM, src);
  6402. md = BL_CAST(BL_MOB, src);
  6403. mer = BL_CAST(BL_MER, src);
  6404. dstsd = BL_CAST(BL_PC, bl);
  6405. dstmd = BL_CAST(BL_MOB, bl);
  6406. if(bl->prev == NULL)
  6407. return 1;
  6408. if(status_isdead(src))
  6409. return 1;
  6410. if( src != bl && status_isdead(bl) ) {
  6411. switch( skill_id ) { // Skills that may be cast on dead targets
  6412. case NPC_WIDESOULDRAIN:
  6413. case PR_REDEMPTIO:
  6414. case ALL_RESURRECTION:
  6415. case WM_DEADHILLHERE:
  6416. case WE_ONEFOREVER:
  6417. break;
  6418. default:
  6419. return 1;
  6420. }
  6421. }
  6422. tstatus = status_get_status_data(bl);
  6423. sstatus = status_get_status_data(src);
  6424. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6425. switch (skill_id) {
  6426. case HLIF_HEAL: //[orn]
  6427. if (bl->type != BL_HOM) {
  6428. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6429. break ;
  6430. }
  6431. case AL_HEAL:
  6432. case ALL_RESURRECTION:
  6433. case PR_ASPERSIO:
  6434. case AB_HIGHNESSHEAL:
  6435. //Apparently only player casted skills can be offensive like this.
  6436. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6437. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6438. //Offensive heal does not works on non-enemies. [Skotlex]
  6439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6440. return 0;
  6441. }
  6442. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6443. }
  6444. break;
  6445. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6446. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6447. case MH_STEINWAND: {
  6448. struct block_list *s_src = battle_get_master(src);
  6449. short ret = 0;
  6450. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6451. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6452. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6453. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6454. if (hd)
  6455. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6456. return ret;
  6457. }
  6458. break;
  6459. default:
  6460. //Skill is actually ground placed.
  6461. if (src == bl && skill_get_unit_id(skill_id))
  6462. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6463. }
  6464. type = skill_get_sc(skill_id);
  6465. tsc = status_get_sc(bl);
  6466. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):NULL;
  6467. if (src!=bl && type > SC_NONE &&
  6468. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6469. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6470. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6471. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6472. map_freeblock_lock();
  6473. switch(skill_id)
  6474. {
  6475. case HLIF_HEAL: //[orn]
  6476. case AL_HEAL:
  6477. case AB_HIGHNESSHEAL:
  6478. {
  6479. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6480. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6481. heal = 0;
  6482. if( tsc && tsc->count ) {
  6483. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6484. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6485. status_change_end(bl, SC_KAITE);
  6486. if (src == bl)
  6487. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6488. else {
  6489. bl = src;
  6490. dstsd = sd;
  6491. }
  6492. }
  6493. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6494. heal = 0; //Needed so that it actually displays 0 when healing.
  6495. }
  6496. if (skill_id == AL_HEAL)
  6497. status_change_end(bl, SC_BITESCAR);
  6498. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6499. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6500. heal = ~heal + 1;
  6501. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6502. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6503. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6504. if (heal_get_jobexp <= 0)
  6505. heal_get_jobexp = 1;
  6506. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6507. }
  6508. }
  6509. break;
  6510. case CD_REPARATIO: {
  6511. if (bl->type != BL_PC) { // Only works on players.
  6512. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6513. break;
  6514. }
  6515. int heal_amount = 0;
  6516. if (!status_isimmune(bl))
  6517. heal_amount = tstatus->max_hp;
  6518. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6519. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6520. status_heal(bl, heal_amount, 0, 0);
  6521. }
  6522. break;
  6523. case PR_REDEMPTIO:
  6524. if (sd && !(flag&1)) {
  6525. if (sd->status.party_id == 0) {
  6526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6527. break;
  6528. }
  6529. skill_area_temp[0] = 0;
  6530. party_foreachsamemap(skill_area_sub,
  6531. sd,skill_get_splash(skill_id, skill_lv),
  6532. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6533. skill_castend_nodamage_id);
  6534. if (skill_area_temp[0] == 0) {
  6535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6536. break;
  6537. }
  6538. #ifndef RENEWAL
  6539. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6540. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6541. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6542. 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);
  6543. }
  6544. status_set_sp(src, 0, 0);
  6545. #endif
  6546. status_set_hp(src, 1, 0);
  6547. break;
  6548. } else if (status_isdead(bl) && flag&1) { //Revive
  6549. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6550. skill_lv = 3; //Resurrection level 3 is used
  6551. } else //Invalid target, skip resurrection.
  6552. break;
  6553. case ALL_RESURRECTION:
  6554. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6555. { //No reviving in WoE grounds!
  6556. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6557. break;
  6558. }
  6559. if (!status_isdead(bl))
  6560. break;
  6561. {
  6562. int per = 0, sper = 0;
  6563. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6564. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6565. break;
  6566. }
  6567. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6568. break;
  6569. switch(skill_lv){
  6570. case 1: per=10; break;
  6571. case 2: per=30; break;
  6572. case 3: per=50; break;
  6573. case 4: per=80; break;
  6574. }
  6575. if(dstsd && dstsd->special_state.restart_full_recover)
  6576. per = sper = 100;
  6577. if (status_revive(bl, per, sper))
  6578. {
  6579. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6580. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6581. {
  6582. t_exp exp = 0,jexp = 0;
  6583. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6584. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6585. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6586. if (exp < 1) exp = 1;
  6587. }
  6588. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6589. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6590. if (jexp < 1) jexp = 1;
  6591. }
  6592. if(exp > 0 || jexp > 0)
  6593. pc_gainexp (sd, bl, exp, jexp, 0);
  6594. }
  6595. }
  6596. }
  6597. break;
  6598. case AL_DECAGI:
  6599. case MER_DECAGI:
  6600. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6601. 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)));
  6602. break;
  6603. case AL_CRUCIS:
  6604. if (flag&1)
  6605. 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));
  6606. else {
  6607. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6608. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6609. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6610. }
  6611. break;
  6612. case SP_SOULCURSE:
  6613. if (flag&1)
  6614. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6615. else {
  6616. 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);
  6617. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6618. }
  6619. break;
  6620. case PR_LEXDIVINA:
  6621. case MER_LEXDIVINA:
  6622. if (tsce)
  6623. status_change_end(bl, type);
  6624. else
  6625. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6626. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6627. break;
  6628. case SA_ABRACADABRA:
  6629. if (abra_db.empty()) {
  6630. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6631. break;
  6632. }
  6633. else {
  6634. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6635. do {
  6636. auto abra_spell = abra_db.random();
  6637. abra_skill_id = abra_spell->skill_id;
  6638. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6639. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6640. break;
  6641. }
  6642. } while (checked++ < checked_max);
  6643. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6644. if( sd )
  6645. {// player-casted
  6646. sd->state.abra_flag = 1;
  6647. sd->skillitem = abra_skill_id;
  6648. sd->skillitemlv = abra_skill_lv;
  6649. sd->skillitem_keep_requirement = false;
  6650. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6651. }
  6652. else
  6653. {// mob-casted
  6654. struct unit_data *ud = unit_bl2ud(src);
  6655. int inf = skill_get_inf(abra_skill_id);
  6656. if (!ud) break;
  6657. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6658. if (src->type == BL_PET)
  6659. bl = (struct block_list*)((TBL_PET*)src)->master;
  6660. if (!bl) bl = src;
  6661. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6662. } else { //Assume offensive skills
  6663. int target_id = 0;
  6664. if (ud->target)
  6665. target_id = ud->target;
  6666. else switch (src->type) {
  6667. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6668. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6669. }
  6670. if (!target_id)
  6671. break;
  6672. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6673. bl = map_id2bl(target_id);
  6674. if (!bl) bl = src;
  6675. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6676. } else
  6677. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6678. }
  6679. }
  6680. }
  6681. break;
  6682. case SA_COMA:
  6683. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6684. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6685. break;
  6686. case SA_FULLRECOVERY:
  6687. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6688. if (status_isimmune(bl))
  6689. break;
  6690. status_percent_heal(bl, 100, 100);
  6691. break;
  6692. case NPC_ALLHEAL:
  6693. {
  6694. int heal;
  6695. if( status_isimmune(bl) )
  6696. break;
  6697. heal = status_percent_heal(bl, 100, 0);
  6698. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6699. if( dstmd )
  6700. { // Reset Damage Logs
  6701. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6702. dstmd->tdmg = 0;
  6703. }
  6704. }
  6705. break;
  6706. case SA_SUMMONMONSTER:
  6707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6708. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6709. break;
  6710. case SA_LEVELUP:
  6711. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6712. if (sd && pc_nextbaseexp(sd))
  6713. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6714. break;
  6715. case SA_INSTANTDEATH:
  6716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6717. status_kill(src);
  6718. break;
  6719. case SA_QUESTION:
  6720. clif_emotion(src,ET_QUESTION);
  6721. case SA_GRAVITY:
  6722. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6723. break;
  6724. case SA_CLASSCHANGE:
  6725. case SA_MONOCELL:
  6726. if (dstmd)
  6727. {
  6728. int class_;
  6729. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6731. break;
  6732. }
  6733. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6734. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6735. mob_class_change(dstmd,class_);
  6736. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6737. 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 };
  6738. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6739. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6740. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6741. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6742. }
  6743. }
  6744. break;
  6745. case SA_DEATH:
  6746. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6747. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6748. break;
  6749. }
  6750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6751. status_kill(bl);
  6752. break;
  6753. case SA_REVERSEORCISH:
  6754. case ALL_REVERSEORCISH:
  6755. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6756. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6757. break;
  6758. case SA_FORTUNE:
  6759. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6760. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6761. break;
  6762. case SA_TAMINGMONSTER:
  6763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6764. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6765. pet_catch_process1(sd, dstmd->mob_id);
  6766. }
  6767. break;
  6768. case CR_PROVIDENCE:
  6769. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6770. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6771. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6772. map_freeblock_unlock();
  6773. return 1;
  6774. }
  6775. }
  6776. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6777. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6778. break;
  6779. case CG_MARIONETTE:
  6780. {
  6781. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6782. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6784. map_freeblock_unlock();
  6785. return 1;
  6786. }
  6787. status_change* sc = status_get_sc(src);
  6788. if( sc && tsc )
  6789. {
  6790. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6791. {
  6792. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6793. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6795. }
  6796. else
  6797. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6798. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6799. {
  6800. status_change_end(src, SC_MARIONETTE);
  6801. status_change_end(bl, SC_MARIONETTE2);
  6802. }
  6803. else
  6804. {
  6805. if( sd )
  6806. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6807. map_freeblock_unlock();
  6808. return 1;
  6809. }
  6810. }
  6811. }
  6812. break;
  6813. case RG_CLOSECONFINE:
  6814. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6815. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6816. break;
  6817. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6818. case SA_FROSTWEAPON:
  6819. case SA_LIGHTNINGLOADER:
  6820. case SA_SEISMICWEAPON:
  6821. if (dstsd && dstsd->status.weapon == W_FIST) {
  6822. if (sd)
  6823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6824. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6825. break;
  6826. }
  6827. #ifdef RENEWAL
  6828. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6829. #else
  6830. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6831. 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)))) {
  6832. if (dstsd){
  6833. short index = dstsd->equip_index[EQI_HAND_R];
  6834. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6835. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6836. }
  6837. if (sd)
  6838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6839. }
  6840. #endif
  6841. break;
  6842. case PR_ASPERSIO:
  6843. if (sd && dstmd) {
  6844. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6845. break;
  6846. }
  6847. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6848. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6849. break;
  6850. case ITEM_ENCHANTARMS:
  6851. 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)));
  6852. break;
  6853. case TK_SEVENWIND:
  6854. switch(skill_get_ele(skill_id,skill_lv)) {
  6855. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6856. case ELE_WIND : type = SC_WINDWEAPON; break;
  6857. case ELE_WATER : type = SC_WATERWEAPON; break;
  6858. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6859. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6860. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6861. case ELE_HOLY : type = SC_ASPERSIO; break;
  6862. }
  6863. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6864. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6865. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6866. break;
  6867. case PR_KYRIE:
  6868. case MER_KYRIE:
  6869. case SU_TUNAPARTY:
  6870. case SU_GROOMING:
  6871. case SU_CHATTERING:
  6872. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6873. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6874. break;
  6875. //Passive Magnum, should had been casted on yourself.
  6876. case SM_MAGNUM:
  6877. case MS_MAGNUM:
  6878. skill_area_temp[1] = 0;
  6879. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6880. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6881. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6882. // Initiate 20% of your damage becomes fire element.
  6883. #ifdef RENEWAL
  6884. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6885. #else
  6886. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6887. #endif
  6888. break;
  6889. case TK_JUMPKICK:
  6890. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6891. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6892. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6893. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6894. clif_blown(src);
  6895. }
  6896. } else
  6897. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6898. break;
  6899. case PR_BENEDICTIO:
  6900. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6901. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6902. break;
  6903. case AL_INCAGI:
  6904. case AL_BLESSING:
  6905. case MER_INCAGI:
  6906. case MER_BLESSING:
  6907. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6908. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  6909. if (tstatus->hp > 1)
  6910. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6911. break;
  6912. }
  6913. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6914. break;
  6915. case CR_REFLECTSHIELD:
  6916. case MS_REFLECTSHIELD:
  6917. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  6918. if (sd)
  6919. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6920. break;
  6921. }
  6922. case PR_SLOWPOISON:
  6923. case PR_LEXAETERNA:
  6924. #ifndef RENEWAL
  6925. case PR_IMPOSITIO:
  6926. case PR_SUFFRAGIUM:
  6927. #endif
  6928. case LK_BERSERK:
  6929. case MS_BERSERK:
  6930. case KN_TWOHANDQUICKEN:
  6931. case KN_ONEHAND:
  6932. case MER_QUICKEN:
  6933. case CR_SPEARQUICKEN:
  6934. case AS_POISONREACT:
  6935. #ifndef RENEWAL
  6936. case MC_LOUD:
  6937. #endif
  6938. case MG_ENERGYCOAT:
  6939. case MO_EXPLOSIONSPIRITS:
  6940. case MO_STEELBODY:
  6941. case MO_BLADESTOP:
  6942. case LK_AURABLADE:
  6943. case LK_PARRYING:
  6944. case MS_PARRYING:
  6945. case LK_CONCENTRATION:
  6946. #ifdef RENEWAL
  6947. case HP_BASILICA:
  6948. #endif
  6949. case WS_CARTBOOST:
  6950. case SN_SIGHT:
  6951. case WS_MELTDOWN:
  6952. case WS_OVERTHRUSTMAX:
  6953. case ST_REJECTSWORD:
  6954. case HW_MAGICPOWER:
  6955. case PF_MEMORIZE:
  6956. case PA_SACRIFICE:
  6957. #ifndef RENEWAL
  6958. case ASC_EDP:
  6959. #endif
  6960. case PF_DOUBLECASTING:
  6961. case SG_SUN_COMFORT:
  6962. case SG_MOON_COMFORT:
  6963. case SG_STAR_COMFORT:
  6964. case GS_MADNESSCANCEL:
  6965. case GS_ADJUSTMENT:
  6966. case GS_INCREASING:
  6967. #ifdef RENEWAL
  6968. case GS_MAGICALBULLET:
  6969. #endif
  6970. case NJ_KASUMIKIRI:
  6971. case NJ_UTSUSEMI:
  6972. case NJ_NEN:
  6973. case NPC_DEFENDER:
  6974. case NPC_MAGICMIRROR:
  6975. case ST_PRESERVE:
  6976. case NPC_KEEPING:
  6977. case NPC_WEAPONBRAKER:
  6978. case NPC_BARRIER:
  6979. case NPC_INVINCIBLE:
  6980. case NPC_INVINCIBLEOFF:
  6981. case MER_INVINCIBLEOFF2:
  6982. case RK_DEATHBOUND:
  6983. case AB_EXPIATIO:
  6984. case AB_DUPLELIGHT:
  6985. case AB_SECRAMENT:
  6986. case AB_OFFERTORIUM:
  6987. case NC_ACCELERATION:
  6988. case NC_HOVERING:
  6989. case NC_SHAPESHIFT:
  6990. case WL_MARSHOFABYSS:
  6991. case WL_RECOGNIZEDSPELL:
  6992. case GC_VENOMIMPRESS:
  6993. case SC_DEADLYINFECT:
  6994. case LG_EXEEDBREAK:
  6995. case LG_PRESTIGE:
  6996. case LG_INSPIRATION:
  6997. case SR_CRESCENTELBOW:
  6998. case SR_LIGHTNINGWALK:
  6999. case GN_CARTBOOST:
  7000. case GN_BLOOD_SUCKER:
  7001. case GN_HELLS_PLANT:
  7002. case KO_MEIKYOUSISUI:
  7003. case ALL_ODINS_POWER:
  7004. case ALL_FULL_THROTTLE:
  7005. case RA_UNLIMIT:
  7006. case WL_TELEKINESIS_INTENSE:
  7007. case RL_HEAT_BARREL:
  7008. case RL_P_ALTER:
  7009. case RL_E_CHAIN:
  7010. case SU_FRESHSHRIMP:
  7011. case SU_ARCLOUSEDASH:
  7012. case NPC_MAXPAIN:
  7013. case SP_SOULREAPER:
  7014. case SJ_LIGHTOFMOON:
  7015. case SJ_LIGHTOFSTAR:
  7016. case SJ_FALLINGSTAR:
  7017. case SJ_LIGHTOFSUN:
  7018. case SJ_BOOKOFDIMENSION:
  7019. case NPC_HALLUCINATIONWALK:
  7020. case DK_CHARGINGPIERCE:
  7021. case DK_VIGOR:
  7022. case AG_CLIMAX:
  7023. case IQ_POWERFUL_FAITH:
  7024. case IQ_FIRM_FAITH:
  7025. case IQ_SINCERE_FAITH:
  7026. case IQ_FIRST_FAITH_POWER:
  7027. case IQ_JUDGE:
  7028. case IQ_THIRD_EXOR_FLAME:
  7029. case IG_REBOUND_SHIELD:
  7030. case IG_HOLY_SHIELD:
  7031. case CD_ARGUTUS_VITA:
  7032. case CD_ARGUTUS_TELUM:
  7033. case CD_PRESENS_ACIES:
  7034. case CD_RELIGIO:
  7035. case CD_BENEDICTUM:
  7036. case SHC_SHADOW_EXCEED:
  7037. case SHC_POTENT_VENOM:
  7038. case SHC_ENCHANTING_SHADOW:
  7039. case MT_D_MACHINE:
  7040. case ABC_ABYSS_SLAYER:
  7041. case WH_WIND_SIGN:
  7042. case WH_CALAMITYGALE:
  7043. case BO_RESEARCHREPORT:
  7044. case TR_MYSTIC_SYMPHONY:
  7045. case TR_KVASIR_SONATA:
  7046. case EM_SPELL_ENCHANTING:
  7047. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7048. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7049. break;
  7050. #ifdef RENEWAL
  7051. // EDP also give +25% WATK poison pseudo element to user.
  7052. case ASC_EDP:
  7053. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7054. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7055. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7056. break;
  7057. #endif
  7058. case LG_SHIELDSPELL:
  7059. if (skill_lv == 1)
  7060. type = SC_SHIELDSPELL_HP;
  7061. else if (skill_lv == 2)
  7062. type = SC_SHIELDSPELL_SP;
  7063. else
  7064. type = SC_SHIELDSPELL_ATK;
  7065. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7066. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7067. break;
  7068. case DK_SERVANTWEAPON:
  7069. case ABC_FROM_THE_ABYSS:
  7070. 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)));
  7071. break;
  7072. case TR_SOUNDBLEND:
  7073. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7074. 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)));
  7075. break;
  7076. case AG_VIOLENT_QUAKE:
  7077. case AG_ALL_BLOOM:
  7078. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7079. break;
  7080. case AG_DESTRUCTIVE_HURRICANE:
  7081. case AG_CRYSTAL_IMPACT:
  7082. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7083. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7084. } else {
  7085. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7086. status_change *sc = status_get_sc(src);
  7087. if (sc && sc->getSCE(SC_CLIMAX))
  7088. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7089. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7090. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7091. splash_size = 9; // 19x19
  7092. else if(skill_id == AG_CRYSTAL_IMPACT)
  7093. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  7094. }
  7095. skill_area_temp[1] = 0;
  7096. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7097. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7098. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7099. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7100. 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);
  7101. else {
  7102. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7103. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7104. 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);
  7105. }
  7106. }
  7107. break;
  7108. case CD_MEDIALE_VOTUM:
  7109. case CD_DILECTIO_HEAL:
  7110. if (flag & 1) {
  7111. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7112. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7113. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7114. status_heal(bl, heal_amount, 0, 0);
  7115. } else if (sd)
  7116. 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);
  7117. } else {
  7118. if (skill_id == CD_MEDIALE_VOTUM)
  7119. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7120. else { // Dilectio Heal
  7121. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7122. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7123. }
  7124. }
  7125. break;
  7126. case CD_COMPETENTIA:
  7127. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7128. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7129. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7130. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7131. status_heal(bl, hp_amount, 0, 0);
  7132. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7133. status_heal(bl, 0, sp_amount, 0);
  7134. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7135. } else if (sd)
  7136. 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);
  7137. break;
  7138. case BO_ADVANCE_PROTECTION:
  7139. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7140. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7141. map_freeblock_unlock(); // Don't consume item requirements
  7142. return 0;
  7143. }
  7144. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7145. break;
  7146. case EM_ACTIVITY_BURN:
  7147. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7148. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7149. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7150. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7151. } else
  7152. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7153. break;
  7154. case EM_INCREASING_ACTIVITY:
  7155. if (bl->type == BL_PC) {
  7156. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7157. status_heal(bl, 0, 0, 20 + 5 * skill_lv, 0);
  7158. } else
  7159. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7160. break;
  7161. case SJ_GRAVITYCONTROL: {
  7162. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7163. if (bl->type == BL_PC)
  7164. fall_damage += dstsd->weight / 10 - tstatus->def;
  7165. else // Monster's don't have weight. Put something in its place.
  7166. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7167. fall_damage = max(1, fall_damage);
  7168. 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)));
  7169. }
  7170. break;
  7171. case NPC_HALLUCINATION:
  7172. case NPC_HELLPOWER:
  7173. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7174. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7175. break;
  7176. case KN_AUTOCOUNTER:
  7177. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7178. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7179. break;
  7180. case SO_STRIKING:
  7181. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7182. int bonus = 0;
  7183. if (dstsd) {
  7184. short index = dstsd->equip_index[EQI_HAND_R];
  7185. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7186. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7187. }
  7188. 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)));
  7189. } else if (sd)
  7190. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7191. break;
  7192. case NPC_STOP:
  7193. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7194. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7195. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7196. break;
  7197. case HP_ASSUMPTIO:
  7198. if( sd && dstmd )
  7199. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7200. else
  7201. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7202. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7203. break;
  7204. case MG_SIGHT:
  7205. case MER_SIGHT:
  7206. case AL_RUWACH:
  7207. case WZ_SIGHTBLASTER:
  7208. case NPC_WIDESIGHT:
  7209. case NPC_STONESKIN:
  7210. case NPC_ANTIMAGIC:
  7211. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7212. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7213. break;
  7214. case HLIF_AVOID:
  7215. case HAMI_DEFENCE:
  7216. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7217. 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
  7218. break;
  7219. case NJ_BUNSINJYUTSU:
  7220. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7221. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7222. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7223. status_change_end(bl, SC_NEN);
  7224. break;
  7225. /* Was modified to only affect targetted char. [Skotlex]
  7226. case HP_ASSUMPTIO:
  7227. if (flag&1)
  7228. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7229. else
  7230. {
  7231. map_foreachinallrange(skill_area_sub, bl,
  7232. skill_get_splash(skill_id, skill_lv), BL_PC,
  7233. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7234. skill_castend_nodamage_id);
  7235. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7236. }
  7237. break;
  7238. */
  7239. case SM_ENDURE:
  7240. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7241. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7242. break;
  7243. case AS_ENCHANTPOISON:
  7244. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7245. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7246. }else{
  7247. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7248. if( sd != nullptr ){
  7249. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7250. }
  7251. }
  7252. break;
  7253. case LK_TENSIONRELAX:
  7254. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7255. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7256. skill_get_time(skill_id,skill_lv)));
  7257. break;
  7258. case MC_CHANGECART:
  7259. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7260. break;
  7261. case MC_CARTDECORATE:
  7262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7263. if( sd ) {
  7264. clif_SelectCart(sd);
  7265. }
  7266. break;
  7267. case TK_MISSION:
  7268. if (sd) {
  7269. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7270. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7271. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7272. break;
  7273. }
  7274. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7275. if (!id) {
  7276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7277. break;
  7278. }
  7279. sd->mission_mobid = id;
  7280. sd->mission_count = 0;
  7281. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7282. clif_mission_info(sd, id, 0);
  7283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7284. }
  7285. break;
  7286. case AC_CONCENTRATION:
  7287. {
  7288. int splash = skill_get_splash(skill_id, skill_lv);
  7289. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7290. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7291. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7292. map_foreachinallrange( status_change_timer_sub, src,
  7293. splash, BL_CHAR, src, NULL, type, tick);
  7294. }
  7295. break;
  7296. case SM_PROVOKE:
  7297. case SM_SELFPROVOKE:
  7298. case MER_PROVOKE:
  7299. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7300. map_freeblock_unlock();
  7301. return 1;
  7302. }
  7303. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7304. 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))))
  7305. {
  7306. if( sd )
  7307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7308. map_freeblock_unlock();
  7309. return 0;
  7310. }
  7311. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7312. unit_skillcastcancel(bl, 2);
  7313. if( dstmd )
  7314. {
  7315. dstmd->state.provoke_flag = src->id;
  7316. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7317. }
  7318. break;
  7319. case ML_DEVOTION:
  7320. case CR_DEVOTION:
  7321. {
  7322. int count, lv;
  7323. if( !dstsd || (!sd && !mer) )
  7324. { // Only players can be devoted
  7325. if( sd )
  7326. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7327. break;
  7328. }
  7329. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7330. lv = -lv;
  7331. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7332. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7333. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7334. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7335. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7336. {
  7337. if( sd )
  7338. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7339. map_freeblock_unlock();
  7340. return 1;
  7341. }
  7342. i = 0;
  7343. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7344. if( sd )
  7345. { // Player Devoting Player
  7346. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7347. if( i == count )
  7348. {
  7349. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7350. if( i == count )
  7351. { // No free slots, skill Fail
  7352. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7353. map_freeblock_unlock();
  7354. return 1;
  7355. }
  7356. }
  7357. sd->devotion[i] = bl->id;
  7358. }
  7359. else
  7360. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7361. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7362. 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)));
  7363. clif_devotion(src, NULL);
  7364. }
  7365. break;
  7366. case SP_SOULUNITY: {
  7367. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7368. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7369. if (!dstsd || !sd) { // Only put player's souls in unity.
  7370. if (sd)
  7371. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7372. break;
  7373. }
  7374. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7375. if (sd)
  7376. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7377. map_freeblock_unlock();
  7378. return 1;
  7379. }
  7380. if (sd) { // Unite player's soul with caster's soul.
  7381. i = 0;
  7382. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7383. if (i == count) {
  7384. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7385. if(i == count) { // No more free slots? Fail the skill.
  7386. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7387. map_freeblock_unlock();
  7388. return 1;
  7389. }
  7390. }
  7391. sd->united_soul[i] = bl->id;
  7392. }
  7393. 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)));
  7394. } else if (sd)
  7395. 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);
  7396. }
  7397. break;
  7398. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7399. // Only players and monsters can be marked....I think??? [Rytech]
  7400. // Lets only allow players and monsters to use this skill for safety reasons.
  7401. if ((!dstsd && !dstmd) || !sd && !md) {
  7402. if (sd)
  7403. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7404. break;
  7405. }
  7406. // Check if the target is already marked by another source.
  7407. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7408. if (sd)
  7409. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7410. map_freeblock_unlock();
  7411. return 1;
  7412. }
  7413. // Mark the target.
  7414. if( sd ){
  7415. int8 count = MAX_SERVANT_SIGN;
  7416. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7417. if (i == count) {
  7418. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7419. if (i == count) { // Max number of targets marked. Fail the skill.
  7420. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7421. map_freeblock_unlock();
  7422. return 1;
  7423. }
  7424. // Add the ID of the marked target to the player's sign list.
  7425. sd->servant_sign[i] = bl->id;
  7426. }
  7427. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7428. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7429. } else if (md) // Monster's cant track with this skill. Just give the status.
  7430. 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)));
  7431. break;
  7432. case MO_CALLSPIRITS:
  7433. if(sd) {
  7434. int limit = skill_lv;
  7435. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7436. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7437. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7438. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7439. }
  7440. break;
  7441. case CH_SOULCOLLECT:
  7442. if(sd) {
  7443. int limit = 5;
  7444. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7445. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7446. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7447. for (i = 0; i < limit; i++)
  7448. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7449. }
  7450. break;
  7451. case MO_KITRANSLATION:
  7452. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7453. //Require will define how many spiritballs will be transferred
  7454. struct s_skill_condition require;
  7455. require = skill_get_requirement(sd,skill_id,skill_lv);
  7456. pc_delspiritball(sd,require.spiritball,0);
  7457. for (i = 0; i < require.spiritball; i++)
  7458. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7459. } else {
  7460. if(sd)
  7461. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7462. map_freeblock_unlock();
  7463. return 0;
  7464. }
  7465. break;
  7466. case TK_TURNKICK:
  7467. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7468. if (skill_area_temp[1] != bl->id) {
  7469. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7470. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7471. }
  7472. break;
  7473. case MO_ABSORBSPIRITS:
  7474. i = 0;
  7475. 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
  7476. ((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]
  7477. if (dstsd->spiritball > 0) {
  7478. i = dstsd->spiritball * 7;
  7479. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7480. }
  7481. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7482. i += dstsd->spiritcharm * 7;
  7483. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7484. }
  7485. } 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]
  7486. i = 2 * dstmd->level;
  7487. mob_target(dstmd,src,0);
  7488. } else {
  7489. if (sd)
  7490. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7491. break;
  7492. }
  7493. if (i) status_heal(src, 0, i, 3);
  7494. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7495. break;
  7496. case AC_MAKINGARROW:
  7497. if(sd) {
  7498. clif_arrow_create_list(sd);
  7499. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7500. }
  7501. break;
  7502. case AM_PHARMACY:
  7503. if(sd) {
  7504. clif_skill_produce_mix_list(sd,skill_id,22);
  7505. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7506. }
  7507. break;
  7508. case SA_CREATECON:
  7509. if(sd) {
  7510. clif_elementalconverter_list(sd);
  7511. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7512. }
  7513. break;
  7514. case BS_HAMMERFALL:
  7515. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7516. break;
  7517. case RG_RAID:
  7518. skill_area_temp[1] = 0;
  7519. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7520. map_foreachinrange(skill_area_sub, bl,
  7521. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7522. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7523. skill_castend_damage_id);
  7524. status_change_end(src, SC_HIDING);
  7525. break;
  7526. //List of self skills that give damage around caster
  7527. case ASC_METEORASSAULT:
  7528. case GS_SPREADATTACK:
  7529. case RK_WINDCUTTER:
  7530. case RK_STORMBLAST:
  7531. case NC_AXETORNADO:
  7532. case GC_COUNTERSLASH:
  7533. case SR_SKYNETBLOW:
  7534. case SR_RAMPAGEBLASTER:
  7535. case SR_HOWLINGOFLION:
  7536. case LG_CANNONSPEAR:
  7537. case LG_OVERBRAND:
  7538. case NPC_RAYOFGENESIS:
  7539. case LG_RAYOFGENESIS:
  7540. case KO_HAPPOKUNAI:
  7541. case RL_FIREDANCE:
  7542. case RL_R_TRIP:
  7543. case SJ_FULLMOONKICK:
  7544. case SJ_NEWMOONKICK:
  7545. case SJ_SOLARBURST:
  7546. case SJ_STAREMPEROR:
  7547. case SJ_FALLINGSTAR_ATK:
  7548. case DK_SERVANT_W_DEMOL:
  7549. case AG_FROZEN_SLASH:
  7550. case IQ_OLEUM_SANCTUM:
  7551. case IQ_MASSIVE_F_BLASTER:
  7552. case IQ_EXPOSION_BLASTER:
  7553. case SHC_IMPACT_CRATER:
  7554. case MT_AXE_STOMP:
  7555. case ABC_ABYSS_DAGGER:
  7556. {
  7557. status_change *sc = status_get_sc(src);
  7558. int starget = BL_CHAR|BL_SKILL;
  7559. if (skill_id == SR_HOWLINGOFLION)
  7560. starget = splash_target(src);
  7561. if (skill_id == SJ_NEWMOONKICK) {
  7562. if (tsce) {
  7563. status_change_end(bl, type);
  7564. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7565. break;
  7566. } else
  7567. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7568. }
  7569. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7570. if (sd) {
  7571. // Remove old shields if any exist.
  7572. pc_delspiritball(sd, sd->spiritball, 0);
  7573. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7574. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7575. }
  7576. status_change_end(src, SC_DIMENSION);
  7577. }
  7578. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7579. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7580. skill_area_temp[1] = 0;
  7581. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7582. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7583. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7584. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7585. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7586. }
  7587. break;
  7588. case SHC_DANCING_KNIFE:
  7589. if (flag & 1) {
  7590. skill_area_temp[1] = 0;
  7591. // Note: doesn't force player to stand before attacking
  7592. 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);
  7593. } else {
  7594. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7595. }
  7596. break;
  7597. case MT_A_MACHINE:
  7598. if (flag & 1) {
  7599. skill_area_temp[1] = 0;
  7600. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7601. pc_setstand(sd, true);
  7602. skill_sit(sd, false);
  7603. }
  7604. 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);
  7605. } else {
  7606. if (dstsd) {
  7607. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7608. if (lv > battle_config.attack_machine_level_difference) {
  7609. if (sd)
  7610. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7611. map_freeblock_unlock();
  7612. return 0;
  7613. }
  7614. }
  7615. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7616. }
  7617. break;
  7618. case EM_ELEMENTAL_BUSTER: {
  7619. if (sd == nullptr)
  7620. break;
  7621. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7622. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7623. map_freeblock_unlock();
  7624. return 0;
  7625. }
  7626. uint16 buster_element;
  7627. switch (sd->ed->elemental.class_) {
  7628. case ELEMENTALID_ARDOR:
  7629. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7630. break;
  7631. case ELEMENTALID_DILUVIO:
  7632. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7633. break;
  7634. case ELEMENTALID_PROCELLA:
  7635. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7636. break;
  7637. case ELEMENTALID_TERREMOTUS:
  7638. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7639. break;
  7640. case ELEMENTALID_SERPENS:
  7641. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7642. break;
  7643. }
  7644. skill_area_temp[1] = 0;
  7645. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7646. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7647. 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);
  7648. }
  7649. break;
  7650. case NPC_IGNITIONBREAK:
  7651. case RK_IGNITIONBREAK:
  7652. skill_area_temp[1] = 0;
  7653. #if PACKETVER >= 20180207
  7654. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7655. #else
  7656. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7657. #endif
  7658. 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);
  7659. break;
  7660. case SR_TIGERCANNON:
  7661. case SR_WINDMILL:
  7662. case GN_CART_TORNADO:
  7663. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7664. case SR_EARTHSHAKER:
  7665. case NC_INFRAREDSCAN:
  7666. case NPC_VAMPIRE_GIFT:
  7667. case NPC_HELLJUDGEMENT:
  7668. case NPC_PULSESTRIKE:
  7669. case LG_MOONSLASHER:
  7670. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7671. break;
  7672. #ifdef RENEWAL
  7673. case KN_BRANDISHSPEAR:
  7674. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7675. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7676. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7677. skill_castend_damage_id);
  7678. break;
  7679. #else
  7680. case KN_BRANDISHSPEAR:
  7681. #endif
  7682. case ML_BRANDISH:
  7683. skill_area_temp[1] = bl->id;
  7684. if(skill_lv >= 10)
  7685. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7686. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7687. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7688. skill_castend_damage_id);
  7689. if(skill_lv >= 7)
  7690. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7691. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7692. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7693. skill_castend_damage_id);
  7694. if(skill_lv >= 4)
  7695. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7696. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7697. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7698. skill_castend_damage_id);
  7699. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7700. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7701. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7702. skill_castend_damage_id);
  7703. break;
  7704. case WZ_SIGHTRASHER:
  7705. //Passive side of the attack.
  7706. status_change_end(src, SC_SIGHT);
  7707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7708. map_foreachinshootrange(skill_area_sub,src,
  7709. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7710. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7711. skill_castend_damage_id);
  7712. break;
  7713. case WZ_FROSTNOVA:
  7714. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7715. skill_area_temp[1] = 0;
  7716. map_foreachinshootrange(skill_attack_area, src,
  7717. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7718. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7719. break;
  7720. case HVAN_EXPLOSION: //[orn]
  7721. case NPC_SELFDESTRUCTION:
  7722. //Self Destruction hits everyone in range (allies+enemies)
  7723. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7724. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7725. BCT_ENEMY:BCT_ALL;
  7726. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7727. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7728. map_foreachinshootrange(skill_area_sub, bl,
  7729. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7730. src, skill_id, skill_lv, tick, flag|i,
  7731. skill_castend_damage_id);
  7732. if(map_addblock(src)) {
  7733. map_freeblock_unlock();
  7734. return 1;
  7735. }
  7736. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7737. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7738. struct homun_data *hd = (struct homun_data *)src;
  7739. if (hd != nullptr) {
  7740. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7741. if (hd->master)
  7742. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7743. }
  7744. }
  7745. break;
  7746. case AL_ANGELUS:
  7747. #ifdef RENEWAL
  7748. case PR_SUFFRAGIUM:
  7749. case PR_IMPOSITIO:
  7750. #endif
  7751. case PR_MAGNIFICAT:
  7752. case PR_GLORIA:
  7753. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7754. // Animations don't play when outside visible range
  7755. if (check_distance_bl(src, bl, AREA_SIZE))
  7756. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7757. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7758. }
  7759. else if (sd)
  7760. 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);
  7761. break;
  7762. #ifdef RENEWAL
  7763. case MC_LOUD:
  7764. #endif
  7765. case SN_WINDWALK:
  7766. case CASH_BLESSING:
  7767. case CASH_INCAGI:
  7768. case CASH_ASSUMPTIO:
  7769. case WM_FRIGG_SONG:
  7770. case NV_HELPANGEL:
  7771. case IG_GUARDIAN_SHIELD:
  7772. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7773. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7774. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7775. else if (sd)
  7776. {
  7777. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7778. status_set_hp(src, 1, 0);
  7779. 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);
  7780. }
  7781. break;
  7782. case MER_MAGNIFICAT:
  7783. if( mer != NULL )
  7784. {
  7785. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7786. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7787. 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);
  7788. else if( mer->master && !(flag&1) )
  7789. 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)));
  7790. }
  7791. break;
  7792. case BS_ADRENALINE:
  7793. case BS_ADRENALINE2:
  7794. case BS_WEAPONPERFECT:
  7795. case BS_OVERTHRUST:
  7796. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7797. int weapontype = skill_get_weapontype(skill_id);
  7798. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7799. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7800. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7801. }
  7802. } else if (sd) {
  7803. party_foreachsamemap(skill_area_sub,
  7804. sd,skill_get_splash(skill_id, skill_lv),
  7805. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7806. skill_castend_nodamage_id);
  7807. }
  7808. break;
  7809. case BS_MAXIMIZE:
  7810. case NV_TRICKDEAD:
  7811. case CR_DEFENDER:
  7812. case ML_DEFENDER:
  7813. case CR_AUTOGUARD:
  7814. case ML_AUTOGUARD:
  7815. case TK_READYSTORM:
  7816. case TK_READYDOWN:
  7817. case TK_READYTURN:
  7818. case TK_READYCOUNTER:
  7819. case TK_DODGE:
  7820. case CR_SHRINK:
  7821. case SG_FUSION:
  7822. case GS_GATLINGFEVER:
  7823. case SJ_LUNARSTANCE:
  7824. case SJ_STARSTANCE:
  7825. case SJ_UNIVERSESTANCE:
  7826. case SJ_SUNSTANCE:
  7827. case SP_SOULCOLLECT:
  7828. case IG_GUARD_STANCE:
  7829. case IG_ATTACK_STANCE:
  7830. if( tsce )
  7831. {
  7832. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7833. map_freeblock_unlock();
  7834. return 0;
  7835. }
  7836. if( skill_id == SP_SOULCOLLECT ){
  7837. 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)));
  7838. }else{
  7839. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7840. }
  7841. break;
  7842. case SL_KAITE:
  7843. case SL_KAAHI:
  7844. case SL_KAIZEL:
  7845. case SL_KAUPE:
  7846. case SP_KAUTE:
  7847. if (sd) {
  7848. if (!dstsd || !(
  7849. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  7850. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7851. dstsd->status.char_id == sd->status.char_id ||
  7852. dstsd->status.char_id == sd->status.partner_id ||
  7853. dstsd->status.char_id == sd->status.child ||
  7854. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  7855. )) {
  7856. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7858. break;
  7859. }
  7860. }
  7861. if (skill_id == SP_KAUTE) {
  7862. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7863. if (sd)
  7864. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7865. break;
  7866. }
  7867. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7868. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7869. } else
  7870. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7871. break;
  7872. case SM_AUTOBERSERK:
  7873. case MER_AUTOBERSERK:
  7874. if( tsce )
  7875. i = status_change_end(bl, type);
  7876. else
  7877. i = sc_start(src,bl,type,100,skill_lv,60000);
  7878. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7879. break;
  7880. case TF_HIDING:
  7881. case ST_CHASEWALK:
  7882. case KO_YAMIKUMO:
  7883. if (tsce)
  7884. {
  7885. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  7886. map_freeblock_unlock();
  7887. return 0;
  7888. }
  7889. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7890. break;
  7891. case TK_RUN:
  7892. if (tsce)
  7893. {
  7894. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7895. map_freeblock_unlock();
  7896. return 0;
  7897. }
  7898. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7899. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7900. clif_walkok(sd); // So aegis has to resend the walk ok.
  7901. break;
  7902. case AS_CLOAKING:
  7903. case GC_CLOAKINGEXCEED:
  7904. case LG_FORCEOFVANGUARD:
  7905. case SC_REPRODUCE:
  7906. case SC_INVISIBILITY:
  7907. case RA_CAMOUFLAGE:
  7908. if (tsce) {
  7909. i = status_change_end(bl, type);
  7910. if( i )
  7911. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7912. else if( sd )
  7913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7914. map_freeblock_unlock();
  7915. return 0;
  7916. }
  7917. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7918. if( i )
  7919. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7920. else if( sd )
  7921. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7922. break;
  7923. case CG_SPECIALSINGER:
  7924. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  7925. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7926. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  7927. }
  7928. break;
  7929. case BD_ADAPTATION:
  7930. #ifdef RENEWAL
  7931. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7932. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7933. #else
  7934. if(tsc && tsc->getSCE(SC_DANCING)){
  7935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7936. status_change_end(bl, SC_DANCING);
  7937. }
  7938. #endif
  7939. break;
  7940. case BA_FROSTJOKER:
  7941. case DC_SCREAM:
  7942. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7943. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7944. if (md) {
  7945. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7946. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7947. char temp[70];
  7948. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7949. clif_disp_overhead(&md->bl,temp);
  7950. }
  7951. break;
  7952. case BA_PANGVOICE:
  7953. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  7954. #ifdef RENEWAL
  7955. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  7956. #endif
  7957. break;
  7958. case DC_WINKCHARM:
  7959. if( dstsd ) {
  7960. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  7961. #ifdef RENEWAL
  7962. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  7963. #endif
  7964. } else
  7965. if( dstmd )
  7966. {
  7967. if( status_get_lv(src) > status_get_lv(bl)
  7968. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7969. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7970. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7971. else
  7972. {
  7973. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7974. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7975. }
  7976. }
  7977. break;
  7978. #ifdef RENEWAL
  7979. case BD_LULLABY:
  7980. case BD_RICHMANKIM:
  7981. case BD_ETERNALCHAOS:
  7982. case BD_DRUMBATTLEFIELD:
  7983. case BD_RINGNIBELUNGEN:
  7984. case BD_ROKISWEIL:
  7985. case BD_INTOABYSS:
  7986. case BD_SIEGFRIED:
  7987. case BA_DISSONANCE:
  7988. case BA_POEMBRAGI:
  7989. case BA_WHISTLE:
  7990. case BA_ASSASSINCROSS:
  7991. case BA_APPLEIDUN:
  7992. case DC_UGLYDANCE:
  7993. case DC_HUMMING:
  7994. case DC_DONTFORGETME:
  7995. case DC_FORTUNEKISS:
  7996. case DC_SERVICEFORYOU:
  7997. skill_castend_song(src, skill_id, skill_lv, tick);
  7998. break;
  7999. #endif
  8000. case TF_STEAL:
  8001. if(sd) {
  8002. if(pc_steal_item(sd,bl,skill_lv))
  8003. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8004. else
  8005. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  8006. }
  8007. break;
  8008. case RG_STEALCOIN:
  8009. if(sd) {
  8010. if(pc_steal_coin(sd,bl))
  8011. {
  8012. dstmd->state.provoke_flag = src->id;
  8013. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8014. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8015. }
  8016. else
  8017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8018. }
  8019. break;
  8020. case MG_STONECURSE:
  8021. {
  8022. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8023. if (sd)
  8024. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8025. break;
  8026. }
  8027. if(status_isimmune(bl) || !tsc)
  8028. break;
  8029. int32 brate = 0;
  8030. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8031. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8032. 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)))
  8033. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8034. else if(sd) {
  8035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8036. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8037. if (skill_lv > 5)
  8038. { // not to consume items
  8039. map_freeblock_unlock();
  8040. return 0;
  8041. }
  8042. }
  8043. }
  8044. break;
  8045. case NV_FIRSTAID:
  8046. clif_skill_nodamage(src,bl,skill_id,5,1);
  8047. status_heal(bl,5,0,0);
  8048. break;
  8049. case AL_CURE:
  8050. if(status_isimmune(bl)) {
  8051. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8052. break;
  8053. }
  8054. status_change_end(bl, SC_SILENCE);
  8055. status_change_end(bl, SC_BLIND);
  8056. status_change_end(bl, SC_CONFUSION);
  8057. status_change_end(bl, SC_BITESCAR);
  8058. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8059. break;
  8060. case TF_DETOXIFY:
  8061. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8062. status_change_end(bl, SC_POISON);
  8063. status_change_end(bl, SC_DPOISON);
  8064. break;
  8065. case PR_STRECOVERY:
  8066. if(status_isimmune(bl)) {
  8067. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8068. break;
  8069. }
  8070. if (tsc) {
  8071. status_change_end(bl, SC_FREEZE);
  8072. status_change_end(bl, SC_STONEWAIT);
  8073. status_change_end(bl, SC_STONE);
  8074. status_change_end(bl, SC_SLEEP);
  8075. status_change_end(bl, SC_STUN);
  8076. status_change_end(bl, SC_WHITEIMPRISON);
  8077. status_change_end(bl, SC_STASIS);
  8078. status_change_end(bl, SC_NETHERWORLD);
  8079. }
  8080. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8081. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8082. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8083. if(dstmd)
  8084. mob_unlocktarget(dstmd,tick);
  8085. break;
  8086. // Mercenary Supportive Skills
  8087. case MER_BENEDICTION:
  8088. status_change_end(bl, SC_CURSE);
  8089. status_change_end(bl, SC_BLIND);
  8090. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8091. break;
  8092. case MER_COMPRESS:
  8093. status_change_end(bl, SC_BLEEDING);
  8094. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8095. break;
  8096. case MER_MENTALCURE:
  8097. status_change_end(bl, SC_CONFUSION);
  8098. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8099. break;
  8100. case MER_RECUPERATE:
  8101. status_change_end(bl, SC_POISON);
  8102. status_change_end(bl, SC_DPOISON);
  8103. status_change_end(bl, SC_SILENCE);
  8104. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8105. break;
  8106. case MER_REGAIN:
  8107. status_change_end(bl, SC_SLEEP);
  8108. status_change_end(bl, SC_STUN);
  8109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8110. break;
  8111. case MER_TENDER:
  8112. status_change_end(bl, SC_FREEZE);
  8113. status_change_end(bl, SC_STONE);
  8114. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8115. break;
  8116. case MER_SCAPEGOAT:
  8117. if( mer && mer->master )
  8118. {
  8119. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8120. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8121. }
  8122. break;
  8123. case MER_ESTIMATION:
  8124. if( !mer )
  8125. break;
  8126. sd = mer->master;
  8127. case WZ_ESTIMATION:
  8128. if( sd == NULL )
  8129. break;
  8130. if( dstsd )
  8131. { // Fail on Players
  8132. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8133. break;
  8134. }
  8135. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8136. clif_skill_estimation(sd, bl);
  8137. if( skill_id == MER_ESTIMATION )
  8138. sd = NULL;
  8139. break;
  8140. case BS_REPAIRWEAPON:
  8141. if(sd && dstsd)
  8142. clif_item_repair_list(sd,dstsd,skill_lv);
  8143. break;
  8144. case MC_IDENTIFY:
  8145. if(sd) {
  8146. clif_item_identify_list(sd);
  8147. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8148. map_freeblock_unlock();
  8149. return 1;
  8150. }
  8151. else { // consume sp only if succeeded
  8152. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8153. status_zap(src,0,req.sp);
  8154. }
  8155. }
  8156. break;
  8157. // Weapon Refining [Celest]
  8158. case WS_WEAPONREFINE:
  8159. if(sd)
  8160. clif_item_refine_list(sd);
  8161. break;
  8162. case MC_VENDING:
  8163. if(sd)
  8164. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8165. if ( !pc_can_give_items(sd) )
  8166. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8167. else {
  8168. sd->state.prevend = 1;
  8169. sd->state.workinprogress = WIP_DISABLE_ALL;
  8170. sd->vend_skill_lv = skill_lv;
  8171. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8172. if (i < MAX_CART)
  8173. intif_storage_save(sd, &sd->cart);
  8174. else
  8175. clif_openvendingreq(sd,2+skill_lv);
  8176. }
  8177. }
  8178. break;
  8179. case AL_TELEPORT:
  8180. case ALL_ODINS_RECALL:
  8181. if(sd)
  8182. {
  8183. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8184. clif_skill_teleportmessage(sd,0);
  8185. break;
  8186. }
  8187. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8188. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8189. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8190. break;
  8191. }
  8192. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8193. sd->hd->blockskill.clear();
  8194. sd->hd->blockskill.shrink_to_fit();
  8195. }
  8196. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8197. {
  8198. if( skill_lv == 1 )
  8199. pc_randomwarp(sd,CLR_TELEPORT);
  8200. else
  8201. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  8202. break;
  8203. }
  8204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8205. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8206. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  8207. else
  8208. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  8209. } else
  8210. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8211. break;
  8212. case NPC_EXPULSION:
  8213. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8214. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8215. break;
  8216. case AL_HOLYWATER:
  8217. if(sd) {
  8218. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8219. struct skill_unit* su;
  8220. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8221. skill_delunit(su);
  8222. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8223. }
  8224. else
  8225. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8226. }
  8227. break;
  8228. case TF_PICKSTONE:
  8229. if(sd) {
  8230. unsigned char eflag;
  8231. struct item item_tmp;
  8232. struct block_list tbl;
  8233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8234. memset(&item_tmp,0,sizeof(item_tmp));
  8235. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8236. item_tmp.nameid = ITEMID_STONE;
  8237. item_tmp.identify = 1;
  8238. tbl.id = 0;
  8239. // Commented because of duplicate animation [Lemongrass]
  8240. // At the moment this displays the pickup animation a second time
  8241. // If this is required in older clients, we need to add a version check here
  8242. //clif_takeitem(&sd->bl,&tbl);
  8243. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8244. if(eflag) {
  8245. clif_additem(sd,0,0,eflag);
  8246. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8247. }
  8248. }
  8249. break;
  8250. case ASC_CDP:
  8251. if(sd) {
  8252. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8254. else
  8255. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8256. }
  8257. break;
  8258. case RG_STRIPWEAPON:
  8259. case RG_STRIPSHIELD:
  8260. case RG_STRIPARMOR:
  8261. case RG_STRIPHELM:
  8262. case ST_FULLSTRIP:
  8263. case GC_WEAPONCRUSH:
  8264. case SC_STRIPACCESSARY:
  8265. case ABC_STRIP_SHADOW: {
  8266. bool i;
  8267. //Special message when trying to use strip on FCP [Jobbie]
  8268. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8269. {
  8270. clif_gospel_info(sd, 0x28);
  8271. break;
  8272. }
  8273. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8274. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8275. //Nothing stripped.
  8276. if( sd && !i )
  8277. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8278. break;
  8279. }
  8280. case AM_BERSERKPITCHER:
  8281. case AM_POTIONPITCHER:
  8282. {
  8283. int j,hp = 0,sp = 0;
  8284. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8285. map_freeblock_unlock();
  8286. return 1;
  8287. }
  8288. if( sd ) {
  8289. int x,bonus=100;
  8290. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8291. x = skill_lv%11 - 1;
  8292. j = pc_search_inventory(sd, require.itemid[x]);
  8293. if (j < 0 || require.itemid[x] <= 0) {
  8294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8295. map_freeblock_unlock();
  8296. return 1;
  8297. }
  8298. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8299. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8300. map_freeblock_unlock();
  8301. return 1;
  8302. }
  8303. if( skill_id == AM_BERSERKPITCHER ) {
  8304. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8306. map_freeblock_unlock();
  8307. return 1;
  8308. }
  8309. }
  8310. potion_flag = 1;
  8311. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8312. potion_target = bl->id;
  8313. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8314. potion_flag = potion_target = 0;
  8315. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8316. bonus += sd->status.base_level;
  8317. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8318. hp = tstatus->max_hp * potion_per_hp / 100;
  8319. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8320. if( dstsd ) {
  8321. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8322. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8323. }
  8324. } else {
  8325. if( potion_hp > 0 ) {
  8326. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8327. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8328. if( dstsd )
  8329. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8330. }
  8331. if( potion_sp > 0 ) {
  8332. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8333. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  8334. if( dstsd )
  8335. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8336. }
  8337. }
  8338. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8339. hp += hp * bonus / 100;
  8340. }
  8341. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8342. sp += sp * bonus / 100;
  8343. }
  8344. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8345. hp += hp * j / 100;
  8346. sp += sp * j / 100;
  8347. }
  8348. } else {
  8349. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8350. switch (skill_lv) {
  8351. case 1: hp = 45; break;
  8352. case 2: hp = 105; break;
  8353. case 3: hp = 175; break;
  8354. default: hp = 325; break;
  8355. }
  8356. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8357. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8358. if( dstsd )
  8359. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8360. }
  8361. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8362. hp += hp * j / 100;
  8363. sp += sp * j / 100;
  8364. }
  8365. // Final heal increased by HPlus.
  8366. // Is this the right place for this??? [Rytech]
  8367. // Can HPlus also affect SP recovery???
  8368. if (sd && sstatus->hplus > 0) {
  8369. hp += hp * sstatus->hplus / 100;
  8370. sp += sp * sstatus->hplus / 100;
  8371. }
  8372. if (tsc && tsc->count) {
  8373. uint8 penalty = 0;
  8374. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8375. hp += hp / 10;
  8376. sp += sp / 10;
  8377. }
  8378. if (tsc->getSCE(SC_CRITICALWOUND))
  8379. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8380. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8381. penalty += 20;
  8382. if (tsc->getSCE(SC_NORECOVER_STATE))
  8383. penalty = 100;
  8384. if (penalty > 0) {
  8385. hp -= hp * penalty / 100;
  8386. sp -= sp * penalty / 100;
  8387. }
  8388. }
  8389. #ifdef RENEWAL
  8390. if (bl->type == BL_HOM)
  8391. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8392. #endif
  8393. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8394. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8395. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8396. if( sp > 0 )
  8397. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8398. if (tsc) {
  8399. #ifdef RENEWAL
  8400. if (tsc->getSCE(SC_EXTREMITYFIST2))
  8401. sp = 0;
  8402. #endif
  8403. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8404. hp = 0;
  8405. sp = 0;
  8406. }
  8407. }
  8408. status_heal(bl,hp,sp,0);
  8409. }
  8410. break;
  8411. case AM_CP_WEAPON:
  8412. case AM_CP_SHIELD:
  8413. case AM_CP_ARMOR:
  8414. case AM_CP_HELM:
  8415. {
  8416. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8417. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8419. map_freeblock_unlock(); // Don't consume item requirements
  8420. return 0;
  8421. }
  8422. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8423. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8424. }
  8425. break;
  8426. case AM_TWILIGHT1:
  8427. if (sd) {
  8428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8429. //Prepare 200 White Potions.
  8430. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8431. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8432. }
  8433. break;
  8434. case AM_TWILIGHT2:
  8435. if (sd) {
  8436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8437. //Prepare 200 Slim White Potions.
  8438. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8440. }
  8441. break;
  8442. case AM_TWILIGHT3:
  8443. if (sd) {
  8444. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8445. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8446. if( ebottle >= 0 )
  8447. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8448. //check if you can produce all three, if not, then fail:
  8449. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8450. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8451. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8452. || ebottle < 200 //200 empty bottle are required at total.
  8453. ) {
  8454. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8455. break;
  8456. }
  8457. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8458. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8459. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8460. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8461. }
  8462. break;
  8463. case SA_DISPELL:
  8464. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8465. 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))
  8466. break; // Outside PvP it should only affect party members and no skill fail message
  8467. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8468. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8469. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8470. || rnd()%100 >= 50+10*skill_lv)
  8471. {
  8472. if (sd)
  8473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8474. break;
  8475. }
  8476. if(status_isimmune(bl))
  8477. break;
  8478. //Remove bonus_script by Dispell
  8479. if (dstsd)
  8480. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8481. if(!tsc || !tsc->count)
  8482. break;
  8483. //Statuses that can't be Dispelled
  8484. for (const auto &it : status_db) {
  8485. sc_type status = static_cast<sc_type>(it.first);
  8486. if (!tsc->getSCE(status))
  8487. continue;
  8488. if (it.second->flag[SCF_NODISPELL])
  8489. continue;
  8490. switch (status) {
  8491. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8492. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8493. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8494. case SC_FORTUNE: case SC_SERVICE4U:
  8495. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8496. continue; //If in song area don't end it, even if config enabled
  8497. break;
  8498. case SC_ASSUMPTIO:
  8499. if( bl->type == BL_MOB )
  8500. continue;
  8501. break;
  8502. }
  8503. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8504. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8505. status_change_end(bl, status);
  8506. }
  8507. break;
  8508. }
  8509. //Affect all targets on splash area.
  8510. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8511. src, skill_id, skill_lv, tick, flag|1,
  8512. skill_castend_damage_id);
  8513. break;
  8514. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8515. {
  8516. 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
  8517. #ifdef RENEWAL
  8518. |BLOWN_DONT_SEND_PACKET
  8519. #endif
  8520. ));
  8521. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8522. #ifdef RENEWAL
  8523. if(blew_count > 0)
  8524. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8525. #else
  8526. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8527. #endif
  8528. }
  8529. break;
  8530. case TK_HIGHJUMP:
  8531. {
  8532. int x,y, dir = unit_getdir(src);
  8533. struct map_data *mapdata = &map[src->m];
  8534. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8535. if( mapdata->flag[MF_NOTELEPORT] &&
  8536. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  8537. ) {
  8538. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8539. break;
  8540. } else if(dir%2) {
  8541. //Diagonal
  8542. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8543. y = src->y + diry[dir]*(skill_lv*4)/3;
  8544. } else {
  8545. x = src->x + dirx[dir]*skill_lv*2;
  8546. y = src->y + diry[dir]*skill_lv*2;
  8547. }
  8548. int x1 = x + dirx[dir];
  8549. int y1 = y + diry[dir];
  8550. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8551. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8552. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8553. unit_movepos(src, x, y, 1, 0))
  8554. clif_blown(src);
  8555. }
  8556. break;
  8557. case SA_CASTCANCEL:
  8558. case SO_SPELLFIST:
  8559. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8560. unit_skillcastcancel(src,1);
  8561. if(sd) {
  8562. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8563. if( skill_id == SO_SPELLFIST ){
  8564. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8565. sd->skill_id_old = sd->skill_lv_old = 0;
  8566. break;
  8567. }
  8568. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8569. if(sp < 0) sp = 0;
  8570. status_zap(src, 0, sp);
  8571. }
  8572. break;
  8573. case SA_SPELLBREAKER:
  8574. {
  8575. int sp;
  8576. if(tsc && tsc->getSCE(SC_MAGICROD)) {
  8577. sp = skill_get_sp(skill_id,skill_lv);
  8578. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  8579. if(sp < 1) sp = 1;
  8580. status_heal(bl,0,sp,2);
  8581. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8582. } else {
  8583. struct unit_data *ud = unit_bl2ud(bl);
  8584. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8585. if (!ud || ud->skilltimer == INVALID_TIMER)
  8586. break; //Nothing to cancel.
  8587. bl_skill_id = ud->skill_id;
  8588. bl_skill_lv = ud->skill_lv;
  8589. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8590. if (rnd()%100 < 90)
  8591. {
  8592. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8593. break;
  8594. }
  8595. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8596. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8597. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8598. unit_skillcastcancel(bl,0);
  8599. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8600. status_zap(bl, hp, sp);
  8601. if (hp && skill_lv >= 5)
  8602. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  8603. else
  8604. hp = 0;
  8605. if (sp) //Recover some of the SP used
  8606. sp = sp*(25*(skill_lv-1))/100;
  8607. if(hp || sp)
  8608. status_heal(src, hp, sp, 2);
  8609. }
  8610. }
  8611. break;
  8612. case SA_MAGICROD:
  8613. #ifdef RENEWAL
  8614. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8615. #endif
  8616. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8617. break;
  8618. case SA_AUTOSPELL:
  8619. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8620. if (sd) {
  8621. sd->state.workinprogress = WIP_DISABLE_ALL;
  8622. clif_autospell(sd,skill_lv);
  8623. } else {
  8624. int maxlv=1,spellid=0;
  8625. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8626. if(skill_lv >= 10) {
  8627. spellid = MG_FROSTDIVER;
  8628. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8629. // maxlv = 10;
  8630. // else
  8631. maxlv = skill_lv - 9;
  8632. }
  8633. else if(skill_lv >=8) {
  8634. spellid = MG_FIREBALL;
  8635. maxlv = skill_lv - 7;
  8636. }
  8637. else if(skill_lv >=5) {
  8638. spellid = MG_SOULSTRIKE;
  8639. maxlv = skill_lv - 4;
  8640. }
  8641. else if(skill_lv >=2) {
  8642. int i_rnd = rnd()%3;
  8643. spellid = spellarray[i_rnd];
  8644. maxlv = skill_lv - 1;
  8645. }
  8646. else if(skill_lv > 0) {
  8647. spellid = MG_NAPALMBEAT;
  8648. maxlv = 3;
  8649. }
  8650. if(spellid > 0)
  8651. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8652. skill_get_time(SA_AUTOSPELL,skill_lv));
  8653. }
  8654. break;
  8655. case BS_GREED:
  8656. if(sd){
  8657. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8658. map_foreachinallrange(skill_greed,bl,
  8659. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8660. }
  8661. break;
  8662. case SA_ELEMENTWATER:
  8663. case SA_ELEMENTFIRE:
  8664. case SA_ELEMENTGROUND:
  8665. case SA_ELEMENTWIND:
  8666. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8667. break;
  8668. case NPC_ATTRICHANGE:
  8669. case NPC_CHANGEWATER:
  8670. case NPC_CHANGEGROUND:
  8671. case NPC_CHANGEFIRE:
  8672. case NPC_CHANGEWIND:
  8673. case NPC_CHANGEPOISON:
  8674. case NPC_CHANGEHOLY:
  8675. case NPC_CHANGEDARKNESS:
  8676. case NPC_CHANGETELEKINESIS:
  8677. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8678. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8679. skill_get_time(skill_id, skill_lv)));
  8680. break;
  8681. case NPC_PROVOCATION:
  8682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8683. if (md) mob_unlocktarget(md, tick);
  8684. break;
  8685. case NPC_REBIRTH:
  8686. if( md && md->state.rebirth )
  8687. break; // only works once
  8688. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8689. break;
  8690. case NPC_DARKBLESSING:
  8691. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8692. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8693. break;
  8694. case NPC_LICK:
  8695. status_zap(bl, 0, 100);
  8696. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8697. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8698. break;
  8699. case NPC_SUICIDE:
  8700. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8701. status_kill(src); //When suiciding, neither exp nor drops is given.
  8702. break;
  8703. case NPC_SUMMONSLAVE:
  8704. case NPC_SUMMONMONSTER:
  8705. case NPC_DEATHSUMMON:
  8706. if(md && md->skill_idx >= 0)
  8707. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8708. break;
  8709. case NPC_CALLSLAVE:
  8710. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8711. break;
  8712. case NPC_RANDOMMOVE:
  8713. if (md) {
  8714. md->next_walktime = tick - 1;
  8715. if (md->special_state.ai == AI_SPHERE)
  8716. unit_escape(&md->bl, bl, 7, 2);
  8717. else
  8718. mob_randomwalk(md,tick);
  8719. }
  8720. break;
  8721. case NPC_SPEEDUP:
  8722. {
  8723. // or does it increase casting rate? just a guess xD
  8724. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8725. if (i_type > SC_ASPDPOTION3)
  8726. i_type = SC_ASPDPOTION3;
  8727. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8728. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8729. }
  8730. break;
  8731. case NPC_REVENGE:
  8732. // not really needed... but adding here anyway ^^
  8733. if (md && md->master_id > 0) {
  8734. struct block_list *mbl, *tbl;
  8735. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8736. (tbl = battle_gettargeted(mbl)) == NULL)
  8737. break;
  8738. md->state.provoke_flag = tbl->id;
  8739. mob_target(md, tbl, sstatus->rhw.range);
  8740. }
  8741. break;
  8742. case NPC_RUN:
  8743. if (md) {
  8744. block_list* tbl = map_id2bl(md->target_id);
  8745. if (tbl) {
  8746. mob_unlocktarget(md, tick);
  8747. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8748. }
  8749. }
  8750. break;
  8751. case NPC_TRANSFORMATION:
  8752. case NPC_METAMORPHOSIS:
  8753. if(md && md->skill_idx >= 0) {
  8754. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8755. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8756. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8757. if (class_) mob_class_change(md, class_);
  8758. }
  8759. break;
  8760. case NPC_EMOTION_ON:
  8761. case NPC_EMOTION:
  8762. //val[0] is the emotion to use.
  8763. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8764. //val[1] 'sets' the mode
  8765. //val[2] adds to the current mode
  8766. //val[3] removes from the current mode
  8767. //val[4] if set, asks to delete the previous mode change.
  8768. if(md && md->skill_idx >= 0 && tsc)
  8769. {
  8770. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8771. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8772. status_change_end(bl, type);
  8773. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8774. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8775. mob_unlocktarget(md,tick);
  8776. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8777. sc_start4(src,src, type, 100, skill_lv,
  8778. md->db->skill[md->skill_idx]->val[1],
  8779. md->db->skill[md->skill_idx]->val[2],
  8780. md->db->skill[md->skill_idx]->val[3],
  8781. skill_get_time(skill_id, skill_lv));
  8782. //Reset aggressive state depending on resulting mode
  8783. if (!battle_config.npc_emotion_behavior)
  8784. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8785. }
  8786. break;
  8787. case NPC_POWERUP:
  8788. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8789. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8790. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8791. break;
  8792. case NPC_AGIUP:
  8793. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8794. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8795. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8796. break;
  8797. case NPC_INVISIBLE:
  8798. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8799. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8800. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8801. break;
  8802. case NPC_SIEGEMODE:
  8803. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  8804. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8805. break;
  8806. case WE_MALE: {
  8807. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8808. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8809. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8810. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8811. }
  8812. }
  8813. break;
  8814. case WE_FEMALE: {
  8815. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8816. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8817. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8818. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8819. }
  8820. }
  8821. break;
  8822. // parent-baby skills
  8823. case WE_BABY:
  8824. if(sd){
  8825. map_session_data *f_sd = pc_get_father(sd);
  8826. map_session_data *m_sd = pc_get_mother(sd);
  8827. if( (!f_sd && !m_sd) // if neither was found
  8828. || (sd->status.party_id != 0 && //not in same party
  8829. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8830. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8831. ))
  8832. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8833. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8834. ) {
  8835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8836. map_freeblock_unlock();
  8837. return 0;
  8838. }
  8839. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8840. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8841. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8842. }
  8843. break;
  8844. case WE_CALLALLFAMILY:
  8845. if (sd) {
  8846. map_session_data *p_sd = pc_get_partner(sd);
  8847. map_session_data *c_sd = pc_get_child(sd);
  8848. if (!p_sd && !c_sd) { // Fail if no family members are found
  8849. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8850. map_freeblock_unlock();
  8851. return 1;
  8852. }
  8853. // Partner must be on the same map and in same party
  8854. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8855. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8856. // Child must be on the same map and in same party as the parent casting
  8857. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8858. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8859. }
  8860. break;
  8861. case WE_ONEFOREVER:
  8862. if (sd) {
  8863. map_session_data *p_sd = pc_get_partner(sd);
  8864. map_session_data *c_sd = pc_get_child(sd);
  8865. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8866. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8867. map_freeblock_unlock();
  8868. return 1;
  8869. }
  8870. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8871. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8872. break;
  8873. }
  8874. if (status_isdead(bl)) {
  8875. int per = 30, sper = 0;
  8876. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8877. break;
  8878. if (tsc && tsc->getSCE(SC_HELLPOWER))
  8879. break;
  8880. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8881. break;
  8882. if (dstsd->special_state.restart_full_recover)
  8883. per = sper = 100;
  8884. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8885. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8886. }
  8887. }
  8888. break;
  8889. case WE_CHEERUP:
  8890. if (sd) {
  8891. map_session_data *f_sd = pc_get_father(sd);
  8892. map_session_data *m_sd = pc_get_mother(sd);
  8893. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8894. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8895. map_freeblock_unlock();
  8896. return 1;
  8897. }
  8898. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8899. if (dstsd == f_sd || dstsd == m_sd)
  8900. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8901. } else
  8902. 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);
  8903. }
  8904. break;
  8905. case PF_HPCONVERSION:
  8906. {
  8907. int hp, sp;
  8908. hp = sstatus->max_hp/10;
  8909. sp = hp * 10 * skill_lv / 100;
  8910. if (!status_charge(src,hp,0)) {
  8911. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8912. break;
  8913. }
  8914. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8915. status_heal(bl,0,sp,2);
  8916. }
  8917. break;
  8918. case MA_REMOVETRAP:
  8919. case HT_REMOVETRAP:
  8920. {
  8921. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8922. std::shared_ptr<s_skill_unit_group> sg;
  8923. std::shared_ptr<s_skill_db> skill_group;
  8924. // Mercenaries can remove any trap
  8925. // Players can only remove their own traps or traps on Vs maps.
  8926. 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] )
  8927. {
  8928. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8929. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8930. { // prevent picking up expired traps
  8931. if( battle_config.skill_removetrap_type )
  8932. { // get back all items used to deploy the trap
  8933. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8934. {
  8935. if( skill_group->require.itemid[i] > 0 )
  8936. {
  8937. int flag2;
  8938. struct item item_tmp;
  8939. memset(&item_tmp,0,sizeof(item_tmp));
  8940. item_tmp.nameid = skill_group->require.itemid[i];
  8941. item_tmp.identify = 1;
  8942. item_tmp.amount = skill_group->require.amount[i];
  8943. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8944. clif_additem(sd,0,0,flag2);
  8945. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8946. }
  8947. }
  8948. }
  8949. }
  8950. else
  8951. { // get back 1 trap
  8952. struct item item_tmp;
  8953. memset(&item_tmp,0,sizeof(item_tmp));
  8954. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8955. item_tmp.identify = 1;
  8956. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8957. {
  8958. clif_additem(sd,0,0,flag);
  8959. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8960. }
  8961. }
  8962. }
  8963. skill_delunit(su);
  8964. }else if(sd)
  8965. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8966. }
  8967. break;
  8968. case HT_SPRINGTRAP:
  8969. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8970. {
  8971. struct skill_unit *su=NULL;
  8972. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8973. switch(su->group->unit_id){
  8974. case UNT_ANKLESNARE: // ankle snare
  8975. if (su->group->val2 != 0)
  8976. // if it is already trapping something don't spring it,
  8977. // remove trap should be used instead
  8978. break;
  8979. // otherwise fallthrough to below
  8980. case UNT_BLASTMINE:
  8981. case UNT_SKIDTRAP:
  8982. case UNT_LANDMINE:
  8983. case UNT_SHOCKWAVE:
  8984. case UNT_SANDMAN:
  8985. case UNT_FLASHER:
  8986. case UNT_FREEZINGTRAP:
  8987. case UNT_CLAYMORETRAP:
  8988. case UNT_TALKIEBOX:
  8989. su->group->unit_id = UNT_USED_TRAPS;
  8990. clif_changetraplook(bl, UNT_USED_TRAPS);
  8991. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8992. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8993. }
  8994. }
  8995. }
  8996. break;
  8997. case BD_ENCORE:
  8998. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8999. if(sd)
  9000. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9001. break;
  9002. case TR_RETROSPECTION:
  9003. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9004. if (sd)
  9005. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9006. break;
  9007. case AS_SPLASHER:
  9008. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9009. // Renewal dropped the 3/4 hp requirement
  9010. #ifndef RENEWAL
  9011. || tstatus-> hp > tstatus->max_hp*3/4
  9012. #endif
  9013. ) {
  9014. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9015. map_freeblock_unlock();
  9016. return 1;
  9017. }
  9018. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9019. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9020. #ifndef RENEWAL
  9021. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  9022. #endif
  9023. break;
  9024. case PF_MINDBREAKER:
  9025. {
  9026. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9027. map_freeblock_unlock();
  9028. return 1;
  9029. }
  9030. if (tsce)
  9031. { //HelloKitty2 (?) explained that this silently fails when target is
  9032. //already inflicted. [Skotlex]
  9033. map_freeblock_unlock();
  9034. return 1;
  9035. }
  9036. //Has a 55% + skill_lv*5% success chance.
  9037. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9038. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9039. {
  9040. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9041. map_freeblock_unlock();
  9042. return 0;
  9043. }
  9044. unit_skillcastcancel(bl,0);
  9045. if (dstmd)
  9046. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9047. }
  9048. break;
  9049. case PF_SOULCHANGE:
  9050. {
  9051. unsigned int sp1 = 0, sp2 = 0;
  9052. if (dstmd) {
  9053. if (dstmd->state.soul_change_flag) {
  9054. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9055. break;
  9056. }
  9057. dstmd->state.soul_change_flag = 1;
  9058. sp2 = sstatus->max_sp * 3 /100;
  9059. status_heal(src, 0, sp2, 2);
  9060. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9061. break;
  9062. }
  9063. sp1 = sstatus->sp;
  9064. sp2 = tstatus->sp;
  9065. #ifdef RENEWAL
  9066. sp1 = sp1 / 2;
  9067. sp2 = sp2 / 2;
  9068. if (tsc && tsc->getSCE(SC_EXTREMITYFIST2))
  9069. sp1 = tstatus->sp;
  9070. #endif
  9071. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9072. sp1 = tstatus->sp;
  9073. status_set_sp(src, sp2, 3);
  9074. status_set_sp(bl, sp1, 3);
  9075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9076. }
  9077. break;
  9078. // Slim Pitcher
  9079. case CR_SLIMPITCHER:
  9080. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9081. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9082. break;
  9083. if (potion_hp || potion_sp) {
  9084. int hp = potion_hp, sp = potion_sp;
  9085. hp = hp * (100 + (tstatus->vit<<1))/100;
  9086. sp = sp * (100 + (tstatus->int_<<1))/100;
  9087. if (dstsd) {
  9088. if (hp)
  9089. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9090. if (sp)
  9091. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9092. }
  9093. if (tsc && tsc->count) {
  9094. uint8 penalty = 0;
  9095. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9096. hp += hp / 10;
  9097. sp += sp / 10;
  9098. }
  9099. if (tsc->getSCE(SC_CRITICALWOUND))
  9100. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9101. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9102. penalty += 20;
  9103. if (tsc->getSCE(SC_NORECOVER_STATE))
  9104. penalty = 100;
  9105. if (penalty > 0) {
  9106. hp -= hp * penalty / 100;
  9107. sp -= sp * penalty / 100;
  9108. }
  9109. }
  9110. if(hp > 0)
  9111. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9112. if(sp > 0)
  9113. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9114. status_heal(bl,hp,sp,0);
  9115. }
  9116. break;
  9117. // Full Chemical Protection
  9118. case CR_FULLPROTECTION:
  9119. {
  9120. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9121. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9122. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9123. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9124. continue;
  9125. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9126. s++;
  9127. }
  9128. if( sd && !s ){
  9129. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9130. map_freeblock_unlock(); // Don't consume item requirements
  9131. return 0;
  9132. }
  9133. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9134. }
  9135. break;
  9136. case RG_CLEANER: //AppleGirl
  9137. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9138. break;
  9139. #ifndef RENEWAL
  9140. case CG_LONGINGFREEDOM:
  9141. {
  9142. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9143. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9144. {
  9145. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9146. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9147. }
  9148. }
  9149. break;
  9150. #endif
  9151. case CG_TAROTCARD:
  9152. {
  9153. int card = -1;
  9154. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9155. //Target currently has the SUN tarot card effect and is immune to any other effect
  9156. map_freeblock_unlock();
  9157. return 0;
  9158. }
  9159. if( rnd() % 100 > skill_lv * 8 ||
  9160. #ifndef RENEWAL
  9161. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9162. #endif
  9163. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9164. if( sd )
  9165. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9166. map_freeblock_unlock();
  9167. return 0;
  9168. }
  9169. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9170. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9171. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9173. }
  9174. break;
  9175. case SL_ALCHEMIST:
  9176. case SL_ASSASIN:
  9177. case SL_BARDDANCER:
  9178. case SL_BLACKSMITH:
  9179. case SL_CRUSADER:
  9180. case SL_HUNTER:
  9181. case SL_KNIGHT:
  9182. case SL_MONK:
  9183. case SL_PRIEST:
  9184. case SL_ROGUE:
  9185. case SL_SAGE:
  9186. case SL_SOULLINKER:
  9187. case SL_STAR:
  9188. case SL_SUPERNOVICE:
  9189. case SL_WIZARD:
  9190. case SL_HIGH:
  9191. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9192. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9193. // 1% chance to erase death count on successful cast
  9194. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9195. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9196. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9197. status_calc_pc( dstsd, SCO_NONE );
  9198. }
  9199. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9200. }else{
  9201. if( sd ){
  9202. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9203. }
  9204. }
  9205. break;
  9206. case SP_SOULGOLEM:
  9207. case SP_SOULSHADOW:
  9208. case SP_SOULFALCON:
  9209. case SP_SOULFAIRY:
  9210. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9211. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9212. }else{
  9213. if( sd ){
  9214. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9215. }
  9216. }
  9217. break;
  9218. case SP_SOULREVOLVE:
  9219. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9220. if (sd)
  9221. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9222. break;
  9223. }
  9224. status_heal(bl, 0, 50*skill_lv, 2);
  9225. status_change_end(bl, SC_SPIRIT);
  9226. status_change_end(bl, SC_SOULGOLEM);
  9227. status_change_end(bl, SC_SOULSHADOW);
  9228. status_change_end(bl, SC_SOULFALCON);
  9229. status_change_end(bl, SC_SOULFAIRY);
  9230. break;
  9231. case SL_SWOO:
  9232. if (tsce) {
  9233. if(sd)
  9234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9235. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9236. status_change_end(bl, SC_SWOO);
  9237. break;
  9238. }
  9239. case SL_SKA: // [marquis007]
  9240. case SL_SKE:
  9241. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9243. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9244. break;
  9245. }
  9246. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9247. if (skill_id == SL_SKE)
  9248. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9249. break;
  9250. // New guild skills [Celest]
  9251. case GD_BATTLEORDER:
  9252. case GD_REGENERATION:
  9253. case GD_RESTORE:
  9254. case GD_EMERGENCY_MOVE:
  9255. if(flag&1) {
  9256. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9257. if( skill_id == GD_RESTORE )
  9258. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9259. else
  9260. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9261. }
  9262. } else if (status_get_guild_id(src)) {
  9263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9264. map_foreachinallrange(skill_area_sub, src,
  9265. skill_get_splash(skill_id, skill_lv), BL_PC,
  9266. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9267. skill_castend_nodamage_id);
  9268. if (sd)
  9269. #ifdef RENEWAL
  9270. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9271. #else
  9272. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9273. #endif
  9274. }
  9275. break;
  9276. case GD_EMERGENCYCALL:
  9277. case GD_ITEMEMERGENCYCALL:
  9278. {
  9279. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9280. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9281. uint8 j = 0, calls = 0, called = 0;
  9282. struct guild *g;
  9283. // i don't know if it actually summons in a circle, but oh well. ;P
  9284. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9285. if (!g)
  9286. break;
  9287. if (skill_id == GD_ITEMEMERGENCYCALL)
  9288. switch (skill_lv) {
  9289. case 1: calls = 7; break;
  9290. case 2: calls = 12; break;
  9291. case 3: calls = 20; break;
  9292. default: calls = 0; break;
  9293. }
  9294. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9295. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  9296. if (j > 8)
  9297. j = 0;
  9298. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9299. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9300. continue;
  9301. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9302. continue;
  9303. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9304. dx[j] = dy[j] = 0;
  9305. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9306. called++;
  9307. }
  9308. }
  9309. if (sd)
  9310. #ifdef RENEWAL
  9311. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9312. #else
  9313. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9314. #endif
  9315. }
  9316. break;
  9317. case GD_CHARGESHOUT_FLAG:
  9318. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9319. 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);
  9320. if (md) {
  9321. sd->guild->chargeshout_flag_id = md->bl.id;
  9322. md->master_id = src->id;
  9323. if (md->deletetimer != INVALID_TIMER)
  9324. delete_timer(md->deletetimer, mob_timer_delete);
  9325. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9326. mob_spawn(md);
  9327. }
  9328. }
  9329. break;
  9330. case GD_CHARGESHOUT_BEATING:
  9331. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9332. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9333. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9334. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9335. else
  9336. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9337. } else
  9338. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9339. break;
  9340. case SG_FEEL:
  9341. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9342. if (sd) {
  9343. if(!sd->feel_map[skill_lv-1].index)
  9344. clif_feel_req(sd->fd,sd, skill_lv);
  9345. else
  9346. clif_feel_info(sd, skill_lv-1, 1);
  9347. }
  9348. break;
  9349. case SG_HATE:
  9350. if (sd) {
  9351. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9352. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9353. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9354. }
  9355. break;
  9356. case SJ_DOCUMENT:
  9357. if (sd) {
  9358. switch (skill_lv) {
  9359. case 1:
  9360. pc_resetfeel(sd);
  9361. break;
  9362. case 2:
  9363. pc_resethate(sd);
  9364. break;
  9365. case 3:
  9366. pc_resetfeel(sd);
  9367. pc_resethate(sd);
  9368. break;
  9369. }
  9370. }
  9371. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9372. break;
  9373. case GS_GLITTERING:
  9374. if(sd) {
  9375. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9376. if(rnd()%100 < (20+10*skill_lv))
  9377. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9378. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9379. pc_delspiritball(sd,1,0);
  9380. }
  9381. break;
  9382. case GS_CRACKER:
  9383. /* per official standards, this skill works on players and mobs. */
  9384. if (sd && (dstsd || dstmd))
  9385. {
  9386. i =65 -5*distance_bl(src,bl); //Base rate
  9387. if (i < 30) i = 30;
  9388. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9389. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9390. }
  9391. break;
  9392. case AM_CALLHOMUN: //[orn]
  9393. if (sd && !hom_call(sd))
  9394. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9395. #ifdef RENEWAL
  9396. else if (sd && hom_is_active(sd->hd))
  9397. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9398. #endif
  9399. break;
  9400. case AM_REST:
  9401. if (sd) {
  9402. if (hom_vaporize(sd,HOM_ST_REST))
  9403. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9404. else
  9405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9406. }
  9407. break;
  9408. case HAMI_CASTLE: //[orn]
  9409. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9410. int x = src->x, y = src->y;
  9411. if (hd)
  9412. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9413. // Move source
  9414. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9415. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9416. clif_blown(src);
  9417. // Move target
  9418. if (unit_movepos(bl,x,y,0,0)) {
  9419. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9420. clif_blown(bl);
  9421. }
  9422. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9423. }
  9424. }
  9425. else if (hd && hd->master) // Failed
  9426. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9427. else if (sd)
  9428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9429. break;
  9430. case HVAN_CHAOTIC: //[orn]
  9431. {
  9432. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9433. int r = rnd()%100;
  9434. i = (skill_lv-1)%5;
  9435. if(r<per[i][0]) //Self
  9436. bl = src;
  9437. else if(r<per[i][1]) //Master
  9438. bl = battle_get_master(src);
  9439. else //Enemy
  9440. bl = map_id2bl(battle_gettarget(src));
  9441. if (!bl) bl = src;
  9442. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9443. //Eh? why double skill packet?
  9444. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9445. clif_skill_nodamage(src,bl,skill_id,i,1);
  9446. status_heal(bl, i, 0, 0);
  9447. }
  9448. break;
  9449. //Homun single-target support skills [orn]
  9450. case HAMI_BLOODLUST:
  9451. case HFLI_FLEET:
  9452. case HFLI_SPEED:
  9453. case HLIF_CHANGE:
  9454. case MH_ANGRIFFS_MODUS:
  9455. case MH_GOLDENE_FERSE:
  9456. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9457. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9458. if (hd)
  9459. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9460. break;
  9461. case NPC_DRAGONFEAR:
  9462. if (flag&1) {
  9463. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9464. int j;
  9465. j = i = rnd()%ARRAYLENGTH(sc);
  9466. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9467. i++;
  9468. if ( i == ARRAYLENGTH(sc) )
  9469. i = 0;
  9470. if (i == j)
  9471. break;
  9472. }
  9473. break;
  9474. }
  9475. case NPC_WIDEBLEEDING:
  9476. case NPC_WIDECONFUSE:
  9477. case NPC_WIDECURSE:
  9478. case NPC_WIDEFREEZE:
  9479. case NPC_WIDESLEEP:
  9480. case NPC_WIDESILENCE:
  9481. case NPC_WIDESTONE:
  9482. case NPC_WIDESTUN:
  9483. case NPC_SLOWCAST:
  9484. case NPC_WIDEHELLDIGNITY:
  9485. case NPC_WIDEHEALTHFEAR:
  9486. case NPC_WIDEBODYBURNNING:
  9487. case NPC_WIDEFROSTMISTY:
  9488. case NPC_WIDECOLD:
  9489. case NPC_WIDE_DEEP_SLEEP:
  9490. case NPC_WIDESIREN:
  9491. case NPC_WIDEWEB:
  9492. if (flag&1){
  9493. switch ( type ) {
  9494. case SC_BURNING:
  9495. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9496. break;
  9497. case SC_STONEWAIT:
  9498. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9499. break;
  9500. default:
  9501. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9502. }
  9503. }
  9504. else {
  9505. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9506. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9507. map_foreachinallrange(skill_area_sub, bl,
  9508. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9509. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9510. skill_castend_nodamage_id);
  9511. }
  9512. break;
  9513. case NPC_WIDESOULDRAIN:
  9514. if (flag&1)
  9515. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9516. else {
  9517. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9518. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9519. map_foreachinallrange(skill_area_sub, bl,
  9520. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9521. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9522. skill_castend_nodamage_id);
  9523. }
  9524. break;
  9525. case NPC_FIRESTORM: {
  9526. int sflag = flag;
  9527. if( skill_lv > 1 )
  9528. sflag |= 4;
  9529. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9530. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9531. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9532. }
  9533. break;
  9534. case ALL_PARTYFLEE:
  9535. if( sd && !(flag&1) ) {
  9536. if( !sd->status.party_id ) {
  9537. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9538. break;
  9539. }
  9540. 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);
  9541. } else
  9542. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9543. break;
  9544. case NPC_TALK:
  9545. case ALL_WEWISH:
  9546. case ALL_CATCRY:
  9547. case ALL_DREAM_SUMMERNIGHT:
  9548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9549. break;
  9550. case ALL_BUYING_STORE:
  9551. if( sd )
  9552. {// players only, skill allows 5 buying slots
  9553. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9554. }
  9555. break;
  9556. case RK_ENCHANTBLADE:
  9557. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9558. 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)));
  9559. break;
  9560. case RK_DRAGONHOWLING:
  9561. if( flag&1)
  9562. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9563. else
  9564. {
  9565. skill_area_temp[2] = 0;
  9566. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9567. map_foreachinallrange(skill_area_sub, src,
  9568. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9569. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9570. skill_castend_nodamage_id);
  9571. }
  9572. break;
  9573. case LG_EARTHDRIVE: {
  9574. int dummy = 1;
  9575. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9576. i = skill_get_splash(skill_id,skill_lv);
  9577. 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);
  9578. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9579. }
  9580. break;
  9581. case RK_LUXANIMA:
  9582. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9583. case RK_GIANTGROWTH:
  9584. case RK_STONEHARDSKIN:
  9585. case RK_VITALITYACTIVATION:
  9586. case RK_ABUNDANCE:
  9587. case RK_CRUSHSTRIKE:
  9588. case RK_REFRESH:
  9589. case RK_MILLENNIUMSHIELD:
  9590. if (sd) {
  9591. uint8 rune_level = 1; // RK_GIANTGROWTH
  9592. if (skill_id == RK_VITALITYACTIVATION)
  9593. rune_level = 2;
  9594. else if (skill_id == RK_STONEHARDSKIN)
  9595. rune_level = 4;
  9596. else if (skill_id == RK_ABUNDANCE)
  9597. rune_level = 6;
  9598. else if (skill_id == RK_CRUSHSTRIKE)
  9599. rune_level = 7;
  9600. else if (skill_id == RK_REFRESH)
  9601. rune_level = 8;
  9602. else if (skill_id == RK_MILLENNIUMSHIELD)
  9603. rune_level = 9;
  9604. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9605. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9606. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9607. else if (skill_id == RK_STONEHARDSKIN)
  9608. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9609. } else
  9610. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9611. }
  9612. break;
  9613. case NPC_MILLENNIUMSHIELD:
  9614. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9615. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9616. break;
  9617. case RK_FIGHTINGSPIRIT: {
  9618. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9619. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9620. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9621. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9622. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9623. break;
  9624. }
  9625. case GC_ROLLINGCUTTER:
  9626. {
  9627. short count = 1;
  9628. skill_area_temp[2] = 0;
  9629. 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);
  9630. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9631. { // Every time the skill is casted the status change is reseted adding a counter.
  9632. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9633. if( count > 10 )
  9634. count = 10; // Max coounter
  9635. status_change_end(bl, SC_ROLLINGCUTTER);
  9636. }
  9637. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9638. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9639. }
  9640. break;
  9641. case GC_WEAPONBLOCKING:
  9642. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9643. status_change_end(bl, SC_WEAPONBLOCKING);
  9644. else
  9645. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9647. break;
  9648. case GC_CREATENEWPOISON:
  9649. if( sd )
  9650. {
  9651. clif_skill_produce_mix_list(sd,skill_id,25);
  9652. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9653. }
  9654. break;
  9655. case GC_POISONINGWEAPON:
  9656. if( sd ) {
  9657. clif_poison_list(sd,skill_lv);
  9658. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9659. }
  9660. break;
  9661. case GC_ANTIDOTE:
  9662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9663. if( tsc )
  9664. {
  9665. status_change_end(bl, SC_PARALYSE);
  9666. status_change_end(bl, SC_PYREXIA);
  9667. status_change_end(bl, SC_DEATHHURT);
  9668. status_change_end(bl, SC_LEECHESEND);
  9669. status_change_end(bl, SC_VENOMBLEED);
  9670. status_change_end(bl, SC_MAGICMUSHROOM);
  9671. status_change_end(bl, SC_TOXIN);
  9672. status_change_end(bl, SC_OBLIVIONCURSE);
  9673. }
  9674. break;
  9675. case GC_PHANTOMMENACE:
  9676. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9677. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9678. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9679. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9680. break;
  9681. case GC_HALLUCINATIONWALK:
  9682. {
  9683. int heal = status_get_max_hp(bl) / 10;
  9684. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9685. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9686. break;
  9687. }
  9688. if( !status_charge(bl,heal,0) )
  9689. {
  9690. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9691. break;
  9692. }
  9693. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9694. }
  9695. break;
  9696. case AB_ANCILLA:
  9697. if( sd ) {
  9698. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9699. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9700. }
  9701. break;
  9702. case AB_CLEMENTIA:
  9703. case AB_CANTO:
  9704. {
  9705. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9706. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9707. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9708. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9709. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9710. else if( sd )
  9711. 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);
  9712. }
  9713. break;
  9714. case AB_PRAEFATIO:
  9715. case AB_RENOVATIO:
  9716. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9717. if (skill_id == AB_PRAEFATIO)
  9718. 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)));
  9719. else
  9720. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9721. } else if( sd )
  9722. 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);
  9723. break;
  9724. case AB_CHEAL:
  9725. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9726. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9727. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9728. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9729. if( partycount > 1 )
  9730. i += (i / 100) * (partycount * 10) / 4;
  9731. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9732. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9733. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9734. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9735. i = ~i + 1;
  9736. status_heal(bl, i, 0, 0);
  9737. }
  9738. } else if( sd )
  9739. 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);
  9740. break;
  9741. case NPC_CHEAL:
  9742. if( flag&1 ) {
  9743. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9744. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9745. if (status_isimmune(bl))
  9746. i = 0;
  9747. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9748. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9749. i = ~i + 1;
  9750. status_heal(bl, i, 0, 0);
  9751. }
  9752. }
  9753. else {
  9754. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9755. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9756. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9757. }
  9758. break;
  9759. case AB_ORATIO:
  9760. if( flag&1 )
  9761. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9762. else {
  9763. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9764. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9765. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9766. }
  9767. break;
  9768. case AB_LAUDAAGNUS:
  9769. if( flag&1 || !sd || !sd->status.party_id ) {
  9770. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  9771. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  9772. // Success Chance: (60 + 10 * Skill Level) %
  9773. if( rnd()%100 > 60+10*skill_lv ) break;
  9774. status_change_end(bl, SC_FREEZE);
  9775. status_change_end(bl, SC_STONE);
  9776. status_change_end(bl, SC_BLIND);
  9777. status_change_end(bl, SC_BURNING);
  9778. status_change_end(bl, SC_FREEZING);
  9779. status_change_end(bl, SC_CRYSTALIZE);
  9780. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9781. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9782. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9783. } else if( sd )
  9784. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9785. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9786. break;
  9787. case AB_LAUDARAMUS:
  9788. if( flag&1 || !sd || !sd->status.party_id ) {
  9789. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  9790. // Success Chance: (60 + 10 * Skill Level) %
  9791. if( rnd()%100 > 60+10*skill_lv ) break;
  9792. status_change_end(bl, SC_SLEEP);
  9793. status_change_end(bl, SC_STUN);
  9794. status_change_end(bl, SC_MANDRAGORA);
  9795. status_change_end(bl, SC_SILENCE);
  9796. status_change_end(bl, SC_DEEPSLEEP);
  9797. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9798. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9799. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9800. } else if( sd )
  9801. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9802. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9803. break;
  9804. case AB_CLEARANCE:
  9805. 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]
  9806. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9807. break;
  9808. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9809. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9810. if (sd)
  9811. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9812. break;
  9813. }
  9814. if(status_isimmune(bl))
  9815. break;
  9816. //Remove bonus_script by Clearance
  9817. if (dstsd)
  9818. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9819. if(!tsc || !tsc->count)
  9820. break;
  9821. //Statuses change that can't be removed by Cleareance
  9822. for (const auto &it : status_db) {
  9823. sc_type status = static_cast<sc_type>(it.first);
  9824. if (!tsc->getSCE(status))
  9825. continue;
  9826. if (it.second->flag[SCF_NOCLEARANCE])
  9827. continue;
  9828. switch (status) {
  9829. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9830. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9831. case SC_FORTUNE: case SC_SERVICE4U:
  9832. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  9833. continue; //If in song area don't end it, even if config enabled
  9834. break;
  9835. case SC_ASSUMPTIO:
  9836. if (bl->type == BL_MOB)
  9837. continue;
  9838. break;
  9839. }
  9840. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9841. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9842. status_change_end(bl,status);
  9843. }
  9844. break;
  9845. }
  9846. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9847. break;
  9848. case AB_SILENTIUM:
  9849. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9850. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9851. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9852. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9853. break;
  9854. case WL_STASIS:
  9855. if (flag&1)
  9856. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9857. else {
  9858. struct map_data *mapdata = map_getmapdata(src->m);
  9859. 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);
  9860. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9861. }
  9862. break;
  9863. case NPC_DANCINGBLADE:
  9864. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9865. break;
  9866. case WL_CHAINLIGHTNING:
  9867. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9868. break;
  9869. case WL_WHITEIMPRISON:
  9870. 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.
  9871. {
  9872. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9873. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9874. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9875. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9876. if( sd )
  9877. skill_blockpc_start(sd,skill_id,4000);
  9878. if( !(tsc && tsc->getSCE(type)) ){
  9879. 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));
  9880. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9881. if( !i )
  9882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9883. }
  9884. }else
  9885. if( sd )
  9886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9887. break;
  9888. case NPC_JACKFROST:
  9889. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9890. 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);
  9891. break;
  9892. case WL_SIENNAEXECRATE:
  9893. if( status_isimmune(bl) || !tsc )
  9894. break;
  9895. if( flag&1 ) {
  9896. if( bl->id == skill_area_temp[1] )
  9897. break; // Already work on this target
  9898. 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));
  9899. } else {
  9900. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9901. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9902. if( rnd()%100 < rate ) { // Success on First Target
  9903. 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)) ) {
  9904. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9905. skill_area_temp[1] = bl->id;
  9906. 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);
  9907. }
  9908. // Doesn't send failure packet if it fails on defense.
  9909. }
  9910. else if( sd ) // Failure on Rate
  9911. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9912. }
  9913. break;
  9914. case WL_SUMMONFB:
  9915. case WL_SUMMONBL:
  9916. case WL_SUMMONWB:
  9917. case WL_SUMMONSTONE:
  9918. {
  9919. status_change *sc = status_get_sc(src);
  9920. if (sc == nullptr)
  9921. break;
  9922. e_wl_spheres element;
  9923. switch (skill_id) { // Set val2. The SC element for this ball
  9924. case WL_SUMMONFB:
  9925. element = WLS_FIRE;
  9926. break;
  9927. case WL_SUMMONBL:
  9928. element = WLS_WIND;
  9929. break;
  9930. case WL_SUMMONWB:
  9931. element = WLS_WATER;
  9932. break;
  9933. case WL_SUMMONSTONE:
  9934. element = WLS_STONE;
  9935. break;
  9936. }
  9937. if (skill_lv == 1) {
  9938. sc_type sphere = SC_NONE;
  9939. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9940. if (sc->getSCE(i) == nullptr) {
  9941. sphere = static_cast<sc_type>(i); // Take the free SC
  9942. break;
  9943. }
  9944. }
  9945. if (sphere == SC_NONE) {
  9946. if (sd) // No free slots to put SC
  9947. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9948. break;
  9949. }
  9950. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9951. } else {
  9952. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9953. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  9954. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9955. }
  9956. }
  9957. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9958. }
  9959. break;
  9960. case WL_READING_SB_READING:
  9961. if (sd) {
  9962. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9963. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9964. break;
  9965. }
  9966. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9967. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9968. }
  9969. break;
  9970. case RA_FEARBREEZE:
  9971. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9972. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9973. break;
  9974. case RA_WUGMASTERY:
  9975. if( sd ) {
  9976. if( !pc_iswug(sd) )
  9977. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9978. else
  9979. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9980. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9981. }
  9982. break;
  9983. case RA_WUGRIDER:
  9984. if( sd ) {
  9985. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9986. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9987. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9988. } else if( pc_isridingwug(sd) ) {
  9989. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9990. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9991. }
  9992. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9993. }
  9994. break;
  9995. case RA_WUGDASH:
  9996. if( tsce ) {
  9997. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  9998. map_freeblock_unlock();
  9999. return 0;
  10000. }
  10001. if( sd && pc_isridingwug(sd) ) {
  10002. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10003. clif_walkok(sd);
  10004. }
  10005. break;
  10006. case RA_SENSITIVEKEEN:
  10007. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10008. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10009. 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);
  10010. break;
  10011. case NC_F_SIDESLIDE:
  10012. case NC_B_SIDESLIDE:
  10013. {
  10014. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10015. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10016. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10017. }
  10018. break;
  10019. case NC_SELFDESTRUCTION:
  10020. if( sd ) {
  10021. if( pc_ismadogear(sd) )
  10022. pc_setmadogear(sd, false);
  10023. skill_area_temp[1] = 0;
  10024. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10025. 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);
  10026. status_set_sp(src, 0, 0);
  10027. skill_clear_unitgroup(src);
  10028. }
  10029. break;
  10030. case NC_EMERGENCYCOOL:
  10031. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10032. if (sd) {
  10033. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10034. int16 limit[] = { -45, -75, -105 };
  10035. i = 0;
  10036. for (const auto &reqItem : req.eqItem) {
  10037. if (pc_search_inventory(sd, reqItem) != -1)
  10038. break;
  10039. i++;
  10040. }
  10041. pc_overheat(*sd, limit[min(i, 2)]);
  10042. }
  10043. break;
  10044. case NC_ANALYZE:
  10045. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10046. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10047. break;
  10048. case NC_MAGNETICFIELD:
  10049. if (flag & 1) {
  10050. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10051. } else {
  10052. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10053. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10054. 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);
  10055. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10056. }
  10057. break;
  10058. case NC_REPAIR:
  10059. if( sd ) {
  10060. int heal, hp = 0;
  10061. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10062. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10063. break;
  10064. }
  10065. switch(skill_lv) {
  10066. case 1: hp = 4; break;
  10067. case 2: hp = 7; break;
  10068. case 3: hp = 13; break;
  10069. case 4: hp = 17; break;
  10070. case 5: default: hp = 23; break;
  10071. }
  10072. heal = dstsd->status.max_hp * hp / 100;
  10073. status_heal(bl,heal,0,2);
  10074. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10075. }
  10076. break;
  10077. case NC_DISJOINT:
  10078. {
  10079. if( bl->type != BL_MOB ) break;
  10080. md = map_id2md(bl->id);
  10081. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10082. status_kill(bl);
  10083. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10084. }
  10085. break;
  10086. case SC_AUTOSHADOWSPELL:
  10087. if( sd ) {
  10088. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10089. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10090. {
  10091. 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]
  10092. clif_autoshadowspell_list(sd);
  10093. clif_skill_nodamage(src,bl,skill_id,1,1);
  10094. }
  10095. else
  10096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10097. }
  10098. break;
  10099. case SC_SHADOWFORM:
  10100. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10101. 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))) )
  10102. dstsd->shadowform_id = src->id;
  10103. }
  10104. else if( sd )
  10105. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10106. break;
  10107. case SC_BODYPAINT:
  10108. if( flag&1 ) {
  10109. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10110. status_change_end(bl,SC_HIDING);
  10111. status_change_end(bl,SC_CLOAKING);
  10112. status_change_end(bl,SC_CLOAKINGEXCEED);
  10113. status_change_end(bl,SC_CAMOUFLAGE);
  10114. status_change_end(bl,SC_NEWMOON);
  10115. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10116. status_change_end(bl, SC__SHADOWFORM);
  10117. }
  10118. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10119. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10120. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10121. } else {
  10122. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10123. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10124. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10125. }
  10126. break;
  10127. case SC_ENERVATION:
  10128. case SC_GROOMY:
  10129. case SC_LAZINESS:
  10130. case SC_UNLUCKY:
  10131. case SC_WEAKNESS:
  10132. if( !(tsc && tsc->getSCE(type)) ) {
  10133. int rate;
  10134. if (status_get_class_(bl) == CLASS_BOSS)
  10135. break;
  10136. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10137. - (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));
  10138. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10139. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10140. } else if( sd )
  10141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10142. break;
  10143. case SC_IGNORANCE:
  10144. if( !(tsc && tsc->getSCE(type)) ) {
  10145. int rate;
  10146. if (status_get_class_(bl) == CLASS_BOSS)
  10147. break;
  10148. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10149. - (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));
  10150. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10151. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10152. int sp = 100 * skill_lv;
  10153. if( dstmd )
  10154. sp = dstmd->level;
  10155. if( !dstmd )
  10156. status_zap(bl, 0, sp);
  10157. status_heal(src, 0, sp / 2, 3);
  10158. } else if( sd )
  10159. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10160. } else if( sd )
  10161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10162. break;
  10163. case LG_TRAMPLE:
  10164. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10165. if (rnd()%100 < (25 + 25 * skill_lv))
  10166. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10167. status_change_end(bl, SC_SV_ROOTTWIST);
  10168. break;
  10169. case LG_REFLECTDAMAGE:
  10170. if( tsc && tsc->getSCE(type) )
  10171. status_change_end(bl,type);
  10172. else
  10173. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10174. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10175. break;
  10176. case LG_PIETY:
  10177. if( flag&1 )
  10178. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10179. else {
  10180. skill_area_temp[2] = 0;
  10181. 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);
  10182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10183. }
  10184. break;
  10185. case SR_CURSEDCIRCLE:
  10186. if( flag&1 ) {
  10187. if( status_get_class_(bl) == CLASS_BOSS )
  10188. break;
  10189. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10190. if( bl->type == BL_MOB )
  10191. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10192. clif_bladestop(src, bl->id, 1);
  10193. map_freeblock_unlock();
  10194. return 1;
  10195. }
  10196. } else {
  10197. int count = 0;
  10198. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10199. 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
  10200. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10201. if( sd ) pc_delspiritball(sd, count, 0);
  10202. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10203. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10204. }
  10205. break;
  10206. case NPC_SR_CURSEDCIRCLE:
  10207. if( flag&1 ) {
  10208. if( status_get_class_(bl) == CLASS_BOSS )
  10209. break;
  10210. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10211. if( bl->type == BL_MOB )
  10212. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10213. clif_bladestop(src, bl->id, 1);
  10214. map_freeblock_unlock();
  10215. return 1;
  10216. }
  10217. } else {
  10218. int count = 0;
  10219. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10220. 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
  10221. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10222. if( sd ) pc_delspiritball(sd, count, 0);
  10223. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10224. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10225. }
  10226. break;
  10227. case SR_RAISINGDRAGON:
  10228. if( sd ) {
  10229. short max = 5 + skill_lv;
  10230. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10231. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10232. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10233. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10234. }
  10235. break;
  10236. case SR_ASSIMILATEPOWER:
  10237. if (flag&1) {
  10238. i = 0;
  10239. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10240. if (dstsd->spiritball > 0) {
  10241. i = dstsd->spiritball;
  10242. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10243. }
  10244. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10245. i += dstsd->spiritcharm;
  10246. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10247. }
  10248. }
  10249. if (i)
  10250. status_percent_heal(src, 0, i);
  10251. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10252. } else {
  10253. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10254. 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);
  10255. }
  10256. break;
  10257. case SR_POWERVELOCITY:
  10258. if( !dstsd )
  10259. break;
  10260. if( sd && dstsd->spiritball <= 5 ) {
  10261. for(i = 0; i <= 5; i++) {
  10262. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10263. pc_delspiritball(sd, sd->spiritball, 0);
  10264. }
  10265. }
  10266. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10267. break;
  10268. case SR_GENTLETOUCH_CURE:
  10269. {
  10270. unsigned int heal;
  10271. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10272. heal = 0;
  10273. else {
  10274. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10275. status_heal(bl, heal, 0, 0);
  10276. }
  10277. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10278. status_change_end(bl, SC_STONE);
  10279. status_change_end(bl, SC_FREEZE);
  10280. status_change_end(bl, SC_STUN);
  10281. status_change_end(bl, SC_POISON);
  10282. status_change_end(bl, SC_SILENCE);
  10283. status_change_end(bl, SC_BLIND);
  10284. status_change_end(bl, SC_HALLUCINATION);
  10285. }
  10286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10287. }
  10288. break;
  10289. case SR_GENTLETOUCH_ENERGYGAIN:
  10290. case SR_GENTLETOUCH_CHANGE:
  10291. case SR_GENTLETOUCH_REVITALIZE:
  10292. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10293. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10294. break;
  10295. case SR_FLASHCOMBO: {
  10296. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10297. const int delay[] = { 0, 750, 1250 };
  10298. if (sd) // Disable attacking/acting/moving for skill's duration.
  10299. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10300. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10301. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10302. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10303. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10304. }
  10305. break;
  10306. case WA_SWING_DANCE:
  10307. case WA_MOONLIT_SERENADE:
  10308. case WA_SYMPHONY_OF_LOVER:
  10309. case MI_RUSH_WINDMILL:
  10310. case MI_ECHOSONG:
  10311. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10312. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10313. 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));
  10314. } else if( sd ) {
  10315. 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);
  10316. 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));
  10317. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10318. }
  10319. break;
  10320. case MI_HARMONIZE:
  10321. if( src != bl )
  10322. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10323. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10324. break;
  10325. case WM_DEADHILLHERE:
  10326. if( bl->type == BL_PC ) {
  10327. if( !status_isdead(bl) )
  10328. break;
  10329. int heal = tstatus->sp;
  10330. if( heal <= 0 )
  10331. heal = 1;
  10332. tstatus->hp = heal;
  10333. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10334. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10335. pc_revive((TBL_PC*)bl,heal,0);
  10336. clif_resurrection(bl,1);
  10337. }
  10338. break;
  10339. case WM_VOICEOFSIREN:
  10340. if (flag&1)
  10341. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10342. else {
  10343. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10344. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10345. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10346. 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);
  10347. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10348. }
  10349. break;
  10350. case WM_GLOOMYDAY:
  10351. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10352. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10353. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10354. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10355. { // !TODO: Which skills aren't boosted anymore?
  10356. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10357. break;
  10358. }
  10359. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10360. break;
  10361. case WM_SATURDAY_NIGHT_FEVER:
  10362. if( flag&1 ) {
  10363. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10364. } else if (sd) {
  10365. 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?
  10366. 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);
  10367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10368. }
  10369. }
  10370. break;
  10371. case WM_SIRCLEOFNATURE:
  10372. case WM_SONG_OF_MANA:
  10373. case WM_DANCE_WITH_WUG:
  10374. case WM_LERADS_DEW:
  10375. case WM_UNLIMITED_HUMMING_VOICE:
  10376. if( flag&1 ) { // These affect to to all party members near the caster.
  10377. status_change *sc = status_get_sc(src);
  10378. if( sc && sc->getSCE(type) ) {
  10379. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10380. }
  10381. } else if( sd ) {
  10382. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10383. 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);
  10384. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10385. }
  10386. break;
  10387. case WM_MELODYOFSINK:
  10388. if( flag&1 ) {
  10389. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10390. } else { // These affect to all targets around the caster.
  10391. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10392. 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);
  10393. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10394. }
  10395. }
  10396. break;
  10397. case WM_BEYOND_OF_WARCRY:
  10398. if( flag&1 ) {
  10399. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10400. } else { // These affect to all targets around the caster.
  10401. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10402. 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);
  10403. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10404. }
  10405. }
  10406. break;
  10407. case WM_SOUND_OF_DESTRUCTION:
  10408. if (flag&1) {
  10409. 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
  10410. } else {
  10411. 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);
  10412. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10413. }
  10414. break;
  10415. case WM_RANDOMIZESPELL:
  10416. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10417. status_change_end(bl, SC_SONGOFMANA);
  10418. status_change_end(bl, SC_DANCEWITHWUG);
  10419. status_change_end(bl, SC_LERADSDEW);
  10420. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10421. status_change_end(bl, SC_BEYONDOFWARCRY);
  10422. status_change_end(bl, SC_MELODYOFSINK);
  10423. status_change_end(bl, SC_BEYONDOFWARCRY);
  10424. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10425. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10426. }
  10427. break;
  10428. case RETURN_TO_ELDICASTES:
  10429. case ALL_GUARDIAN_RECALL:
  10430. case ECLAGE_RECALL:
  10431. case ALL_PRONTERA_RECALL:
  10432. if( sd )
  10433. {
  10434. short x=0, y=0; // Destiny position.
  10435. unsigned short mapindex=0;
  10436. switch(skill_id){
  10437. default:
  10438. case RETURN_TO_ELDICASTES:
  10439. x = 198;
  10440. y = 187;
  10441. mapindex = mapindex_name2id(MAP_DICASTES);
  10442. break;
  10443. case ALL_GUARDIAN_RECALL:
  10444. x = 44;
  10445. y = 151;
  10446. mapindex = mapindex_name2id(MAP_MORA);
  10447. break;
  10448. case ECLAGE_RECALL:
  10449. x = 47;
  10450. y = 31;
  10451. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10452. break;
  10453. case ALL_PRONTERA_RECALL:
  10454. if(skill_lv == 1) {
  10455. x = 115;
  10456. y = 72;
  10457. }
  10458. else if(skill_lv == 2) {
  10459. x = 159;
  10460. y = 192;
  10461. }
  10462. mapindex = mapindex_name2id(MAP_PRONTERA);
  10463. break;
  10464. }
  10465. if(!mapindex)
  10466. { //Given map not found?
  10467. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10468. map_freeblock_unlock();
  10469. return 0;
  10470. }
  10471. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10472. }
  10473. break;
  10474. case ECL_SNOWFLIP:
  10475. case ECL_PEONYMAMY:
  10476. case ECL_SADAGUI:
  10477. case ECL_SEQUOIADUST:
  10478. switch(skill_id){
  10479. case ECL_SNOWFLIP:
  10480. status_change_end(bl, SC_SLEEP);
  10481. status_change_end(bl, SC_BLEEDING);
  10482. status_change_end(bl, SC_BURNING);
  10483. status_change_end(bl, SC_DEEPSLEEP);
  10484. break;
  10485. case ECL_PEONYMAMY:
  10486. status_change_end(bl, SC_FREEZE);
  10487. status_change_end(bl, SC_FREEZING);
  10488. status_change_end(bl, SC_CRYSTALIZE);
  10489. break;
  10490. case ECL_SADAGUI:
  10491. status_change_end(bl, SC_STUN);
  10492. status_change_end(bl, SC_CONFUSION);
  10493. status_change_end(bl, SC_HALLUCINATION);
  10494. status_change_end(bl, SC_FEAR);
  10495. break;
  10496. case ECL_SEQUOIADUST:
  10497. status_change_end(bl, SC_STONE);
  10498. status_change_end(bl, SC_POISON);
  10499. status_change_end(bl, SC_CURSE);
  10500. status_change_end(bl, SC_BLIND);
  10501. status_change_end(bl, SC_ORCISH);
  10502. status_change_end(bl, SC_DECREASEAGI);
  10503. break;
  10504. }
  10505. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10506. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10507. break;
  10508. case GM_SANDMAN:
  10509. if( tsc ) {
  10510. if( tsc->opt1 == OPT1_SLEEP )
  10511. tsc->opt1 = 0;
  10512. else
  10513. tsc->opt1 = OPT1_SLEEP;
  10514. clif_changeoption(bl);
  10515. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10516. }
  10517. break;
  10518. case SO_ARRULLO:
  10519. {
  10520. 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;
  10521. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10522. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10523. }
  10524. break;
  10525. case WM_LULLABY_DEEPSLEEP:
  10526. if (flag&1) {
  10527. 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);
  10528. 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
  10529. sc_start(src, bl, type, rate, skill_lv, duration);
  10530. } else {
  10531. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10532. 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);
  10533. }
  10534. break;
  10535. case SO_SUMMON_AGNI:
  10536. case SO_SUMMON_AQUA:
  10537. case SO_SUMMON_VENTUS:
  10538. case SO_SUMMON_TERA:
  10539. if( sd ) {
  10540. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10541. // Remove previous elemental first.
  10542. if( sd->ed )
  10543. elemental_delete(sd->ed);
  10544. // Summoning the new one.
  10545. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10546. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10547. break;
  10548. }
  10549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10550. }
  10551. break;
  10552. case SO_EL_CONTROL:
  10553. if( sd ) {
  10554. int mode;
  10555. if( !sd->ed ) break;
  10556. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10557. elemental_delete(sd->ed);
  10558. break;
  10559. }
  10560. switch( skill_lv ) {// Select mode bassed on skill level used.
  10561. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10562. case 2: mode = EL_MODE_ASSIST; break;
  10563. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10564. }
  10565. if( !elemental_change_mode(sd->ed,mode) ) {
  10566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10567. break;
  10568. }
  10569. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10570. }
  10571. break;
  10572. case SO_EL_ACTION:
  10573. if( sd ) {
  10574. int duration = 3000;
  10575. if( !sd->ed )
  10576. break;
  10577. switch(sd->ed->db->class_) {
  10578. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10579. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10580. duration = 6000;
  10581. break;
  10582. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10583. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10584. duration = 9000;
  10585. break;
  10586. }
  10587. sd->skill_id_old = skill_id;
  10588. elemental_action(sd->ed, bl, tick);
  10589. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10590. skill_blockpc_start(sd, skill_id, duration);
  10591. }
  10592. break;
  10593. case SO_EL_CURE:
  10594. if( sd ) {
  10595. s_elemental_data *ed = sd->ed;
  10596. int s_hp, s_sp;
  10597. if( !ed )
  10598. break;
  10599. s_hp = sd->battle_status.hp * 10 / 100;
  10600. s_sp = sd->battle_status.sp * 10 / 100;
  10601. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10603. break;
  10604. }
  10605. status_heal(&ed->bl,s_hp,s_sp,3);
  10606. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10607. }
  10608. break;
  10609. case GN_CHANGEMATERIAL:
  10610. case SO_EL_ANALYSIS:
  10611. if( sd ) {
  10612. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10613. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10614. }
  10615. break;
  10616. case NPC_MANDRAGORA:
  10617. case GN_MANDRAGORA:
  10618. if( flag&1 ) {
  10619. int rate;
  10620. if (skill_id == NPC_MANDRAGORA)
  10621. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10622. else
  10623. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10624. if (rate < 10)
  10625. rate = 10;
  10626. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10627. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10628. if (rnd()%100 < rate) {
  10629. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10630. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10631. }
  10632. } else {
  10633. 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);
  10634. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10635. }
  10636. break;
  10637. case GN_SLINGITEM:
  10638. if( sd ) {
  10639. i = sd->equip_index[EQI_AMMO];
  10640. if( i < 0 )
  10641. break; // No ammo.
  10642. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10643. if( ammo_id == 0 )
  10644. break;
  10645. sd->itemid = ammo_id;
  10646. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10647. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10648. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10649. 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);
  10650. else
  10651. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10652. } else //Otherwise, it fails, shows animation and removes items.
  10653. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10654. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10655. switch (ammo_id) {
  10656. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10657. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10658. status_percent_heal(bl, 1, 0);
  10659. break;
  10660. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10661. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10662. status_percent_heal(bl, 2, 0);
  10663. break;
  10664. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10665. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10666. status_percent_heal(bl, 5, 0);
  10667. break;
  10668. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10669. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10670. status_percent_heal(bl, 0, 2);
  10671. break;
  10672. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10673. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10674. status_percent_heal(bl, 0, 4);
  10675. break;
  10676. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10677. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10678. status_percent_heal(bl, 0, 8);
  10679. break;
  10680. default:
  10681. if (dstsd)
  10682. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10683. break;
  10684. }
  10685. }
  10686. }
  10687. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10688. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10689. break;
  10690. case GN_MIX_COOKING:
  10691. case GN_MAKEBOMB:
  10692. case GN_S_PHARMACY:
  10693. if( sd ) {
  10694. int qty = 1;
  10695. sd->skill_id_old = skill_id;
  10696. sd->skill_lv_old = skill_lv;
  10697. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10698. qty = 10;
  10699. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10700. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10701. }
  10702. break;
  10703. case EL_CIRCLE_OF_FIRE:
  10704. case EL_PYROTECHNIC:
  10705. case EL_HEATER:
  10706. case EL_TROPIC:
  10707. case EL_AQUAPLAY:
  10708. case EL_COOLER:
  10709. case EL_CHILLY_AIR:
  10710. case EL_GUST:
  10711. case EL_BLAST:
  10712. case EL_WILD_STORM:
  10713. case EL_PETROLOGY:
  10714. case EL_CURSED_SOIL:
  10715. case EL_UPHEAVAL:
  10716. case EL_FIRE_CLOAK:
  10717. case EL_WATER_DROP:
  10718. case EL_WIND_CURTAIN:
  10719. case EL_SOLID_SKIN:
  10720. case EL_STONE_SHIELD:
  10721. case EL_WIND_STEP:
  10722. case EM_EL_FLAMETECHNIC:
  10723. case EM_EL_FLAMEARMOR:
  10724. case EM_EL_COLD_FORCE:
  10725. case EM_EL_CRYSTAL_ARMOR:
  10726. case EM_EL_GRACE_BREEZE:
  10727. case EM_EL_EYES_OF_STORM:
  10728. case EM_EL_EARTH_CARE:
  10729. case EM_EL_STRONG_PROTECTION:
  10730. case EM_EL_DEEP_POISONING:
  10731. case EM_EL_POISON_SHIELD:
  10732. {
  10733. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10734. if( ele ) {
  10735. sc_type type2 = (sc_type)(type-1);
  10736. status_change *sc = status_get_sc(&ele->bl);
  10737. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10738. status_change_end(src,type);
  10739. status_change_end(bl,type2);
  10740. } else {
  10741. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10742. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10743. 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);
  10744. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10745. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10746. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10747. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10748. }
  10749. }
  10750. }
  10751. break;
  10752. case EL_FIRE_MANTLE:
  10753. case EL_WATER_BARRIER:
  10754. case EL_ZEPHYR:
  10755. case EL_POWER_OF_GAIA:
  10756. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10757. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10758. break;
  10759. case EL_WATER_SCREEN: {
  10760. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10761. if( ele ) {
  10762. status_change *sc = status_get_sc(&ele->bl);
  10763. sc_type type2 = (sc_type)(type-1);
  10764. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10765. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10766. status_change_end(bl,type);
  10767. status_change_end(src,type2);
  10768. } else {
  10769. // This not heals at the end.
  10770. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10771. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10772. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10773. }
  10774. }
  10775. }
  10776. break;
  10777. case KO_KAHU_ENTEN:
  10778. case KO_HYOUHU_HUBUKI:
  10779. case KO_KAZEHU_SEIRAN:
  10780. case KO_DOHU_KOUKAI:
  10781. if (sd) {
  10782. int ele_type = skill_get_ele(skill_id,skill_lv);
  10783. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10784. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10785. }
  10786. break;
  10787. case KO_ZANZOU:
  10788. if(sd){
  10789. struct mob_data *md2;
  10790. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10791. if( md2 )
  10792. {
  10793. md2->master_id = src->id;
  10794. md2->special_state.ai = AI_ZANZOU;
  10795. if( md2->deletetimer != INVALID_TIMER )
  10796. delete_timer(md2->deletetimer, mob_timer_delete);
  10797. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10798. mob_spawn( md2 );
  10799. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10800. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10801. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10802. }
  10803. }
  10804. break;
  10805. case KO_KYOUGAKU:
  10806. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  10807. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10808. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10809. }else if( sd )
  10810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10811. break;
  10812. case KO_JYUSATSU:
  10813. if( dstsd && tsc && !tsc->getSCE(type) &&
  10814. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10815. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10816. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10817. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10818. if( status_get_lv(bl) <= status_get_lv(src) )
  10819. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10820. }else if( sd )
  10821. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10822. break;
  10823. case KO_GENWAKU:
  10824. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10825. int x = src->x, y = src->y;
  10826. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10827. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10828. break;
  10829. }
  10830. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10831. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10832. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10833. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10834. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10835. clif_blown(src);
  10836. if (!unit_blown_immune(bl, 0x1)) {
  10837. unit_movepos(bl,x,y,0,0);
  10838. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10839. clif_sitting(bl); //Avoid sitting sync problem
  10840. clif_blown(bl);
  10841. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10842. }
  10843. }
  10844. }
  10845. break;
  10846. case OB_AKAITSUKI:
  10847. case OB_OBOROGENSOU:
  10848. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10849. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10851. break;
  10852. }
  10853. case KO_IZAYOI:
  10854. case OB_ZANGETSU:
  10855. case KG_KYOMU:
  10856. case KG_KAGEMUSYA:
  10857. case SP_SOULDIVISION:
  10858. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10859. if (bl->type != BL_PC) {
  10860. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10861. break;
  10862. }
  10863. }
  10864. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10865. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10866. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10867. break;
  10868. case KG_KAGEHUMI:
  10869. if( flag&1 ){
  10870. if (bl->type != BL_PC)
  10871. break;
  10872. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  10873. status_change_end(bl, SC_HIDING);
  10874. status_change_end(bl, SC_CLOAKING);
  10875. status_change_end(bl, SC_CLOAKINGEXCEED);
  10876. status_change_end(bl, SC_CAMOUFLAGE);
  10877. status_change_end(bl, SC_NEWMOON);
  10878. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10879. status_change_end(bl, SC__SHADOWFORM);
  10880. status_change_end(bl, SC_MARIONETTE);
  10881. status_change_end(bl, SC_HARMONIZE);
  10882. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10883. }
  10884. }else{
  10885. 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);
  10886. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10887. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10888. }
  10889. break;
  10890. case MH_SILENT_BREEZE:
  10891. {
  10892. int heal = 5 * status_get_lv(&hd->bl) +
  10893. #ifdef RENEWAL
  10894. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10895. #else
  10896. status_base_matk_min(&hd->battle_status);
  10897. #endif
  10898. //Silences the homunculus and target
  10899. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10900. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10901. //Recover the target's HP
  10902. status_heal(bl,heal,0,3);
  10903. //Removes these SC from target
  10904. if (tsc) {
  10905. const enum sc_type scs[] = {
  10906. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10907. };
  10908. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10909. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  10910. }
  10911. if (hd)
  10912. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10913. }
  10914. break;
  10915. case MH_OVERED_BOOST:
  10916. if (hd && battle_get_master(src)) {
  10917. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10918. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10919. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10920. }
  10921. break;
  10922. case MH_GRANITIC_ARMOR:
  10923. case MH_PYROCLASTIC:
  10924. if(hd) {
  10925. struct block_list *s_bl = battle_get_master(src);
  10926. 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
  10927. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10928. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10929. }
  10930. break;
  10931. case MH_LIGHT_OF_REGENE: //self
  10932. if(hd) {
  10933. struct block_list *s_bl = battle_get_master(src);
  10934. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10935. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10936. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10937. }
  10938. break;
  10939. case MH_STYLE_CHANGE:
  10940. if(hd){
  10941. struct status_change_entry *sce;
  10942. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=NULL){ //in preparation for other bl usage
  10943. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10944. else sce->val1 = MH_MD_FIGHTING;
  10945. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  10946. // char output[128];
  10947. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10948. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10949. //}
  10950. }
  10951. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10952. }
  10953. break;
  10954. case MH_PAIN_KILLER:
  10955. bl = battle_get_master(src);
  10956. if (bl != nullptr)
  10957. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10958. if (hd)
  10959. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10960. break;
  10961. case MH_MAGMA_FLOW:
  10962. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10963. if (hd)
  10964. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10965. break;
  10966. case MH_SUMMON_LEGION: {
  10967. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10968. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10969. struct mob_data *sum_md;
  10970. int i_slave,c=0;
  10971. int maxcount = qty[skill_lv-1];
  10972. 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);
  10973. if(c >= maxcount) {
  10974. map_freeblock_unlock();
  10975. return 0; //max qty already spawned
  10976. }
  10977. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10978. 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);
  10979. if (sum_md) {
  10980. sum_md->master_id = src->id;
  10981. sum_md->special_state.ai = AI_LEGION;
  10982. if (sum_md->deletetimer != INVALID_TIMER)
  10983. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10984. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10985. mob_spawn(sum_md); //Now it is ready for spawning.
  10986. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10987. }
  10988. }
  10989. if (hd)
  10990. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10991. }
  10992. break;
  10993. case RL_RICHS_COIN:
  10994. if (sd) {
  10995. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10996. for (i = 0; i < 10; i++)
  10997. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10998. }
  10999. break;
  11000. case RL_C_MARKER:
  11001. if (sd) {
  11002. // If marked by someone else remove it
  11003. if (tsce && tsce->val2 != src->id)
  11004. status_change_end(bl, type);
  11005. // Check if marked before
  11006. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11007. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11008. // Find empty slot
  11009. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11010. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11011. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11012. break;
  11013. }
  11014. }
  11015. sd->c_marker[i] = bl->id;
  11016. 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);
  11017. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11018. }
  11019. // If mob casts this, at least SC_C_MARKER as debuff
  11020. else {
  11021. 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);
  11022. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11023. }
  11024. break;
  11025. case RL_QD_SHOT:
  11026. if (sd) {
  11027. skill_area_temp[1] = bl->id;
  11028. // Check surrounding
  11029. 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);
  11030. if (skill_area_temp[0])
  11031. 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);
  11032. // Main target always receives damage
  11033. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11034. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11035. } else {
  11036. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11037. 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);
  11038. }
  11039. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11040. skill_area_temp[0] = 0;
  11041. skill_area_temp[1] = 0;
  11042. break;
  11043. case RL_FLICKER:
  11044. if (sd) {
  11045. sd->flicker = true;
  11046. skill_area_temp[1] = 0;
  11047. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11048. // Detonate RL_B_TRAP
  11049. if (pc_checkskill(sd, RL_B_TRAP))
  11050. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11051. // Detonate RL_H_MINE
  11052. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11053. 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);
  11054. sd->flicker = false;
  11055. }
  11056. break;
  11057. case SO_ELEMENTAL_SHIELD:
  11058. if (!sd || sd->status.party_id == 0 || flag&1) {
  11059. if (sd && sd->status.party_id == 0) {
  11060. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11061. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11062. elemental_delete(sd->ed);
  11063. }
  11064. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11065. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11066. }
  11067. else {
  11068. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11069. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11070. elemental_delete(sd->ed);
  11071. 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);
  11072. }
  11073. break;
  11074. case SU_HIDE:
  11075. if (tsce) {
  11076. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11077. status_change_end(bl, type);
  11078. map_freeblock_unlock();
  11079. return 0;
  11080. }
  11081. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11082. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11083. break;
  11084. case SU_STOOP:
  11085. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11086. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11087. break;
  11088. case SU_SV_ROOTTWIST:
  11089. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11090. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11091. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11092. break;
  11093. }
  11094. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11095. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11096. else {
  11097. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11098. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11099. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11100. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11101. }
  11102. break;
  11103. case SU_TUNABELLY:
  11104. {
  11105. unsigned int heal = 0;
  11106. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11107. heal = 0;
  11108. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11109. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11110. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11111. status_heal(bl, heal, 0, 0);
  11112. }
  11113. break;
  11114. case SU_BUNCHOFSHRIMP:
  11115. case SU_HISS:
  11116. case SU_PURRING:
  11117. case SU_MEOWMEOW:
  11118. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11119. int duration = skill_get_time(skill_id, skill_lv);
  11120. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11121. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11122. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11123. } else if (sd) {
  11124. 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);
  11125. }
  11126. break;
  11127. case SU_SHRIMPARTY:
  11128. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11129. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11130. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11131. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11132. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11133. }
  11134. } else if (sd)
  11135. 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);
  11136. break;
  11137. case SU_POWEROFFLOCK:
  11138. if (flag&1) {
  11139. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11140. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11141. } else {
  11142. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11143. if (battle_config.skill_wall_check)
  11144. 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);
  11145. else
  11146. 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);
  11147. }
  11148. break;
  11149. case ALL_EQSWITCH:
  11150. if( sd ){
  11151. clif_equipswitch_reply( sd, false );
  11152. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11153. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11154. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11155. }
  11156. }
  11157. }
  11158. break;
  11159. case AB_VITUPERATUM:
  11160. if (flag&1)
  11161. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11162. else {
  11163. 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);
  11164. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11165. }
  11166. break;
  11167. case AB_CONVENIO:
  11168. if (sd) {
  11169. party_data *p = party_search(sd->status.party_id);
  11170. int i = 0, count = 0;
  11171. // Only usable in party
  11172. if (p == nullptr) {
  11173. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11174. break;
  11175. }
  11176. // Only usable as party leader.
  11177. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11178. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11179. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11180. break;
  11181. }
  11182. // Do the teleport part
  11183. for (i = 0; i < MAX_PARTY; ++i) {
  11184. map_session_data *pl_sd = p->data[i].sd;
  11185. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11186. sd->bl.m != pl_sd->bl.m)
  11187. continue;
  11188. // Respect /call configuration
  11189. if( pl_sd->status.disable_call ){
  11190. continue;
  11191. }
  11192. 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))) {
  11193. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11194. count++;
  11195. }
  11196. }
  11197. if (!count)
  11198. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11199. }
  11200. break;
  11201. case NPC_PULSESTRIKE2:
  11202. for (int i = 0; i < 3; i++)
  11203. 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);
  11204. break;
  11205. case BO_THE_WHOLE_PROTECTION:
  11206. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11207. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11208. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11209. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11210. continue;
  11211. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11212. }
  11213. } else if (sd) {
  11214. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11215. 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);
  11216. }
  11217. break;
  11218. case TR_MUSICAL_INTERLUDE:
  11219. case TR_JAWAII_SERENADE:
  11220. case TR_PRON_MARCH:
  11221. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11222. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11223. else if (sd) {
  11224. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11225. sd->skill_id_song = skill_id;
  11226. sd->skill_lv_song = skill_lv;
  11227. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11228. flag |= 2;
  11229. 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);
  11230. }
  11231. break;
  11232. case TR_GEF_NOCTURN:
  11233. case TR_AIN_RHAPSODY:
  11234. if (flag & 1)
  11235. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11236. else if (sd) {
  11237. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11238. sd->skill_id_song = skill_id;
  11239. sd->skill_lv_song = skill_lv;
  11240. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11241. flag |= 2;
  11242. 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);
  11243. }
  11244. break;
  11245. case TR_ROKI_CAPRICCIO:
  11246. case TR_NIPELHEIM_REQUIEM:
  11247. if (flag & 1) { // Need official success chances.
  11248. uint16 success_chance = 5 * skill_lv;
  11249. if (flag & 2)
  11250. success_chance *= 2;
  11251. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11252. if (skill_id == TR_ROKI_CAPRICCIO) {
  11253. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11254. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11255. } else { // TR_NIPELHEIM_REQUIEM
  11256. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11257. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11258. }
  11259. } else if (sd) {
  11260. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11261. sd->skill_id_song = skill_id;
  11262. sd->skill_lv_song = skill_lv;
  11263. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11264. flag |= 2;
  11265. 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);
  11266. }
  11267. break;
  11268. case ABR_NET_REPAIR:
  11269. case ABR_NET_SUPPORT:
  11270. if (flag & 1) {
  11271. int heal_amount;
  11272. if (skill_id == ABR_NET_REPAIR) {
  11273. heal_amount = tstatus->max_hp * 10 / 100;
  11274. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11275. status_heal(bl, heal_amount, 0, 0);
  11276. } else { // ABR_NET_SUPPORT
  11277. heal_amount = tstatus->max_sp * 3 / 100;
  11278. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11279. status_heal(bl, 0, heal_amount, 0);
  11280. }
  11281. } else {
  11282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11283. 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);
  11284. }
  11285. break;
  11286. case WH_HAWK_M:
  11287. if (sd) {
  11288. if (!pc_isfalcon(sd))
  11289. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11290. else
  11291. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11292. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11293. }
  11294. break;
  11295. case EM_SUMMON_ELEMENTAL_ARDOR:
  11296. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11297. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11298. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11299. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11300. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11301. if (sd == nullptr)
  11302. break;
  11303. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11304. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11305. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11306. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11307. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11308. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11309. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11310. // Remove the old elemental before summoning the super one.
  11311. elemental_delete(sd->ed);
  11312. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11313. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11314. break;
  11315. } else // Elemental summoned. Buff the player with the bonus.
  11316. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11317. } else {
  11318. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11319. break;
  11320. }
  11321. }
  11322. break;
  11323. case EM_ELEMENTAL_VEIL:
  11324. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11325. if (sd == nullptr)
  11326. break;
  11327. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11328. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11329. else
  11330. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11331. break;
  11332. case MT_M_MACHINE:
  11333. case BO_BIONIC_PHARMACY:
  11334. if (sd) {
  11335. sd->skill_id_old = skill_id;
  11336. sd->skill_lv_old = skill_lv;
  11337. if (skill_id == MT_M_MACHINE)
  11338. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11339. else // BO_BIONIC_PHARMACY
  11340. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11342. }
  11343. break;
  11344. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11345. case MT_SUMMON_ABR_DUAL_CANNON:
  11346. case MT_SUMMON_ABR_MOTHER_NET:
  11347. case MT_SUMMON_ABR_INFINITY: {
  11348. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11349. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11350. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11351. 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);
  11352. if (md) {
  11353. md->master_id = src->id;
  11354. md->special_state.ai = AI_ABR;
  11355. if (md->deletetimer != INVALID_TIMER)
  11356. delete_timer(md->deletetimer, mob_timer_delete);
  11357. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11358. mob_spawn(md);
  11359. }
  11360. }
  11361. break;
  11362. case BO_WOODENWARRIOR:
  11363. case BO_WOODEN_FAIRY:
  11364. case BO_CREEPER:
  11365. 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.
  11366. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11367. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11368. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11369. 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);
  11370. if (md) {
  11371. md->master_id = src->id;
  11372. md->special_state.ai = AI_BIONIC;
  11373. if (md->deletetimer != INVALID_TIMER)
  11374. delete_timer(md->deletetimer, mob_timer_delete);
  11375. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11376. mob_spawn(md);
  11377. }
  11378. }
  11379. break;
  11380. #ifdef RENEWAL
  11381. case CG_HERMODE:
  11382. skill_castend_song(src, skill_id, skill_lv, tick);
  11383. break;
  11384. #endif
  11385. default: {
  11386. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11387. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11388. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11389. map_freeblock_unlock();
  11390. return 1;
  11391. }
  11392. }
  11393. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11394. status_change *sc = status_get_sc(src);
  11395. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11396. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11397. }
  11398. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11399. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11400. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11401. }
  11402. if( sd && !(flag&1) )
  11403. {// ensure that the skill last-cast tick is recorded
  11404. sd->canskill_tick = gettick();
  11405. if( sd->state.arrow_atk )
  11406. {// consume arrow on last invocation to this skill.
  11407. battle_consume_ammo(sd, skill_id, skill_lv);
  11408. }
  11409. skill_onskillusage(sd, bl, skill_id, tick);
  11410. // perform skill requirement consumption
  11411. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11412. }
  11413. map_freeblock_unlock();
  11414. return 0;
  11415. }
  11416. /**
  11417. * Checking that causing skill failed
  11418. * @param src Caster
  11419. * @param target Target
  11420. * @param skill_id
  11421. * @param skill_lv
  11422. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11423. **/
  11424. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11426. int inf = skill->inf;
  11427. status_change *tsc = status_get_sc(target);
  11428. 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)
  11429. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11430. switch (skill_id) {
  11431. case AL_HEAL:
  11432. case AL_INCAGI:
  11433. case AL_DECAGI:
  11434. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11435. case AB_RENOVATIO:
  11436. case AB_HIGHNESSHEAL:
  11437. if (tsc && tsc->option&OPTION_MADOGEAR)
  11438. return USESKILL_FAIL_TOTARGET;
  11439. break;
  11440. case RG_BACKSTAP:
  11441. {
  11442. #ifndef RENEWAL
  11443. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11444. if (map_check_dir(dir, t_dir))
  11445. return USESKILL_FAIL_MAX;
  11446. #endif
  11447. if (check_distance_bl(src, target, 0))
  11448. return USESKILL_FAIL_MAX;
  11449. }
  11450. break;
  11451. case PR_TURNUNDEAD:
  11452. {
  11453. struct status_data *tstatus = status_get_status_data(target);
  11454. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11455. return USESKILL_FAIL_MAX;
  11456. }
  11457. break;
  11458. case PR_LEXDIVINA:
  11459. case MER_LEXDIVINA:
  11460. {
  11461. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11462. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11463. return USESKILL_FAIL_LEVEL;
  11464. else
  11465. return -1; //Works on silenced allies
  11466. }
  11467. break;
  11468. case RA_WUGSTRIKE:
  11469. // Check if path can be reached
  11470. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11471. return USESKILL_FAIL_MAX;
  11472. break;
  11473. case MG_NAPALMBEAT:
  11474. case MG_FIREBALL:
  11475. case HT_BLITZBEAT:
  11476. case AS_GRIMTOOTH:
  11477. case MO_COMBOFINISH:
  11478. case NC_VULCANARM:
  11479. case SR_TIGERCANNON:
  11480. // These can damage traps, but can't target traps directly
  11481. if (target->type == BL_SKILL) {
  11482. TBL_SKILL *su = (TBL_SKILL*)target;
  11483. if (!su || !su->group)
  11484. return USESKILL_FAIL_MAX;
  11485. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11486. return USESKILL_FAIL_MAX;
  11487. }
  11488. break;
  11489. case IQ_SECOND_FLAME:
  11490. case IQ_SECOND_FAITH:
  11491. case IQ_SECOND_JUDGEMENT:
  11492. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11493. return USESKILL_FAIL_LEVEL;
  11494. break;
  11495. case IQ_THIRD_PUNISH:
  11496. case IQ_THIRD_FLAME_BOMB:
  11497. case IQ_THIRD_CONSECRATION:
  11498. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11499. return USESKILL_FAIL_LEVEL;
  11500. break;
  11501. }
  11502. if (inf&INF_ATTACK_SKILL ||
  11503. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11504. ) // Casted through combo.
  11505. inf = BCT_ENEMY; //Offensive skill.
  11506. else if (skill->inf2[INF2_NOTARGETENEMY])
  11507. inf = BCT_NOENEMY;
  11508. else
  11509. inf = 0;
  11510. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11511. inf |=
  11512. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11513. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11514. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11515. inf &= ~BCT_NEUTRAL;
  11516. }
  11517. switch (skill_id) {
  11518. // Cannot be casted to Emperium
  11519. case WZ_ESTIMATION:
  11520. case SL_SKE:
  11521. case SL_SKA:
  11522. case RK_PHANTOMTHRUST:
  11523. case NPC_PHANTOMTHRUST:
  11524. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11525. return USESKILL_FAIL_MAX;
  11526. break;
  11527. }
  11528. if (inf && battle_check_target(src, target, inf) <= 0) {
  11529. switch(skill_id) {
  11530. case RK_PHANTOMTHRUST:
  11531. case NPC_PHANTOMTHRUST:
  11532. case AB_CLEARANCE:
  11533. return USESKILL_FAIL_TOTARGET;
  11534. default:
  11535. return USESKILL_FAIL_LEVEL;
  11536. }
  11537. }
  11538. // Fogwall makes all offensive-type targetted skills fail at 75%
  11539. // Jump Kick can still fail even though you can jump to friendly targets.
  11540. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11541. return USESKILL_FAIL_LEVEL;
  11542. return -1;
  11543. }
  11544. TIMER_FUNC( skill_keep_using ){
  11545. map_session_data* sd = map_id2sd( id );
  11546. if( sd && sd->skill_keep_using.skill_id ){
  11547. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11548. sd->skill_keep_using.tid = INVALID_TIMER;
  11549. }
  11550. return 0;
  11551. }
  11552. /**
  11553. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11554. * @param tid
  11555. * @param tick
  11556. * @param data
  11557. **/
  11558. TIMER_FUNC(skill_castend_id){
  11559. struct block_list *target, *src;
  11560. map_session_data *sd;
  11561. struct mob_data *md;
  11562. struct unit_data *ud;
  11563. status_change *sc = NULL;
  11564. int flag = 0;
  11565. src = map_id2bl(id);
  11566. if( src == NULL )
  11567. {
  11568. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11569. return 0;// not found
  11570. }
  11571. ud = unit_bl2ud(src);
  11572. if( ud == NULL )
  11573. {
  11574. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11575. return 0;// ???
  11576. }
  11577. sd = BL_CAST(BL_PC, src);
  11578. md = BL_CAST(BL_MOB, src);
  11579. if( src->prev == NULL ) {
  11580. ud->skilltimer = INVALID_TIMER;
  11581. return 0;
  11582. }
  11583. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11584. if( ud->skilltimer != tid ) {
  11585. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11586. ud->skilltimer = INVALID_TIMER;
  11587. return 0;
  11588. }
  11589. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11590. {// restore original walk speed
  11591. ud->skilltimer = INVALID_TIMER;
  11592. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11593. } else
  11594. ud->skilltimer = INVALID_TIMER;
  11595. }
  11596. if (ud->skilltarget == id)
  11597. target = src;
  11598. else
  11599. target = map_id2bl(ud->skilltarget);
  11600. // Use a do so that you can break out of it when the skill fails.
  11601. do {
  11602. bool fail = false;
  11603. int8 res = USESKILL_FAIL_LEVEL;
  11604. if (!target || target->prev == NULL)
  11605. break;
  11606. if (src->m != target->m || status_isdead(src))
  11607. break;
  11608. //These should become skill_castend_pos
  11609. switch (ud->skill_id) {
  11610. case WE_CALLPARTNER:
  11611. if (sd) {
  11612. map_session_data *p_sd = pc_get_partner(sd);
  11613. if (p_sd && p_sd->state.autotrade) {
  11614. fail = true;
  11615. break;
  11616. } else
  11617. clif_callpartner(*sd);
  11618. }
  11619. break;
  11620. case WE_CALLPARENT:
  11621. if (sd) {
  11622. map_session_data *f_sd = pc_get_father(sd);
  11623. map_session_data *m_sd = pc_get_mother(sd);
  11624. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11625. fail = true;
  11626. break;
  11627. }
  11628. }
  11629. break;
  11630. case WE_CALLBABY:
  11631. if (sd) {
  11632. map_session_data *c_sd = pc_get_child(sd);
  11633. if (c_sd && c_sd->state.autotrade) {
  11634. fail = true;
  11635. break;
  11636. }
  11637. }
  11638. break;
  11639. case AM_RESURRECTHOMUN:
  11640. case PF_SPIDERWEB:
  11641. {
  11642. //Find a random spot to place the skill. [Skotlex]
  11643. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11644. ud->skillx = target->x + splash;
  11645. ud->skilly = target->y + splash;
  11646. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11647. ud->skillx = target->x;
  11648. ud->skilly = target->y;
  11649. }
  11650. ud->skilltimer = tid;
  11651. return skill_castend_pos(tid,tick,id,data);
  11652. }
  11653. case GN_WALLOFTHORN:
  11654. case SC_ESCAPE:
  11655. case WL_FROSTMISTY:
  11656. case SU_CN_POWDERING:
  11657. case AG_RAIN_OF_CRYSTAL:
  11658. ud->skillx = target->x;
  11659. ud->skilly = target->y;
  11660. ud->skilltimer = tid;
  11661. return skill_castend_pos(tid,tick,id,data);
  11662. }
  11663. // Failing
  11664. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11665. if (sd && res != USESKILL_FAIL_MAX)
  11666. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11667. break;
  11668. }
  11669. //Avoid doing double checks for instant-cast skills.
  11670. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11671. break;
  11672. if(md) {
  11673. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11674. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11675. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11676. }
  11677. if (src != target && battle_config.skill_add_range &&
  11678. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11679. {
  11680. if (sd) {
  11681. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11682. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11683. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11684. }
  11685. break;
  11686. }
  11687. #ifdef OFFICIAL_WALKPATH
  11688. 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))
  11689. {
  11690. if (sd) {
  11691. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11692. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11693. }
  11694. break;
  11695. }
  11696. #endif
  11697. if( sd )
  11698. {
  11699. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11700. break;
  11701. else {
  11702. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11703. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11704. // Give AP
  11705. if (add_ap > 0) {
  11706. switch (ud->skill_id) {
  11707. case TR_ROSEBLOSSOM:
  11708. case TR_RHYTHMSHOOTING:
  11709. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11710. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11711. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11712. break;
  11713. case TR_GEF_NOCTURN:
  11714. case TR_ROKI_CAPRICCIO:
  11715. case TR_AIN_RHAPSODY:
  11716. case TR_MUSICAL_INTERLUDE:
  11717. case TR_JAWAII_SERENADE:
  11718. case TR_NIPELHEIM_REQUIEM:
  11719. case TR_PRON_MARCH:
  11720. if (sd->skill_id_old == TR_RETROSPECTION) {
  11721. add_ap += add_ap * 50 / 100;
  11722. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11723. }
  11724. break;
  11725. }
  11726. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11727. }
  11728. 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) {
  11729. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11730. break; // Show a skill fail message (Damage type consumes requirements)
  11731. }
  11732. }
  11733. }
  11734. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11735. break;
  11736. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11737. ud->state.running = 0;
  11738. status_change_end(src, SC_RUN);
  11739. flag = 1;
  11740. }
  11741. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11742. unit_stop_walking(src,1);
  11743. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11744. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11745. if (sd) { //Cooldown application
  11746. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11747. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11748. }
  11749. if( battle_config.display_status_timers && sd )
  11750. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11751. if( sd )
  11752. {
  11753. switch( ud->skill_id )
  11754. {
  11755. case GS_DESPERADO:
  11756. case RL_FIREDANCE:
  11757. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11758. break;
  11759. case KN_BRANDISHSPEAR:
  11760. case CR_GRANDCROSS: {
  11761. sc_type type;
  11762. if (ud->skill_id == KN_BRANDISHSPEAR)
  11763. type = SC_STRIPWEAPON;
  11764. else
  11765. type = SC_STRIPSHIELD;
  11766. if ((sc = status_get_sc(src)) && sc->getSCE(type)) {
  11767. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  11768. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11769. break;
  11770. }
  11771. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11772. break;
  11773. }
  11774. }
  11775. }
  11776. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11777. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11778. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11779. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11780. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11781. map_freeblock_lock();
  11782. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11783. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11784. else
  11785. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11786. 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) ){
  11787. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11788. }
  11789. sc = status_get_sc(src);
  11790. if(sc && sc->count) {
  11791. if (ud->skill_id != RA_CAMOUFLAGE)
  11792. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11793. if(sc->getSCE(SC_SPIRIT) &&
  11794. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  11795. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  11796. ud->skill_id != WZ_WATERBALL)
  11797. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  11798. #ifndef RENEWAL
  11799. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11800. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11801. #endif
  11802. }
  11803. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11804. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11805. if (ud->skilltimer == INVALID_TIMER) {
  11806. if(md) md->skill_idx = -1;
  11807. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11808. ud->skill_lv = ud->skilltarget = 0;
  11809. }
  11810. map_freeblock_unlock();
  11811. return 1;
  11812. } while(0);
  11813. //Skill failed.
  11814. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  11815. { //When Asura fails... (except when it fails from Wall of Fog)
  11816. //Consume SP/spheres
  11817. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  11818. status_set_sp(src, 0, 0);
  11819. sc = &sd->sc;
  11820. if (sc->count)
  11821. { //End states
  11822. status_change_end(src, SC_EXPLOSIONSPIRITS);
  11823. status_change_end(src, SC_BLADESTOP);
  11824. #ifdef RENEWAL
  11825. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  11826. #endif
  11827. }
  11828. if( target && target->m == src->m ) { //Move character to target anyway.
  11829. short x, y;
  11830. short dir = map_calc_dir(src,target->x,target->y);
  11831. //Move 3 cells (From Caster)
  11832. if( dir > 0 && dir < 4 )
  11833. x = -3;
  11834. else if( dir > 4 )
  11835. x = 3;
  11836. else
  11837. x = 0;
  11838. if( dir > 2 && dir < 6 )
  11839. y = -3;
  11840. else if( dir == 7 || dir < 2 )
  11841. y = 3;
  11842. else
  11843. y = 0;
  11844. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11845. clif_blown(src);
  11846. clif_spiritball(src);
  11847. }
  11848. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11849. }
  11850. }
  11851. ud->skill_id = ud->skilltarget = 0;
  11852. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11853. ud->canact_tick = tick;
  11854. //You can't place a skill failed packet here because it would be
  11855. //sent in ALL cases, even cases where skill_check_condition fails
  11856. //which would lead to double 'skill failed' messages u.u [Skotlex]
  11857. if (sd) {
  11858. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11859. if (sd->skill_keep_using.skill_id > 0) {
  11860. sd->skill_keep_using.skill_id = 0;
  11861. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  11862. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  11863. sd->skill_keep_using.tid = INVALID_TIMER;
  11864. }
  11865. }
  11866. } else if (md)
  11867. md->skill_idx = -1;
  11868. return 0;
  11869. }
  11870. /*==========================================
  11871. *
  11872. *------------------------------------------*/
  11873. TIMER_FUNC(skill_castend_pos){
  11874. struct block_list* src = map_id2bl(id);
  11875. map_session_data *sd;
  11876. struct unit_data *ud = unit_bl2ud(src);
  11877. struct mob_data *md;
  11878. nullpo_ret(ud);
  11879. sd = BL_CAST(BL_PC , src);
  11880. md = BL_CAST(BL_MOB, src);
  11881. if( src->prev == NULL ) {
  11882. ud->skilltimer = INVALID_TIMER;
  11883. return 0;
  11884. }
  11885. if( ud->skilltimer != tid )
  11886. {
  11887. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11888. ud->skilltimer = INVALID_TIMER;
  11889. return 0;
  11890. }
  11891. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11892. {// restore original walk speed
  11893. ud->skilltimer = INVALID_TIMER;
  11894. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11895. } else
  11896. ud->skilltimer = INVALID_TIMER;
  11897. do {
  11898. if( status_isdead(src) )
  11899. break;
  11900. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11901. break;
  11902. if(tid != INVALID_TIMER)
  11903. { //Avoid double checks on instant cast skills. [Skotlex]
  11904. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11905. break;
  11906. if (battle_config.skill_add_range &&
  11907. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11908. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11909. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11910. break;
  11911. }
  11912. }
  11913. if( sd )
  11914. {
  11915. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11916. break;
  11917. else {
  11918. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  11919. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  11920. // Give AP
  11921. if (add_ap > 0) {
  11922. switch (ud->skill_id) {
  11923. case WH_DEEPBLINDTRAP:
  11924. case WH_SOLIDTRAP:
  11925. case WH_SWIFTTRAP:
  11926. case WH_FLAMETRAP:
  11927. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  11928. add_ap += 1;
  11929. break;
  11930. }
  11931. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11932. }
  11933. }
  11934. }
  11935. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11936. break;
  11937. if(md) {
  11938. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11939. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11940. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11941. }
  11942. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11943. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11944. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11945. if (ud->walktimer != INVALID_TIMER)
  11946. unit_stop_walking(src,1);
  11947. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11948. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11949. if (sd) { //Cooldown application
  11950. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11951. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11952. }
  11953. if( battle_config.display_status_timers && sd )
  11954. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11955. // if( sd )
  11956. // {
  11957. // switch( ud->skill_id )
  11958. // {
  11959. // case ????:
  11960. // sd->canequip_tick = tick + ????;
  11961. // break;
  11962. // }
  11963. // }
  11964. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11965. map_freeblock_lock();
  11966. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11967. if (ud->skill_id != RA_CAMOUFLAGE)
  11968. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11969. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11970. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11971. if (ud->skilltimer == INVALID_TIMER) {
  11972. if (md) md->skill_idx = -1;
  11973. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11974. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11975. }
  11976. map_freeblock_unlock();
  11977. return 1;
  11978. } while(0);
  11979. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11980. ud->canact_tick = tick;
  11981. ud->skill_id = ud->skill_lv = 0;
  11982. if(sd)
  11983. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11984. else if(md)
  11985. md->skill_idx = -1;
  11986. return 0;
  11987. }
  11988. /* skill count without self */
  11989. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11990. struct block_list* src = va_arg(ap, struct block_list*);
  11991. if( src->id != bl->id ) {
  11992. return 1;
  11993. }
  11994. return 0;
  11995. }
  11996. /*==========================================
  11997. *
  11998. *------------------------------------------*/
  11999. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12000. {
  12001. map_session_data* sd;
  12002. status_change* sc;
  12003. struct status_change_entry *sce;
  12004. std::shared_ptr<s_skill_unit_group> sg;
  12005. enum sc_type type;
  12006. int i;
  12007. //if(skill_lv <= 0) return 0;
  12008. if(skill_id > 0 && !skill_lv) return 0; // celest
  12009. nullpo_ret(src);
  12010. if(status_isdead(src))
  12011. return 0;
  12012. sd = BL_CAST(BL_PC, src);
  12013. sc = status_get_sc(src);
  12014. type = skill_get_sc(skill_id);
  12015. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  12016. switch (skill_id) { //Skill effect.
  12017. case WZ_METEOR:
  12018. case WZ_ICEWALL:
  12019. case MO_BODYRELOCATION:
  12020. case CR_CULTIVATION:
  12021. case HW_GANBANTEIN:
  12022. case LG_EARTHDRIVE:
  12023. case SC_ESCAPE:
  12024. case SU_CN_METEOR:
  12025. break; //Effect is displayed on respective switch case.
  12026. default:
  12027. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12028. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12029. else
  12030. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12031. }
  12032. switch(skill_id)
  12033. {
  12034. case PR_BENEDICTIO:
  12035. skill_area_temp[1] = src->id;
  12036. i = skill_get_splash(skill_id, skill_lv);
  12037. map_foreachinallarea(skill_area_sub,
  12038. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12039. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12040. skill_castend_nodamage_id);
  12041. map_foreachinallarea(skill_area_sub,
  12042. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12043. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12044. skill_castend_damage_id);
  12045. break;
  12046. case BS_HAMMERFALL:
  12047. i = skill_get_splash(skill_id, skill_lv);
  12048. map_foreachinallarea(skill_area_sub,
  12049. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12050. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12051. skill_castend_nodamage_id);
  12052. break;
  12053. case HT_DETECTING:
  12054. i = skill_get_splash(skill_id, skill_lv);
  12055. map_foreachinallarea( status_change_timer_sub,
  12056. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12057. src,NULL,SC_SIGHT,tick);
  12058. skill_reveal_trap_inarea(src, i, x, y);
  12059. break;
  12060. case SR_RIDEINLIGHTNING:
  12061. i = skill_get_splash(skill_id, skill_lv);
  12062. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12063. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12064. break;
  12065. case NPC_LEX_AETERNA:
  12066. i = skill_get_splash(skill_id, skill_lv);
  12067. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12068. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12069. break;
  12070. case SA_VOLCANO:
  12071. case SA_DELUGE:
  12072. case SA_VIOLENTGALE:
  12073. { //Does not consumes if the skill is already active. [Skotlex]
  12074. std::shared_ptr<s_skill_unit_group> sg2;
  12075. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12076. {
  12077. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12078. {
  12079. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12080. return 0; // not to consume items
  12081. }
  12082. else
  12083. sg2->limit = 0; //Disable it.
  12084. }
  12085. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12086. break;
  12087. }
  12088. // Skill Unit Setting
  12089. case MG_SAFETYWALL: {
  12090. int dummy = 1;
  12091. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12092. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12093. return 0; // Don't consume gems if cast on Land Protector
  12094. }
  12095. }
  12096. case MG_FIREWALL:
  12097. case MG_THUNDERSTORM:
  12098. case AL_PNEUMA:
  12099. case WZ_FIREPILLAR:
  12100. case WZ_QUAGMIRE:
  12101. case WZ_VERMILION:
  12102. case WZ_STORMGUST:
  12103. case WZ_HEAVENDRIVE:
  12104. case PR_SANCTUARY:
  12105. case PR_MAGNUS:
  12106. case CR_GRANDCROSS:
  12107. case NPC_GRANDDARKNESS:
  12108. case HT_SKIDTRAP:
  12109. case MA_SKIDTRAP:
  12110. case HT_LANDMINE:
  12111. case MA_LANDMINE:
  12112. case HT_ANKLESNARE:
  12113. case HT_SHOCKWAVE:
  12114. case HT_SANDMAN:
  12115. case MA_SANDMAN:
  12116. case HT_FLASHER:
  12117. case HT_FREEZINGTRAP:
  12118. case MA_FREEZINGTRAP:
  12119. case HT_BLASTMINE:
  12120. case HT_CLAYMORETRAP:
  12121. case AS_VENOMDUST:
  12122. case AM_DEMONSTRATION:
  12123. case PF_FOGWALL:
  12124. case PF_SPIDERWEB:
  12125. case HT_TALKIEBOX:
  12126. case WE_CALLPARTNER:
  12127. case WE_CALLPARENT:
  12128. case WE_CALLBABY:
  12129. case SA_LANDPROTECTOR:
  12130. #ifndef RENEWAL
  12131. case BD_LULLABY:
  12132. case BD_RICHMANKIM:
  12133. case BD_ETERNALCHAOS:
  12134. case BD_DRUMBATTLEFIELD:
  12135. case BD_RINGNIBELUNGEN:
  12136. case BD_ROKISWEIL:
  12137. case BD_INTOABYSS:
  12138. case BD_SIEGFRIED:
  12139. case BA_DISSONANCE:
  12140. case BA_POEMBRAGI:
  12141. case BA_WHISTLE:
  12142. case BA_ASSASSINCROSS:
  12143. case BA_APPLEIDUN:
  12144. case DC_UGLYDANCE:
  12145. case DC_HUMMING:
  12146. case DC_DONTFORGETME:
  12147. case DC_FORTUNEKISS:
  12148. case DC_SERVICEFORYOU:
  12149. #endif
  12150. case CG_MOONLIT:
  12151. case GS_DESPERADO:
  12152. case NJ_KAENSIN:
  12153. case NJ_BAKUENRYU:
  12154. case NJ_SUITON:
  12155. case NJ_HYOUSYOURAKU:
  12156. case NJ_RAIGEKISAI:
  12157. case NJ_KAMAITACHI:
  12158. #ifdef RENEWAL
  12159. case HW_GRAVITATION:
  12160. #endif
  12161. case NPC_EVILLAND:
  12162. case NPC_VENOMFOG:
  12163. case NPC_COMET:
  12164. case NPC_WIDESUCK:
  12165. case NPC_ICEMINE:
  12166. case NPC_FLAMECROSS:
  12167. case NPC_HELLBURNING:
  12168. case NPC_REVERBERATION:
  12169. case WL_COMET:
  12170. case RA_ELECTRICSHOCKER:
  12171. case RA_CLUSTERBOMB:
  12172. case RA_MAGENTATRAP:
  12173. case RA_COBALTTRAP:
  12174. case RA_MAIZETRAP:
  12175. case RA_VERDURETRAP:
  12176. case RA_FIRINGTRAP:
  12177. case RA_ICEBOUNDTRAP:
  12178. case SC_MANHOLE:
  12179. case SC_DIMENSIONDOOR:
  12180. case SC_CHAOSPANIC:
  12181. case SC_MAELSTROM:
  12182. case SC_BLOODYLUST:
  12183. case WM_POEMOFNETHERWORLD:
  12184. case SO_PSYCHIC_WAVE:
  12185. case NPC_PSYCHIC_WAVE:
  12186. case SO_VACUUM_EXTREME:
  12187. case GN_THORNS_TRAP:
  12188. case SO_EARTHGRAVE:
  12189. case SO_DIAMONDDUST:
  12190. case SO_FIRE_INSIGNIA:
  12191. case SO_WATER_INSIGNIA:
  12192. case SO_WIND_INSIGNIA:
  12193. case SO_EARTH_INSIGNIA:
  12194. case KO_ZENKAI:
  12195. case MH_LAVA_SLIDE:
  12196. case MH_VOLCANIC_ASH:
  12197. case MH_POISON_MIST:
  12198. case MH_STEINWAND:
  12199. case MH_XENO_SLASHER:
  12200. case LG_KINGS_GRACE:
  12201. case SJ_BOOKOFCREATINGSTAR:
  12202. case RL_B_TRAP:
  12203. case NPC_STORMGUST2:
  12204. case AG_RAIN_OF_CRYSTAL:
  12205. case AG_MYSTERY_ILLUSION:
  12206. case AG_STRANTUM_TREMOR:
  12207. case AG_TORNADO_STORM:
  12208. case AG_FLORAL_FLARE_ROAD:
  12209. case IG_CROSS_RAIN:
  12210. case CD_PNEUMATICUS_PROCELLA:
  12211. case ABC_ABYSS_STRIKE:
  12212. case ABC_ABYSS_SQUARE:
  12213. case WH_DEEPBLINDTRAP:
  12214. case WH_SOLIDTRAP:
  12215. case WH_SWIFTTRAP:
  12216. case WH_FLAMETRAP:
  12217. case BO_ACIDIFIED_ZONE_WATER:
  12218. case BO_ACIDIFIED_ZONE_GROUND:
  12219. case BO_ACIDIFIED_ZONE_WIND:
  12220. case BO_ACIDIFIED_ZONE_FIRE:
  12221. case EM_DIAMOND_STORM:
  12222. case EM_LIGHTNING_LAND:
  12223. case EM_VENOM_SWAMP:
  12224. case EM_CONFLAGRATION:
  12225. case EM_TERRA_DRIVE:
  12226. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12227. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12228. case GN_WALLOFTHORN:
  12229. case GN_DEMONIC_FIRE:
  12230. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12231. break;
  12232. case WZ_ICEWALL:
  12233. flag|=1;
  12234. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12235. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12236. break;
  12237. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12238. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12239. flag|=1;
  12240. break;
  12241. case NPC_EARTHQUAKE:
  12242. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12243. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12244. break;
  12245. #ifndef RENEWAL
  12246. case HP_BASILICA:
  12247. if( sc->getSCE(SC_BASILICA) ) {
  12248. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12249. return 0;
  12250. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12251. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12252. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12253. return 0;
  12254. }
  12255. skill_clear_unitgroup(src);
  12256. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12257. flag|=1;
  12258. }
  12259. break;
  12260. #endif
  12261. #ifndef RENEWAL
  12262. case CG_HERMODE:
  12263. skill_clear_unitgroup(src);
  12264. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12265. sc_start4(src,src,SC_DANCING,100,
  12266. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12267. flag|=1;
  12268. #endif
  12269. break;
  12270. case RG_CLEANER: // [Valaris]
  12271. i = skill_get_splash(skill_id, skill_lv);
  12272. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12273. break;
  12274. case SO_WARMER:
  12275. case SO_CLOUD_KILL:
  12276. case NPC_CLOUD_KILL:
  12277. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12278. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12279. break;
  12280. case SU_CN_POWDERING:
  12281. case SU_NYANGGRASS:
  12282. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12283. if (skill_id == SU_CN_POWDERING)
  12284. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12285. else
  12286. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12287. }
  12288. flag |= 1;
  12289. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12290. break;
  12291. case SU_CN_METEOR:
  12292. if (sd) {
  12293. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12294. skill_id = SU_CN_METEOR2;
  12295. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12296. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12297. }
  12298. // Fall through
  12299. case WZ_METEOR:
  12300. {
  12301. int area = skill_get_splash(skill_id, skill_lv);
  12302. short tmpx = 0, tmpy = 0;
  12303. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12304. // Creates a random Cell in the Splash Area
  12305. tmpx = x - area + rnd() % (area * 2 + 1);
  12306. tmpy = y - area + rnd() % (area * 2 + 1);
  12307. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12308. }
  12309. }
  12310. break;
  12311. case AL_WARP:
  12312. if(sd)
  12313. {
  12314. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12315. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  12316. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  12317. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  12318. );
  12319. }
  12320. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12321. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12322. return 0; // not to consume item.
  12323. case MO_BODYRELOCATION:
  12324. if (unit_movepos(src, x, y, 2, 1)) {
  12325. #if PACKETVER >= 20111005
  12326. clif_snap(src, src->x, src->y);
  12327. #else
  12328. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12329. #endif
  12330. if (sd)
  12331. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12332. }
  12333. break;
  12334. case NJ_SHADOWJUMP:
  12335. 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.
  12336. clif_blown(src);
  12337. status_change_end(src, SC_HIDING);
  12338. break;
  12339. case AM_SPHEREMINE:
  12340. case AM_CANNIBALIZE:
  12341. {
  12342. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12343. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12344. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12345. struct mob_data *md;
  12346. // Correct info, don't change any of this! [celest]
  12347. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12348. if (md) {
  12349. md->master_id = src->id;
  12350. md->special_state.ai = ai;
  12351. if( md->deletetimer != INVALID_TIMER )
  12352. delete_timer(md->deletetimer, mob_timer_delete);
  12353. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12354. mob_spawn (md); //Now it is ready for spawning.
  12355. }
  12356. }
  12357. break;
  12358. // Slim Pitcher [Celest]
  12359. case CR_SLIMPITCHER:
  12360. if (sd) {
  12361. int i_lv = 0, j = 0;
  12362. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12363. i_lv = skill_lv%11 - 1;
  12364. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12365. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12366. {
  12367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12368. return 1;
  12369. }
  12370. potion_flag = 1;
  12371. potion_hp = 0;
  12372. potion_sp = 0;
  12373. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12374. potion_flag = 0;
  12375. //Apply skill bonuses
  12376. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12377. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12378. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12379. + pc_skillheal_bonus(sd, skill_id);
  12380. potion_hp = potion_hp * (100+i_lv)/100;
  12381. potion_sp = potion_sp * (100+i_lv)/100;
  12382. // Final heal increased by HPlus.
  12383. // Is this the right place for this??? [Rytech]
  12384. // Can HPlus also affect SP recovery???
  12385. status_data *sstatus = status_get_status_data(src);
  12386. if (sstatus && sstatus->hplus > 0) {
  12387. potion_hp += potion_hp * sstatus->hplus / 100;
  12388. potion_sp += potion_sp * sstatus->hplus / 100;
  12389. }
  12390. if(potion_hp > 0 || potion_sp > 0) {
  12391. i_lv = skill_get_splash(skill_id, skill_lv);
  12392. map_foreachinallarea(skill_area_sub,
  12393. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12394. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12395. skill_castend_nodamage_id);
  12396. }
  12397. } else {
  12398. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12399. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12400. potion_flag = 1;
  12401. potion_hp = 0;
  12402. potion_sp = 0;
  12403. run_script(item->script,0,src->id,0);
  12404. potion_flag = 0;
  12405. potion_hp = potion_hp * (100+id)/100;
  12406. potion_sp = potion_sp * (100+id)/100;
  12407. if(potion_hp > 0 || potion_sp > 0) {
  12408. id = skill_get_splash(skill_id, skill_lv);
  12409. map_foreachinallarea(skill_area_sub,
  12410. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12411. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12412. skill_castend_nodamage_id);
  12413. }
  12414. }
  12415. break;
  12416. case HW_GANBANTEIN:
  12417. if (rnd()%100 < 80) {
  12418. int dummy = 1;
  12419. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12420. i = skill_get_splash(skill_id, skill_lv);
  12421. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12422. } else {
  12423. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12424. return 1;
  12425. }
  12426. break;
  12427. #ifndef RENEWAL
  12428. case HW_GRAVITATION:
  12429. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12430. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12431. flag|=1;
  12432. break;
  12433. #endif
  12434. // Plant Cultivation [Celest]
  12435. case CR_CULTIVATION:
  12436. if (sd) {
  12437. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12438. {
  12439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12440. return 1;
  12441. }
  12442. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12443. if (rnd()%100 < 50) {
  12444. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12445. } else {
  12446. TBL_MOB* md = NULL;
  12447. int t, mob_id;
  12448. if (skill_lv == 1)
  12449. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12450. else {
  12451. int rand_val = rnd() % 100;
  12452. if (rand_val < 30)
  12453. mob_id = MOBID_GREEN_PLANT;
  12454. else if (rand_val < 55)
  12455. mob_id = MOBID_RED_PLANT;
  12456. else if (rand_val < 80)
  12457. mob_id = MOBID_YELLOW_PLANT;
  12458. else if (rand_val < 90)
  12459. mob_id = MOBID_WHITE_PLANT;
  12460. else if (rand_val < 98)
  12461. mob_id = MOBID_BLUE_PLANT;
  12462. else
  12463. mob_id = MOBID_SHINING_PLANT;
  12464. }
  12465. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12466. if (!md)
  12467. break;
  12468. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12469. {
  12470. if( md->deletetimer != INVALID_TIMER )
  12471. delete_timer(md->deletetimer, mob_timer_delete);
  12472. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12473. }
  12474. mob_spawn(md);
  12475. }
  12476. }
  12477. break;
  12478. case SG_SUN_WARM:
  12479. case SG_MOON_WARM:
  12480. case SG_STAR_WARM:
  12481. skill_clear_unitgroup(src);
  12482. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12483. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12484. flag|=1;
  12485. break;
  12486. case PA_GOSPEL:
  12487. if (sce && sce->val4 == BCT_SELF)
  12488. {
  12489. status_change_end(src, SC_GOSPEL);
  12490. return 0;
  12491. }
  12492. else
  12493. {
  12494. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12495. if (!sg) break;
  12496. if (sce)
  12497. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12498. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12499. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12500. }
  12501. break;
  12502. case NJ_TATAMIGAESHI:
  12503. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12504. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12505. break;
  12506. case AM_RESURRECTHOMUN: //[orn]
  12507. if (sd)
  12508. {
  12509. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12510. {
  12511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12512. break;
  12513. }
  12514. }
  12515. break;
  12516. case AC_SHOWER:
  12517. status_change_end(src, SC_CAMOUFLAGE);
  12518. case MA_SHOWER:
  12519. case NC_COLDSLOWER:
  12520. case RK_DRAGONBREATH:
  12521. case RK_DRAGONBREATH_WATER:
  12522. case NPC_DRAGONBREATH:
  12523. case WL_FROSTMISTY:
  12524. case RL_HAMMER_OF_GOD:
  12525. // Cast center might be relevant later (e.g. for knockback direction)
  12526. skill_area_temp[4] = x;
  12527. skill_area_temp[5] = y;
  12528. i = skill_get_splash(skill_id,skill_lv);
  12529. 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);
  12530. break;
  12531. case SO_ARRULLO:
  12532. i = skill_get_splash(skill_id,skill_lv);
  12533. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12534. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12535. break;
  12536. case GC_POISONSMOKE:
  12537. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12538. if( sd )
  12539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12540. return 0;
  12541. }
  12542. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12543. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12544. break;
  12545. case AB_EPICLESIS:
  12546. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12547. i = skill_get_splash(skill_id, skill_lv);
  12548. 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);
  12549. }
  12550. break;
  12551. case WL_EARTHSTRAIN:
  12552. {
  12553. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12554. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12555. for( w = 1; w <= wave; w++ )
  12556. {
  12557. switch( dir ){
  12558. case 0: case 1: case 7: sy = y + w; break;
  12559. case 3: case 4: case 5: sy = y - w; break;
  12560. case 2: sx = x - w; break;
  12561. case 6: sx = x + w; break;
  12562. }
  12563. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12564. }
  12565. }
  12566. break;
  12567. case RA_DETONATOR:
  12568. i = skill_get_splash(skill_id, skill_lv);
  12569. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12570. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12571. break;
  12572. case NC_NEUTRALBARRIER:
  12573. case NC_STEALTHFIELD:
  12574. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12575. skill_clear_unitgroup(src);
  12576. return 0;
  12577. }
  12578. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12579. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12580. 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));
  12581. }
  12582. break;
  12583. case NC_SILVERSNIPER:
  12584. {
  12585. struct mob_data *md;
  12586. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12587. if( md ) {
  12588. md->master_id = src->id;
  12589. md->special_state.ai = AI_FAW;
  12590. if( md->deletetimer != INVALID_TIMER )
  12591. delete_timer(md->deletetimer, mob_timer_delete);
  12592. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12593. mob_spawn(md);
  12594. }
  12595. }
  12596. break;
  12597. case NC_MAGICDECOY:
  12598. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12599. break;
  12600. case SC_FEINTBOMB: {
  12601. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12602. if( group == nullptr || group->unit == nullptr ) {
  12603. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12604. return 1;
  12605. }
  12606. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12607. 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
  12608. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12609. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12610. }
  12611. break;
  12612. case SC_ESCAPE:
  12613. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12614. 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
  12615. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12616. flag |= 1;
  12617. break;
  12618. case LG_BANDING:
  12619. if( sc && sc->getSCE(SC_BANDING) )
  12620. status_change_end(src,SC_BANDING);
  12621. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12622. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12623. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12624. break;
  12625. case WM_DOMINION_IMPULSE:
  12626. i = skill_get_splash(skill_id, skill_lv);
  12627. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12628. break;
  12629. case WM_GREAT_ECHO:
  12630. i = skill_get_splash(skill_id,skill_lv);
  12631. 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);
  12632. break;
  12633. case WM_SEVERE_RAINSTORM:
  12634. flag |= 1;
  12635. if (sd)
  12636. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12637. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12638. break;
  12639. case GN_CRAZYWEED: {
  12640. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12641. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12642. int x1 = x - area + rnd()%(area * 2 + 1);
  12643. int y1 = y - area + rnd()%(area * 2 + 1);
  12644. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12645. }
  12646. }
  12647. break;
  12648. case GN_FIRE_EXPANSION: {
  12649. struct unit_data* ud = unit_bl2ud(src);
  12650. if (!ud) break;
  12651. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  12652. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  12653. if (it != ud->skillunits.end()) {
  12654. auto* unit_group = it->get();
  12655. skill_unit* su = unit_group->unit;
  12656. switch (skill_lv) {
  12657. case 1: {
  12658. // TODO:
  12659. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  12660. skill_delunit(su);
  12661. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12662. flag |= 1;
  12663. }
  12664. break;
  12665. case 2:
  12666. 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);
  12667. if (su != NULL)
  12668. skill_delunit(su);
  12669. break;
  12670. case 3:
  12671. skill_delunit(su);
  12672. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12673. flag |= 1;
  12674. break;
  12675. case 4:
  12676. skill_delunit(su);
  12677. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12678. flag |= 1;
  12679. break;
  12680. case 5: {
  12681. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12682. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12683. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12684. 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);
  12685. if (su != NULL)
  12686. skill_delunit(su);
  12687. }
  12688. break;
  12689. }
  12690. }
  12691. }
  12692. break;
  12693. case SO_FIREWALK:
  12694. case SO_ELECTRICWALK:
  12695. case NPC_FIREWALK:
  12696. case NPC_ELECTRICWALK:
  12697. if( sc && sc->getSCE(type) )
  12698. status_change_end(src,type);
  12699. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12700. break;
  12701. case KO_MAKIBISHI:
  12702. for( i = 0; i < (skill_lv+2); i++ ) {
  12703. x = src->x - 1 + rnd()%3;
  12704. y = src->y - 1 + rnd()%3;
  12705. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12706. }
  12707. break;
  12708. case KO_MUCHANAGE: {
  12709. struct status_data *sstatus;
  12710. int rate = 0;
  12711. sstatus = status_get_status_data(src);
  12712. i = skill_get_splash(skill_id,skill_lv);
  12713. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12714. if( rate < 0 )
  12715. rate = 0;
  12716. 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);
  12717. if( rnd()%100 < rate )
  12718. 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);
  12719. }
  12720. break;
  12721. case RL_FALLEN_ANGEL:
  12722. if (unit_movepos(src,x,y,1,1)) {
  12723. clif_snap(src, src->x, src->y);
  12724. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12725. } else {
  12726. if (sd)
  12727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12728. }
  12729. break;
  12730. case RL_FIRE_RAIN: {
  12731. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12732. int sx = x = src->x, sy = y = src->y;
  12733. for (w = 0; w <= wave; w++) {
  12734. switch (dir) {
  12735. case DIR_NORTH:
  12736. case DIR_NORTHWEST:
  12737. case DIR_NORTHEAST:
  12738. sy = y + w;
  12739. break;
  12740. case DIR_WEST:
  12741. sx = x - w;
  12742. break;
  12743. case DIR_SOUTHWEST:
  12744. case DIR_SOUTH:
  12745. case DIR_SOUTHEAST:
  12746. sy = y - w;
  12747. break;
  12748. case DIR_EAST:
  12749. sx = x + w;
  12750. break;
  12751. }
  12752. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12753. }
  12754. }
  12755. break;
  12756. case NPC_MAGMA_ERUPTION:
  12757. case NC_MAGMA_ERUPTION:
  12758. // 1st, AoE 'slam' damage
  12759. i = skill_get_splash(skill_id, skill_lv);
  12760. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12761. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12762. // 2nd, AoE 'eruption' unit
  12763. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12764. break;
  12765. case SU_LOPE:
  12766. {
  12767. uint8 dir = map_calc_dir(src, x, y);
  12768. // Fails on noteleport maps, except for GvG and BG maps
  12769. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12770. x = src->x;
  12771. y = src->y;
  12772. }
  12773. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12774. 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))
  12775. clif_blown(src);
  12776. }
  12777. break;
  12778. case AG_ASTRAL_STRIKE:
  12779. i = skill_get_splash(skill_id, skill_lv);
  12780. 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);
  12781. flag |= 1;
  12782. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12783. break;
  12784. case AG_VIOLENT_QUAKE:
  12785. case AG_ALL_BLOOM: {
  12786. int area = skill_get_splash(skill_id, skill_lv);
  12787. int unit_time = skill_get_time(skill_id, skill_lv);
  12788. int unit_interval = skill_get_unit_interval(skill_id);
  12789. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12790. // Grab Climax's effect level if active.
  12791. // This affects the behavior of certain skills in certain ways.
  12792. if (sc && sc->getSCE(SC_CLIMAX))
  12793. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  12794. if (skill_id == AG_VIOLENT_QUAKE) {
  12795. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12796. // Fixes rising rocks spawn area to 7x7.
  12797. if (climax_lv == 5)
  12798. area = 3;
  12799. } else { // AG_ALL_BLOOM
  12800. sub_skill = AG_ALL_BLOOM_ATK;
  12801. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12802. unit_time /= 2;
  12803. unit_interval /= 2;
  12804. }
  12805. }
  12806. // Displays the earthquake / flower garden.
  12807. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12808. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12809. i = skill_get_splash(skill_id, skill_lv);
  12810. 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);
  12811. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12812. tmpx = x - area + rnd() % (area * 2 + 1);
  12813. tmpy = y - area + rnd() % (area * 2 + 1);
  12814. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12815. 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.
  12816. tmpx = x - area + rnd() % (area * 2 + 1);
  12817. tmpy = y - area + rnd() % (area * 2 + 1);
  12818. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12819. }
  12820. }
  12821. // One final attack the size of the flower garden is dealt after
  12822. // all rose buds explode if Climax level 5 is active.
  12823. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  12824. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  12825. }
  12826. break;
  12827. default:
  12828. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  12829. return 1;
  12830. }
  12831. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12832. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12833. if( sd )
  12834. {// ensure that the skill last-cast tick is recorded
  12835. sd->canskill_tick = gettick();
  12836. if( sd->state.arrow_atk && !(flag&1) )
  12837. {// consume arrow if this is a ground skill
  12838. battle_consume_ammo(sd, skill_id, skill_lv);
  12839. }
  12840. skill_onskillusage(sd, NULL, skill_id, tick);
  12841. // perform skill requirement consumption
  12842. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12843. }
  12844. return 0;
  12845. }
  12846. /*==========================================
  12847. *
  12848. *------------------------------------------*/
  12849. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  12850. {
  12851. nullpo_ret(sd);
  12852. //Simplify skill_failed code.
  12853. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  12854. if(skill_id != sd->menuskill_id)
  12855. return 0;
  12856. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  12857. skill_failed(sd);
  12858. return 0;
  12859. }
  12860. if( sd->sc.cant.cast ) {
  12861. skill_failed(sd);
  12862. return 0;
  12863. }
  12864. pc_stop_attack(sd);
  12865. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  12866. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  12867. if(strcmp(mapname,"cancel")==0) {
  12868. skill_failed(sd);
  12869. return 0;
  12870. }
  12871. switch(skill_id)
  12872. {
  12873. case AL_TELEPORT:
  12874. case ALL_ODINS_RECALL:
  12875. //The storage window is closed automatically by the client when there's
  12876. //any kind of map change, so we need to restore it automatically
  12877. //bugreport:8027
  12878. if(strcmp(mapname,"Random") == 0)
  12879. pc_randomwarp(sd,CLR_TELEPORT);
  12880. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  12881. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  12882. clif_refresh_storagewindow(sd);
  12883. break;
  12884. case AL_WARP:
  12885. {
  12886. const struct point *p[4];
  12887. std::shared_ptr<s_skill_unit_group> group;
  12888. int i, lv, wx, wy;
  12889. int maxcount=0;
  12890. int x,y;
  12891. unsigned short mapindex;
  12892. mapindex = mapindex_name2id((char*)mapname);
  12893. if(!mapindex) { //Given map not found?
  12894. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12895. skill_failed(sd);
  12896. return 0;
  12897. }
  12898. p[0] = &sd->status.save_point;
  12899. p[1] = &sd->status.memo_point[0];
  12900. p[2] = &sd->status.memo_point[1];
  12901. p[3] = &sd->status.memo_point[2];
  12902. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  12903. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  12904. if (maxcount == 0) {
  12905. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12906. skill_failed(sd);
  12907. return 0;
  12908. }
  12909. }
  12910. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  12911. wx = sd->menuskill_val>>16;
  12912. wy = sd->menuskill_val&0xffff;
  12913. if( lv <= 0 ) return 0;
  12914. if( lv > 4 ) lv = 4; // crash prevention
  12915. // check if the chosen map exists in the memo list
  12916. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  12917. if( i < lv ) {
  12918. x=p[i]->x;
  12919. y=p[i]->y;
  12920. } else {
  12921. skill_failed(sd);
  12922. return 0;
  12923. }
  12924. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  12925. { // This checks versus skill_id/skill_lv...
  12926. skill_failed(sd);
  12927. return 0;
  12928. }
  12929. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  12930. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  12931. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  12932. skill_failed(sd);
  12933. return 0;
  12934. }
  12935. group->val1 = (group->val1<<16)|(short)0;
  12936. // record the destination coordinates
  12937. group->val2 = (x<<16)|y;
  12938. group->val3 = mapindex;
  12939. }
  12940. break;
  12941. }
  12942. sd->menuskill_id = sd->menuskill_val = 0;
  12943. return 0;
  12944. #undef skill_failed
  12945. }
  12946. /// transforms 'target' skill unit into dissonance (if conditions are met)
  12947. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  12948. {
  12949. struct skill_unit* target = (struct skill_unit*)bl;
  12950. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  12951. int flag = va_arg(ap, int);
  12952. if (src == target)
  12953. return 0;
  12954. if (!target->group || !(target->group->state.song_dance&0x1))
  12955. return 0;
  12956. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  12957. return 0;
  12958. if (flag) //Set dissonance
  12959. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  12960. else //Remove dissonance
  12961. target->val2 &= ~(1 << UF_ENSEMBLE);
  12962. skill_getareachar_skillunit_visibilty(target, AREA);
  12963. return 1;
  12964. }
  12965. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  12966. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  12967. //When 1, this unit has been positioned, so start the cancel effect.
  12968. int skill_dance_overlap(struct skill_unit* unit, int flag)
  12969. {
  12970. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  12971. return 0;
  12972. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  12973. return 0; //Nothing to remove, this unit is not overlapped.
  12974. if (unit->val1 != unit->group->skill_id)
  12975. { //Reset state
  12976. unit->val1 = unit->group->skill_id;
  12977. unit->val2 &= ~(1 << UF_ENSEMBLE);
  12978. }
  12979. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12980. }
  12981. /**
  12982. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12983. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12984. * @param flag 0 Convert
  12985. * @param flag 1 Revert
  12986. * @return true success
  12987. * @TODO: This should be completely removed later and rewritten
  12988. * The entire execution of the overlapping songs instances is dirty and hacked together
  12989. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12990. */
  12991. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12992. {
  12993. static int prevflag = 1; // by default the backup is empty
  12994. static s_skill_unit_group backup;
  12995. std::shared_ptr<s_skill_unit_group> group;
  12996. if( unit == nullptr || (group = unit->group) == nullptr )
  12997. return false;
  12998. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12999. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13000. return false;
  13001. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13002. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13003. flag ? "read an empty backup" : "write to a full backup",
  13004. group->skill_id, group->skill_lv, group->src_id);
  13005. return false;
  13006. }
  13007. prevflag = flag;
  13008. if (!flag) { //Transform
  13009. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13010. // backup
  13011. backup.skill_id = group->skill_id;
  13012. backup.skill_lv = group->skill_lv;
  13013. backup.unit_id = group->unit_id;
  13014. backup.target_flag = group->target_flag;
  13015. backup.bl_flag = group->bl_flag;
  13016. backup.interval = group->interval;
  13017. // replace
  13018. group->skill_id = skill_id;
  13019. group->skill_lv = 1;
  13020. group->unit_id = skill_get_unit_id(skill_id);
  13021. group->target_flag = skill_get_unit_target(skill_id);
  13022. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13023. group->interval = skill_get_unit_interval(skill_id);
  13024. } else { //Restore
  13025. group->skill_id = backup.skill_id;
  13026. group->skill_lv = backup.skill_lv;
  13027. group->unit_id = backup.unit_id;
  13028. group->target_flag = backup.target_flag;
  13029. group->bl_flag = backup.bl_flag;
  13030. group->interval = backup.interval;
  13031. }
  13032. return true;
  13033. }
  13034. /**
  13035. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13036. * @param src Object that triggers the skill
  13037. * @param skill_id Skill ID
  13038. * @param skill_lv Skill level of used skill
  13039. * @param x Position x
  13040. * @param y Position y
  13041. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13042. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13043. * @return s_skill_unit_group
  13044. */
  13045. 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)
  13046. {
  13047. std::shared_ptr<s_skill_unit_group> group;
  13048. int i, val1 = 0, val2 = 0, val3 = 0;
  13049. t_tick limit;
  13050. int link_group_id = 0;
  13051. int target, interval, range;
  13052. t_itemid req_item = 0;
  13053. struct s_skill_unit_layout *layout;
  13054. map_session_data *sd;
  13055. struct status_data *status;
  13056. status_change *sc;
  13057. int active_flag = 1;
  13058. int subunt = 0;
  13059. bool hidden = false;
  13060. struct map_data *mapdata;
  13061. nullpo_retr(nullptr, src);
  13062. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13063. mapdata = map_getmapdata(src->m);
  13064. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13065. range = skill_get_unit_range(skill_id,skill_lv);
  13066. interval = skill->unit_interval;
  13067. target = skill_get_unit_target(skill_id);
  13068. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13069. sd = BL_CAST(BL_PC, src);
  13070. status = status_get_status_data(src);
  13071. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13072. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13073. switch( skill_id ) {
  13074. case MH_STEINWAND:
  13075. val2 = 4 + skill_lv;
  13076. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13077. break;
  13078. case MG_SAFETYWALL:
  13079. val2 = skill_lv + 1;
  13080. #ifdef RENEWAL
  13081. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13082. #endif
  13083. break;
  13084. case MG_FIREWALL:
  13085. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13086. limit = limit*3/2;
  13087. val2 = 4+skill_lv;
  13088. break;
  13089. case AL_WARP:
  13090. val1=skill_lv+6;
  13091. if(!(flag&1))
  13092. limit=2000;
  13093. else // previous implementation (not used anymore)
  13094. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13095. if( src->type != BL_SKILL ) return nullptr;
  13096. group = ((TBL_SKILL*)src)->group;
  13097. src = map_id2bl(group->src_id);
  13098. if( !src ) return nullptr;
  13099. val2 = group->val2; //Copy the (x,y) position you warp to
  13100. val3 = group->val3; //as well as the mapindex to warp to.
  13101. }
  13102. break;
  13103. #ifndef RENEWAL
  13104. case HP_BASILICA:
  13105. val1 = src->id; // Store caster id.
  13106. break;
  13107. #endif
  13108. case PR_SANCTUARY:
  13109. case NPC_EVILLAND:
  13110. val1=skill_lv+3;
  13111. break;
  13112. case WZ_METEOR:
  13113. case SU_CN_METEOR:
  13114. case SU_CN_METEOR2:
  13115. limit = flag;
  13116. flag = 0; // Flag should not influence anything else for these skills
  13117. break;
  13118. case WZ_FIREPILLAR:
  13119. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13120. return nullptr;
  13121. if((flag&1)!=0)
  13122. limit=1000;
  13123. val1=skill_lv+2;
  13124. break;
  13125. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13126. case AM_DEMONSTRATION:
  13127. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13128. target = BCT_ALL;
  13129. break;
  13130. case HT_SKIDTRAP:
  13131. case MA_SKIDTRAP:
  13132. //Save position of caster
  13133. val1 = ((src->x)<<16)|(src->y);
  13134. case HT_ANKLESNARE:
  13135. case HT_SHOCKWAVE:
  13136. case HT_SANDMAN:
  13137. case MA_SANDMAN:
  13138. case HT_CLAYMORETRAP:
  13139. case HT_LANDMINE:
  13140. case MA_LANDMINE:
  13141. case HT_FLASHER:
  13142. case HT_FREEZINGTRAP:
  13143. case MA_FREEZINGTRAP:
  13144. case HT_BLASTMINE:
  13145. case RA_ELECTRICSHOCKER:
  13146. case RA_CLUSTERBOMB:
  13147. case RA_MAGENTATRAP:
  13148. case RA_COBALTTRAP:
  13149. case RA_MAIZETRAP:
  13150. case RA_VERDURETRAP:
  13151. case RA_FIRINGTRAP:
  13152. case RA_ICEBOUNDTRAP:
  13153. case RL_B_TRAP:
  13154. case SC_ESCAPE:
  13155. {
  13156. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13157. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13158. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13159. req_item = req.itemid[i];
  13160. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13161. break;
  13162. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13163. target = BCT_ALL;
  13164. }
  13165. break;
  13166. case SA_LANDPROTECTOR:
  13167. case SA_VOLCANO:
  13168. case SA_DELUGE:
  13169. case SA_VIOLENTGALE:
  13170. case SC_CHAOSPANIC:
  13171. {
  13172. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13173. if (old_sg != nullptr)
  13174. { //HelloKitty confirmed that these are interchangeable,
  13175. //so you can change element and not consume gemstones.
  13176. if ((
  13177. old_sg->skill_id == SA_VOLCANO ||
  13178. old_sg->skill_id == SA_DELUGE ||
  13179. old_sg->skill_id == SA_VIOLENTGALE
  13180. ) && old_sg->limit > 0)
  13181. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13182. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13183. if (limit < 0) //This can happen...
  13184. limit = skill_get_time(skill_id,skill_lv);
  13185. }
  13186. skill_clear_group(src,1);
  13187. }
  13188. break;
  13189. }
  13190. case BA_WHISTLE:
  13191. val1 = skill_lv + status->agi / 10; // Flee increase
  13192. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13193. if (sd) {
  13194. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13195. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13196. }
  13197. break;
  13198. case DC_HUMMING:
  13199. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13200. if (sd)
  13201. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13202. break;
  13203. case BA_POEMBRAGI:
  13204. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13205. //For some reason at level 10 the base delay reduction is 50%.
  13206. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13207. if (sd) {
  13208. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13209. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13210. }
  13211. break;
  13212. case DC_DONTFORGETME:
  13213. #ifdef RENEWAL
  13214. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13215. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13216. #else
  13217. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13218. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13219. #endif
  13220. if (sd) {
  13221. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13222. #ifdef RENEWAL
  13223. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13224. #else
  13225. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13226. #endif
  13227. }
  13228. val1 *= 10; //Because 10 is actually 1% aspd
  13229. break;
  13230. case DC_SERVICEFORYOU:
  13231. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13232. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13233. if (sd) {
  13234. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13235. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13236. }
  13237. break;
  13238. case BA_ASSASSINCROSS:
  13239. if (sd)
  13240. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13241. val1 += 5 + skill_lv + (status->agi / 20);
  13242. val1 *= 10; // ASPD works with 1000 as 100%
  13243. break;
  13244. case DC_FORTUNEKISS:
  13245. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13246. val1 *= 10; //Because every 10 crit is an actual cri point.
  13247. if (sd)
  13248. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13249. break;
  13250. case BD_DRUMBATTLEFIELD:
  13251. val1 = (skill_lv+1)*25; //Atk increase
  13252. val2 = (skill_lv+1)*2; //Def increase
  13253. break;
  13254. case BD_RINGNIBELUNGEN:
  13255. val1 = (skill_lv+2)*25; //Atk increase
  13256. break;
  13257. case BD_RICHMANKIM:
  13258. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13259. break;
  13260. case BD_SIEGFRIED:
  13261. val1 = 55 + skill_lv*5; //Elemental Resistance
  13262. val2 = skill_lv*10; //Status ailment resistance
  13263. break;
  13264. case WE_CALLPARTNER:
  13265. if (sd) val1 = sd->status.partner_id;
  13266. break;
  13267. case WE_CALLPARENT:
  13268. if (sd) {
  13269. val1 = sd->status.father;
  13270. val2 = sd->status.mother;
  13271. }
  13272. break;
  13273. case WE_CALLBABY:
  13274. if (sd) val1 = sd->status.child;
  13275. break;
  13276. case NJ_KAENSIN:
  13277. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13278. val2 = (skill_lv+1)/2 + 4;
  13279. break;
  13280. case NJ_SUITON:
  13281. skill_clear_group(src, 1);
  13282. break;
  13283. case GS_GROUNDDRIFT:
  13284. {
  13285. // Ground Drift Element is decided when it's placed.
  13286. int ele = skill_get_ele(skill_id, skill_lv);
  13287. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13288. if (ele == ELE_RANDOM)
  13289. val1 = element[rnd()%5]; // Use random from available unit visual?
  13290. else if (ele == ELE_ENDOWED)
  13291. val1 = status_get_attack_sc_element(src,sc);
  13292. else if (ele == ELE_WEAPON) {
  13293. val1 = status->rhw.ele;
  13294. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13295. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13296. }
  13297. switch (val1) {
  13298. case ELE_FIRE:
  13299. subunt++;
  13300. case ELE_WATER:
  13301. subunt++;
  13302. case ELE_POISON:
  13303. subunt++;
  13304. case ELE_DARK:
  13305. subunt++;
  13306. case ELE_WIND:
  13307. break;
  13308. default:
  13309. subunt = rnd()%5;
  13310. break;
  13311. }
  13312. break;
  13313. }
  13314. case GC_POISONSMOKE:
  13315. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13316. return nullptr;
  13317. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13318. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13319. limit = skill_get_time(skill_id, skill_lv);
  13320. break;
  13321. case NPC_COMET:
  13322. case WL_COMET:
  13323. if (sc) {
  13324. sc->comet_x = x;
  13325. sc->comet_y = y;
  13326. }
  13327. break;
  13328. case GD_LEADERSHIP:
  13329. case GD_GLORYWOUNDS:
  13330. case GD_SOULCOLD:
  13331. case GD_HAWKEYES:
  13332. limit = 1000000;//it doesn't matter
  13333. break;
  13334. case LG_BANDING:
  13335. limit = -1;
  13336. break;
  13337. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13338. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13339. target = BCT_ALL;
  13340. case WM_SEVERE_RAINSTORM:
  13341. case SO_WATER_INSIGNIA:
  13342. case SO_FIRE_INSIGNIA:
  13343. case SO_WIND_INSIGNIA:
  13344. case SO_EARTH_INSIGNIA:
  13345. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13346. return nullptr;
  13347. break;
  13348. case SO_CLOUD_KILL:
  13349. case NPC_CLOUD_KILL:
  13350. skill_clear_group(src, 4);
  13351. break;
  13352. case SO_WARMER:
  13353. skill_clear_group(src, 8);
  13354. break;
  13355. case SO_FIREWALK:
  13356. case SO_ELECTRICWALK:
  13357. limit = skill_get_time2(skill_id, skill_lv);
  13358. break;
  13359. case GN_WALLOFTHORN:
  13360. // Turns to Firewall
  13361. if( flag&1 )
  13362. limit = 3000;
  13363. val3 = (x<<16)|y;
  13364. break;
  13365. case GN_DEMONIC_FIRE:
  13366. if (flag) { // Fire Expansion level 1
  13367. limit = flag + 10000;
  13368. flag = 0;
  13369. }
  13370. break;
  13371. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13372. case GN_FIRE_EXPANSION_TEAR_GAS:
  13373. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13374. break;
  13375. case KO_ZENKAI:
  13376. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13377. val1 = sd->spiritcharm;
  13378. val2 = sd->spiritcharm_type;
  13379. limit = 6000 * val1;
  13380. subunt = sd->spiritcharm_type - 1;
  13381. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13382. }
  13383. break;
  13384. #ifndef RENEWAL
  13385. case HW_GRAVITATION:
  13386. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13387. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13388. break;
  13389. #endif
  13390. case SO_VACUUM_EXTREME:
  13391. // Coordinates
  13392. val1 = x;
  13393. val2 = y;
  13394. val3 = 0; // Suck target at n seconds.
  13395. break;
  13396. case MH_POISON_MIST:
  13397. case MH_LAVA_SLIDE:
  13398. skill_clear_group(src, 1);
  13399. break;
  13400. case MH_VOLCANIC_ASH:
  13401. if (!map_flag_vs(src->m))
  13402. target = BCT_ENEMY;
  13403. break;
  13404. case AG_VIOLENT_QUAKE:
  13405. case AG_ALL_BLOOM:
  13406. if (sc && sc->getSCE(SC_CLIMAX)) {
  13407. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13408. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13409. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13410. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13411. }
  13412. break;
  13413. case AG_VIOLENT_QUAKE_ATK:
  13414. case AG_ALL_BLOOM_ATK:
  13415. case AG_ALL_BLOOM_ATK2:
  13416. limit = flag;
  13417. flag = 0;
  13418. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13419. range = 4; // Rising rocks splash is increased to 9x9.
  13420. break;
  13421. case WH_DEEPBLINDTRAP:
  13422. case WH_SOLIDTRAP:
  13423. case WH_SWIFTTRAP:
  13424. case WH_FLAMETRAP:
  13425. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13426. break;
  13427. }
  13428. // Init skill unit group
  13429. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13430. if (group == nullptr)
  13431. return nullptr;
  13432. group->val1 = val1;
  13433. group->val2 = val2;
  13434. group->val3 = val3;
  13435. group->link_group_id = link_group_id;
  13436. group->target_flag = target;
  13437. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13438. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13439. 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
  13440. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13441. group->item_id = req_item;
  13442. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13443. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13444. active_flag = 0;
  13445. // Put message for Talkie Box & Graffiti
  13446. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13447. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13448. if (sd)
  13449. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13450. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13451. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13452. }
  13453. // Dance skill
  13454. if (group->state.song_dance) {
  13455. if(sd) {
  13456. sd->skill_id_dance = skill_id;
  13457. sd->skill_lv_dance = skill_lv;
  13458. }
  13459. if (
  13460. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13461. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13462. )
  13463. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13464. }
  13465. // Set skill unit
  13466. limit = group->limit;
  13467. for( i = 0; i < layout->count; i++ ) {
  13468. struct skill_unit *unit;
  13469. int ux = x + layout->dx[i];
  13470. int uy = y + layout->dy[i];
  13471. int unit_val1 = skill_lv;
  13472. int unit_val2 = 0;
  13473. int alive = 1;
  13474. // are the coordinates out of range?
  13475. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13476. continue;
  13477. }
  13478. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13479. continue; // don't place skill units on walls (except for songs/dances/encores)
  13480. 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) )
  13481. continue; // no path between cell and caster
  13482. switch( skill_id ) {
  13483. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13484. case HT_LANDMINE:
  13485. case MA_LANDMINE:
  13486. case HT_ANKLESNARE:
  13487. case HT_SHOCKWAVE:
  13488. case HT_SANDMAN:
  13489. case MA_SANDMAN:
  13490. case HT_FLASHER:
  13491. case HT_FREEZINGTRAP:
  13492. case MA_FREEZINGTRAP:
  13493. case HT_SKIDTRAP:
  13494. case MA_SKIDTRAP:
  13495. case HT_CLAYMORETRAP:
  13496. case HT_BLASTMINE:
  13497. case SC_ESCAPE:
  13498. unit_val1 = 3500;
  13499. break;
  13500. case MG_FIREWALL:
  13501. case NJ_KAENSIN:
  13502. unit_val2 = group->val2;
  13503. break;
  13504. case CR_GRANDCROSS:
  13505. case NPC_GRANDDARKNESS:
  13506. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13507. break;
  13508. case WZ_ICEWALL:
  13509. unit_val1 = 200 + 200*skill_lv;
  13510. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13511. break;
  13512. case WZ_WATERBALL:
  13513. //Check if there are cells that can be turned into waterball units
  13514. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13515. || (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)
  13516. break; //Turn water, deluge or suiton into waterball cell
  13517. continue;
  13518. case GS_DESPERADO:
  13519. unit_val1 = abs(layout->dx[i]);
  13520. unit_val2 = abs(layout->dy[i]);
  13521. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13522. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13523. if (unit_val1) unit_val1--;
  13524. unit_val1 = 36 -12*unit_val1;
  13525. } else //Diagonal edges
  13526. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13527. if (unit_val1 < 1) unit_val1 = 1;
  13528. unit_val2 = 0;
  13529. break;
  13530. case NPC_REVERBERATION:
  13531. unit_val1 = 1 + skill_lv;
  13532. break;
  13533. case WM_POEMOFNETHERWORLD:
  13534. unit_val1 = 1 + skill_lv;
  13535. break;
  13536. case GN_WALLOFTHORN:
  13537. if (flag&1) // Turned become Firewall
  13538. break;
  13539. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13540. unit_val2 = 20; // Max hits
  13541. break;
  13542. case RL_B_TRAP:
  13543. unit_val1 = 3500;
  13544. unit_val2 = 0;
  13545. break;
  13546. default:
  13547. if (group->state.song_dance&0x1)
  13548. 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
  13549. break;
  13550. }
  13551. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13552. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13553. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13554. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13555. // Check active cell to failing or remove current unit
  13556. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13557. if( !alive )
  13558. continue;
  13559. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13560. unit->limit = limit;
  13561. unit->range = range;
  13562. if (skill_id == PF_FOGWALL && alive == 2)
  13563. { //Double duration of cells on top of Deluge/Suiton
  13564. unit->limit *= 2;
  13565. group->limit = unit->limit;
  13566. }
  13567. // Execute on all targets standing on this cell
  13568. if (range == 0 && active_flag)
  13569. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13570. }
  13571. if (!group->alive_count)
  13572. { //No cells? Something that was blocked completely by Land Protector?
  13573. skill_delunitgroup(group);
  13574. return nullptr;
  13575. }
  13576. //success, unit created.
  13577. switch( skill_id ) {
  13578. case NJ_TATAMIGAESHI: //Store number of tiles.
  13579. group->val1 = group->alive_count;
  13580. break;
  13581. }
  13582. return group;
  13583. }
  13584. /*==========================================
  13585. *
  13586. *------------------------------------------*/
  13587. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13588. {
  13589. skill_unit_onplace(unit, bl, tick);
  13590. }
  13591. /**
  13592. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13593. * while skill unit initialized or moved (such by knock back).
  13594. * As a follow of skill_unit_effect flag &1
  13595. * @param unit
  13596. * @param bl Target
  13597. * @param tick
  13598. */
  13599. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13600. {
  13601. struct block_list *ss; // Actual source that cast the skill unit
  13602. status_change *sc;
  13603. struct status_change_entry *sce;
  13604. struct status_data *tstatus;
  13605. enum sc_type type;
  13606. uint16 skill_id;
  13607. nullpo_ret(unit);
  13608. nullpo_ret(bl);
  13609. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13610. return 0;
  13611. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13612. if (sg == nullptr)
  13613. return 0;
  13614. nullpo_ret(ss = map_id2bl(sg->src_id));
  13615. tstatus = status_get_status_data(bl);
  13616. 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) ||
  13617. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13618. return 0; //AoE skills are ineffective. [Skotlex]
  13619. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13620. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13621. return 0; //Songs don't work in Basilica
  13622. sc = status_get_sc(bl);
  13623. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13624. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13625. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13626. status_change_end(bl, SC_VACUUM_EXTREME);
  13627. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  13628. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13629. type = skill_get_sc(sg->skill_id);
  13630. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : NULL;
  13631. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13632. switch (sg->unit_id) {
  13633. case UNT_SPIDERWEB:
  13634. if (sc) {
  13635. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13636. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13637. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13638. const struct TimerData* td;
  13639. struct map_data *mapdata = map_getmapdata(bl->m);
  13640. if (mapdata_flag_vs(mapdata))
  13641. sec /= 2;
  13642. if (sc->getSCE(type)) {
  13643. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  13644. //Already triple affected, immune
  13645. sg->limit = DIFF_TICK(tick, sg->tick);
  13646. break;
  13647. }
  13648. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13649. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  13650. sec *= (sc->getSCE(type)->val1 + 1);
  13651. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  13652. sec *= (sc->getSCE(type)->val1 + 1);
  13653. //Add group id to status change
  13654. if (sc->getSCE(type)->val2 == 0)
  13655. sc->getSCE(type)->val2 = sg->group_id;
  13656. else if (sc->getSCE(type)->val3 == 0)
  13657. sc->getSCE(type)->val3 = sg->group_id;
  13658. else if (sc->getSCE(type)->val4 == 0)
  13659. sc->getSCE(type)->val4 = sg->group_id;
  13660. //Overwrite status change with new duration
  13661. if ((td = get_timer(sc->getSCE(type)->timer))!=NULL)
  13662. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  13663. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13664. }
  13665. else {
  13666. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13667. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : NULL;
  13668. if (td)
  13669. sec = DIFF_TICK(td->tick, tick);
  13670. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13671. clif_fixpos(bl);
  13672. }
  13673. else
  13674. sec = 3000; //Couldn't trap it?
  13675. }
  13676. sg->val2 = bl->id;
  13677. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13678. }
  13679. break;
  13680. case UNT_SAFETYWALL:
  13681. if (!sce)
  13682. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13683. break;
  13684. case UNT_BLOODYLUST:
  13685. if (sg->src_id == bl->id)
  13686. break; //Does not affect the caster.
  13687. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13688. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13689. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13690. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13691. break;
  13692. case UNT_PNEUMA:
  13693. if (!sce)
  13694. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13695. break;
  13696. case UNT_CHAOSPANIC:
  13697. 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);
  13698. break;
  13699. case UNT_WARP_WAITING: {
  13700. int working = sg->val1&0xffff;
  13701. if(bl->type==BL_PC && !working){
  13702. map_session_data *sd = (map_session_data *)bl;
  13703. if((!sd->chatID || battle_config.chat_warpportal)
  13704. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13705. {
  13706. int x = sg->val2>>16;
  13707. int y = sg->val2&0xffff;
  13708. int count = sg->val1>>16;
  13709. unsigned short m = sg->val3;
  13710. if( --count <= 0 )
  13711. skill_delunitgroup(sg);
  13712. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13713. working = 1;/* we break it because officials break it, lovely stuff. */
  13714. sg->val1 = (count<<16)|working;
  13715. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  13716. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13717. }
  13718. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13719. int16 m = map_mapindex2mapid(sg->val3);
  13720. if (m < 0) break; //Map not available on this map-server.
  13721. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13722. }
  13723. }
  13724. break;
  13725. case UNT_QUAGMIRE:
  13726. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13727. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13728. break;
  13729. case UNT_VOLCANO:
  13730. case UNT_DELUGE:
  13731. case UNT_VIOLENTGALE:
  13732. case UNT_FIRE_INSIGNIA:
  13733. case UNT_WATER_INSIGNIA:
  13734. case UNT_WIND_INSIGNIA:
  13735. case UNT_EARTH_INSIGNIA:
  13736. if(!sce)
  13737. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13738. break;
  13739. case UNT_WATER_BARRIER:
  13740. case UNT_ZEPHYR:
  13741. case UNT_POWER_OF_GAIA:
  13742. if (bl->id == ss->id)
  13743. break; // Doesn't affect the Elemental
  13744. if (!sce)
  13745. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13746. break;
  13747. case UNT_SUITON:
  13748. if(!sce)
  13749. sc_start4(ss, bl,type,100,sg->skill_lv,
  13750. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13751. 0,0,sg->limit);
  13752. break;
  13753. case UNT_HERMODE:
  13754. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13755. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  13756. case UNT_RICHMANKIM:
  13757. case UNT_ETERNALCHAOS:
  13758. case UNT_DRUMBATTLEFIELD:
  13759. case UNT_RINGNIBELUNGEN:
  13760. case UNT_ROKISWEIL:
  13761. case UNT_INTOABYSS:
  13762. case UNT_SIEGFRIED:
  13763. //Needed to check when a dancer/bard leaves their ensemble area.
  13764. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13765. return skill_id;
  13766. if (!sce)
  13767. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13768. break;
  13769. case UNT_WHISTLE:
  13770. case UNT_ASSASSINCROSS:
  13771. case UNT_POEMBRAGI:
  13772. case UNT_APPLEIDUN:
  13773. case UNT_HUMMING:
  13774. case UNT_DONTFORGETME:
  13775. case UNT_FORTUNEKISS:
  13776. case UNT_SERVICEFORYOU:
  13777. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13778. return 0;
  13779. if (!sc) return 0;
  13780. if (!sce)
  13781. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13782. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13783. sce->val4 = 0; //remove the mark that we stepped out
  13784. delete_timer(sce->timer, status_change_timer);
  13785. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13786. }
  13787. break;
  13788. case UNT_FOGWALL:
  13789. if (!sce)
  13790. {
  13791. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  13792. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13793. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  13794. }
  13795. break;
  13796. #ifndef RENEWAL
  13797. case UNT_GRAVITATION:
  13798. if (!sce)
  13799. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  13800. break;
  13801. case UNT_BASILICA:
  13802. {
  13803. int i = battle_check_target(bl, bl, BCT_ENEMY);
  13804. if (i > 0) {
  13805. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13806. break;
  13807. }
  13808. if (!sce && i <= 0)
  13809. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13810. }
  13811. break;
  13812. #endif
  13813. case UNT_MOONLIT:
  13814. //Knockback out of area if affected char isn't in Moonlit effect
  13815. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  13816. break;
  13817. if (ss == bl) //Also needed to prevent infinite loop crash.
  13818. break;
  13819. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  13820. break;
  13821. case UNT_REVERBERATION:
  13822. if (sg->src_id == bl->id)
  13823. break; //Does not affect the caster.
  13824. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13825. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  13826. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  13827. sg->unit_id = UNT_USED_TRAPS;
  13828. break;
  13829. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  13830. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  13831. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13832. break;
  13833. case UNT_FIRE_EXPANSION_TEAR_GAS:
  13834. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  13835. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  13836. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  13837. break;
  13838. case UNT_VOLCANIC_ASH:
  13839. if (!sce)
  13840. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  13841. break;
  13842. case UNT_KINGS_GRACE:
  13843. if (!sce) {
  13844. int state = 0;
  13845. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  13846. state |= BCT_GUILD;
  13847. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  13848. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  13849. }
  13850. break;
  13851. case UNT_STEALTHFIELD:
  13852. if( bl->id == sg->src_id )
  13853. break; // Doesn't work on self (video shows that)
  13854. if (!sce)
  13855. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13856. break;
  13857. case UNT_NEUTRALBARRIER:
  13858. if (!sce)
  13859. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  13860. break;
  13861. case UNT_WARMER:
  13862. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  13863. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13864. break;
  13865. case UNT_CATNIPPOWDER:
  13866. if (sg->src_id == bl->id)
  13867. break; // Does not affect the caster or Boss.
  13868. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13869. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13870. break;
  13871. case UNT_NYANGGRASS:
  13872. if (!sce)
  13873. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13874. break;
  13875. case UNT_CREATINGSTAR:
  13876. if (!sce)
  13877. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  13878. break;
  13879. case UNT_GD_LEADERSHIP:
  13880. case UNT_GD_GLORYWOUNDS:
  13881. case UNT_GD_SOULCOLD:
  13882. case UNT_GD_HAWKEYES:
  13883. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  13884. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  13885. break;
  13886. }
  13887. return skill_id;
  13888. }
  13889. /**
  13890. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  13891. * @param unit Skill unit
  13892. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  13893. * @param tick
  13894. */
  13895. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13896. {
  13897. struct block_list *ss;
  13898. TBL_PC* tsd;
  13899. struct status_data *tstatus;
  13900. status_change *sc, *tsc;
  13901. struct skill_unit_group_tickset *ts;
  13902. enum sc_type type;
  13903. uint16 skill_id;
  13904. t_tick diff = 0;
  13905. nullpo_ret(unit);
  13906. nullpo_ret(bl);
  13907. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  13908. return 0;
  13909. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13910. if (sg == nullptr)
  13911. return 0;
  13912. nullpo_ret(ss = map_id2bl(sg->src_id));
  13913. tsd = BL_CAST(BL_PC, bl);
  13914. tsc = status_get_sc(bl);
  13915. sc = status_get_sc(ss);
  13916. tstatus = status_get_status_data(bl);
  13917. type = skill_get_sc(sg->skill_id);
  13918. skill_id = sg->skill_id;
  13919. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  13920. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  13921. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  13922. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  13923. return 0; // Under Hovering characters are immune to trap and ground target skills.
  13924. if (sg->interval == -1) {
  13925. switch (sg->unit_id) {
  13926. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  13927. case UNT_FIREPILLAR_ACTIVE:
  13928. case UNT_ELECTRICSHOCKER:
  13929. case UNT_MANHOLE:
  13930. return 0;
  13931. default:
  13932. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  13933. return 0;
  13934. }
  13935. }
  13936. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  13937. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  13938. diff = DIFF_TICK(tick,ts->tick);
  13939. if (diff < 0)
  13940. return 0;
  13941. ts->tick = tick+sg->interval;
  13942. }
  13943. // Wall of Thorn damaged by Fire element unit [Cydh]
  13944. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  13945. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  13946. struct skill_unit *su = (struct skill_unit *)bl;
  13947. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  13948. 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);
  13949. su->group->limit = sg->limit = 0;
  13950. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  13951. return skill_id;
  13952. }
  13953. }
  13954. switch (sg->unit_id) {
  13955. // Units that deals simple attack
  13956. case UNT_GRAVITATION:
  13957. case UNT_EARTHSTRAIN:
  13958. case UNT_FIREWALK:
  13959. case UNT_ELECTRICWALK:
  13960. case UNT_PSYCHIC_WAVE:
  13961. case UNT_LAVA_SLIDE:
  13962. case UNT_MAKIBISHI:
  13963. case UNT_VENOMFOG:
  13964. case UNT_ICEMINE:
  13965. case UNT_FLAMECROSS:
  13966. case UNT_HELLBURNING:
  13967. case UNT_RAIN_OF_CRYSTAL:
  13968. case UNT_MYSTERY_ILLUSION:
  13969. case UNT_STRANTUM_TREMOR:
  13970. case UNT_TORNADO_STORM:
  13971. case UNT_FLORAL_FLARE_ROAD:
  13972. case UNT_CROSS_RAIN:
  13973. case UNT_PNEUMATICUS_PROCELLA:
  13974. case UNT_LIGHTNING_LAND:
  13975. case UNT_VENOM_SWAMP:
  13976. case UNT_CONFLAGRATION:
  13977. case UNT_DEEPBLINDTRAP:
  13978. case UNT_SOLIDTRAP:
  13979. case UNT_SWIFTTRAP:
  13980. case UNT_FLAMETRAP:
  13981. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13982. break;
  13983. case UNT_DUMMYSKILL:
  13984. switch (sg->skill_id) {
  13985. case SG_SUN_WARM: //SG skills [Komurka]
  13986. case SG_MOON_WARM:
  13987. case SG_STAR_WARM: {
  13988. int count = 0;
  13989. const int x = bl->x, y = bl->y;
  13990. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  13991. do {
  13992. if( bl->type == BL_PC )
  13993. status_zap(bl, 0, 15); // sp damage to players
  13994. else // mobs
  13995. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  13996. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  13997. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  13998. } else { //should end when out of sp.
  13999. sg->limit = DIFF_TICK(tick,sg->tick);
  14000. break;
  14001. }
  14002. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14003. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14004. }
  14005. break;
  14006. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14007. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14008. if (tsc)
  14009. tsc->sg_counter++; //SG hit counter.
  14010. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14011. tsc->sg_counter=0; //Attack absorbed.
  14012. break;
  14013. #endif
  14014. case GS_DESPERADO:
  14015. if (rnd()%100 < unit->val1)
  14016. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14017. break;
  14018. case NPC_COMET:
  14019. case WL_COMET:
  14020. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14021. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14022. break;
  14023. case NPC_WIDESUCK: {
  14024. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14025. if (heal > 0) {
  14026. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14027. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14028. status_heal(ss,heal,0,0);
  14029. }
  14030. }
  14031. break;
  14032. case CR_GRANDCROSS:
  14033. case NPC_GRANDDARKNESS:
  14034. if(!battle_config.gx_allhit)
  14035. unit->val1--;
  14036. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14037. break;
  14038. default:
  14039. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14040. }
  14041. break;
  14042. case UNT_FIREWALL:
  14043. case UNT_KAEN: {
  14044. int count = 0;
  14045. const int x = bl->x, y = bl->y;
  14046. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14047. break;
  14048. //Take into account these hit more times than the timer interval can handle.
  14049. do
  14050. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14051. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14052. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14053. if (unit->val2 <= 0)
  14054. skill_delunit(unit);
  14055. }
  14056. break;
  14057. case UNT_SANCTUARY:
  14058. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14059. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14060. 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) )
  14061. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14062. } else {
  14063. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14064. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14065. #ifdef RENEWAL
  14066. if (md && md->mob_id == MOBID_EMPERIUM)
  14067. break;
  14068. #endif
  14069. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14070. break;
  14071. if( tstatus->hp >= tstatus->max_hp )
  14072. break;
  14073. if( status_isimmune(bl) )
  14074. heal = 0;
  14075. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14076. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14077. heal = ~heal + 1;
  14078. status_heal(bl, heal, 0, 0);
  14079. }
  14080. break;
  14081. case UNT_EVILLAND:
  14082. //Will heal demon and undead element monsters, but not players.
  14083. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14084. { //Damage enemies
  14085. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14086. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14087. } else {
  14088. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14089. if (tstatus->hp >= tstatus->max_hp)
  14090. break;
  14091. if (status_isimmune(bl))
  14092. heal = 0;
  14093. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14094. status_heal(bl, heal, 0, 0);
  14095. }
  14096. break;
  14097. case UNT_MAGNUS:
  14098. #ifndef RENEWAL
  14099. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14100. break;
  14101. #endif
  14102. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14103. break;
  14104. case UNT_FIREPILLAR_WAITING:
  14105. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14106. skill_delunit(unit);
  14107. break;
  14108. case UNT_SKIDTRAP: {
  14109. //Knockback away from position of user during placement [Playtester]
  14110. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14111. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14112. sg->unit_id = UNT_USED_TRAPS;
  14113. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14114. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14115. //Target will be stopped for 3 seconds
  14116. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14117. }
  14118. break;
  14119. case UNT_ANKLESNARE:
  14120. case UNT_MANHOLE:
  14121. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14122. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14123. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14124. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14125. if( td )
  14126. sec = DIFF_TICK(td->tick, tick);
  14127. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14128. || !unit_blown_immune(bl,0x1) )
  14129. {
  14130. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14131. clif_fixpos(bl);
  14132. }
  14133. sg->val2 = bl->id;
  14134. } else
  14135. sec = 3000; //Couldn't trap it?
  14136. if (sg->unit_id == UNT_ANKLESNARE) {
  14137. clif_skillunit_update(&unit->bl);
  14138. /**
  14139. * If you're snared from a trap that was invisible this makes the trap be
  14140. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14141. * bugreport:3961
  14142. **/
  14143. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14144. }
  14145. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14146. sg->interval = -1;
  14147. unit->range = 0;
  14148. }
  14149. break;
  14150. case UNT_EARTHQUAKE:
  14151. sg->val1++; // Hit count
  14152. 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));
  14153. break;
  14154. case UNT_ELECTRICSHOCKER:
  14155. if( bl->id != ss->id ) {
  14156. 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) ) {
  14157. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14158. clif_fixpos(bl);
  14159. }
  14160. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14161. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14162. }
  14163. break;
  14164. case UNT_VENOMDUST:
  14165. if(tsc && !tsc->getSCE(type))
  14166. 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);
  14167. break;
  14168. case UNT_LANDMINE:
  14169. //Land Mine only hits single target
  14170. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14171. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14172. sg->limit = 1500;
  14173. break;
  14174. case UNT_MAGENTATRAP:
  14175. case UNT_COBALTTRAP:
  14176. case UNT_MAIZETRAP:
  14177. case UNT_VERDURETRAP:
  14178. if( bl->type == BL_PC )// it won't work on players
  14179. break;
  14180. case UNT_FIRINGTRAP:
  14181. case UNT_ICEBOUNDTRAP:
  14182. case UNT_CLUSTERBOMB:
  14183. if( bl->id == ss->id )// it won't trigger on caster
  14184. break;
  14185. case UNT_BLASTMINE:
  14186. case UNT_SHOCKWAVE:
  14187. case UNT_SANDMAN:
  14188. case UNT_FLASHER:
  14189. case UNT_FREEZINGTRAP:
  14190. case UNT_FIREPILLAR_ACTIVE:
  14191. case UNT_CLAYMORETRAP:
  14192. {
  14193. int bl_flag = sg->bl_flag;
  14194. if (tsc && tsc->getSCE(SC__MANHOLE))
  14195. break;
  14196. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14197. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14198. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14199. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14200. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14201. sg->limit = DIFF_TICK(tick, sg->tick) +
  14202. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14203. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14204. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14205. }
  14206. break;
  14207. case UNT_TALKIEBOX:
  14208. if (sg->src_id == bl->id)
  14209. break;
  14210. if (sg->val2 == 0) {
  14211. clif_talkiebox(&unit->bl, sg->valstr);
  14212. sg->unit_id = UNT_USED_TRAPS;
  14213. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14214. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14215. sg->val2 = -1;
  14216. }
  14217. break;
  14218. case UNT_LULLABY:
  14219. if (ss->id == bl->id)
  14220. break;
  14221. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14222. break;
  14223. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14224. if (ss->id != bl->id)
  14225. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14226. break;
  14227. case UNT_DISSONANCE:
  14228. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14229. break;
  14230. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14231. int heal;
  14232. #ifdef RENEWAL
  14233. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14234. if (md && md->mob_id == MOBID_EMPERIUM)
  14235. break;
  14236. #endif
  14237. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14238. break; // affects self only when soullinked
  14239. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14240. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14241. heal = ~heal + 1;
  14242. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14243. status_heal(bl, heal, 0, 0);
  14244. }
  14245. break;
  14246. case UNT_TATAMIGAESHI:
  14247. case UNT_DEMONSTRATION:
  14248. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14249. break;
  14250. case UNT_GOSPEL:
  14251. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14252. break;
  14253. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14254. { // Support Effect only on party, not guild
  14255. int heal;
  14256. int i = rnd() % 13; // Positive buff count
  14257. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14258. switch (i)
  14259. {
  14260. case 0: // Heal 1000~9999 HP
  14261. heal = rnd() % 9000 + 1000;
  14262. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14263. status_heal(bl, heal, 0, 0);
  14264. break;
  14265. case 1: // End all negative status
  14266. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14267. if (tsd) clif_gospel_info(tsd, 0x15);
  14268. break;
  14269. case 2: // Immunity to all status
  14270. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14271. if (tsd) clif_gospel_info(tsd, 0x16);
  14272. break;
  14273. case 3: // MaxHP +100%
  14274. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14275. if (tsd) clif_gospel_info(tsd, 0x17);
  14276. break;
  14277. case 4: // MaxSP +100%
  14278. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14279. if (tsd) clif_gospel_info(tsd, 0x18);
  14280. break;
  14281. case 5: // All stats +20
  14282. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14283. if (tsd) clif_gospel_info(tsd, 0x19);
  14284. break;
  14285. case 6: // Level 10 Blessing
  14286. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14287. break;
  14288. case 7: // Level 10 Increase AGI
  14289. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14290. break;
  14291. case 8: // Enchant weapon with Holy element
  14292. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14293. if (tsd) clif_gospel_info(tsd, 0x1c);
  14294. break;
  14295. case 9: // Enchant armor with Holy element
  14296. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14297. if (tsd) clif_gospel_info(tsd, 0x1d);
  14298. break;
  14299. case 10: // DEF +25%
  14300. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14301. if (tsd) clif_gospel_info(tsd, 0x1e);
  14302. break;
  14303. case 11: // ATK +100%
  14304. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14305. if (tsd) clif_gospel_info(tsd, 0x1f);
  14306. break;
  14307. case 12: // HIT/Flee +50
  14308. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14309. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14310. if (tsd) clif_gospel_info(tsd, 0x20);
  14311. break;
  14312. }
  14313. }
  14314. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14315. { // Offensive Effect
  14316. int i = rnd() % 10; // Negative buff count
  14317. switch (i)
  14318. {
  14319. case 0: // Deal 3000~7999 damage reduced by DEF
  14320. case 1: // Deal 1500~5499 damage unreducable
  14321. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14322. break;
  14323. case 2: // Curse
  14324. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14325. break;
  14326. case 3: // Blind
  14327. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14328. break;
  14329. case 4: // Poison
  14330. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14331. break;
  14332. case 5: // Level 10 Provoke
  14333. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14334. break;
  14335. case 6: // DEF -100%
  14336. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14337. break;
  14338. case 7: // ATK -100%
  14339. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14340. break;
  14341. case 8: // Flee -100%
  14342. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14343. break;
  14344. case 9: // Speed/ASPD -25%
  14345. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14346. break;
  14347. }
  14348. }
  14349. break;
  14350. #ifndef RENEWAL
  14351. case UNT_BASILICA:
  14352. {
  14353. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14354. if (i > 0) {
  14355. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14356. break;
  14357. }
  14358. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14359. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14360. }
  14361. break;
  14362. #endif
  14363. case UNT_GROUNDDRIFT_WIND:
  14364. case UNT_GROUNDDRIFT_DARK:
  14365. case UNT_GROUNDDRIFT_POISON:
  14366. case UNT_GROUNDDRIFT_WATER:
  14367. case UNT_GROUNDDRIFT_FIRE:
  14368. map_foreachinrange(skill_trap_splash,&unit->bl,
  14369. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14370. &unit->bl,tick);
  14371. sg->unit_id = UNT_USED_TRAPS;
  14372. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14373. sg->limit=DIFF_TICK(tick,sg->tick);
  14374. break;
  14375. case UNT_POISONSMOKE:
  14376. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14377. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14378. break;
  14379. case UNT_EPICLESIS:
  14380. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14381. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14382. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14383. int hp, sp;
  14384. switch( sg->skill_lv ) {
  14385. case 1: case 2: hp = 3; sp = 2; break;
  14386. case 3: case 4: hp = 4; sp = 3; break;
  14387. case 5: default: hp = 5; sp = 4; break;
  14388. }
  14389. hp = tstatus->max_hp * hp / 100;
  14390. sp = tstatus->max_sp * sp / 100;
  14391. if (tstatus->hp < tstatus->max_hp)
  14392. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14393. if (tstatus->sp < tstatus->max_sp)
  14394. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14395. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14396. hp = ~hp + 1;
  14397. status_heal(bl, hp, sp, 3);
  14398. }
  14399. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14400. // Doesn't remove Invisibility or Chase Walk.
  14401. status_change_end(bl,SC_HIDING);
  14402. status_change_end(bl,SC_CLOAKING);
  14403. status_change_end(bl,SC_CLOAKINGEXCEED);
  14404. status_change_end(bl,SC_CAMOUFLAGE);
  14405. status_change_end(bl,SC_NEWMOON);
  14406. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14407. status_change_end(bl, SC__SHADOWFORM);
  14408. }
  14409. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14410. }
  14411. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14412. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14413. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14414. break;
  14415. case UNT_DIMENSIONDOOR:
  14416. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14417. pc_randomwarp(tsd,CLR_TELEPORT);
  14418. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14419. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14420. break;
  14421. case UNT_REVERBERATION:
  14422. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14423. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14424. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14425. sg->unit_id = UNT_USED_TRAPS;
  14426. break;
  14427. case UNT_SEVERE_RAINSTORM:
  14428. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14429. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14430. break;
  14431. case UNT_NETHERWORLD:
  14432. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14433. if (!(tsc && tsc->getSCE(type))) {
  14434. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14435. sg->limit = DIFF_TICK(tick,sg->tick);
  14436. sg->unit_id = UNT_USED_TRAPS;
  14437. }
  14438. }
  14439. break;
  14440. case UNT_THORNS_TRAP:
  14441. if( tsc ) {
  14442. if( !sg->val2 ) {
  14443. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14444. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14445. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14446. if( td )
  14447. sec = DIFF_TICK(td->tick, tick);
  14448. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14449. clif_fixpos(bl);
  14450. sg->val2 = bl->id;
  14451. } else
  14452. sec = 3000; // Couldn't trap it?
  14453. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14454. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14455. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14456. }
  14457. break;
  14458. case UNT_WALLOFTHORN:
  14459. if (unit->val2-- <= 0) // Max hit reached
  14460. break;
  14461. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14462. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14463. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14464. 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);
  14465. break;
  14466. case UNT_DEMONIC_FIRE:
  14467. switch( sg->val2 ) {
  14468. case 1:
  14469. default:
  14470. 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));
  14471. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14472. break;
  14473. }
  14474. break;
  14475. case UNT_ZEPHYR:
  14476. if (ss == bl)
  14477. break; // Doesn't affect the Elemental
  14478. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14479. break;
  14480. case UNT_CLOUD_KILL:
  14481. if (tsc && !tsc->getSCE(type))
  14482. 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);
  14483. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14484. break;
  14485. case UNT_VACUUM_EXTREME:
  14486. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  14487. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  14488. return 0;
  14489. // Apply effect and suck targets one-by-one each n seconds
  14490. 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)));
  14491. break;
  14492. case UNT_BANDING:
  14493. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  14494. 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));
  14495. break;
  14496. case UNT_FIRE_MANTLE:
  14497. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14498. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14499. break;
  14500. case UNT_ZENKAI_WATER:
  14501. case UNT_ZENKAI_LAND:
  14502. case UNT_ZENKAI_FIRE:
  14503. case UNT_ZENKAI_WIND:
  14504. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14505. switch( sg->unit_id ) {
  14506. case UNT_ZENKAI_WATER:
  14507. switch (rnd()%2 + 1) {
  14508. case 1:
  14509. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14510. break;
  14511. case 2:
  14512. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14513. break;
  14514. }
  14515. break;
  14516. case UNT_ZENKAI_LAND:
  14517. switch (rnd()%2 + 1) {
  14518. case 1:
  14519. 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));
  14520. break;
  14521. case 2:
  14522. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  14523. break;
  14524. }
  14525. break;
  14526. case UNT_ZENKAI_FIRE:
  14527. 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));
  14528. break;
  14529. case UNT_ZENKAI_WIND:
  14530. switch (rnd()%3 + 1) {
  14531. case 1:
  14532. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14533. break;
  14534. case 2:
  14535. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14536. break;
  14537. case 3:
  14538. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14539. break;
  14540. }
  14541. break;
  14542. }
  14543. } else
  14544. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  14545. break;
  14546. case UNT_POISON_MIST:
  14547. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14548. 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);
  14549. break;
  14550. case UNT_CHAOSPANIC:
  14551. if (tsc && tsc->getSCE(type))
  14552. break;
  14553. 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);
  14554. break;
  14555. case UNT_B_TRAP:
  14556. if (tsc && tsc->getSCE(type))
  14557. break;
  14558. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14559. unit->val2++; // Mark as ever been used
  14560. break;
  14561. case UNT_FIRE_RAIN:
  14562. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14563. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14564. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14565. break;
  14566. case UNT_MAGMA_ERUPTION:
  14567. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14568. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14569. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14570. else
  14571. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14572. break;
  14573. case UNT_ACIDIFIED_ZONE_WATER:
  14574. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14575. break;
  14576. case UNT_ACIDIFIED_ZONE_GROUND:
  14577. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14578. break;
  14579. case UNT_ACIDIFIED_ZONE_WIND:
  14580. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14581. break;
  14582. case UNT_ACIDIFIED_ZONE_FIRE:
  14583. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14584. break;
  14585. case UNT_ASTRAL_STRIKE:
  14586. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14587. break;
  14588. case UNT_ABYSS_SQUARE: {
  14589. short flag = 0;
  14590. // Check to see if the caster is in the AoE.
  14591. if (distance_bl(ss, &unit->bl) <= unit->range)
  14592. flag |= 2; // If yes, skill hits twice.
  14593. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14594. }
  14595. break;
  14596. }
  14597. if (bl->type == BL_MOB && ss != bl)
  14598. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14599. return skill_id;
  14600. }
  14601. /**
  14602. * Triggered when a char steps out of a skill unit
  14603. * @param src Skill unit from char moved out
  14604. * @param bl Char
  14605. * @param tick
  14606. */
  14607. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14608. {
  14609. status_change *sc;
  14610. struct status_change_entry *sce;
  14611. enum sc_type type;
  14612. nullpo_ret(src);
  14613. nullpo_ret(bl);
  14614. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14615. if (sg == nullptr)
  14616. return 0;
  14617. sc = status_get_sc(bl);
  14618. type = skill_get_sc(sg->skill_id);
  14619. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14620. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14621. return 0;
  14622. switch(sg->unit_id){
  14623. case UNT_SAFETYWALL:
  14624. case UNT_PNEUMA:
  14625. case UNT_EPICLESIS://Arch Bishop
  14626. if (sce)
  14627. status_change_end(bl, type);
  14628. break;
  14629. #ifndef RENEWAL
  14630. case UNT_BASILICA:
  14631. if (sce && sce->val4 != bl->id)
  14632. status_change_end(bl, type);
  14633. break;
  14634. #endif
  14635. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14636. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14637. status_change_end(bl, type);
  14638. break;
  14639. case UNT_DISSONANCE:
  14640. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14641. {
  14642. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14643. if(skill_get_inf2(i, INF2_ISSONG)) {
  14644. type = skill_get_sc(i);
  14645. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14646. if(sce)
  14647. return i;
  14648. }
  14649. }
  14650. }
  14651. case UNT_WHISTLE:
  14652. case UNT_ASSASSINCROSS:
  14653. case UNT_POEMBRAGI:
  14654. case UNT_APPLEIDUN:
  14655. case UNT_HUMMING:
  14656. case UNT_DONTFORGETME:
  14657. case UNT_FORTUNEKISS:
  14658. case UNT_SERVICEFORYOU:
  14659. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14660. return -1;
  14661. }
  14662. return sg->skill_id;
  14663. }
  14664. /**
  14665. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14666. * @param skill_id Skill ID
  14667. * @param bl A char
  14668. * @param tick
  14669. */
  14670. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14671. {
  14672. status_change *sc;
  14673. struct status_change_entry *sce;
  14674. enum sc_type type;
  14675. sc = status_get_sc(bl);
  14676. if (sc && !sc->count)
  14677. sc = NULL;
  14678. type = skill_get_sc(skill_id);
  14679. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14680. switch (skill_id)
  14681. {
  14682. case WZ_QUAGMIRE:
  14683. if (bl->type==BL_MOB)
  14684. break;
  14685. if (sce)
  14686. status_change_end(bl, type);
  14687. break;
  14688. case BD_LULLABY:
  14689. case BD_RICHMANKIM:
  14690. case BD_ETERNALCHAOS:
  14691. case BD_DRUMBATTLEFIELD:
  14692. case BD_RINGNIBELUNGEN:
  14693. case BD_ROKISWEIL:
  14694. case BD_INTOABYSS:
  14695. case BD_SIEGFRIED:
  14696. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  14697. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14698. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14699. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14700. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14701. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14702. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14703. status_change_end(bl, SC_DANCING);
  14704. }
  14705. case MH_STEINWAND:
  14706. case MG_SAFETYWALL:
  14707. case AL_PNEUMA:
  14708. case SA_VOLCANO:
  14709. case SA_DELUGE:
  14710. case SA_VIOLENTGALE:
  14711. case CG_HERMODE:
  14712. #ifndef RENEWAL
  14713. case HW_GRAVITATION:
  14714. case HP_BASILICA:
  14715. #endif
  14716. case NJ_SUITON:
  14717. case SC_MAELSTROM:
  14718. case EL_WATER_BARRIER:
  14719. case EL_ZEPHYR:
  14720. case EL_POWER_OF_GAIA:
  14721. case SO_WARMER:
  14722. case SO_FIRE_INSIGNIA:
  14723. case SO_WATER_INSIGNIA:
  14724. case SO_WIND_INSIGNIA:
  14725. case SO_EARTH_INSIGNIA:
  14726. case SJ_BOOKOFCREATINGSTAR:
  14727. case SC_BLOODYLUST:
  14728. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14729. case GN_FIRE_EXPANSION_TEAR_GAS:
  14730. case LG_KINGS_GRACE:
  14731. case NC_STEALTHFIELD:
  14732. case NC_NEUTRALBARRIER:
  14733. case SU_NYANGGRASS:
  14734. if (sce)
  14735. status_change_end(bl, type);
  14736. break;
  14737. case BA_DISSONANCE:
  14738. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14739. {
  14740. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14741. if(skill_get_inf2(i, INF2_ISSONG)){
  14742. type = skill_get_sc(i);
  14743. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14744. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14745. delete_timer(sce->timer, status_change_timer);
  14746. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14747. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14748. }
  14749. }
  14750. }
  14751. }
  14752. break;
  14753. case BA_POEMBRAGI:
  14754. case BA_WHISTLE:
  14755. case BA_ASSASSINCROSS:
  14756. case BA_APPLEIDUN:
  14757. case DC_HUMMING:
  14758. case DC_DONTFORGETME:
  14759. case DC_FORTUNEKISS:
  14760. case DC_SERVICEFORYOU:
  14761. if (sce)
  14762. {
  14763. delete_timer(sce->timer, status_change_timer);
  14764. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14765. //not possible on our current implementation.
  14766. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14767. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14768. }
  14769. break;
  14770. case PF_FOGWALL:
  14771. if (sce)
  14772. {
  14773. status_change_end(bl, type);
  14774. if ((sce=sc->getSCE(SC_BLIND)))
  14775. {
  14776. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14777. status_change_end(bl, SC_BLIND);
  14778. else {
  14779. delete_timer(sce->timer, status_change_timer);
  14780. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14781. }
  14782. }
  14783. }
  14784. break;
  14785. case GD_LEADERSHIP:
  14786. case GD_GLORYWOUNDS:
  14787. case GD_SOULCOLD:
  14788. case GD_HAWKEYES:
  14789. if( !(sce && sce->val4) )
  14790. status_change_end(bl, type);
  14791. break;
  14792. }
  14793. return skill_id;
  14794. }
  14795. /*==========================================
  14796. * Invoked when a unit cell has been placed/removed/deleted.
  14797. * flag values:
  14798. * flag&1: Invoke onplace function (otherwise invoke onout)
  14799. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  14800. * flag&8: Recursive
  14801. *------------------------------------------*/
  14802. static int skill_unit_effect(struct block_list* bl, va_list ap)
  14803. {
  14804. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  14805. t_tick tick = va_arg(ap,t_tick);
  14806. unsigned int flag = va_arg(ap,unsigned int);
  14807. uint16 skill_id;
  14808. bool dissonance = false;
  14809. bool isTarget = false;
  14810. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  14811. return 0;
  14812. std::shared_ptr<s_skill_unit_group> group = unit->group;
  14813. if (group == nullptr)
  14814. return 0;
  14815. if( !(flag&8) ) {
  14816. dissonance = skill_dance_switch(unit, 0);
  14817. //Target-type check.
  14818. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  14819. }
  14820. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14821. skill_id = group->skill_id;
  14822. if( isTarget ){
  14823. if( flag&1 )
  14824. skill_unit_onplace(unit,bl,tick);
  14825. else {
  14826. if( skill_unit_onout(unit,bl,tick) == -1 )
  14827. return 0; // Don't let a Bard/Dancer update their own song timer
  14828. }
  14829. if( flag&4 )
  14830. skill_unit_onleft(skill_id, bl, tick);
  14831. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  14832. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  14833. if( dissonance ) {
  14834. skill_dance_switch(unit, 1);
  14835. //we placed a dissonance, let's update
  14836. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  14837. }
  14838. return 0;
  14839. }
  14840. /**
  14841. * Check skill unit while receiving damage
  14842. * @param unit Skill unit
  14843. * @param damage Received damage
  14844. * @return Damage
  14845. */
  14846. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  14847. {
  14848. nullpo_ret(unit);
  14849. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14850. if (sg == nullptr)
  14851. return 0;
  14852. switch( sg->unit_id ) {
  14853. case UNT_BLASTMINE:
  14854. case UNT_SKIDTRAP:
  14855. case UNT_LANDMINE:
  14856. case UNT_SHOCKWAVE:
  14857. case UNT_SANDMAN:
  14858. case UNT_FLASHER:
  14859. case UNT_CLAYMORETRAP:
  14860. case UNT_FREEZINGTRAP:
  14861. case UNT_ANKLESNARE:
  14862. case UNT_ICEWALL:
  14863. case UNT_WALLOFTHORN:
  14864. case UNT_REVERBERATION:
  14865. case UNT_NETHERWORLD:
  14866. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  14867. break;
  14868. default:
  14869. damage = 0;
  14870. break;
  14871. }
  14872. return damage;
  14873. }
  14874. /**
  14875. * Check char condition around the skill caster
  14876. * @param bl Char around area
  14877. * @param *c Counter for 'valid' condition found
  14878. * @param *p_sd Stores 'rid' of char found
  14879. * @param skill_id Skill ID
  14880. * @param skill_lv Level of used skill
  14881. */
  14882. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  14883. {
  14884. int *c, skill_id;
  14885. struct block_list *src;
  14886. map_session_data *sd;
  14887. map_session_data *tsd;
  14888. int *p_sd; //Contains the list of characters found.
  14889. nullpo_ret(bl);
  14890. nullpo_ret(tsd=(map_session_data*)bl);
  14891. nullpo_ret(src=va_arg(ap,struct block_list *));
  14892. nullpo_ret(sd=(map_session_data*)src);
  14893. c=va_arg(ap,int *);
  14894. p_sd = va_arg(ap, int *);
  14895. skill_id = va_arg(ap,int);
  14896. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14897. if (skill_id == PR_BENEDICTIO) {
  14898. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  14899. return 0;
  14900. }
  14901. else if (is_chorus) {
  14902. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  14903. return 0;
  14904. }
  14905. else if (*c >= 1) // Check for one companion for all other cases.
  14906. return 0;
  14907. if (bl == src)
  14908. return 0;
  14909. if(pc_isdead(tsd))
  14910. return 0;
  14911. if (tsd->sc.cant.cast)
  14912. return 0;
  14913. if( is_chorus ) {
  14914. if( tsd->status.party_id && sd->status.party_id &&
  14915. tsd->status.party_id == sd->status.party_id &&
  14916. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  14917. p_sd[(*c)++] = tsd->bl.id;
  14918. return 1;
  14919. } else {
  14920. switch(skill_id) {
  14921. case PR_BENEDICTIO: {
  14922. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  14923. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  14924. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  14925. && sd->status.sp >= 10)
  14926. p_sd[(*c)++]=tsd->bl.id;
  14927. return 1;
  14928. }
  14929. case AB_ADORAMUS:
  14930. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  14931. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  14932. p_sd[(*c)++] = tsd->bl.id;
  14933. return 1;
  14934. case TR_GEF_NOCTURN:
  14935. case TR_ROKI_CAPRICCIO:
  14936. case TR_AIN_RHAPSODY:
  14937. case TR_MUSICAL_INTERLUDE:
  14938. case TR_JAWAII_SERENADE:
  14939. case TR_NIPELHEIM_REQUIEM:
  14940. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  14941. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  14942. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  14943. p_sd[(*c)++] = tsd->bl.id;
  14944. return 1;
  14945. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  14946. {
  14947. uint16 skill_lv;
  14948. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  14949. return 0;
  14950. if (sd->status.sex != tsd->status.sex &&
  14951. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  14952. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  14953. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  14954. sd->status.party_id && tsd->status.party_id &&
  14955. sd->status.party_id == tsd->status.party_id &&
  14956. !tsd->sc.getSCE(SC_DANCING))
  14957. {
  14958. p_sd[(*c)++]=tsd->bl.id;
  14959. return skill_lv;
  14960. }
  14961. }
  14962. break;
  14963. }
  14964. }
  14965. return 0;
  14966. }
  14967. /**
  14968. * Checks and stores partners for ensemble skills [Skotlex]
  14969. * Max partners is 2.
  14970. * @param sd Caster
  14971. * @param skill_id
  14972. * @param skill_lv
  14973. * @param range Area range to check
  14974. * @param cast_flag Special handle
  14975. */
  14976. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  14977. {
  14978. static int c=0;
  14979. static int p_sd[MAX_PARTY];
  14980. int i;
  14981. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14982. if (!sd)
  14983. return 0;
  14984. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  14985. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  14986. if (cast_flag) { //Execute the skill on the partners.
  14987. map_session_data* tsd;
  14988. switch (skill_id) {
  14989. case PR_BENEDICTIO:
  14990. case WM_GREAT_ECHO:
  14991. for (i = 0; i < c; i++) {
  14992. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  14993. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  14994. }
  14995. return c;
  14996. case AB_ADORAMUS:
  14997. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  14998. i = 2 * (*skill_lv);
  14999. status_charge(&tsd->bl, 0, i);
  15000. }
  15001. break;
  15002. default:
  15003. if( is_chorus )
  15004. break;//Chorus skills are not to be parsed as ensembles
  15005. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15006. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != NULL) {
  15007. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15008. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15009. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15010. tsd->skill_id_dance = skill_id;
  15011. tsd->skill_lv_dance = *skill_lv;
  15012. #ifdef RENEWAL
  15013. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15014. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15015. #endif
  15016. }
  15017. }
  15018. return c;
  15019. }
  15020. }
  15021. //Else: new search for partners.
  15022. c = 0;
  15023. memset (p_sd, 0, sizeof(p_sd));
  15024. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15025. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15026. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15027. *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.
  15028. return c;
  15029. }
  15030. /**
  15031. * Sub function to count how many spawned mob is around.
  15032. * Some skills check with matched AI.
  15033. * @param rid Source ID
  15034. * @param mob_class Monster ID
  15035. * @param skill_id Used skill
  15036. * @param *c Counter for found monster
  15037. */
  15038. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15039. {
  15040. int *c,src_id,mob_class,skill;
  15041. uint16 ai;
  15042. struct mob_data *md;
  15043. md=(struct mob_data*)bl;
  15044. src_id=va_arg(ap,int);
  15045. mob_class=va_arg(ap,int);
  15046. skill=va_arg(ap,int);
  15047. c=va_arg(ap,int *);
  15048. switch (skill) {
  15049. case AM_SPHEREMINE:
  15050. ai = AI_SPHERE;
  15051. break;
  15052. case AM_CANNIBALIZE:
  15053. ai = AI_FLORA;
  15054. break;
  15055. case KO_ZANZOU:
  15056. ai = AI_ZANZOU;
  15057. break;
  15058. case MH_SUMMON_LEGION:
  15059. ai = AI_LEGION;
  15060. break;
  15061. case NC_SILVERSNIPER:
  15062. case NC_MAGICDECOY:
  15063. ai = AI_FAW;
  15064. break;
  15065. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15066. case MT_SUMMON_ABR_DUAL_CANNON:
  15067. case MT_SUMMON_ABR_MOTHER_NET:
  15068. case MT_SUMMON_ABR_INFINITY:
  15069. ai = AI_ABR;
  15070. break;
  15071. case BO_WOODENWARRIOR:
  15072. case BO_WOODEN_FAIRY:
  15073. case BO_CREEPER:
  15074. case BO_HELLTREE:
  15075. ai = AI_BIONIC;
  15076. break;
  15077. default:
  15078. ai = AI_FLORA;
  15079. break;
  15080. }
  15081. if( md->master_id != src_id || md->special_state.ai != ai)
  15082. return 0; //Non alchemist summoned mobs have nothing to do here.
  15083. if(md->mob_id==mob_class)
  15084. (*c)++;
  15085. return 1;
  15086. }
  15087. /**
  15088. * Determines if a given skill should be made to consume ammo
  15089. * when used by the player. [Skotlex]
  15090. * @param sd Player
  15091. * @param skill_id Skill ID
  15092. * @return True if skill is need ammo; False otherwise.
  15093. */
  15094. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15095. {
  15096. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15097. return (
  15098. battle_config.arrow_decrement == 2 &&
  15099. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15100. skill_id != HT_PHANTASMIC &&
  15101. skill->skill_type == BF_WEAPON &&
  15102. !skill->nk[NK_NODAMAGE] &&
  15103. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15104. );
  15105. }
  15106. /**
  15107. * Check SC required to cast a skill
  15108. * @param sc
  15109. * @param skill_id
  15110. * @return True if condition is met, False otherwise
  15111. **/
  15112. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15113. if (require == nullptr || require->status.empty())
  15114. return true;
  15115. nullpo_ret(sd);
  15116. status_change *sc = &sd->sc;
  15117. if (sc == nullptr) {
  15118. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15119. return false;
  15120. }
  15121. // May have multiple requirements
  15122. for (const auto &reqStatus : require->status) {
  15123. if (reqStatus == SC_NONE)
  15124. continue;
  15125. useskill_fail_cause cause;
  15126. switch (reqStatus) {
  15127. // Official fail message
  15128. case SC_PUSH_CART:
  15129. cause = USESKILL_FAIL_CART;
  15130. break;
  15131. case SC_POISONINGWEAPON:
  15132. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15133. break;
  15134. case SC_WEAPONBLOCK_ON:
  15135. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15136. break;
  15137. default:
  15138. cause = USESKILL_FAIL_LEVEL;
  15139. break;
  15140. }
  15141. if (!sc->getSCE(reqStatus)) {
  15142. clif_skill_fail(sd, skill_id, cause, 0);
  15143. return false;
  15144. }
  15145. }
  15146. return true;
  15147. }
  15148. /**
  15149. * Check skill condition when cast begin
  15150. * For ammo, only check if the skill need ammo
  15151. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15152. * @param sd Player who uses skill
  15153. * @param skill_id ID of used skill
  15154. * @param skill_lv Level of used skill
  15155. * @return true: All condition passed, false: Failed
  15156. */
  15157. bool skill_check_condition_castbegin(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15158. {
  15159. struct status_data *status;
  15160. status_change *sc;
  15161. struct s_skill_condition require;
  15162. int i;
  15163. nullpo_retr(false,sd);
  15164. if (sd->chatID)
  15165. return false;
  15166. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15167. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15168. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15169. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15170. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15171. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15172. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15173. return true;
  15174. }
  15175. switch( sd->menuskill_id ) {
  15176. case AM_PHARMACY:
  15177. switch( skill_id ) {
  15178. case AM_PHARMACY:
  15179. case AC_MAKINGARROW:
  15180. case BS_REPAIRWEAPON:
  15181. case AM_TWILIGHT1:
  15182. case AM_TWILIGHT2:
  15183. case AM_TWILIGHT3:
  15184. return false;
  15185. }
  15186. break;
  15187. case GN_MIX_COOKING:
  15188. case GN_MAKEBOMB:
  15189. case GN_S_PHARMACY:
  15190. case GN_CHANGEMATERIAL:
  15191. case MT_M_MACHINE:
  15192. case BO_BIONIC_PHARMACY:
  15193. if( sd->menuskill_id != skill_id )
  15194. return false;
  15195. break;
  15196. }
  15197. status = &sd->battle_status;
  15198. sc = &sd->sc;
  15199. if( !sc->count )
  15200. sc = NULL;
  15201. if( sd->skillitem == skill_id )
  15202. {
  15203. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15204. sd->state.abra_flag = 0;
  15205. else
  15206. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15207. if( (i = sd->itemindex) == -1 ||
  15208. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15209. sd->inventory_data[i] == NULL ||
  15210. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15211. sd->inventory.u.items_inventory[i].amount < 1
  15212. )
  15213. { //Something went wrong, item exploit?
  15214. sd->itemid = 0;
  15215. sd->itemindex = -1;
  15216. return false;
  15217. }
  15218. //Consume
  15219. sd->itemid = 0;
  15220. sd->itemindex = -1;
  15221. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15222. ; //Do not consume item.
  15223. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15224. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15225. }
  15226. if(!sd->skillitem_keep_requirement)
  15227. return true;
  15228. }
  15229. if( pc_is90overweight(sd) ) {
  15230. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15231. return false;
  15232. }
  15233. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15234. return false;
  15235. //Checks if disabling skill - in which case no SP requirements are necessary
  15236. if( sc && skill_disable_check(*sc,skill_id))
  15237. return true;
  15238. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15239. // Check the skills that can be used while mounted on a warg
  15240. if( pc_isridingwug(sd) ) {
  15241. if(!inf2[INF2_ALLOWONWARG])
  15242. return false; // in official there is no message.
  15243. }
  15244. if( pc_ismadogear(sd) ) {
  15245. // Skills that are unusable when Mado is equipped. [Jobbie]
  15246. if(!inf2[INF2_ALLOWONMADO]){
  15247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15248. return false;
  15249. }
  15250. }
  15251. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15252. // return false;
  15253. require = skill_get_requirement(sd,skill_id,skill_lv);
  15254. //Can only update state when weapon/arrow info is checked.
  15255. sd->state.arrow_atk = require.ammo?1:0;
  15256. // perform skill-group checks
  15257. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15258. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15260. return false;
  15261. }
  15262. }
  15263. else if(inf2[INF2_ISENSEMBLE]) {
  15264. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15265. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15266. return false;
  15267. }
  15268. }
  15269. // perform skill-specific checks (and actions)
  15270. switch( skill_id ) {
  15271. case RG_GRAFFITI:
  15272. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15274. return false;
  15275. }
  15276. break;
  15277. case SO_SPELLFIST:
  15278. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15280. return false;
  15281. }
  15282. case SA_CASTCANCEL:
  15283. if(sd->ud.skilltimer == INVALID_TIMER) {
  15284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15285. return false;
  15286. }
  15287. break;
  15288. case AS_CLOAKING:
  15289. {
  15290. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15291. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15292. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15293. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15294. int di;
  15295. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15296. if( di == 8 ) {
  15297. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15298. return false;
  15299. }
  15300. }
  15301. break;
  15302. }
  15303. case AL_WARP:
  15304. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15305. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15306. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15307. return false;
  15308. }
  15309. break;
  15310. case AL_HOLYWATER:
  15311. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15312. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15313. return false;
  15314. }
  15315. break;
  15316. case MO_CALLSPIRITS:
  15317. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15318. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15319. if(sd->spiritball >= skill_lv) {
  15320. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15321. return false;
  15322. }
  15323. break;
  15324. case MO_FINGEROFFENSIVE:
  15325. case GS_FLING:
  15326. case SR_RIDEINLIGHTNING:
  15327. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15328. sd->spiritball_old = require.spiritball = sd->spiritball;
  15329. else
  15330. sd->spiritball_old = require.spiritball;
  15331. break;
  15332. case MO_CHAINCOMBO:
  15333. if(!sc)
  15334. return false;
  15335. if(sc->getSCE(SC_BLADESTOP))
  15336. break;
  15337. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15338. break;
  15339. return false;
  15340. case MO_COMBOFINISH:
  15341. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15342. return false;
  15343. break;
  15344. case CH_TIGERFIST:
  15345. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15346. return false;
  15347. break;
  15348. case CH_CHAINCRUSH:
  15349. if(!(sc && sc->getSCE(SC_COMBO)))
  15350. return false;
  15351. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15352. return false;
  15353. break;
  15354. case SJ_SOLARBURST:
  15355. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15356. return 0;
  15357. break;
  15358. case MO_EXTREMITYFIST:
  15359. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15360. // return false;
  15361. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15362. break;
  15363. if( sc && sc->getSCE(SC_COMBO) ) {
  15364. switch(sc->getSCE(SC_COMBO)->val1) {
  15365. case MO_COMBOFINISH:
  15366. case CH_TIGERFIST:
  15367. case CH_CHAINCRUSH:
  15368. break;
  15369. default:
  15370. return false;
  15371. }
  15372. }
  15373. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15375. return false;
  15376. }
  15377. #ifdef RENEWAL
  15378. sd->spiritball_old = sd->spiritball;
  15379. #endif
  15380. break;
  15381. case TK_MISSION:
  15382. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15384. return false;
  15385. }
  15386. break;
  15387. case ASC_EDP:
  15388. #ifdef RENEWAL
  15389. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15390. #else
  15391. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15392. #endif
  15393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15394. return false;
  15395. }
  15396. break;
  15397. case TK_READYCOUNTER:
  15398. case TK_READYDOWN:
  15399. case TK_READYSTORM:
  15400. case TK_READYTURN:
  15401. case TK_JUMPKICK:
  15402. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15404. return false;
  15405. }
  15406. break;
  15407. case TK_TURNKICK:
  15408. case TK_STORMKICK:
  15409. case TK_DOWNKICK:
  15410. case TK_COUNTER:
  15411. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15412. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15413. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15414. return false; //Combo needs to be ready
  15415. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15416. //Do not repeat a kick.
  15417. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15418. break;
  15419. status_change_end(&sd->bl, SC_COMBO);
  15420. return false;
  15421. }
  15422. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15423. unit_cancel_combo(&sd->bl);
  15424. return false;
  15425. }
  15426. break; //Combo ready.
  15427. #ifndef RENEWAL
  15428. case BD_ADAPTATION:
  15429. {
  15430. int time;
  15431. if(!(sc && sc->getSCE(SC_DANCING))) {
  15432. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15433. return false;
  15434. }
  15435. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15436. if (skill_get_time(
  15437. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15438. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15439. - time < skill_get_time2(skill_id,skill_lv))
  15440. {
  15441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15442. return false;
  15443. }
  15444. }
  15445. break;
  15446. #endif
  15447. case PR_BENEDICTIO:
  15448. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15449. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15450. return false;
  15451. }
  15452. break;
  15453. case SL_SMA:
  15454. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15455. return false;
  15456. break;
  15457. case HT_POWER:
  15458. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15459. return false;
  15460. break;
  15461. #ifndef RENEWAL
  15462. case CG_HERMODE:
  15463. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15464. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15465. return false;
  15466. }
  15467. break;
  15468. #endif
  15469. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15470. {
  15471. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15472. int size = range*2+1;
  15473. for (s=0;s<size*size;s++) {
  15474. int x = sd->bl.x+(s%size-range);
  15475. int y = sd->bl.y+(s/size-range);
  15476. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15478. return false;
  15479. }
  15480. }
  15481. }
  15482. break;
  15483. #ifndef RENEWAL
  15484. case PR_REDEMPTIO:
  15485. {
  15486. t_exp exp = pc_nextbaseexp(sd);
  15487. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15488. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15489. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15490. return false;
  15491. }
  15492. break;
  15493. }
  15494. case HP_BASILICA:
  15495. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  15496. if( sd ) {
  15497. // When castbegin, needs 7x7 clear area
  15498. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15499. int size = range*2+1;
  15500. for( s=0;s<size*size;s++ ) {
  15501. int x = sd->bl.x+(s%size-range);
  15502. int y = sd->bl.y+(s/size-range);
  15503. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15504. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15505. return false;
  15506. }
  15507. }
  15508. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15509. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15510. return false;
  15511. }
  15512. }
  15513. }
  15514. break;
  15515. #endif
  15516. case AM_TWILIGHT2:
  15517. case AM_TWILIGHT3:
  15518. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15520. return false;
  15521. }
  15522. break;
  15523. case SG_SUN_WARM:
  15524. case SG_MOON_WARM:
  15525. case SG_STAR_WARM:
  15526. if (sc && sc->getSCE(SC_MIRACLE))
  15527. break;
  15528. i = skill_id-SG_SUN_WARM;
  15529. if (sd->bl.m == sd->feel_map[i].m)
  15530. break;
  15531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15532. return false;
  15533. break;
  15534. case SG_SUN_COMFORT:
  15535. case SG_MOON_COMFORT:
  15536. case SG_STAR_COMFORT:
  15537. if (sc && sc->getSCE(SC_MIRACLE))
  15538. break;
  15539. i = skill_id-SG_SUN_COMFORT;
  15540. if (sd->bl.m == sd->feel_map[i].m &&
  15541. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15542. break;
  15543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15544. return false;
  15545. case SG_FUSION:
  15546. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  15547. break;
  15548. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15549. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15550. if( require.sp > 0 ) {
  15551. if (status->sp < (unsigned int)require.sp)
  15552. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15553. else
  15554. status_zap(&sd->bl, 0, require.sp);
  15555. }
  15556. return false;
  15557. case GD_BATTLEORDER:
  15558. case GD_REGENERATION:
  15559. case GD_RESTORE:
  15560. case GD_CHARGESHOUT_FLAG:
  15561. case GD_CHARGESHOUT_BEATING:
  15562. case GD_EMERGENCY_MOVE:
  15563. if (!map_flag_gvg2(sd->bl.m)) {
  15564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15565. return false;
  15566. }
  15567. case GD_EMERGENCYCALL:
  15568. case GD_ITEMEMERGENCYCALL:
  15569. // other checks were already done in skill_isNotOk()
  15570. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15571. return false;
  15572. break;
  15573. case GS_GLITTERING:
  15574. case RL_RICHS_COIN:
  15575. if(sd->spiritball >= 10) {
  15576. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15577. return false;
  15578. }
  15579. break;
  15580. case NJ_ISSEN:
  15581. #ifdef RENEWAL
  15582. if (status->hp < (status->hp/100)) {
  15583. #else
  15584. if (status->hp < 2) {
  15585. #endif
  15586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15587. return false;
  15588. }
  15589. case NJ_BUNSINJYUTSU:
  15590. if (!(sc && sc->getSCE(SC_NEN))) {
  15591. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15592. return false;
  15593. }
  15594. break;
  15595. case NJ_ZENYNAGE:
  15596. case KO_MUCHANAGE:
  15597. if(sd->status.zeny < require.zeny) {
  15598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15599. return false;
  15600. }
  15601. break;
  15602. case PF_HPCONVERSION:
  15603. if (status->sp == status->max_sp)
  15604. return false; //Unusable when at full SP.
  15605. break;
  15606. case SP_KAUTE: // Fail if below 30% MaxHP.
  15607. if (status->hp < 30 * status->max_hp / 100) {
  15608. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15609. return false;
  15610. }
  15611. break;
  15612. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15613. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15614. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15615. return false;
  15616. }
  15617. break;
  15618. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15619. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15620. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15621. return false;
  15622. }
  15623. break;
  15624. case AB_ANCILLA: {
  15625. int count = 0;
  15626. for( i = 0; i < MAX_INVENTORY; i++ )
  15627. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15628. count += sd->inventory.u.items_inventory[i].amount;
  15629. if( count >= 3 ) {
  15630. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15631. return false;
  15632. }
  15633. }
  15634. break;
  15635. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15636. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15637. && sd->special_state.no_gemstone == 0
  15638. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15639. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15640. return false;
  15641. }
  15642. break;
  15643. case WL_SUMMONFB:
  15644. case WL_SUMMONBL:
  15645. case WL_SUMMONWB:
  15646. case WL_SUMMONSTONE:
  15647. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15648. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  15649. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15650. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15651. return false;
  15652. }
  15653. }
  15654. break;
  15655. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15656. case WL_RELEASE: {
  15657. int active_spheres = 0, req_spheres = 0;
  15658. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15659. if (sc && sc->getSCE(i))
  15660. active_spheres++;
  15661. }
  15662. // Cast requirement
  15663. if (skill_id == WL_TETRAVORTEX)
  15664. req_spheres = 4;
  15665. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15666. req_spheres = 1;
  15667. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15668. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15669. return false;
  15670. }
  15671. }
  15672. break;
  15673. case GC_HALLUCINATIONWALK:
  15674. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  15675. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15676. return false;
  15677. }
  15678. break;
  15679. case NPC_HALLUCINATIONWALK:
  15680. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  15681. return false;
  15682. }
  15683. break;
  15684. case RA_WUGMASTERY:
  15685. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.getSCE(SC__GROOMY)) {
  15686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15687. return false;
  15688. }
  15689. break;
  15690. case RA_WUGSTRIKE:
  15691. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15693. return false;
  15694. }
  15695. break;
  15696. case RA_WUGRIDER:
  15697. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15698. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15699. return false;
  15700. }
  15701. break;
  15702. case RA_WUGDASH:
  15703. if(!pc_isridingwug(sd)) {
  15704. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15705. return false;
  15706. }
  15707. else {
  15708. int16 sx = sd->bl.x;
  15709. int16 sy = sd->bl.y;
  15710. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15711. switch (dir) {
  15712. case 0: case 8: sy++; break;
  15713. case 1: sx--; sy++; break;
  15714. case 2: sx--; break;
  15715. case 3: sx--; sy--; break;
  15716. case 4: sy--; break;
  15717. case 5: sx++; sy--; break;
  15718. case 6: sx++; break;
  15719. case 7: sx++; sy++; break;
  15720. }
  15721. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15722. return false;
  15723. }
  15724. }
  15725. break;
  15726. case LG_RAYOFGENESIS:
  15727. case LG_BANDING:
  15728. if( sc && sc->getSCE(SC_INSPIRATION) )
  15729. return true; // Don't check for partner.
  15730. break;
  15731. case LG_PRESTIGE:
  15732. if( sc && sc->getSCE(SC_INSPIRATION) )
  15733. return true; // Don't check for partner.
  15734. if( sc && sc->getSCE(SC_BANDING) ) {
  15735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15736. return false;
  15737. }
  15738. break;
  15739. case LG_RAGEBURST:
  15740. if( sd->spiritball == 0 ) {
  15741. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15742. return false;
  15743. }
  15744. sd->spiritball_old = require.spiritball = sd->spiritball;
  15745. break;
  15746. case SR_FALLENEMPIRE:
  15747. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  15748. return false;
  15749. break;
  15750. case SR_CRESCENTELBOW:
  15751. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  15752. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15753. return false;
  15754. }
  15755. break;
  15756. case SR_CURSEDCIRCLE:
  15757. if (map_flag_gvg2(sd->bl.m)) {
  15758. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15759. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15760. char output[128];
  15761. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15762. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15763. return false;
  15764. }
  15765. }
  15766. if( sd->spiritball > 0 )
  15767. sd->spiritball_old = require.spiritball = sd->spiritball;
  15768. else {
  15769. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15770. return false;
  15771. }
  15772. break;
  15773. case SR_GATEOFHELL:
  15774. if( sd->spiritball > 0 )
  15775. sd->spiritball_old = require.spiritball;
  15776. break;
  15777. case SC_MANHOLE:
  15778. case SC_DIMENSIONDOOR:
  15779. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  15780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15781. return false;
  15782. }
  15783. break;
  15784. case SC_FEINTBOMB:
  15785. 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) ) {
  15786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15787. return false;
  15788. }
  15789. break;
  15790. case WM_GREAT_ECHO: {
  15791. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  15792. if (count > 0)
  15793. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  15794. }
  15795. break;
  15796. case SO_FIREWALK:
  15797. case SO_ELECTRICWALK:
  15798. case NPC_FIREWALK:
  15799. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  15800. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  15801. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  15802. if( sd )
  15803. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15804. return false;
  15805. }
  15806. break;
  15807. case SO_EL_CONTROL:
  15808. if( !sd->status.ele_id || !sd->ed ) {
  15809. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15810. return false;
  15811. }
  15812. break;
  15813. case KO_JYUMONJIKIRI:
  15814. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  15815. return true;
  15816. else {
  15817. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15818. return false;
  15819. }
  15820. break;
  15821. case KO_KAHU_ENTEN:
  15822. case KO_HYOUHU_HUBUKI:
  15823. case KO_KAZEHU_SEIRAN:
  15824. case KO_DOHU_KOUKAI:
  15825. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  15826. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  15827. return false;
  15828. }
  15829. break;
  15830. case KO_KAIHOU:
  15831. case KO_ZENKAI:
  15832. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  15833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  15834. return false;
  15835. }
  15836. break;
  15837. case SJ_FULLMOONKICK:
  15838. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  15839. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15840. return false;
  15841. }
  15842. break;
  15843. case SJ_STAREMPEROR:
  15844. case SJ_NOVAEXPLOSING:
  15845. case SJ_GRAVITYCONTROL:
  15846. case SJ_BOOKOFDIMENSION:
  15847. case SJ_BOOKOFCREATINGSTAR:
  15848. case SP_SOULDIVISION:
  15849. case SP_SOULEXPLOSION:
  15850. if (!map_flag_vs(sd->bl.m)) {
  15851. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15852. return false;
  15853. }
  15854. break;
  15855. case SP_SWHOO:
  15856. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  15857. return false;
  15858. break;
  15859. case DK_SERVANT_W_PHANTOM:
  15860. case DK_SERVANT_W_DEMOL:
  15861. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  15862. sd->servantball_old = require.spiritball = sd->servantball;
  15863. else
  15864. sd->servantball_old = require.spiritball;
  15865. break;
  15866. case IQ_SECOND_FAITH:
  15867. case IQ_THIRD_PUNISH:
  15868. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  15869. return false;
  15870. break;
  15871. case IQ_SECOND_JUDGEMENT:
  15872. case IQ_THIRD_CONSECRATION:
  15873. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  15874. return false;
  15875. break;
  15876. case IQ_SECOND_FLAME:
  15877. case IQ_THIRD_FLAME_BOMB:
  15878. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  15879. return false;
  15880. break;
  15881. }
  15882. /* check state required */
  15883. switch (require.state) {
  15884. case ST_HIDDEN:
  15885. if(!pc_ishiding(sd)) {
  15886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15887. return false;
  15888. }
  15889. break;
  15890. case ST_RIDING:
  15891. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  15892. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15893. return false;
  15894. }
  15895. break;
  15896. case ST_FALCON:
  15897. if(!pc_isfalcon(sd)) {
  15898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15899. return false;
  15900. }
  15901. break;
  15902. case ST_CART:
  15903. if(!pc_iscarton(sd)) {
  15904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  15905. return false;
  15906. }
  15907. break;
  15908. case ST_SHIELD:
  15909. if(sd->status.shield <= 0) {
  15910. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15911. return false;
  15912. }
  15913. break;
  15914. case ST_RECOVER_WEIGHT_RATE:
  15915. #ifdef RENEWAL
  15916. if(pc_is70overweight(sd)) {
  15917. #else
  15918. if(pc_is50overweight(sd)) {
  15919. #endif
  15920. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15921. return false;
  15922. }
  15923. break;
  15924. case ST_MOVE_ENABLE:
  15925. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  15926. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  15927. if (!unit_can_move(&sd->bl)) {
  15928. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15929. return false;
  15930. }
  15931. break;
  15932. case ST_WATER:
  15933. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  15934. break;
  15935. 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))
  15936. break;
  15937. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15938. return false;
  15939. case ST_RIDINGDRAGON:
  15940. if( !pc_isridingdragon(sd) ) {
  15941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  15942. return false;
  15943. }
  15944. break;
  15945. case ST_WUG:
  15946. if( !pc_iswug(sd) ) {
  15947. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15948. return false;
  15949. }
  15950. break;
  15951. case ST_RIDINGWUG:
  15952. if( !pc_isridingwug(sd) ) {
  15953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15954. return false;
  15955. }
  15956. break;
  15957. case ST_MADO:
  15958. if( !pc_ismadogear(sd) ) {
  15959. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  15960. return false;
  15961. }
  15962. break;
  15963. case ST_ELEMENTALSPIRIT:
  15964. case ST_ELEMENTALSPIRIT2:
  15965. if(!sd->ed) {
  15966. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  15967. return false;
  15968. }
  15969. break;
  15970. case ST_PECO:
  15971. if(!pc_isriding(sd)) {
  15972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15973. return false;
  15974. }
  15975. break;
  15976. case ST_SUNSTANCE:
  15977. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  15978. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15979. return false;
  15980. }
  15981. break;
  15982. case ST_MOONSTANCE:
  15983. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  15984. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15985. return false;
  15986. }
  15987. break;
  15988. case ST_STARSTANCE:
  15989. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  15990. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15991. return false;
  15992. }
  15993. break;
  15994. case ST_UNIVERSESTANCE:
  15995. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  15996. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15997. return false;
  15998. }
  15999. break;
  16000. }
  16001. /* check the status required */
  16002. if (!require.status.empty()) {
  16003. switch (skill_id) {
  16004. // Being checked later in skill_check_condition_castend()
  16005. case WZ_SIGHTRASHER:
  16006. break;
  16007. default:
  16008. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16009. return false;
  16010. break;
  16011. }
  16012. }
  16013. // Check for equipped item(s)
  16014. if (!require.eqItem.empty()) {
  16015. size_t count = require.eqItem.size();
  16016. for (const auto &it : require.eqItem) {
  16017. t_itemid reqeqit = it;
  16018. if (!reqeqit)
  16019. break; // Skill has no required item(s); get out of here
  16020. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16021. case NC_PILEBUNKER:
  16022. case RL_P_ALTER:
  16023. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16024. count--;
  16025. if (!count) {
  16026. if( skill_id == RL_P_ALTER ){
  16027. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  16028. }else{
  16029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16030. }
  16031. return false;
  16032. } else
  16033. continue;
  16034. }
  16035. break;
  16036. case NC_ACCELERATION:
  16037. case NC_SELFDESTRUCTION:
  16038. case NC_SHAPESHIFT:
  16039. case NC_EMERGENCYCOOL:
  16040. case NC_MAGNETICFIELD:
  16041. case NC_NEUTRALBARRIER:
  16042. case NC_STEALTHFIELD:
  16043. if (pc_search_inventory(sd, reqeqit) == -1) {
  16044. count--;
  16045. if (!count) {
  16046. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  16047. return false;
  16048. } else
  16049. continue;
  16050. }
  16051. break;
  16052. default:
  16053. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16054. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  16055. return false;
  16056. }
  16057. break;
  16058. }
  16059. }
  16060. }
  16061. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16062. //mhp is the max-hp-requirement, that is,
  16063. //you must have this % or less of HP to cast it.
  16064. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16065. return false;
  16066. }
  16067. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16068. switch(skill_id) {
  16069. case RA_AIMEDBOLT:
  16070. break;
  16071. default:
  16072. switch((unsigned int)log2(require.weapon)) {
  16073. case W_REVOLVER:
  16074. clif_msg(sd, SKILL_NEED_REVOLVER);
  16075. break;
  16076. case W_RIFLE:
  16077. clif_msg(sd, SKILL_NEED_RIFLE);
  16078. break;
  16079. case W_GATLING:
  16080. clif_msg(sd, SKILL_NEED_GATLING);
  16081. break;
  16082. case W_SHOTGUN:
  16083. clif_msg(sd, SKILL_NEED_SHOTGUN);
  16084. break;
  16085. case W_GRENADE:
  16086. clif_msg(sd, SKILL_NEED_GRENADE);
  16087. break;
  16088. default:
  16089. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  16090. break;
  16091. }
  16092. return false;
  16093. }
  16094. }
  16095. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16097. return false;
  16098. }
  16099. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16101. return false;
  16102. }
  16103. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16105. return false;
  16106. }
  16107. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16108. switch (skill_id) { // Skills that require soul spheres.
  16109. case SP_SOULGOLEM:
  16110. case SP_SOULSHADOW:
  16111. case SP_SOULFALCON:
  16112. case SP_SOULFAIRY:
  16113. case SP_SOULCURSE:
  16114. case SP_SPA:
  16115. case SP_SHA:
  16116. case SP_SWHOO:
  16117. case SP_SOULUNITY:
  16118. case SP_SOULDIVISION:
  16119. case SP_SOULREAPER:
  16120. case SP_SOULEXPLOSION:
  16121. case SP_KAUTE:
  16122. if (sd->soulball < require.spiritball) {
  16123. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16124. return false;
  16125. }
  16126. break;
  16127. // Skills that requires servants.
  16128. case DK_SERVANT_W_SIGN:
  16129. case DK_SERVANT_W_PHANTOM:
  16130. case DK_SERVANT_W_DEMOL:
  16131. if (sd->servantball < require.spiritball) {
  16132. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16133. return false;
  16134. }
  16135. break;
  16136. default: // Skills that require spirit/coin spheres.
  16137. if (sd->spiritball < require.spiritball) {
  16138. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16139. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16140. else
  16141. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16142. return false;
  16143. }
  16144. break;
  16145. }
  16146. }
  16147. return true;
  16148. }
  16149. /**
  16150. * Check skill condition when cast end.
  16151. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16152. * @param sd Player who uses skill
  16153. * @param skill_id ID of used skill
  16154. * @param skill_lv Level of used skill
  16155. * @return true: All condition passed, false: Failed
  16156. */
  16157. bool skill_check_condition_castend(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16158. {
  16159. struct s_skill_condition require;
  16160. struct status_data *status;
  16161. int i;
  16162. short index[MAX_SKILL_ITEM_REQUIRE];
  16163. nullpo_retr(false,sd);
  16164. if( sd->chatID )
  16165. return false;
  16166. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16167. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16168. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16169. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16170. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16171. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16172. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16173. return true;
  16174. }
  16175. switch( sd->menuskill_id ) { // Cast start or cast end??
  16176. case AM_PHARMACY:
  16177. switch( skill_id ) {
  16178. case AM_PHARMACY:
  16179. case AC_MAKINGARROW:
  16180. case BS_REPAIRWEAPON:
  16181. case AM_TWILIGHT1:
  16182. case AM_TWILIGHT2:
  16183. case AM_TWILIGHT3:
  16184. return false;
  16185. }
  16186. break;
  16187. case GN_MIX_COOKING:
  16188. case GN_MAKEBOMB:
  16189. case GN_S_PHARMACY:
  16190. case GN_CHANGEMATERIAL:
  16191. case MT_M_MACHINE:
  16192. case BO_BIONIC_PHARMACY:
  16193. if( sd->menuskill_id != skill_id )
  16194. return false;
  16195. break;
  16196. }
  16197. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16198. return true;
  16199. if( pc_is90overweight(sd) ) {
  16200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16201. return false;
  16202. }
  16203. // perform skill-specific checks (and actions)
  16204. switch( skill_id ) {
  16205. case PR_BENEDICTIO:
  16206. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16207. break;
  16208. case AM_CANNIBALIZE:
  16209. case AM_SPHEREMINE: {
  16210. int c=0;
  16211. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16212. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16213. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16214. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16215. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16216. if(c >= maxcount ||
  16217. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16218. { //Fails when: exceed max limit. There are other plant types already out.
  16219. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16220. return false;
  16221. }
  16222. }
  16223. break;
  16224. }
  16225. case NC_SILVERSNIPER:
  16226. case NC_MAGICDECOY: {
  16227. int c = 0;
  16228. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16229. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16230. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16231. if( skill_id == NC_MAGICDECOY ) {
  16232. int j;
  16233. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16234. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16235. } else
  16236. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16237. if( c >= maxcount ) {
  16238. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16239. return false;
  16240. }
  16241. }
  16242. }
  16243. break;
  16244. case KO_ZANZOU: {
  16245. int c = 0;
  16246. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16247. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16248. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16249. return false;
  16250. }
  16251. }
  16252. break;
  16253. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16254. case MT_SUMMON_ABR_DUAL_CANNON:
  16255. case MT_SUMMON_ABR_MOTHER_NET:
  16256. case MT_SUMMON_ABR_INFINITY: {
  16257. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16258. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16259. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16260. 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);
  16261. if (c >= maxcount) {
  16262. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16263. return false;
  16264. }
  16265. }
  16266. break;
  16267. }
  16268. case BO_WOODENWARRIOR:
  16269. case BO_WOODEN_FAIRY:
  16270. case BO_CREEPER:
  16271. case BO_HELLTREE: {
  16272. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16273. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16274. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16275. 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);
  16276. if (c >= maxcount) {
  16277. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16278. return false;
  16279. }
  16280. }
  16281. break;
  16282. }
  16283. #ifdef RENEWAL
  16284. case ASC_EDP:
  16285. if(sd) {
  16286. int16 item_edp = itemdb_group.item_exists_pc(sd, IG_EDP);
  16287. if (item_edp < 0) {
  16288. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16289. return false;
  16290. } else
  16291. pc_delitem(sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16292. }
  16293. break;
  16294. #endif
  16295. }
  16296. status = &sd->battle_status;
  16297. require = skill_get_requirement(sd,skill_id,skill_lv);
  16298. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16299. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16300. return false;
  16301. }
  16302. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16303. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16304. return false;
  16305. }
  16306. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16307. uint8 extra_ammo = 0;
  16308. #ifdef RENEWAL
  16309. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16310. case WM_SEVERE_RAINSTORM:
  16311. case RL_FIREDANCE:
  16312. case RL_R_TRIP:
  16313. case RL_FIRE_RAIN:
  16314. extra_ammo = 1;
  16315. break;
  16316. default:
  16317. break;
  16318. }
  16319. #endif
  16320. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16321. clif_arrow_fail(sd,0);
  16322. return false;
  16323. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16324. char e_msg[100];
  16325. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16326. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16327. return false;
  16328. }
  16329. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16330. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16331. return false;
  16332. }
  16333. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16334. skill_get_desc(skill_id),
  16335. require.ammo_qty,
  16336. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16337. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16338. return false;
  16339. }
  16340. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16341. //which is the closest we have to wrong ammo type. [Skotlex]
  16342. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16343. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16344. return false;
  16345. }
  16346. }
  16347. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16348. if( !require.itemid[i] )
  16349. continue;
  16350. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16351. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16352. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16353. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16354. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16356. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16357. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16358. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16359. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16360. else if( require.itemid[i] == ITEMID_ANCILLA )
  16361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16362. else
  16363. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16364. return false;
  16365. }
  16366. }
  16367. /* check the status required */
  16368. if (!require.status.empty()) {
  16369. switch (skill_id) {
  16370. case WZ_SIGHTRASHER:
  16371. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16372. return false;
  16373. break;
  16374. default:
  16375. break;
  16376. }
  16377. }
  16378. return true;
  16379. }
  16380. /** Consume skill requirement
  16381. * @param sd Player who uses the skill
  16382. * @param skill_id ID of used skill
  16383. * @param skill_lv Level of used skill
  16384. * @param type Consume type
  16385. * type&1: consume the others (before skill was used);
  16386. * type&2: consume items (after skill was used)
  16387. */
  16388. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16389. {
  16390. struct s_skill_condition require;
  16391. nullpo_retv(sd);
  16392. require = skill_get_requirement(sd,skill_id,skill_lv);
  16393. if( type&1 ) {
  16394. switch( skill_id ) {
  16395. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16396. case MC_IDENTIFY:
  16397. require.sp = 0;
  16398. break;
  16399. case MO_KITRANSLATION:
  16400. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16401. require.spiritball = 0;
  16402. //Fall through
  16403. default:
  16404. if(sd->state.autocast)
  16405. require.sp = 0;
  16406. break;
  16407. }
  16408. if(require.hp || require.sp || require.ap)
  16409. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16410. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16411. switch (skill_id) { // Skills that require soul spheres.
  16412. case SP_SOULGOLEM:
  16413. case SP_SOULSHADOW:
  16414. case SP_SOULFALCON:
  16415. case SP_SOULFAIRY:
  16416. case SP_SOULCURSE:
  16417. case SP_SPA:
  16418. case SP_SHA:
  16419. case SP_SWHOO:
  16420. case SP_SOULUNITY:
  16421. case SP_SOULDIVISION:
  16422. case SP_SOULREAPER:
  16423. case SP_SOULEXPLOSION:
  16424. case SP_KAUTE:
  16425. pc_delsoulball(sd, require.spiritball, false);
  16426. break;
  16427. // Skills that require servants.
  16428. // Note: We don't update the servants display here
  16429. // since using these skills auto trigger an animation
  16430. // with them in unique ways that makes them vanish.
  16431. case DK_SERVANT_W_SIGN:
  16432. case DK_SERVANT_W_PHANTOM:
  16433. case DK_SERVANT_W_DEMOL:
  16434. pc_delservantball( *sd, require.spiritball );
  16435. break;
  16436. default: // Skills that require spirit/coin spheres.
  16437. pc_delspiritball(sd, require.spiritball, 0);
  16438. break;
  16439. }
  16440. }
  16441. else if(require.spiritball == -1) {
  16442. sd->spiritball_old = sd->spiritball;
  16443. pc_delspiritball(sd,sd->spiritball,0);
  16444. }
  16445. if(require.zeny > 0)
  16446. {
  16447. if( skill_id == NJ_ZENYNAGE )
  16448. require.zeny = 0; //Zeny is reduced on skill_attack.
  16449. if( sd->status.zeny < require.zeny )
  16450. require.zeny = sd->status.zeny;
  16451. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  16452. }
  16453. }
  16454. if( type&2 ) {
  16455. status_change *sc = &sd->sc;
  16456. int n,i;
  16457. if( !sc->count )
  16458. sc = NULL;
  16459. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16460. {
  16461. if( !require.itemid[i] )
  16462. continue;
  16463. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  16464. continue; //Gemstones are checked, but not substracted from inventory.
  16465. switch( skill_id ){
  16466. case SA_SEISMICWEAPON:
  16467. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16468. continue;
  16469. break;
  16470. case SA_FLAMELAUNCHER:
  16471. case SA_VOLCANO:
  16472. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  16473. continue;
  16474. break;
  16475. case SA_FROSTWEAPON:
  16476. case SA_DELUGE:
  16477. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  16478. continue;
  16479. break;
  16480. case SA_LIGHTNINGLOADER:
  16481. case SA_VIOLENTGALE:
  16482. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  16483. continue;
  16484. break;
  16485. }
  16486. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16487. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16488. }
  16489. }
  16490. }
  16491. /**
  16492. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16493. * @param sd Player's that will be checked
  16494. * @param skill_id Skill that's being used
  16495. * @param skill_lv Skill level of used skill
  16496. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16497. */
  16498. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16499. {
  16500. struct s_skill_condition req;
  16501. struct status_data *status;
  16502. status_change *sc;
  16503. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16504. memset(&req,0,sizeof(req));
  16505. if( !sd )
  16506. return req;
  16507. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16508. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16509. sc = &sd->sc;
  16510. if( !sc->count )
  16511. sc = NULL;
  16512. //Checks if disabling skill - in which case no SP requirements are necessary
  16513. if( sc && skill_disable_check(*sc,skill_id) )
  16514. return req;
  16515. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16516. status = &sd->battle_status;
  16517. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16518. req.hp = skill->require.hp[skill_lv - 1];
  16519. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16520. if(hp_rate > 0)
  16521. req.hp += (status->hp * hp_rate)/100;
  16522. else
  16523. req.hp += (status->max_hp * (-hp_rate))/100;
  16524. req.sp = skill->require.sp[skill_lv-1];
  16525. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16526. req.sp /= 2;
  16527. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16528. req.sp -= req.sp * 30 / 100;
  16529. sp_rate = skill->require.sp_rate[skill_lv-1];
  16530. if(sp_rate > 0)
  16531. req.sp += (status->sp * sp_rate)/100;
  16532. else
  16533. req.sp += (status->max_sp * (-sp_rate))/100;
  16534. if( sd->dsprate != 100 )
  16535. req.sp = req.sp * sd->dsprate / 100;
  16536. for (auto &it : sd->skillusesprate) {
  16537. if (it.id == skill_id) {
  16538. sp_skill_rate_bonus -= it.val;
  16539. break;
  16540. }
  16541. }
  16542. for (auto &it : sd->skillusesp) {
  16543. if (it.id == skill_id) {
  16544. req.sp -= it.val;
  16545. break;
  16546. }
  16547. }
  16548. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16549. req.sp += req.sp * 30 / 100;
  16550. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16551. if( sc ) {
  16552. if( sc->getSCE(SC__LAZINESS) )
  16553. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  16554. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  16555. req.sp += req.sp / 4;
  16556. if( sc->getSCE(SC_OFFERTORIUM))
  16557. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  16558. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16559. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  16560. #ifdef RENEWAL
  16561. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16562. req.sp -= req.sp * 20 / 100;
  16563. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  16564. req.sp -= req.sp * 30 / 100;
  16565. #endif
  16566. if (sc->getSCE(SC_GLOOMYDAY))
  16567. req.sp += req.sp * (skill_lv * 10) / 100;
  16568. if (sc->getSCE(SC_CRESCIVEBOLT))
  16569. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  16570. }
  16571. req.ap = skill->require.ap[skill_lv - 1];
  16572. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16573. if (ap_rate > 0)
  16574. req.ap += (status->ap * ap_rate) / 100;
  16575. else
  16576. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16577. req.zeny = skill->require.zeny[skill_lv-1];
  16578. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  16579. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  16580. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  16581. else
  16582. req.zeny += 1000;
  16583. }
  16584. req.spiritball = skill->require.spiritball[skill_lv-1];
  16585. req.state = skill->require.state;
  16586. req.mhp = skill->require.mhp[skill_lv-1];
  16587. req.weapon = skill->require.weapon;
  16588. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16589. if (req.ammo_qty)
  16590. req.ammo = skill->require.ammo;
  16591. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16592. { //Assume this skill is using the weapon, therefore it requires arrows.
  16593. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16594. req.ammo_qty = 1;
  16595. }
  16596. req.status = skill->require.status;
  16597. req.eqItem = skill->require.eqItem;
  16598. // Level dependence flag is determined based on the ItemCost Level label
  16599. bool level_dependent = skill->require.itemid_level_dependent;
  16600. switch( skill_id ) {
  16601. /* Skill level-dependent checks */
  16602. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16603. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16604. req.itemid[1] = skill->require.itemid[skill->max];
  16605. req.amount[1] = skill->require.amount[skill->max];
  16606. // Fall through
  16607. /* Normal skill requirements and gemstone checks */
  16608. default:
  16609. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16610. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16611. if (!level_dependent) {
  16612. switch( skill_id ) {
  16613. case AM_POTIONPITCHER:
  16614. case CR_SLIMPITCHER:
  16615. case CR_CULTIVATION:
  16616. if (i != skill_lv%11 - 1)
  16617. continue;
  16618. break;
  16619. #ifdef RENEWAL
  16620. case AM_CALLHOMUN:
  16621. // Player has no homunculus, only requires first item
  16622. if (i > 0 && sd->hd == nullptr) {
  16623. i = MAX_SKILL_ITEM_REQUIRE;
  16624. continue;
  16625. }
  16626. // Recalling from Rest state has a different consume item (stored as second item)
  16627. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16628. req.itemid[0] = skill->require.itemid[1];
  16629. req.amount[0] = skill->require.amount[1];
  16630. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16631. skill_area_temp[0] = 0;
  16632. i = MAX_SKILL_ITEM_REQUIRE;
  16633. continue;
  16634. }
  16635. break;
  16636. #else
  16637. case AM_CALLHOMUN:
  16638. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16639. continue;
  16640. break;
  16641. #endif
  16642. case AB_ADORAMUS:
  16643. 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)) )
  16644. continue;
  16645. break;
  16646. }
  16647. req.itemid[i] = skill->require.itemid[i];
  16648. req.amount[i] = skill->require.amount[i];
  16649. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16650. int16 itIndex;
  16651. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16652. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16653. req.itemid[i] = ITEMID_TRAP;
  16654. else
  16655. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16656. req.amount[i] = 1;
  16657. }
  16658. break;
  16659. }
  16660. }
  16661. else {
  16662. // Process level_dependent requirement
  16663. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE) {
  16664. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  16665. req.amount[0] = skill->require.amount[skill_lv - 1];
  16666. }
  16667. }
  16668. // Check requirement for gemstone.
  16669. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16670. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16671. req.itemid[i] = req.amount[i] = 0;
  16672. else {
  16673. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  16674. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16675. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16676. req.itemid[i] = req.amount[i] = 0;
  16677. else if( --req.amount[i] < 1 )
  16678. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16679. }
  16680. }
  16681. }
  16682. // Check requirement for Magic Gear Fuel
  16683. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16684. req.itemid[i] = req.amount[i] = 0;
  16685. }
  16686. break;
  16687. }
  16688. // Check for cost reductions due to skills & SCs
  16689. switch(skill_id) {
  16690. case MC_MAMMONITE:
  16691. #ifdef RENEWAL
  16692. case WS_CARTTERMINATION:
  16693. #endif
  16694. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16695. #ifdef RENEWAL
  16696. req.zeny -= req.zeny*20/100;
  16697. #else
  16698. req.zeny -= req.zeny*10/100;
  16699. #endif
  16700. break;
  16701. case AL_HOLYLIGHT:
  16702. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  16703. req.sp *= 5;
  16704. break;
  16705. case SL_SMA:
  16706. case SL_STUN:
  16707. case SL_STIN:
  16708. {
  16709. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16710. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16711. break;
  16712. if(sd->status.base_level>=90)
  16713. req.sp -= req.sp*7*kaina_lv/100;
  16714. else if(sd->status.base_level>=80)
  16715. req.sp -= req.sp*5*kaina_lv/100;
  16716. else if(sd->status.base_level>=70)
  16717. req.sp -= req.sp*3*kaina_lv/100;
  16718. }
  16719. break;
  16720. case MO_CHAINCOMBO:
  16721. case MO_COMBOFINISH:
  16722. case CH_TIGERFIST:
  16723. case CH_CHAINCRUSH:
  16724. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  16725. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16726. break;
  16727. case MO_BODYRELOCATION:
  16728. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  16729. req.spiritball = 0;
  16730. break;
  16731. case MO_EXTREMITYFIST:
  16732. if( sc ) {
  16733. if( sc->getSCE(SC_BLADESTOP) )
  16734. req.spiritball--;
  16735. else if( sc->getSCE(SC_COMBO) ) {
  16736. #ifndef RENEWAL
  16737. switch( sc->getSCE(SC_COMBO)->val1 ) {
  16738. case MO_COMBOFINISH:
  16739. req.spiritball = 4;
  16740. break;
  16741. case CH_TIGERFIST:
  16742. req.spiritball = 3;
  16743. break;
  16744. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16745. req.spiritball = sd->spiritball?sd->spiritball:1;
  16746. break;
  16747. }
  16748. #else
  16749. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16750. #endif
  16751. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  16752. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16753. }
  16754. break;
  16755. case LG_RAGEBURST:
  16756. req.spiritball = sd->spiritball?sd->spiritball:1;
  16757. break;
  16758. case SR_FALLENEMPIRE:
  16759. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16760. req.spiritball = 0;
  16761. break;
  16762. case SR_TIGERCANNON:
  16763. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  16764. req.spiritball = 0;
  16765. break;
  16766. case SR_RAMPAGEBLASTER:
  16767. case SR_RIDEINLIGHTNING:
  16768. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  16769. req.spiritball = 0;
  16770. break;
  16771. case SR_GATEOFHELL:
  16772. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  16773. req.sp -= req.sp * 10 / 100;
  16774. break;
  16775. case SR_FLASHCOMBO:
  16776. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16777. req.spiritball = 0;
  16778. break;
  16779. case SO_SUMMON_AGNI:
  16780. case SO_SUMMON_AQUA:
  16781. case SO_SUMMON_VENTUS:
  16782. case SO_SUMMON_TERA: {
  16783. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16784. if( spirit_sympathy )
  16785. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16786. }
  16787. break;
  16788. case NPC_PSYCHIC_WAVE:
  16789. case SO_PSYCHIC_WAVE:
  16790. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  16791. req.sp += req.sp / 2; // 1.5x SP cost
  16792. break;
  16793. }
  16794. //Check if player is using the copied skill [Cydh]
  16795. uint16 idx = skill_get_index(skill_id);
  16796. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  16797. uint16 req_opt = skill->copyable.req_opt;
  16798. if (req_opt & SKILL_REQ_HPCOST)
  16799. req.hp = 0;
  16800. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  16801. req.mhp = 0;
  16802. if (req_opt & SKILL_REQ_SPCOST)
  16803. req.sp = 0;
  16804. if (req_opt & SKILL_REQ_HPRATECOST)
  16805. req.hp_rate = 0;
  16806. if (req_opt & SKILL_REQ_SPRATECOST)
  16807. req.sp_rate = 0;
  16808. if (req_opt & SKILL_REQ_ZENYCOST)
  16809. req.zeny = 0;
  16810. if (req_opt & SKILL_REQ_WEAPON)
  16811. req.weapon = 0;
  16812. if (req_opt & SKILL_REQ_AMMO) {
  16813. req.ammo = 0;
  16814. req.ammo_qty = 0;
  16815. }
  16816. if (req_opt & SKILL_REQ_STATE)
  16817. req.state = ST_NONE;
  16818. if (req_opt & SKILL_REQ_STATUS) {
  16819. req.status.clear();
  16820. req.status.shrink_to_fit();
  16821. }
  16822. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  16823. req.spiritball = 0;
  16824. if (req_opt & SKILL_REQ_ITEMCOST) {
  16825. memset(req.itemid, 0, sizeof(req.itemid));
  16826. memset(req.amount, 0, sizeof(req.amount));
  16827. }
  16828. if (req_opt & SKILL_REQ_EQUIPMENT) {
  16829. req.eqItem.clear();
  16830. req.eqItem.shrink_to_fit();
  16831. }
  16832. if (req_opt & SKILL_REQ_APCOST)
  16833. req.ap = 0;
  16834. if (req_opt & SKILL_REQ_APRATECOST)
  16835. req.ap_rate = 0;
  16836. }
  16837. return req;
  16838. }
  16839. /*==========================================
  16840. * Does cast-time reductions based on dex, item bonuses and config setting
  16841. *------------------------------------------*/
  16842. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  16843. nullpo_ret(bl);
  16844. double time = skill_get_cast(skill_id, skill_lv);
  16845. #ifndef RENEWAL_CAST
  16846. {
  16847. map_session_data *sd = BL_CAST(BL_PC, bl);
  16848. status_change *sc = status_get_sc(bl);
  16849. int reduce_cast_rate = 0;
  16850. uint8 flag = skill_get_castnodex(skill_id);
  16851. // Calculate base cast time (reduced by dex)
  16852. if (!(flag&1)) {
  16853. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  16854. if (scale > 0) // not instant cast
  16855. time = time * (float)scale / battle_config.castrate_dex_scale;
  16856. else
  16857. return 0; // instant cast
  16858. }
  16859. // Calculate cast time reduced by item/card bonuses
  16860. if (sd) {
  16861. if (!(flag&4)) {
  16862. if (sd->castrate != 100)
  16863. reduce_cast_rate += 100 - sd->castrate;
  16864. if (sd->bonus.add_varcast != 0)
  16865. time += sd->bonus.add_varcast; // bonus bVariableCast
  16866. }
  16867. // Skill-specific reductions work regardless of flag
  16868. for (const auto &it : sd->skillcastrate) {
  16869. if (it.id == skill_id) {
  16870. time += time * it.val / 100;
  16871. break;
  16872. }
  16873. }
  16874. for (const auto &it : sd->skillvarcast) {
  16875. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16876. time += it.val;
  16877. break;
  16878. }
  16879. }
  16880. }
  16881. // These cast time reductions are processed even if the skill fails
  16882. if (sc && sc->count) {
  16883. // Magic Strings stacks additively with item bonuses
  16884. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  16885. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  16886. // Foresight halves the cast time, it does not stack additively
  16887. if (sc->getSCE(SC_MEMORIZE)) {
  16888. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16889. if(!(flag&2))
  16890. time -= time * 50 / 100;
  16891. // Foresight counter gets reduced even if the skill is not affected by it
  16892. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  16893. status_change_end(bl, SC_MEMORIZE);
  16894. }
  16895. }
  16896. }
  16897. time = time * (1 - (float)reduce_cast_rate / 100);
  16898. }
  16899. #endif
  16900. // config cast time multiplier
  16901. if (battle_config.cast_rate != 100)
  16902. time = time * battle_config.cast_rate / 100;
  16903. // return final cast time
  16904. time = max((int)time, 0);
  16905. //ShowInfo("Castime castfix = %f\n",time);
  16906. return (int)time;
  16907. }
  16908. #ifndef RENEWAL_CAST
  16909. /**
  16910. * Get the skill cast time for Pre-Re cast
  16911. * @param bl: The caster
  16912. * @param time: Cast time before Status Change addition or reduction
  16913. * @return time: Modified castime after status change addition or reduction
  16914. */
  16915. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  16916. {
  16917. if (time < 0)
  16918. return 0;
  16919. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16920. return (int)time;
  16921. status_change *sc = status_get_sc(bl);
  16922. if (sc && sc->count) {
  16923. if (!(flag&2)) {
  16924. if (sc->getSCE(SC_SLOWCAST))
  16925. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  16926. if (sc->getSCE(SC_PARALYSIS))
  16927. time += sc->getSCE(SC_PARALYSIS)->val3;
  16928. if (sc->getSCE(SC_IZAYOI))
  16929. time -= time * 50 / 100;
  16930. if (sc->getSCE(SC_2011RWC_SCROLL))
  16931. time -= time * 5 / 100;
  16932. }
  16933. if (sc->getSCE(SC_SUFFRAGIUM)) {
  16934. if(!(flag&2))
  16935. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  16936. //Suffragium ends even if the skill is not affected by it
  16937. status_change_end(bl, SC_SUFFRAGIUM);
  16938. }
  16939. }
  16940. time = std::max(time, 0.0);
  16941. //ShowInfo("Castime castfix_sc = %f\n",time);
  16942. return (int)time;
  16943. }
  16944. #else
  16945. /**
  16946. * Get the skill cast time for RENEWAL_CAST.
  16947. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  16948. * Additive value:
  16949. * Variable CastTime : time += value
  16950. * Fixed CastTime : fixed += value
  16951. * Multipicative value
  16952. * Variable CastTime : VARCAST_REDUCTION(value)
  16953. * Fixed CastTime : FIXEDCASTRATE2(value)
  16954. * @param bl: The caster
  16955. * @param time: Cast time without reduction
  16956. * @param skill_id: Skill ID of the casted skill
  16957. * @param skill_lv: Skill level of the casted skill
  16958. * @return time: Modified castime after status and bonus addition or reduction
  16959. */
  16960. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  16961. {
  16962. nullpo_ret(bl);
  16963. if (time < 0)
  16964. return 0;
  16965. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16966. return (int)time;
  16967. status_change *sc = status_get_sc(bl);
  16968. map_session_data *sd = BL_CAST(BL_PC, bl);
  16969. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  16970. uint8 flag = skill_get_castnodex(skill_id);
  16971. if (fixed < 0) {
  16972. if (battle_config.default_fixed_castrate > 0) {
  16973. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  16974. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  16975. } else
  16976. fixed = 0;
  16977. }
  16978. // Additive Variable Cast bonus adjustments by items
  16979. if (sd && !(flag&4)) {
  16980. if (sd->bonus.varcastrate != 0)
  16981. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  16982. if (sd->bonus.fixcastrate != 0)
  16983. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  16984. if (sd->bonus.add_varcast != 0)
  16985. time += sd->bonus.add_varcast; // bonus bVariableCast
  16986. if (sd->bonus.add_fixcast != 0)
  16987. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  16988. for (const auto &it : sd->skillfixcast) {
  16989. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  16990. fixed += it.val;
  16991. break;
  16992. }
  16993. }
  16994. for (const auto &it : sd->skillvarcast) {
  16995. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16996. time += it.val;
  16997. break;
  16998. }
  16999. }
  17000. for (const auto &it : sd->skillcastrate) {
  17001. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17002. reduce_cast_rate += it.val;
  17003. break;
  17004. }
  17005. }
  17006. for (const auto &it : sd->skillfixcastrate) {
  17007. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17008. fixcast_r = max(fixcast_r, it.val);
  17009. break;
  17010. }
  17011. }
  17012. }
  17013. // Adjusted by active statuses
  17014. if (sc && sc->count && !(flag&2)) {
  17015. // Multiplicative Variable CastTime values
  17016. if (sc->getSCE(SC_SLOWCAST))
  17017. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17018. if (sc->getSCE(SC__LAZINESS))
  17019. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17020. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17021. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17022. #ifndef RENEWAL
  17023. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17024. #endif
  17025. }
  17026. if (sc->getSCE(SC_MEMORIZE)) {
  17027. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17028. reduce_cast_rate += 50;
  17029. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17030. status_change_end(bl, SC_MEMORIZE);
  17031. }
  17032. }
  17033. if (sc->getSCE(SC_POEMBRAGI))
  17034. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17035. if (sc->getSCE(SC_IZAYOI))
  17036. VARCAST_REDUCTION(50);
  17037. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17038. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17039. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17040. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17041. if (sc->getSCE(SC_SOULFAIRY))
  17042. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17043. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17044. VARCAST_REDUCTION(80);
  17045. // Multiplicative Fixed CastTime values
  17046. if (sc->getSCE(SC_SECRAMENT))
  17047. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17048. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17049. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17050. if (sc->getSCE(SC_DANCEWITHWUG))
  17051. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17052. if (sc->getSCE(SC_HEAT_BARREL))
  17053. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17054. if (sc->getSCE(SC_FREEZING))
  17055. fixcast_r -= 50;
  17056. if (sc->getSCE(SC_SWINGDANCE))
  17057. fixcast_r = max(fixcast_r, skill_lv * 6);
  17058. // Additive Fixed CastTime values
  17059. if (sc->getSCE(SC_MANDRAGORA))
  17060. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17061. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17062. fixed -= 1000;
  17063. if (sc->getSCE(SC_IZAYOI))
  17064. fixed = 0;
  17065. if (sc->getSCE(SC_GLOOMYDAY))
  17066. fixed += skill_lv * 500;
  17067. if (sc->getSCE(SC_2011RWC_SCROLL))
  17068. VARCAST_REDUCTION(5);
  17069. }
  17070. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17071. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17072. if (varcast_r < 0)
  17073. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17074. // Apply Variable CastTime calculation by INT & DEX
  17075. if (!(flag&1))
  17076. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17077. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17078. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17079. return (int)time;
  17080. }
  17081. #endif
  17082. /*==========================================
  17083. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17084. *------------------------------------------*/
  17085. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17086. {
  17087. nullpo_ret(bl);
  17088. if (skill_id == SA_ABRACADABRA)
  17089. return 0; //Will use picked skill's delay.
  17090. if (bl->type&battle_config.no_skill_delay)
  17091. return battle_config.min_skill_delay_limit;
  17092. int delaynodex = skill_get_delaynodex(skill_id);
  17093. double time = skill_get_delay(skill_id, skill_lv);
  17094. if (time < 0)
  17095. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17096. status_change* sc = status_get_sc(bl);
  17097. // Delay reductions
  17098. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17099. case MO_TRIPLEATTACK:
  17100. case MO_CHAINCOMBO:
  17101. case MO_COMBOFINISH:
  17102. case CH_TIGERFIST:
  17103. case CH_CHAINCRUSH:
  17104. case SR_DRAGONCOMBO:
  17105. case SR_FALLENEMPIRE:
  17106. case SJ_PROMINENCEKICK:
  17107. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17108. if (time == 0)
  17109. time = 1000;
  17110. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17111. break;
  17112. #ifndef RENEWAL
  17113. case HP_BASILICA:
  17114. if (sc && !sc->getSCE(SC_BASILICA))
  17115. time = 0; // There is no Delay on Basilica creation, only on cancel
  17116. break;
  17117. #endif
  17118. default:
  17119. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17120. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17121. if (scale > 0)
  17122. time = time * scale / battle_config.castrate_dex_scale;
  17123. else //To be capped later to minimum.
  17124. time = 0;
  17125. }
  17126. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17127. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17128. if (scale > 0)
  17129. time = time * scale / battle_config.castrate_dex_scale;
  17130. else //To be capped later to minimum.
  17131. time = 0;
  17132. }
  17133. }
  17134. if (sc && sc->count) {
  17135. if (sc->getSCE(SC_SPIRIT)) {
  17136. switch (skill_id) {
  17137. case CR_SHIELDBOOMERANG:
  17138. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17139. time /= 2;
  17140. break;
  17141. case AS_SONICBLOW:
  17142. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17143. time /= 2;
  17144. break;
  17145. }
  17146. }
  17147. }
  17148. int delay = 0;
  17149. if (!(delaynodex&2)) {
  17150. if (sc && sc->count) {
  17151. if (sc->getSCE(SC_POEMBRAGI))
  17152. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17153. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17154. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17155. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17156. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17157. }
  17158. }
  17159. if (!(delaynodex&4) && bl->type == BL_PC) {
  17160. map_session_data* sd = (map_session_data*)bl;
  17161. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17162. delay += sd->bonus.delayrate;
  17163. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17164. if (it.id == skill_id) {
  17165. time += it.val;
  17166. break;
  17167. }
  17168. }
  17169. }
  17170. if (delay != 0)
  17171. time = time * (1 - (float)min(delay, 100) / 100);
  17172. if (battle_config.delay_rate != 100)
  17173. time = time * battle_config.delay_rate / 100;
  17174. //ShowInfo("Delay delayfix = %f\n",time);
  17175. return max((int)time,0);
  17176. }
  17177. /*==========================================
  17178. * Weapon Repair [Celest/DracoRPG]
  17179. *------------------------------------------*/
  17180. void skill_repairweapon(map_session_data *sd, int idx) {
  17181. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17182. ITEMID_IRON_ORE,
  17183. ITEMID_IRON,
  17184. ITEMID_STEEL,
  17185. ITEMID_ORIDECON_STONE,
  17186. #ifdef RENEWAL
  17187. 0
  17188. #endif
  17189. };
  17190. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17191. ITEMID_STEEL,
  17192. #ifdef RENEWAL
  17193. 0
  17194. #endif
  17195. };
  17196. t_itemid material = 0;
  17197. struct item *item;
  17198. map_session_data *target_sd;
  17199. nullpo_retv(sd);
  17200. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17201. return;
  17202. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17203. return;
  17204. if( idx < 0 || idx >= MAX_INVENTORY )
  17205. return; //Invalid index??
  17206. item = &target_sd->inventory.u.items_inventory[idx];
  17207. if( !item->nameid || !item->attribute )
  17208. return; //Again invalid item....
  17209. if (itemdb_ishatched_egg(item))
  17210. return;
  17211. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17212. clif_item_repaireffect(sd, idx, 1);
  17213. return;
  17214. }
  17215. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17216. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17217. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17218. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17219. }
  17220. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17221. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17222. return;
  17223. }
  17224. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17225. item->attribute = 0;/* clear broken state */
  17226. clif_equiplist(target_sd);
  17227. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17228. clif_item_repaireffect(sd,idx,0);
  17229. if( sd != target_sd )
  17230. clif_item_repaireffect(target_sd,idx,0);
  17231. }
  17232. /*==========================================
  17233. * Item Appraisal
  17234. *------------------------------------------*/
  17235. void skill_identify(map_session_data *sd, int idx)
  17236. {
  17237. int flag=1;
  17238. nullpo_retv(sd);
  17239. sd->state.workinprogress = WIP_DISABLE_NONE;
  17240. if(idx >= 0 && idx < MAX_INVENTORY) {
  17241. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17242. flag=0;
  17243. sd->inventory.u.items_inventory[idx].identify = 1;
  17244. }
  17245. }
  17246. clif_item_identified(sd,idx,flag);
  17247. }
  17248. /*==========================================
  17249. * Weapon Refine [Celest]
  17250. *------------------------------------------*/
  17251. void skill_weaponrefine(map_session_data *sd, int idx)
  17252. {
  17253. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17254. ITEMID_PHRACON,
  17255. ITEMID_EMVERETARCON,
  17256. ITEMID_ORIDECON,
  17257. ITEMID_ORIDECON,
  17258. #ifdef RENEWAL
  17259. 0
  17260. #endif
  17261. };
  17262. nullpo_retv(sd);
  17263. if (idx >= 0 && idx < MAX_INVENTORY)
  17264. {
  17265. struct item *item;
  17266. struct item_data *ditem = sd->inventory_data[idx];
  17267. item = &sd->inventory.u.items_inventory[idx];
  17268. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17269. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17270. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17271. return;
  17272. }
  17273. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17274. clif_upgrademessage(sd, 2, item->nameid);
  17275. return;
  17276. }
  17277. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17278. if( i < 0 ) {
  17279. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17280. return;
  17281. }
  17282. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17283. if( info == nullptr ){
  17284. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17285. return;
  17286. }
  17287. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17288. if( cost == nullptr ){
  17289. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17290. return;
  17291. }
  17292. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17293. 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 );
  17294. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17295. return;
  17296. }
  17297. int per = ( cost->chance / 100 );
  17298. if( sd->class_&JOBL_THIRD )
  17299. per += 10;
  17300. else
  17301. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17302. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17303. if (per > rnd() % 100) {
  17304. int ep=0;
  17305. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17306. item->refine++;
  17307. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17308. if(item->equip) {
  17309. ep = item->equip;
  17310. pc_unequipitem(sd,idx,3);
  17311. }
  17312. clif_delitem(sd,idx,1,3);
  17313. clif_upgrademessage(sd, 0, item->nameid);
  17314. clif_inventorylist(sd);
  17315. clif_refine(sd->fd,0,idx,item->refine);
  17316. if( ditem->type == IT_WEAPON ){
  17317. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17318. }
  17319. if (ep)
  17320. pc_equipitem(sd,idx,ep);
  17321. clif_misceffect(&sd->bl,3);
  17322. if(item->refine == 10 &&
  17323. item->card[0] == CARD0_FORGE &&
  17324. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17325. { // Fame point system [DracoRPG]
  17326. switch(ditem->weapon_level){
  17327. case 1:
  17328. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17329. break;
  17330. case 2:
  17331. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17332. break;
  17333. case 3:
  17334. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17335. break;
  17336. }
  17337. }
  17338. } else {
  17339. item->refine = 0;
  17340. if(item->equip)
  17341. pc_unequipitem(sd,idx,3);
  17342. clif_upgrademessage(sd, 1, item->nameid);
  17343. clif_refine(sd->fd,1,idx,item->refine);
  17344. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17345. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17346. clif_misceffect(&sd->bl,2);
  17347. clif_emotion(&sd->bl, ET_HUK);
  17348. }
  17349. }
  17350. }
  17351. }
  17352. /*==========================================
  17353. *
  17354. *------------------------------------------*/
  17355. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17356. {
  17357. nullpo_ret(sd);
  17358. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17359. return 0;
  17360. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17361. uint16 maxlv = 1;
  17362. if (skill_lv == 0 || lv == 0)
  17363. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17364. #ifdef RENEWAL
  17365. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17366. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17367. else
  17368. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17369. #else
  17370. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17371. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17372. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17373. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17374. else if(skill_lv==2) maxlv=1;
  17375. else if(skill_lv==3) maxlv=2;
  17376. else if(skill_lv>=4) maxlv=3;
  17377. }
  17378. else if(skill_id==MG_SOULSTRIKE){
  17379. if(skill_lv==5) maxlv=1;
  17380. else if(skill_lv==6) maxlv=2;
  17381. else if(skill_lv>=7) maxlv=3;
  17382. }
  17383. else if(skill_id==MG_FIREBALL){
  17384. if(skill_lv==8) maxlv=1;
  17385. else if(skill_lv>=9) maxlv=2;
  17386. }
  17387. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17388. else return 0;
  17389. #endif
  17390. maxlv = min(lv, maxlv);
  17391. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17392. skill_get_time(SA_AUTOSPELL,skill_lv));
  17393. return 0;
  17394. }
  17395. /**
  17396. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17397. * @param bl: Player object
  17398. * @param ap: va_arg list
  17399. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17400. */
  17401. static int skill_sit_count(struct block_list *bl, va_list ap)
  17402. {
  17403. map_session_data *sd = (map_session_data*)bl;
  17404. int flag = va_arg(ap, int);
  17405. if (!pc_issit(sd))
  17406. return 0;
  17407. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17408. return 1;
  17409. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17410. return 1;
  17411. return 0;
  17412. }
  17413. /**
  17414. * Triggered when a player sits down to activate bonus states.
  17415. * @param bl: Player object
  17416. * @param ap: va_arg list
  17417. * @return 0
  17418. */
  17419. static int skill_sit_in(struct block_list *bl, va_list ap)
  17420. {
  17421. map_session_data *sd = (map_session_data*)bl;
  17422. int flag = va_arg(ap, int);
  17423. if (!pc_issit(sd))
  17424. return 0;
  17425. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17426. sd->state.gangsterparadise = 1;
  17427. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17428. sd->state.rest = 1;
  17429. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17430. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17431. }
  17432. return 0;
  17433. }
  17434. /**
  17435. * Triggered when a player stands up to deactivate bonus states.
  17436. * @param bl: Player object
  17437. * @param ap: va_arg list
  17438. * @return 0
  17439. */
  17440. static int skill_sit_out(struct block_list *bl, va_list ap)
  17441. {
  17442. map_session_data *sd = (map_session_data*)bl;
  17443. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17444. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17445. return 0;
  17446. if (flag&1 && sd->state.gangsterparadise)
  17447. sd->state.gangsterparadise = 0;
  17448. if (flag&2 && sd->state.rest) {
  17449. sd->state.rest = 0;
  17450. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17451. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17452. }
  17453. return 0;
  17454. }
  17455. /**
  17456. * Toggle Sit icon and player bonuses when sitting/standing.
  17457. * @param sd: Player data
  17458. * @param sitting: True when sitting or false when standing
  17459. * @return 0
  17460. */
  17461. int skill_sit(map_session_data *sd, bool sitting)
  17462. {
  17463. int flag = 0, range = 0, lv;
  17464. nullpo_ret(sd);
  17465. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17466. flag |= 1;
  17467. range = skill_get_splash(RG_GANGSTER, lv);
  17468. }
  17469. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17470. flag |= 2;
  17471. range = skill_get_splash(TK_HPTIME, lv);
  17472. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17473. flag |= 2;
  17474. range = skill_get_splash(TK_SPTIME, lv);
  17475. }
  17476. if (sitting)
  17477. clif_status_load(&sd->bl, EFST_SIT, 1);
  17478. else
  17479. clif_status_load(&sd->bl, EFST_SIT, 0);
  17480. if (!flag) // No need to count area if no skills are learned.
  17481. return 0;
  17482. if (sitting) {
  17483. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17484. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17485. } else
  17486. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17487. return 0;
  17488. }
  17489. /*==========================================
  17490. * Do Forstjoke/Scream effect
  17491. *------------------------------------------*/
  17492. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17493. {
  17494. struct block_list *src;
  17495. uint16 skill_id,skill_lv;
  17496. t_tick tick;
  17497. nullpo_ret(bl);
  17498. nullpo_ret(src = va_arg(ap,struct block_list*));
  17499. skill_id = va_arg(ap,int);
  17500. skill_lv = va_arg(ap,int);
  17501. if(!skill_lv)
  17502. return 0;
  17503. tick = va_arg(ap,t_tick);
  17504. if (src == bl || status_isdead(bl))
  17505. return 0;
  17506. if (bl->type == BL_PC) {
  17507. map_session_data *sd = (map_session_data *)bl;
  17508. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17509. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17510. }
  17511. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17512. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17513. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17514. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17515. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17516. return 0;
  17517. }
  17518. /**
  17519. * Set map cell flag as skill unit effect
  17520. * @param src Skill unit
  17521. * @param skill_id
  17522. * @param skill_lv
  17523. * @param cell Cell type cell_t
  17524. * @param flag 0/1
  17525. */
  17526. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17527. {
  17528. int range = skill_get_unit_range(skill_id,skill_lv);
  17529. int x, y;
  17530. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17531. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17532. map_setcell(src->bl.m, x, y, cell, flag);
  17533. }
  17534. /**
  17535. * Do skill attack area (such splash effect) around the 'first' target.
  17536. * First target will skip skill condition, always receive damage. But,
  17537. * around it, still need target/condition validation by
  17538. * battle_check_target and status_check_skilluse
  17539. * @param bl
  17540. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17541. */
  17542. int skill_attack_area(struct block_list *bl, va_list ap)
  17543. {
  17544. struct block_list *src,*dsrc;
  17545. int atk_type,skill_id,skill_lv,flag,type;
  17546. t_tick tick;
  17547. if(status_isdead(bl))
  17548. return 0;
  17549. atk_type = va_arg(ap,int);
  17550. src = va_arg(ap,struct block_list*);
  17551. dsrc = va_arg(ap,struct block_list*);
  17552. skill_id = va_arg(ap,int);
  17553. skill_lv = va_arg(ap,int);
  17554. tick = va_arg(ap,t_tick);
  17555. flag = va_arg(ap,int);
  17556. type = va_arg(ap,int);
  17557. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17558. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17559. }
  17560. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17561. !status_check_skilluse(NULL, bl, skill_id, 2))
  17562. return 0;
  17563. switch (skill_id) {
  17564. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17565. if (src->x == bl->x && src->y == bl->y)
  17566. return 0; //Does not hit current cell
  17567. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17568. return 0;
  17569. //Fall through
  17570. case NPC_ACIDBREATH:
  17571. case NPC_DARKNESSBREATH:
  17572. case NPC_FIREBREATH:
  17573. case NPC_ICEBREATH:
  17574. case NPC_THUNDERBREATH:
  17575. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17576. default:
  17577. //Area-splash, disable skill animation.
  17578. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17579. }
  17580. }
  17581. /**
  17582. * Clear skill unit group
  17583. * @param bl: Unit to check
  17584. * @param flag: Skill group to clear
  17585. */
  17586. int skill_clear_group(block_list *bl, uint8 flag)
  17587. {
  17588. nullpo_ret(bl);
  17589. unit_data *ud = unit_bl2ud(bl);
  17590. if (ud == nullptr)
  17591. return 0;
  17592. size_t count = 0;
  17593. bool deleted = false;
  17594. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17595. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17596. switch ((*it)->skill_id) {
  17597. case SA_DELUGE:
  17598. case SA_VOLCANO:
  17599. case SA_VIOLENTGALE:
  17600. case SA_LANDPROTECTOR:
  17601. case NJ_SUITON:
  17602. case NJ_KAENSIN:
  17603. case SC_CHAOSPANIC:
  17604. case MH_POISON_MIST:
  17605. case MH_LAVA_SLIDE:
  17606. if (flag & 1) {
  17607. skill_delunitgroup(*it);
  17608. count++;
  17609. deleted = true;
  17610. }
  17611. break;
  17612. case SO_CLOUD_KILL:
  17613. case NPC_CLOUD_KILL:
  17614. if (flag & 4) {
  17615. skill_delunitgroup(*it);
  17616. count++;
  17617. deleted = true;
  17618. }
  17619. break;
  17620. case SO_WARMER:
  17621. if (flag & 8) {
  17622. skill_delunitgroup(*it);
  17623. count++;
  17624. deleted = true;
  17625. }
  17626. break;
  17627. default:
  17628. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17629. skill_delunitgroup(*it);
  17630. count++;
  17631. deleted = true;
  17632. }
  17633. break;
  17634. }
  17635. }
  17636. return static_cast<int>(count);
  17637. }
  17638. /**
  17639. * Returns the first element field found [Skotlex]
  17640. * @param bl
  17641. * @return s_skill_unit_group
  17642. */
  17643. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17644. {
  17645. nullpo_ret(bl);
  17646. unit_data *ud = unit_bl2ud(bl);
  17647. if (ud == nullptr)
  17648. return nullptr;
  17649. for (const auto su : ud->skillunits) {
  17650. switch (su->skill_id) {
  17651. case SA_DELUGE:
  17652. case SA_VOLCANO:
  17653. case SA_VIOLENTGALE:
  17654. case SA_LANDPROTECTOR:
  17655. case NJ_SUITON:
  17656. case SO_CLOUD_KILL:
  17657. case NPC_CLOUD_KILL:
  17658. case SO_WARMER:
  17659. case SC_CHAOSPANIC:
  17660. case MH_POISON_MIST:
  17661. case MH_LAVA_SLIDE:
  17662. return su;
  17663. }
  17664. }
  17665. return nullptr;
  17666. }
  17667. /// Graffiti cleaner [Valaris]
  17668. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17669. {
  17670. struct skill_unit *unit = NULL;
  17671. int remove = va_arg(ap, int);
  17672. nullpo_retr(0, bl);
  17673. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17674. return 0;
  17675. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17676. if (remove == 1)
  17677. skill_delunit(unit);
  17678. return 1;
  17679. }
  17680. return 0;
  17681. }
  17682. /// Greed effect
  17683. int skill_greed(struct block_list *bl, va_list ap)
  17684. {
  17685. struct block_list *src;
  17686. map_session_data *sd = NULL;
  17687. struct flooritem_data *fitem = NULL;
  17688. nullpo_ret(bl);
  17689. nullpo_ret(src = va_arg(ap, struct block_list *));
  17690. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17691. pc_takeitem(sd, fitem);
  17692. return 0;
  17693. }
  17694. /// Ranger's Detonator [Jobbie/3CeAM]
  17695. int skill_detonator(struct block_list *bl, va_list ap)
  17696. {
  17697. nullpo_ret(bl);
  17698. if (bl->type != BL_SKILL)
  17699. return 0;
  17700. block_list *src = va_arg(ap, block_list *);
  17701. skill_unit *unit = (skill_unit *)bl;
  17702. if (unit == nullptr)
  17703. return 0;
  17704. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17705. if (group == nullptr || group->src_id != src->id)
  17706. return 0;
  17707. int unit_id = group->unit_id;
  17708. switch( unit_id )
  17709. { //List of Hunter and Ranger Traps that can be detonate.
  17710. case UNT_BLASTMINE:
  17711. case UNT_SANDMAN:
  17712. case UNT_CLAYMORETRAP:
  17713. case UNT_TALKIEBOX:
  17714. case UNT_CLUSTERBOMB:
  17715. case UNT_FIRINGTRAP:
  17716. case UNT_ICEBOUNDTRAP:
  17717. switch(unit_id) {
  17718. case UNT_TALKIEBOX:
  17719. clif_talkiebox(bl,group->valstr);
  17720. group->val2 = -1;
  17721. break;
  17722. case UNT_CLAYMORETRAP:
  17723. case UNT_FIRINGTRAP:
  17724. case UNT_ICEBOUNDTRAP:
  17725. 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);
  17726. break;
  17727. default:
  17728. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17729. break;
  17730. }
  17731. if (unit->group == nullptr)
  17732. return 0;
  17733. clif_changetraplook(bl, UNT_USED_TRAPS);
  17734. group->unit_id = UNT_USED_TRAPS;
  17735. group->limit = DIFF_TICK(gettick(),group->tick) +
  17736. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17737. break;
  17738. }
  17739. return 0;
  17740. }
  17741. /**
  17742. * Calculate Royal Guard's Banding bonus
  17743. * @param sd: Player data
  17744. * @return Number of Royal Guard
  17745. */
  17746. int skill_banding_count(map_session_data *sd)
  17747. {
  17748. nullpo_ret(sd);
  17749. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17750. }
  17751. /**
  17752. * Rebellion's Bind Trap explosion
  17753. * @author [Cydh]
  17754. */
  17755. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17756. struct skill_unit *su = NULL;
  17757. struct block_list *src = NULL;
  17758. nullpo_ret(bl);
  17759. src = va_arg(ap,struct block_list *);
  17760. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17761. return 0;
  17762. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17763. return 0;
  17764. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17765. clif_changetraplook(bl, UNT_USED_TRAPS);
  17766. su->group->unit_id = UNT_USED_TRAPS;
  17767. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17768. return 1;
  17769. }
  17770. /*==========================================
  17771. * Check new skill unit cell when overlapping in other skill unit cell.
  17772. * Catched skill in cell value pushed to *unit pointer.
  17773. * Set (*alive) to 0 will ends 'new unit' check
  17774. *------------------------------------------*/
  17775. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17776. {
  17777. uint16 skill_id;
  17778. int *alive;
  17779. struct skill_unit *unit;
  17780. skill_id = va_arg(ap,int);
  17781. alive = va_arg(ap,int *);
  17782. unit = (struct skill_unit *)bl;
  17783. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17784. return 0;
  17785. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17786. return 0;
  17787. switch (skill_id) {
  17788. case SA_LANDPROTECTOR: {
  17789. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  17790. (*alive) = 0;
  17791. skill_delunit(unit);
  17792. return 1;
  17793. }
  17794. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  17795. //It deletes everything except traps and barriers
  17796. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  17797. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  17798. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17799. skill_delunitgroup(unit->group);
  17800. } else
  17801. skill_delunit(unit);
  17802. return 1;
  17803. }
  17804. }
  17805. break;
  17806. case GN_CRAZYWEED_ATK:
  17807. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  17808. break;
  17809. case HW_GANBANTEIN:
  17810. case LG_EARTHDRIVE:
  17811. // Officially songs/dances are removed
  17812. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  17813. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17814. skill_delunitgroup(unit->group);
  17815. } else
  17816. skill_delunit(unit);
  17817. return 1;
  17818. case SA_VOLCANO:
  17819. case SA_DELUGE:
  17820. case SA_VIOLENTGALE:
  17821. // The official implementation makes them fail to appear when casted on top of ANYTHING
  17822. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  17823. // hence, I leave the alternate implementation here, commented. [Skotlex]
  17824. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  17825. {
  17826. (*alive) = 0;
  17827. return 1;
  17828. }
  17829. /*
  17830. switch (unit->group->skill_id)
  17831. { //These cannot override each other.
  17832. case SA_VOLCANO:
  17833. case SA_DELUGE:
  17834. case SA_VIOLENTGALE:
  17835. (*alive) = 0;
  17836. return 1;
  17837. }
  17838. */
  17839. break;
  17840. case PF_FOGWALL:
  17841. switch(unit->group->skill_id) {
  17842. case SA_VOLCANO: //Can't be placed on top of these
  17843. case SA_VIOLENTGALE:
  17844. (*alive) = 0;
  17845. return 1;
  17846. case SA_DELUGE:
  17847. case NJ_SUITON:
  17848. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  17849. (*alive) = 2;
  17850. break;
  17851. }
  17852. break;
  17853. case WZ_WATERBALL:
  17854. switch (unit->group->skill_id) {
  17855. case SA_DELUGE:
  17856. case NJ_SUITON:
  17857. //Consumes deluge/suiton
  17858. skill_delunit(unit);
  17859. return 1;
  17860. }
  17861. break;
  17862. case WZ_ICEWALL:
  17863. #ifndef RENEWAL
  17864. case HP_BASILICA:
  17865. case HW_GRAVITATION:
  17866. #endif
  17867. //These can't be placed on top of themselves (duration can't be refreshed)
  17868. if (unit->group->skill_id == skill_id)
  17869. {
  17870. (*alive) = 0;
  17871. return 1;
  17872. }
  17873. break;
  17874. case RL_FIRE_RAIN: {
  17875. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  17876. if (uf[UF_REMOVEDBYFIRERAIN]) {
  17877. if (uf[UF_RANGEDSINGLEUNIT]) {
  17878. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17879. skill_delunitgroup(unit->group);
  17880. } else
  17881. skill_delunit(unit);
  17882. return 1;
  17883. }
  17884. }
  17885. break;
  17886. }
  17887. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  17888. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  17889. (*alive) = 0;
  17890. return 1;
  17891. }
  17892. return 0;
  17893. }
  17894. /*==========================================
  17895. * Splash effect for skill unit 'trap type'.
  17896. * Chance triggered when damaged, timeout, or char step on it.
  17897. *------------------------------------------*/
  17898. static int skill_trap_splash(struct block_list *bl, va_list ap)
  17899. {
  17900. struct block_list *src = va_arg(ap,struct block_list *);
  17901. struct skill_unit *unit = NULL;
  17902. t_tick tick = va_arg(ap,t_tick);
  17903. struct block_list *ss; //Skill src bl
  17904. nullpo_ret(src);
  17905. unit = (struct skill_unit *)src;
  17906. if (!unit || !unit->alive || bl->prev == NULL)
  17907. return 0;
  17908. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  17909. if (sg == nullptr)
  17910. return 0;
  17911. nullpo_ret(ss = map_id2bl(sg->src_id));
  17912. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  17913. return 0;
  17914. switch (sg->unit_id) {
  17915. case UNT_B_TRAP:
  17916. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  17917. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  17918. break;
  17919. case UNT_SHOCKWAVE:
  17920. case UNT_SANDMAN:
  17921. case UNT_FLASHER:
  17922. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  17923. break;
  17924. case UNT_GROUNDDRIFT_WIND:
  17925. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17926. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  17927. break;
  17928. case UNT_GROUNDDRIFT_DARK:
  17929. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17930. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  17931. break;
  17932. case UNT_GROUNDDRIFT_POISON:
  17933. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17934. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  17935. break;
  17936. case UNT_GROUNDDRIFT_WATER:
  17937. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17938. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  17939. break;
  17940. case UNT_GROUNDDRIFT_FIRE:
  17941. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17942. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  17943. break;
  17944. case UNT_ELECTRICSHOCKER:
  17945. if (bl->id != ss->id) {
  17946. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  17947. break;
  17948. 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)) {
  17949. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  17950. clif_fixpos(bl);
  17951. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  17952. }
  17953. }
  17954. break;
  17955. case UNT_MAGENTATRAP:
  17956. case UNT_COBALTTRAP:
  17957. case UNT_MAIZETRAP:
  17958. case UNT_VERDURETRAP:
  17959. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  17960. struct status_data *status = status_get_status_data(bl);
  17961. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  17962. status->ele_lv = (unsigned char)sg->skill_lv;
  17963. }
  17964. break;
  17965. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  17966. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  17967. break;
  17968. case UNT_FIRINGTRAP:
  17969. case UNT_ICEBOUNDTRAP:
  17970. if( src->id == bl->id ) break;
  17971. if( bl->type == BL_SKILL ) {
  17972. struct skill_unit *su = (struct skill_unit *)bl;
  17973. if (su && su->group->unit_id == UNT_USED_TRAPS)
  17974. break;
  17975. }
  17976. case UNT_CLUSTERBOMB:
  17977. if( ss != bl )
  17978. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  17979. break;
  17980. case UNT_CLAYMORETRAP:
  17981. if( src->id == bl->id ) break;
  17982. if( bl->type == BL_SKILL ) {
  17983. struct skill_unit *su = (struct skill_unit *)bl;
  17984. if (!su)
  17985. return 0;
  17986. switch(su->group->unit_id) {
  17987. case UNT_CLAYMORETRAP:
  17988. case UNT_LANDMINE:
  17989. case UNT_BLASTMINE:
  17990. case UNT_SHOCKWAVE:
  17991. case UNT_SANDMAN:
  17992. case UNT_FLASHER:
  17993. case UNT_FREEZINGTRAP:
  17994. case UNT_FIRINGTRAP:
  17995. case UNT_ICEBOUNDTRAP:
  17996. clif_changetraplook(bl, UNT_USED_TRAPS);
  17997. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  17998. su->group->unit_id = UNT_USED_TRAPS;
  17999. break;
  18000. }
  18001. }
  18002. default: {
  18003. int split_count = 0;
  18004. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18005. 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));
  18006. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18007. }
  18008. break;
  18009. }
  18010. return 1;
  18011. }
  18012. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18013. {
  18014. uint16 skill_id, skill_lv;
  18015. struct skill_unit *unit;
  18016. nullpo_ret(bl);
  18017. skill_id = va_arg(ap,int);
  18018. skill_lv = va_arg(ap,int);
  18019. unit = (struct skill_unit *)bl;
  18020. if( unit == NULL || unit->group == NULL )
  18021. return 0;
  18022. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18023. return 0;
  18024. if( unit->group->skill_id == SC_MAELSTROM ) {
  18025. struct block_list *src;
  18026. if( (src = map_id2bl(unit->group->src_id)) ){
  18027. int sp = unit->group->skill_lv * skill_lv;
  18028. if( src->type == BL_PC )
  18029. sp += ((TBL_PC*)src)->status.job_level / 5;
  18030. status_heal(src, 0, sp/2, 1);
  18031. }
  18032. }
  18033. return 0;
  18034. }
  18035. /**
  18036. * Check cloaking condition
  18037. * @param bl
  18038. * @param sce
  18039. * @return True if near wall; False otherwise
  18040. */
  18041. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18042. {
  18043. bool wall = true;
  18044. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18045. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18046. { //Check for walls.
  18047. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18048. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18049. int i;
  18050. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18051. if( i == 8 )
  18052. wall = false;
  18053. }
  18054. if( sce ) {
  18055. if( !wall ) {
  18056. if( sce->val1 < 3 ) //End cloaking.
  18057. status_change_end(bl, SC_CLOAKING);
  18058. else if( sce->val4&1 ) { //Remove wall bonus
  18059. sce->val4&=~1;
  18060. status_calc_bl(bl, { SCB_SPEED });
  18061. }
  18062. } else {
  18063. if( !(sce->val4&1) ) { //Add wall speed bonus
  18064. sce->val4|=1;
  18065. status_calc_bl(bl, { SCB_SPEED });
  18066. }
  18067. }
  18068. }
  18069. return wall;
  18070. }
  18071. /** Check Shadow Form on the target
  18072. * @param bl: Target
  18073. * @param damage: Damage amount
  18074. * @param hit
  18075. * @return true - in Shadow Form state; false - otherwise
  18076. */
  18077. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18078. {
  18079. status_change *sc;
  18080. nullpo_retr(false,bl);
  18081. if (!damage)
  18082. return false;
  18083. sc = status_get_sc(bl);
  18084. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18085. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18086. if( !src || src->m != bl->m ) {
  18087. status_change_end(bl, SC__SHADOWFORM);
  18088. return false;
  18089. }
  18090. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18091. if( src->type == BL_PC )
  18092. ((TBL_PC*)src)->shadowform_id = 0;
  18093. status_change_end(bl, SC__SHADOWFORM);
  18094. return false;
  18095. }
  18096. 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);
  18097. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18098. status_change_end(bl, SC__SHADOWFORM);
  18099. if( src->type == BL_PC )
  18100. ((TBL_PC*)src)->shadowform_id = 0;
  18101. }
  18102. return true;
  18103. }
  18104. return false;
  18105. }
  18106. /**
  18107. * Check camouflage condition
  18108. * @param bl
  18109. * @param sce
  18110. * @return True if near wall; False otherwise
  18111. * @TODO: Seems wrong
  18112. */
  18113. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18114. {
  18115. bool wall = true;
  18116. if( bl->type == BL_PC ) { //Check for walls.
  18117. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18118. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18119. int i;
  18120. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18121. if( i == 8 )
  18122. wall = false;
  18123. }
  18124. if( sce ) {
  18125. if( !wall && sce->val1 < 3 ) //End camouflage.
  18126. status_change_end(bl, SC_CAMOUFLAGE);
  18127. status_calc_bl(bl, { SCB_SPEED });
  18128. }
  18129. return wall;
  18130. }
  18131. /**
  18132. * Process skill unit visibilty for single BL in area
  18133. * @param bl
  18134. * @param ap
  18135. * @author [Cydh]
  18136. **/
  18137. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18138. struct skill_unit *su = NULL;
  18139. struct block_list *src = NULL;
  18140. unsigned int party1 = 0;
  18141. bool visible = true;
  18142. nullpo_ret(bl);
  18143. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18144. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18145. party1 = va_arg(ap, unsigned int);
  18146. if (src != bl) {
  18147. unsigned int party2 = status_get_party_id(bl);
  18148. if (!party1 || !party2 || party1 != party2)
  18149. visible = false;
  18150. }
  18151. clif_getareachar_skillunit(bl, su, SELF, visible);
  18152. return 1;
  18153. }
  18154. /**
  18155. * Check for skill unit visibilty in area on
  18156. * - skill first placement
  18157. * - skill moved (knocked back, moved dance)
  18158. * @param su Skill unit
  18159. * @param target Affected target for this visibility @see enum send_target
  18160. * @author [Cydh]
  18161. **/
  18162. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18163. nullpo_retv(su);
  18164. if (!su->hidden) // It's not hidden, just do this!
  18165. clif_getareachar_skillunit(&su->bl, su, target, true);
  18166. else {
  18167. struct block_list *src = battle_get_master(&su->bl);
  18168. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18169. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18170. }
  18171. }
  18172. /**
  18173. * Check for skill unit visibilty on single BL on insight/spawn action
  18174. * @param su Skill unit
  18175. * @param bl Block list
  18176. * @author [Cydh]
  18177. **/
  18178. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18179. bool visible = true;
  18180. struct block_list *src = NULL;
  18181. nullpo_retv(bl);
  18182. nullpo_retv(su);
  18183. nullpo_retv((src = battle_get_master(&su->bl)));
  18184. if (su->hidden && src != bl) {
  18185. unsigned int party1 = status_get_party_id(src);
  18186. unsigned int party2 = status_get_party_id(bl);
  18187. if (!party1 || !party2 || party1 != party2)
  18188. visible = false;
  18189. }
  18190. clif_getareachar_skillunit(bl, su, SELF, visible);
  18191. }
  18192. /**
  18193. * Initialize new skill unit for skill unit group.
  18194. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18195. * @param group Skill unit group
  18196. * @param idx
  18197. * @param x
  18198. * @param y
  18199. * @param val1
  18200. * @param val2
  18201. */
  18202. 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)
  18203. {
  18204. if (group == nullptr || group->unit == nullptr)
  18205. return nullptr;
  18206. skill_unit *unit = &group->unit[idx];
  18207. if (unit == nullptr)
  18208. return nullptr;
  18209. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18210. return unit;
  18211. if(!unit->alive)
  18212. group->alive_count++;
  18213. unit->bl.id = map_get_new_object_id();
  18214. unit->bl.type = BL_SKILL;
  18215. unit->bl.m = group->map;
  18216. unit->bl.x = x;
  18217. unit->bl.y = y;
  18218. unit->group = group;
  18219. unit->alive = 1;
  18220. unit->val1 = val1;
  18221. unit->val2 = val2;
  18222. unit->hidden = hidden;
  18223. // Stores new skill unit
  18224. idb_put(skillunit_db, unit->bl.id, unit);
  18225. map_addiddb(&unit->bl);
  18226. if(map_addblock(&unit->bl))
  18227. return NULL;
  18228. // Perform oninit actions
  18229. switch (group->skill_id) {
  18230. case WZ_ICEWALL:
  18231. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18232. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18233. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18234. break;
  18235. case SA_LANDPROTECTOR:
  18236. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18237. break;
  18238. #ifndef RENEWAL
  18239. case HP_BASILICA:
  18240. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18241. break;
  18242. #endif
  18243. case SC_MAELSTROM:
  18244. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18245. break;
  18246. default:
  18247. if (group->state.song_dance&0x1) //Check for dissonance.
  18248. skill_dance_overlap(unit, 1);
  18249. break;
  18250. }
  18251. skill_getareachar_skillunit_visibilty(unit, AREA);
  18252. return unit;
  18253. }
  18254. /**
  18255. * Remove unit
  18256. * @param unit
  18257. */
  18258. int skill_delunit(struct skill_unit* unit)
  18259. {
  18260. nullpo_ret(unit);
  18261. if( !unit->alive )
  18262. return 0;
  18263. unit->alive = 0;
  18264. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18265. if (group == nullptr)
  18266. return 0;
  18267. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18268. skill_dance_overlap(unit, 0);
  18269. // invoke onout event
  18270. if( !unit->range )
  18271. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18272. // perform ondelete actions
  18273. switch (group->skill_id) {
  18274. case HT_ANKLESNARE:
  18275. case SC_ESCAPE:
  18276. {
  18277. struct block_list* target = map_id2bl(group->val2);
  18278. if( target )
  18279. status_change_end(target, SC_ANKLE);
  18280. }
  18281. break;
  18282. case WZ_ICEWALL:
  18283. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18284. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18285. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18286. break;
  18287. case SA_LANDPROTECTOR:
  18288. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18289. break;
  18290. #ifndef RENEWAL
  18291. case HP_BASILICA:
  18292. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18293. break;
  18294. #endif
  18295. case RA_ELECTRICSHOCKER: {
  18296. struct block_list* target = map_id2bl(group->val2);
  18297. if( target )
  18298. status_change_end(target, SC_ELECTRICSHOCKER);
  18299. }
  18300. break;
  18301. case SC_MAELSTROM:
  18302. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18303. break;
  18304. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18305. if( group->val2 ) { // Someone Traped
  18306. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18307. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18308. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18309. }
  18310. break;
  18311. }
  18312. clif_skill_delunit(unit);
  18313. unit->group=NULL;
  18314. map_delblock(&unit->bl); // don't free yet
  18315. map_deliddb(&unit->bl);
  18316. idb_remove(skillunit_db, unit->bl.id);
  18317. if(--group->alive_count==0)
  18318. skill_delunitgroup(group);
  18319. return 0;
  18320. }
  18321. 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*
  18322. /// Returns the target s_skill_unit_group or nullptr if not found.
  18323. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18324. return util::umap_find(skillunit_group_db, group_id);
  18325. }
  18326. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18327. /**
  18328. * Returns a new group_id that isn't being used in skillunit_group_db.
  18329. * Fatal error if nothing is available.
  18330. */
  18331. static int skill_get_new_group_id(void)
  18332. {
  18333. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18334. return skill_unit_group_newid++;// available
  18335. {// find next id
  18336. int base_id = skill_unit_group_newid;
  18337. while( base_id != ++skill_unit_group_newid )
  18338. {
  18339. if( skill_unit_group_newid < MAX_SKILL )
  18340. skill_unit_group_newid = MAX_SKILL;
  18341. if( skill_id2group(skill_unit_group_newid) == NULL )
  18342. return skill_unit_group_newid++;// available
  18343. }
  18344. // full loop, nothing available
  18345. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18346. exit(1);
  18347. }
  18348. }
  18349. /**
  18350. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18351. * @param src Object that cast the skill
  18352. * @param count How many 'cells' used that needed. Related with skill layout
  18353. * @param skill_id ID of used skill
  18354. * @param skill_lv Skill level of used skill
  18355. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18356. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18357. * @param interval Time interval
  18358. * @return s_skill_unit_group
  18359. */
  18360. 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)
  18361. {
  18362. nullpo_retr(nullptr, src);
  18363. unit_data *ud = unit_bl2ud(src);
  18364. nullpo_retr(nullptr, ud);
  18365. if (skill_id == 0 || skill_lv == 0)
  18366. return 0;
  18367. auto group = std::make_shared<s_skill_unit_group>();
  18368. group->src_id = src->id;
  18369. group->party_id = status_get_party_id(src);
  18370. group->guild_id = status_get_guild_id(src);
  18371. group->bg_id = bg_team_get_id(src);
  18372. group->group_id = skill_get_new_group_id();
  18373. group->link_group_id = 0;
  18374. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18375. group->unit_count = count;
  18376. group->alive_count = 0;
  18377. group->val1 = 0;
  18378. group->val2 = 0;
  18379. group->val3 = 0;
  18380. group->skill_id = skill_id;
  18381. group->skill_lv = skill_lv;
  18382. group->unit_id = unit_id;
  18383. group->map = src->m;
  18384. group->limit = limit;
  18385. group->interval = interval;
  18386. group->tick = gettick();
  18387. group->valstr = nullptr;
  18388. ud->skillunits.push_back(group);
  18389. // Stores this new group
  18390. skillunit_group_db.insert({ group->group_id, group });
  18391. return group;
  18392. }
  18393. /**
  18394. * Remove skill unit group
  18395. * @param group
  18396. * @param file
  18397. * @param line
  18398. * @param *func
  18399. */
  18400. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18401. {
  18402. struct block_list* src;
  18403. struct unit_data *ud;
  18404. short i;
  18405. int link_group_id;
  18406. if( group == nullptr ) {
  18407. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18408. return 0;
  18409. }
  18410. src = map_id2bl(group->src_id);
  18411. ud = unit_bl2ud(src);
  18412. if (!src || !ud) {
  18413. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18414. return 0;
  18415. }
  18416. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18417. switch( group->skill_id ) {
  18418. case BA_DISSONANCE:
  18419. case BA_POEMBRAGI:
  18420. case BA_WHISTLE:
  18421. case BA_ASSASSINCROSS:
  18422. case BA_APPLEIDUN:
  18423. case DC_UGLYDANCE:
  18424. case DC_HUMMING:
  18425. case DC_DONTFORGETME:
  18426. case DC_FORTUNEKISS:
  18427. case DC_SERVICEFORYOU:
  18428. case NC_NEUTRALBARRIER:
  18429. case NC_STEALTHFIELD:
  18430. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18431. break;
  18432. }
  18433. }
  18434. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18435. status_change* sc = status_get_sc(src);
  18436. if (sc && sc->getSCE(SC_DANCING)) {
  18437. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18438. status_change_end(src, SC_DANCING);
  18439. }
  18440. }
  18441. // End SC from the master when the skill group is deleted
  18442. i = SC_NONE;
  18443. switch (group->unit_id) {
  18444. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18445. #ifndef RENEWAL
  18446. case UNT_BASILICA: i = SC_BASILICA; break;
  18447. #endif
  18448. }
  18449. if (i != SC_NONE) {
  18450. status_change *sc = status_get_sc(src);
  18451. if (sc && sc->getSCE(i)) {
  18452. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18453. status_change_end(src, (sc_type)i);
  18454. }
  18455. }
  18456. switch( group->skill_id ) {
  18457. case PF_SPIDERWEB:
  18458. {
  18459. struct block_list* target = map_id2bl(group->val2);
  18460. status_change *sc;
  18461. bool removed = true;
  18462. //Clear group id from status change
  18463. if (target && (sc = status_get_sc(target)) != NULL && sc->getSCE(SC_SPIDERWEB)) {
  18464. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18465. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18466. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18467. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18468. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  18469. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  18470. else //Group was already removed in status_change_end, don't call it again!
  18471. removed = false;
  18472. //The last group was cleared, end status change
  18473. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  18474. status_change_end(target, SC_SPIDERWEB);
  18475. }
  18476. }
  18477. break;
  18478. case SG_SUN_WARM:
  18479. case SG_MOON_WARM:
  18480. case SG_STAR_WARM: {
  18481. status_change *sc = status_get_sc(src);
  18482. if (sc && sc->getSCE(SC_WARM)) {
  18483. sc->getSCE(SC_WARM)->val4 = 0;
  18484. status_change_end(src, SC_WARM);
  18485. }
  18486. }
  18487. break;
  18488. case LG_BANDING: {
  18489. status_change *sc = status_get_sc(src);
  18490. if (sc && sc->getSCE(SC_BANDING)) {
  18491. sc->getSCE(SC_BANDING)->val4 = 0;
  18492. status_change_end(src, SC_BANDING);
  18493. }
  18494. }
  18495. break;
  18496. case NC_NEUTRALBARRIER:
  18497. {
  18498. status_change *sc = NULL;
  18499. if( (sc = status_get_sc(src)) != NULL ) {
  18500. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  18501. {
  18502. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  18503. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  18504. }
  18505. status_change_end(src,SC_NEUTRALBARRIER);
  18506. }
  18507. }
  18508. break;
  18509. case NC_STEALTHFIELD:
  18510. {
  18511. status_change *sc = NULL;
  18512. if( (sc = status_get_sc(src)) != NULL && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  18513. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  18514. status_change_end(src,SC_STEALTHFIELD_MASTER);
  18515. }
  18516. }
  18517. break;
  18518. }
  18519. if (src->type==BL_PC && group->state.ammo_consume)
  18520. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18521. group->alive_count=0;
  18522. // remove all unit cells
  18523. if(group->unit != NULL)
  18524. for( int j = 0; j < group->unit_count; j++ )
  18525. skill_delunit(&group->unit[j]);
  18526. // clear Talkie-box string
  18527. if( group->valstr != NULL ) {
  18528. aFree(group->valstr);
  18529. group->valstr = NULL;
  18530. }
  18531. link_group_id = group->link_group_id;
  18532. if (skillunit_group_db.erase(group->group_id) != 1)
  18533. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18534. util::vector_erase_if_exists(ud->skillunits, group);
  18535. if(link_group_id) {
  18536. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18537. if(group_cur)
  18538. skill_delunitgroup(group_cur);
  18539. }
  18540. return 1;
  18541. }
  18542. /**
  18543. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18544. * @param src
  18545. */
  18546. void skill_clear_unitgroup(struct block_list *src)
  18547. {
  18548. nullpo_retv(src);
  18549. unit_data *ud = unit_bl2ud(src);
  18550. nullpo_retv(ud);
  18551. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18552. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18553. skill_delunitgroup(*it);
  18554. }
  18555. }
  18556. /**
  18557. * Search tickset for skill unit in skill unit group
  18558. * @param bl Block List for skill_unit
  18559. * @param group Skill unit group
  18560. * @param tick
  18561. * @return skill_unit_group_tickset if found
  18562. */
  18563. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18564. {
  18565. int i, j = -1, s, id;
  18566. struct unit_data *ud;
  18567. struct skill_unit_group_tickset *set;
  18568. nullpo_ret(bl);
  18569. if (group->interval == -1)
  18570. return NULL;
  18571. ud = unit_bl2ud(bl);
  18572. if (!ud)
  18573. return NULL;
  18574. set = ud->skillunittick;
  18575. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18576. id = s = group->skill_id;
  18577. else
  18578. id = s = group->group_id;
  18579. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18580. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18581. if (set[k].id == id)
  18582. return &set[k];
  18583. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18584. j=k;
  18585. }
  18586. if (j == -1) {
  18587. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18588. j = id % MAX_SKILLUNITGROUPTICKSET;
  18589. }
  18590. set[j].id = id;
  18591. set[j].tick = tick;
  18592. return &set[j];
  18593. }
  18594. /*==========================================
  18595. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18596. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18597. *------------------------------------------*/
  18598. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18599. {
  18600. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18601. t_tick tick = va_arg(ap,t_tick);
  18602. nullpo_ret(unit);
  18603. if( !unit->alive || bl->prev == NULL )
  18604. return 0;
  18605. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18606. if (group == nullptr)
  18607. return 0;
  18608. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18609. 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)) )
  18610. return 0; //AoE skills are ineffective. [Skotlex]
  18611. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18612. return 0;
  18613. skill_unit_onplace_timer(unit,bl,tick);
  18614. return 1;
  18615. }
  18616. /**
  18617. * @see DBApply
  18618. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18619. */
  18620. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18621. {
  18622. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18623. t_tick tick = va_arg(ap,t_tick);
  18624. bool dissonance;
  18625. struct block_list* bl = &unit->bl;
  18626. nullpo_ret(unit);
  18627. if( !unit->alive )
  18628. return 0;
  18629. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18630. if (group == nullptr)
  18631. return 0;
  18632. // Check for expiration
  18633. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18634. {// skill unit expired (inlined from skill_unit_onlimit())
  18635. switch( group->unit_id ) {
  18636. case UNT_ICEWALL:
  18637. unit->val1 -= 50; // icewall loses 50 hp every second
  18638. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18639. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18640. if( unit->val1 <= 0 )
  18641. skill_delunit(unit);
  18642. break;
  18643. case UNT_BLASTMINE:
  18644. #ifdef RENEWAL
  18645. case UNT_CLAYMORETRAP:
  18646. #endif
  18647. case UNT_GROUNDDRIFT_WIND:
  18648. case UNT_GROUNDDRIFT_DARK:
  18649. case UNT_GROUNDDRIFT_POISON:
  18650. case UNT_GROUNDDRIFT_WATER:
  18651. case UNT_GROUNDDRIFT_FIRE:
  18652. group->unit_id = UNT_USED_TRAPS;
  18653. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18654. group->limit=DIFF_TICK(tick+1500,group->tick);
  18655. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18656. break;
  18657. case UNT_ANKLESNARE:
  18658. case UNT_ELECTRICSHOCKER:
  18659. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18660. skill_delunit(unit);
  18661. break;
  18662. }
  18663. case UNT_SKIDTRAP:
  18664. case UNT_LANDMINE:
  18665. case UNT_SHOCKWAVE:
  18666. case UNT_SANDMAN:
  18667. case UNT_FLASHER:
  18668. case UNT_FREEZINGTRAP:
  18669. #ifndef RENEWAL
  18670. case UNT_CLAYMORETRAP:
  18671. #endif
  18672. case UNT_TALKIEBOX:
  18673. case UNT_CLUSTERBOMB:
  18674. case UNT_MAGENTATRAP:
  18675. case UNT_COBALTTRAP:
  18676. case UNT_MAIZETRAP:
  18677. case UNT_VERDURETRAP:
  18678. case UNT_FIRINGTRAP:
  18679. case UNT_ICEBOUNDTRAP:
  18680. {
  18681. struct block_list* src;
  18682. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18683. { // revert unit back into a trap
  18684. struct item item_tmp;
  18685. memset(&item_tmp,0,sizeof(item_tmp));
  18686. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18687. item_tmp.identify = 1;
  18688. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18689. }
  18690. skill_delunit(unit);
  18691. }
  18692. break;
  18693. case UNT_WARP_ACTIVE:
  18694. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18695. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18696. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18697. // restart timers
  18698. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18699. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18700. // apply effect to all units standing on it
  18701. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18702. break;
  18703. case UNT_CALLFAMILY:
  18704. {
  18705. map_session_data *sd = NULL;
  18706. if(group->val1) {
  18707. sd = map_charid2sd(group->val1);
  18708. group->val1 = 0;
  18709. 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)))
  18710. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18711. }
  18712. if(group->val2) {
  18713. sd = map_charid2sd(group->val2);
  18714. group->val2 = 0;
  18715. 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)))
  18716. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18717. }
  18718. skill_delunit(unit);
  18719. }
  18720. break;
  18721. case UNT_REVERBERATION:
  18722. case UNT_NETHERWORLD:
  18723. if( unit->val1 <= 0 ) { // If it was deactivated.
  18724. skill_delunit(unit);
  18725. break;
  18726. }
  18727. clif_changetraplook(bl,UNT_USED_TRAPS);
  18728. if (group->unit_id == UNT_REVERBERATION)
  18729. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18730. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18731. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18732. group->unit_id = UNT_USED_TRAPS;
  18733. break;
  18734. case UNT_FEINTBOMB: {
  18735. struct block_list *src = map_id2bl(group->src_id);
  18736. if (src)
  18737. 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);
  18738. skill_delunit(unit);
  18739. }
  18740. break;
  18741. case UNT_BANDING:
  18742. {
  18743. struct block_list *src = map_id2bl(group->src_id);
  18744. status_change *sc;
  18745. if( !src || (sc = status_get_sc(src)) == NULL || !sc->getSCE(SC_BANDING) ) {
  18746. skill_delunit(unit);
  18747. break;
  18748. }
  18749. // This unit isn't removed while SC_BANDING is active.
  18750. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18751. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18752. }
  18753. break;
  18754. case UNT_B_TRAP:
  18755. {
  18756. struct block_list* src;
  18757. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18758. struct item item_tmp;
  18759. memset(&item_tmp, 0, sizeof(item_tmp));
  18760. item_tmp.nameid = group->item_id;
  18761. item_tmp.identify = 1;
  18762. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18763. }
  18764. skill_delunit(unit);
  18765. }
  18766. break;
  18767. default:
  18768. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18769. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)) {
  18770. // Deal damage before expiration
  18771. break;
  18772. }
  18773. skill_delunit(unit);
  18774. break;
  18775. }
  18776. } else {// skill unit is still active
  18777. switch( group->unit_id ) {
  18778. case UNT_BLASTMINE:
  18779. case UNT_SKIDTRAP:
  18780. case UNT_LANDMINE:
  18781. case UNT_SHOCKWAVE:
  18782. case UNT_SANDMAN:
  18783. case UNT_FLASHER:
  18784. case UNT_CLAYMORETRAP:
  18785. case UNT_FREEZINGTRAP:
  18786. case UNT_TALKIEBOX:
  18787. case UNT_ANKLESNARE:
  18788. case UNT_B_TRAP:
  18789. if( unit->val1 <= 0 ) {
  18790. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  18791. skill_delunit(unit);
  18792. else {
  18793. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  18794. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  18795. group->unit_id = UNT_USED_TRAPS;
  18796. }
  18797. }
  18798. break;
  18799. case UNT_REVERBERATION:
  18800. case UNT_NETHERWORLD:
  18801. if (unit->val1 <= 0) {
  18802. clif_changetraplook(bl,UNT_USED_TRAPS);
  18803. if (group->unit_id == UNT_REVERBERATION)
  18804. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18805. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18806. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18807. group->unit_id = UNT_USED_TRAPS;
  18808. }
  18809. break;
  18810. case UNT_WALLOFTHORN:
  18811. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  18812. skill_delunitgroup(group);
  18813. break;
  18814. }
  18815. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  18816. skill_delunit(unit);
  18817. break;
  18818. case UNT_SANCTUARY:
  18819. if (group->val1 <= 0) {
  18820. skill_delunitgroup(group);
  18821. }
  18822. break;
  18823. default:
  18824. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18825. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
  18826. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  18827. // Unit will expire the next interval, start dropping Meteor
  18828. block_list *src = map_id2bl(group->src_id);
  18829. if (src != nullptr) {
  18830. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  18831. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  18832. else
  18833. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  18834. group->val2 = 1;
  18835. }
  18836. }
  18837. // No damage until expiration
  18838. return 0;
  18839. }
  18840. break;
  18841. }
  18842. }
  18843. //Don't continue if unit or even group is expired and has been deleted.
  18844. if( !group || !unit->alive )
  18845. return 0;
  18846. dissonance = skill_dance_switch(unit, 0);
  18847. if( unit->range >= 0 && group->interval != -1 )
  18848. {
  18849. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  18850. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  18851. group->unit_id = UNT_USED_TRAPS;
  18852. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  18853. unit->range = -1; //Disable processed cell.
  18854. if (--group->val1 <= 0) { // number of live cells
  18855. //All tiles were processed, disable skill.
  18856. group->target_flag=BCT_NOONE;
  18857. group->bl_flag= BL_NUL;
  18858. }
  18859. }
  18860. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18861. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 ||
  18862. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  18863. skill_delunit(unit);
  18864. return 0;
  18865. }
  18866. }
  18867. if( dissonance )
  18868. skill_dance_switch(unit, 1);
  18869. return 0;
  18870. }
  18871. /*==========================================
  18872. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  18873. *------------------------------------------*/
  18874. TIMER_FUNC(skill_unit_timer){
  18875. map_freeblock_lock();
  18876. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  18877. map_freeblock_unlock();
  18878. return 0;
  18879. }
  18880. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  18881. /*==========================================
  18882. * flag :
  18883. * 1 : store that skill_unit in array
  18884. * 2 : clear that skill_unit
  18885. * 4 : call_on_left
  18886. *------------------------------------------*/
  18887. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  18888. {
  18889. struct skill_unit* unit = (struct skill_unit *)bl;
  18890. struct block_list* target = va_arg(ap,struct block_list*);
  18891. t_tick tick = va_arg(ap,t_tick);
  18892. int flag = va_arg(ap,int);
  18893. bool dissonance;
  18894. uint16 skill_id;
  18895. int i;
  18896. nullpo_ret(unit);
  18897. nullpo_ret(target);
  18898. if( !unit->alive || target->prev == NULL )
  18899. return 0;
  18900. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18901. if (group == nullptr)
  18902. return 0;
  18903. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  18904. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  18905. dissonance = skill_dance_switch(unit, 0);
  18906. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  18907. skill_id = group->skill_id;
  18908. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  18909. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  18910. if( dissonance ) {
  18911. skill_dance_switch(unit, 1);
  18912. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  18913. }
  18914. return 0;
  18915. }
  18916. //Target-type check.
  18917. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  18918. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  18919. if( flag&1 ) {
  18920. if( flag&2 ) { //Clear this skill id.
  18921. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  18922. if( i < ARRAYLENGTH(skill_unit_temp) )
  18923. skill_unit_temp[i] = 0;
  18924. }
  18925. } else {
  18926. if( flag&2 ) { //Store this skill id.
  18927. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18928. if( i < ARRAYLENGTH(skill_unit_temp) )
  18929. skill_unit_temp[i] = skill_id;
  18930. else
  18931. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18932. }
  18933. }
  18934. if( flag&4 )
  18935. skill_unit_onleft(skill_id,target,tick);
  18936. }
  18937. if( dissonance )
  18938. skill_dance_switch(unit, 1);
  18939. return 0;
  18940. } else {
  18941. if( flag&1 ) {
  18942. int result = skill_unit_onplace(unit,target,tick);
  18943. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  18944. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  18945. if( i < ARRAYLENGTH(skill_unit_temp) )
  18946. skill_unit_temp[i] = 0;
  18947. }
  18948. } else {
  18949. int result = skill_unit_onout(unit,target,tick);
  18950. if( flag&2 && result ) { //Store this unit id.
  18951. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18952. if( i < ARRAYLENGTH(skill_unit_temp) )
  18953. skill_unit_temp[i] = skill_id;
  18954. else
  18955. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18956. }
  18957. }
  18958. //TODO: Normally, this is dangerous since the unit and group could be freed
  18959. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  18960. //cells do not get deleted within them. [Skotlex]
  18961. if( dissonance )
  18962. skill_dance_switch(unit, 1);
  18963. if( flag&4 )
  18964. skill_unit_onleft(skill_id,target,tick);
  18965. return 1;
  18966. }
  18967. }
  18968. /*==========================================
  18969. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  18970. * Flag values:
  18971. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  18972. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  18973. * units to figure out when they have left a group.
  18974. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  18975. *------------------------------------------*/
  18976. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  18977. {
  18978. nullpo_ret(bl);
  18979. if( bl->prev == NULL )
  18980. return 0;
  18981. if( flag&2 && !(flag&1) ) //Onout, clear data
  18982. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  18983. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  18984. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  18985. int i;
  18986. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  18987. if( skill_unit_temp[i] )
  18988. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  18989. }
  18990. return 0;
  18991. }
  18992. /*==========================================
  18993. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  18994. * @param bl Skill unit
  18995. * @param m Map
  18996. * @param dx
  18997. * @param dy
  18998. *------------------------------------------*/
  18999. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19000. t_tick tick = gettick();
  19001. struct skill_unit *su;
  19002. if (bl->type != BL_SKILL)
  19003. return;
  19004. if (!(su = (struct skill_unit *)bl))
  19005. return;
  19006. if (!su->alive)
  19007. return;
  19008. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19009. return; //Ensembles may not be moved around.
  19010. if (!bl->prev) {
  19011. bl->x = dx;
  19012. bl->y = dy;
  19013. return;
  19014. }
  19015. map_moveblock(bl, dx, dy, tick);
  19016. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19017. skill_getareachar_skillunit_visibilty(su, AREA);
  19018. return;
  19019. }
  19020. /**
  19021. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19022. * @param group Skill Group
  19023. * @param m Map
  19024. * @param dx
  19025. * @param dy
  19026. */
  19027. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19028. {
  19029. int i, j;
  19030. t_tick tick = gettick();
  19031. int *m_flag;
  19032. struct skill_unit *unit1;
  19033. struct skill_unit *unit2;
  19034. if (group == NULL)
  19035. return;
  19036. if (group->unit_count <= 0)
  19037. return;
  19038. if (group->unit == NULL)
  19039. return;
  19040. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19041. return; //Ensembles may not be moved around.
  19042. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19043. // m_flag
  19044. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19045. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19046. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19047. // 3: Both 1+2.
  19048. for(i = 0; i < group->unit_count; i++) {
  19049. unit1 =& group->unit[i];
  19050. if (!unit1->alive || unit1->bl.m != m)
  19051. continue;
  19052. for(j = 0; j < group->unit_count; j++) {
  19053. unit2 = &group->unit[j];
  19054. if (!unit2->alive)
  19055. continue;
  19056. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19057. m_flag[i] |= 0x1;
  19058. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19059. m_flag[i] |= 0x2;
  19060. }
  19061. }
  19062. j = 0;
  19063. for (i = 0; i < group->unit_count; i++) {
  19064. unit1 = &group->unit[i];
  19065. if (!unit1->alive)
  19066. continue;
  19067. if (!(m_flag[i]&0x2)) {
  19068. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19069. skill_dance_overlap(unit1, 0);
  19070. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19071. }
  19072. //Move Cell using "smart" criteria (avoid useless moving around)
  19073. switch(m_flag[i]) {
  19074. case 0:
  19075. //Cell moves independently, safely move it.
  19076. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19077. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19078. break;
  19079. case 1:
  19080. //Cell moves unto another cell, look for a replacement cell that won't collide
  19081. //and has no cell moving into it (flag == 2)
  19082. for(; j < group->unit_count; j++) {
  19083. int dx2, dy2;
  19084. if(m_flag[j] != 2 || !group->unit[j].alive)
  19085. continue;
  19086. //Move to where this cell would had moved.
  19087. unit2 = &group->unit[j];
  19088. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19089. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19090. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19091. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19092. j++; //Skip this cell as we have used it.
  19093. break;
  19094. }
  19095. break;
  19096. case 2:
  19097. case 3:
  19098. break; //Don't move the cell as a cell will end on this tile anyway.
  19099. }
  19100. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19101. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19102. skill_dance_overlap(unit1, 1);
  19103. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19104. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19105. }
  19106. }
  19107. aFree(m_flag);
  19108. }
  19109. /**
  19110. * Checking product requirement in player's inventory.
  19111. * Checking if player has the item or not, the amount, and the weight limit.
  19112. * @param sd Player
  19113. * @param nameid Product requested
  19114. * @param trigger Trigger criteria to match will 'ItemLv'
  19115. * @param qty Amount of item will be created
  19116. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19117. */
  19118. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19119. {
  19120. nullpo_ret(sd);
  19121. if (!item_db.exists(nameid))
  19122. return 0;
  19123. short i, j;
  19124. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19125. if (skill_produce_db[i].nameid == nameid) {
  19126. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19127. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19128. continue; // must iterate again to check other skills that produce it. [malufett]
  19129. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19130. continue; // special case
  19131. break;
  19132. }
  19133. }
  19134. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19135. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19136. return 0;
  19137. }
  19138. if (i >= MAX_SKILL_PRODUCE_DB)
  19139. return 0;
  19140. // Cannot carry the produced stuff
  19141. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19142. return 0;
  19143. // Matching the requested produce list
  19144. if (trigger >= 0) {
  19145. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19146. if (skill_produce_db[i].itemlv != trigger)
  19147. return 0;
  19148. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19149. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19150. return 0;
  19151. } else { // Weapon (itemlv must be higher or equal)
  19152. if (skill_produce_db[i].itemlv > trigger)
  19153. return 0;
  19154. }
  19155. }
  19156. // Check on player's inventory
  19157. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19158. t_itemid nameid_produce;
  19159. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19160. continue;
  19161. if (skill_produce_db[i].mat_amount[j] == 0) {
  19162. if (pc_search_inventory(sd,nameid_produce) < 0)
  19163. return 0;
  19164. } else {
  19165. unsigned short idx, amt;
  19166. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19167. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19168. amt += sd->inventory.u.items_inventory[idx].amount;
  19169. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19170. return 0;
  19171. }
  19172. }
  19173. return i + 1;
  19174. }
  19175. /**
  19176. * Attempt to produce an item
  19177. * @param sd Player
  19178. * @param skill_id Skill used
  19179. * @param nameid Requested product
  19180. * @param slot1
  19181. * @param slot2
  19182. * @param slot3
  19183. * @param qty Amount of requested item
  19184. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19185. * @return True is success, False if failed
  19186. */
  19187. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19188. {
  19189. int slot[3];
  19190. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19191. int num = -1; // exclude the recipe
  19192. struct status_data *status;
  19193. nullpo_ret(sd);
  19194. status = status_get_status_data(&sd->bl);
  19195. if( sd->skill_id_old == skill_id )
  19196. skill_lv = sd->skill_lv_old;
  19197. if (produce_idx == -1) {
  19198. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19199. return false;
  19200. idx--;
  19201. }
  19202. else
  19203. idx = produce_idx;
  19204. if (qty < 1)
  19205. qty = 1;
  19206. if (!skill_id) //A skill can be specified for some override cases.
  19207. skill_id = skill_produce_db[idx].req_skill;
  19208. if( skill_id == GC_RESEARCHNEWPOISON )
  19209. skill_id = GC_CREATENEWPOISON;
  19210. slot[0] = slot1;
  19211. slot[1] = slot2;
  19212. slot[2] = slot3;
  19213. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19214. short j;
  19215. if (slot[i] <= 0)
  19216. continue;
  19217. j = pc_search_inventory(sd,slot[i]);
  19218. if (j < 0)
  19219. continue;
  19220. if (slot[i] == ITEMID_STAR_CRUMB) {
  19221. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19222. sc++;
  19223. }
  19224. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19225. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19226. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19227. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19228. }
  19229. }
  19230. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19231. short x, j;
  19232. t_itemid id = skill_produce_db[idx].mat_id[i];
  19233. if (!item_db.exists(id))
  19234. continue;
  19235. num++;
  19236. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19237. do {
  19238. int y = 0;
  19239. j = pc_search_inventory(sd,id);
  19240. if (j >= 0) {
  19241. y = sd->inventory.u.items_inventory[j].amount;
  19242. if (y > x)
  19243. y = x;
  19244. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19245. } else {
  19246. ShowError("skill_produce_mix: material item error\n");
  19247. return false;
  19248. }
  19249. x -= y;
  19250. } while( j >= 0 && x > 0 );
  19251. }
  19252. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19253. wlv = itemdb_wlv(nameid);
  19254. else
  19255. wlv = 0;
  19256. if (!equip) {
  19257. switch (skill_id) {
  19258. case BS_IRON:
  19259. case BS_STEEL:
  19260. case BS_ENCHANTEDSTONE:
  19261. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19262. i = pc_checkskill(sd,skill_id);
  19263. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19264. switch (nameid) {
  19265. case ITEMID_IRON:
  19266. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19267. break;
  19268. case ITEMID_STEEL:
  19269. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19270. break;
  19271. case ITEMID_STAR_CRUMB:
  19272. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19273. break;
  19274. default: // Enchanted Stones
  19275. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19276. break;
  19277. }
  19278. break;
  19279. case ASC_CDP:
  19280. make_per = (2000 + 40*status->dex + 20*status->luk);
  19281. break;
  19282. case AL_HOLYWATER:
  19283. case AB_ANCILLA:
  19284. make_per = 100000; //100% success
  19285. break;
  19286. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19287. case AM_TWILIGHT1:
  19288. case AM_TWILIGHT2:
  19289. case AM_TWILIGHT3:
  19290. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19291. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19292. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19293. if (hom_is_active(sd->hd)) {//Player got a homun
  19294. int skill;
  19295. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19296. make_per += skill*100; //+1% bonus per level
  19297. }
  19298. switch(nameid){
  19299. case ITEMID_RED_POTION:
  19300. case ITEMID_YELLOW_POTION:
  19301. case ITEMID_WHITE_POTION:
  19302. make_per += (1+rnd()%100)*10 + 2000;
  19303. break;
  19304. case ITEMID_ALCOHOL:
  19305. make_per += (1+rnd()%100)*10 + 1000;
  19306. break;
  19307. case ITEMID_FIRE_BOTTLE:
  19308. case ITEMID_ACID_BOTTLE:
  19309. case ITEMID_MAN_EATER_BOTTLE:
  19310. case ITEMID_MINI_BOTTLE:
  19311. make_per += (1+rnd()%100)*10;
  19312. break;
  19313. case ITEMID_YELLOW_SLIM_POTION:
  19314. make_per -= (1+rnd()%50)*10;
  19315. break;
  19316. case ITEMID_WHITE_SLIM_POTION:
  19317. case ITEMID_COATING_BOTTLE:
  19318. make_per -= (1+rnd()%100)*10;
  19319. break;
  19320. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19321. case ITEMID_BLUE_POTION:
  19322. case ITEMID_RED_SLIM_POTION:
  19323. case ITEMID_ANODYNE:
  19324. case ITEMID_ALOEBERA:
  19325. default:
  19326. break;
  19327. }
  19328. if (battle_config.pp_rate != 100)
  19329. make_per = make_per * battle_config.pp_rate / 100;
  19330. break;
  19331. case SA_CREATECON: // Elemental Converter Creation
  19332. make_per = 100000; // should be 100% success rate
  19333. break;
  19334. case RK_RUNEMASTERY: {
  19335. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19336. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19337. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19338. int D = 0;
  19339. switch (nameid) { //rune rank it_diff 9 craftable rune
  19340. case ITEMID_BERKANA:
  19341. D = -2000;
  19342. break; //Rank S
  19343. case ITEMID_NAUTHIZ:
  19344. case ITEMID_URUZ:
  19345. D = -1500;
  19346. break; //Rank A
  19347. case ITEMID_ISA:
  19348. case ITEMID_WYRD:
  19349. D = -1000;
  19350. break; //Rank B
  19351. case ITEMID_RAIDO:
  19352. case ITEMID_THURISAZ:
  19353. case ITEMID_HAGALAZ:
  19354. case ITEMID_OTHILA:
  19355. D = -500;
  19356. break; //Rank C
  19357. default:
  19358. D = -1500;
  19359. break; //not specified =-15%
  19360. }
  19361. make_per = A + B + C + D;
  19362. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19363. if (runemastery_skill_lv > 9)
  19364. qty = 2 + rnd() % 5; // 2~6
  19365. else if (runemastery_skill_lv > 4)
  19366. qty = 2 + rnd() % 3; // 2~4
  19367. else
  19368. qty = 2;
  19369. }
  19370. break;
  19371. case GC_CREATENEWPOISON:
  19372. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19373. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19374. break;
  19375. case GN_CHANGEMATERIAL:
  19376. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19377. if (skill_changematerial_db[i].nameid == nameid) {
  19378. make_per = skill_changematerial_db[i].rate * 10;
  19379. break;
  19380. }
  19381. }
  19382. break;
  19383. case GN_S_PHARMACY:
  19384. {
  19385. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19386. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19387. switch (nameid) { // Item difficulty factor
  19388. case ITEMID_HP_INCREASE_POTION_SMALL:
  19389. case ITEMID_SP_INCREASE_POTION_SMALL:
  19390. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19391. difficulty += 10;
  19392. break;
  19393. case ITEMID_BOMB_MUSHROOM_SPORE:
  19394. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19395. difficulty += 15;
  19396. break;
  19397. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19398. case ITEMID_SP_INCREASE_POTION_LARGE:
  19399. case ITEMID_VITATA500:
  19400. difficulty += 20;
  19401. break;
  19402. case ITEMID_SEED_OF_HORNY_PLANT:
  19403. case ITEMID_BLOODSUCK_PLANT_SEED:
  19404. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19405. difficulty += 30;
  19406. break;
  19407. case ITEMID_HP_INCREASE_POTION_LARGE:
  19408. case ITEMID_CURE_FREE:
  19409. difficulty += 40;
  19410. break;
  19411. }
  19412. 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) +
  19413. 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))
  19414. make_per -= difficulty;
  19415. qty = production_count[skill_lv - 1];
  19416. // Determine quantity from difficulty
  19417. if (make_per < 1)
  19418. qty -= 6;
  19419. else if (make_per < 100)
  19420. qty -= 5;
  19421. else if (make_per < 300)
  19422. qty -= 4;
  19423. else if (make_per < 400)
  19424. qty -= 3;
  19425. make_per = 100000; // Adjust success back to 100% for crafting
  19426. }
  19427. break;
  19428. case GN_MAKEBOMB:
  19429. case GN_MIX_COOKING:
  19430. {
  19431. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19432. switch (nameid) { // Item difficulty factor
  19433. // GN_MAKEBOMB
  19434. case ITEMID_APPLE_BOMB:
  19435. difficulty += 5;
  19436. break;
  19437. case ITEMID_COCONUT_BOMB:
  19438. case ITEMID_MELON_BOMB:
  19439. difficulty += 10;
  19440. break;
  19441. case ITEMID_PINEAPPLE_BOMB:
  19442. difficulty += 15;
  19443. break;
  19444. case ITEMID_BANANA_BOMB:
  19445. difficulty += 20;
  19446. break;
  19447. // GN_MIX_COOKING
  19448. case ITEMID_SAVAGE_FULL_ROAST:
  19449. case ITEMID_COCKTAIL_WARG_BLOOD:
  19450. case ITEMID_MINOR_STEW:
  19451. case ITEMID_SIROMA_ICED_TEA:
  19452. case ITEMID_DROSERA_HERB_SALAD:
  19453. case ITEMID_PETITE_TAIL_NOODLES:
  19454. difficulty += 15;
  19455. break;
  19456. }
  19457. 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)
  19458. if (skill_lv > 1) {
  19459. make_per -= difficulty;
  19460. // Determine quantity from difficulty
  19461. if (make_per >= 30)
  19462. qty = 10 + rnd() % 2;
  19463. else if (make_per >= 10)
  19464. qty = 10;
  19465. else if (make_per >= -10)
  19466. qty = 8;
  19467. else if (make_per >= -30)
  19468. qty = 5;
  19469. else
  19470. qty = 0;
  19471. } else {
  19472. if (make_per < difficulty)
  19473. qty = 0;
  19474. }
  19475. make_per = 100000; // Adjust success back to 100% for crafting
  19476. }
  19477. break;
  19478. case MT_M_MACHINE:
  19479. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19480. if (skill_id == MT_M_MACHINE)
  19481. qty = 7 + skill_lv;
  19482. else // BO_BIONIC_PHARMACY
  19483. qty = 10 + skill_lv;
  19484. make_per = 100000;
  19485. break;
  19486. default:
  19487. if (sd->menuskill_id == AM_PHARMACY &&
  19488. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19489. { //Assume Cooking Dish
  19490. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19491. make_per = 10000; //100% Success
  19492. else
  19493. make_per = 1200 * (sd->menuskill_val - 10)
  19494. + 20 * (sd->status.base_level + 1)
  19495. + 20 * (status->dex + 1)
  19496. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19497. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19498. - 10 * (100 - status->luk + 1)
  19499. - 500 * (num - 1)
  19500. - 100 * (rnd()%4 + 1);
  19501. break;
  19502. }
  19503. make_per = 5000;
  19504. break;
  19505. }
  19506. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19507. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19508. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19509. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19510. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19511. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19512. if( wlv >= 3 ){
  19513. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19514. }
  19515. // Element Stone: -20%
  19516. if( ele ){
  19517. make_per -= 2000;
  19518. }
  19519. // Star Crumb: -15% each
  19520. make_per -= sc * 1500;
  19521. // Weapon level malus: -0/-10/-20/-30
  19522. if( wlv > 1 ){
  19523. make_per -= ( wlv * 1000 );
  19524. }
  19525. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19526. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19527. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19528. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19529. if (battle_config.wp_rate != 100)
  19530. make_per = make_per * battle_config.wp_rate / 100;
  19531. }
  19532. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19533. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19534. if (make_per < 1) make_per = 1;
  19535. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19536. struct item tmp_item;
  19537. memset(&tmp_item,0,sizeof(tmp_item));
  19538. tmp_item.nameid = nameid;
  19539. tmp_item.amount = 1;
  19540. tmp_item.identify = 1;
  19541. if (equip) {
  19542. tmp_item.card[0] = CARD0_FORGE;
  19543. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19544. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19545. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19546. } else {
  19547. //Flag is only used on the end, so it can be used here. [Skotlex]
  19548. switch (skill_id) {
  19549. case BS_DAGGER:
  19550. case BS_SWORD:
  19551. case BS_TWOHANDSWORD:
  19552. case BS_AXE:
  19553. case BS_MACE:
  19554. case BS_KNUCKLE:
  19555. case BS_SPEAR:
  19556. flag = battle_config.produce_item_name_input&0x1;
  19557. break;
  19558. case AM_PHARMACY:
  19559. case AM_TWILIGHT1:
  19560. case AM_TWILIGHT2:
  19561. case AM_TWILIGHT3:
  19562. flag = battle_config.produce_item_name_input&0x2;
  19563. break;
  19564. case AL_HOLYWATER:
  19565. case AB_ANCILLA:
  19566. flag = battle_config.produce_item_name_input&0x8;
  19567. break;
  19568. case ASC_CDP:
  19569. flag = battle_config.produce_item_name_input&0x10;
  19570. break;
  19571. default:
  19572. flag = battle_config.produce_item_name_input&0x80;
  19573. break;
  19574. }
  19575. if (flag) {
  19576. tmp_item.card[0] = CARD0_CREATE;
  19577. tmp_item.card[1] = 0;
  19578. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19579. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19580. }
  19581. }
  19582. // if(log_config.produce > 0)
  19583. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19584. //TODO update PICKLOG
  19585. if (equip) {
  19586. clif_produceeffect(sd,0,nameid);
  19587. clif_misceffect(&sd->bl,3);
  19588. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19589. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19590. } else {
  19591. int fame = 0;
  19592. tmp_item.amount = 0;
  19593. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19594. 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) {
  19595. tmp_item.amount = qty;
  19596. break;
  19597. }
  19598. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19599. tmp_item.amount++;
  19600. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19601. continue;
  19602. if (skill_id != AM_PHARMACY &&
  19603. skill_id != AM_TWILIGHT1 &&
  19604. skill_id != AM_TWILIGHT2 &&
  19605. skill_id != AM_TWILIGHT3)
  19606. continue;
  19607. //Add fame as needed.
  19608. switch(++sd->potion_success_counter) {
  19609. case 3:
  19610. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19611. break;
  19612. case 5:
  19613. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19614. break;
  19615. case 7:
  19616. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19617. break;
  19618. case 10:
  19619. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19620. sd->potion_success_counter = 0;
  19621. break;
  19622. }
  19623. } else //Failure
  19624. sd->potion_success_counter = 0;
  19625. }
  19626. if (fame)
  19627. pc_addfame(*sd, fame);
  19628. //Visual effects and the like.
  19629. switch (skill_id) {
  19630. case AM_PHARMACY:
  19631. case AM_TWILIGHT1:
  19632. case AM_TWILIGHT2:
  19633. case AM_TWILIGHT3:
  19634. case ASC_CDP:
  19635. case GC_CREATENEWPOISON:
  19636. clif_produceeffect(sd,2,nameid);
  19637. clif_misceffect(&sd->bl,5);
  19638. break;
  19639. case BS_IRON:
  19640. case BS_STEEL:
  19641. case BS_ENCHANTEDSTONE:
  19642. clif_produceeffect(sd,0,nameid);
  19643. clif_misceffect(&sd->bl,3);
  19644. break;
  19645. default: //Those that don't require a skill?
  19646. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19647. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19648. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19649. }
  19650. break;
  19651. }
  19652. }
  19653. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19654. int j, k = 0, l;
  19655. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19656. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19657. if (skill_changematerial_db[i].nameid == nameid){
  19658. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19659. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19660. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19661. tmp_item.amount = (isStackable ? total_qty : 1);
  19662. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19663. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19664. clif_additem(sd,0,0,flag);
  19665. if( battle_config.skill_drop_items_full ){
  19666. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19667. }
  19668. }
  19669. }
  19670. k++;
  19671. }
  19672. }
  19673. break;
  19674. }
  19675. }
  19676. if (k) {
  19677. clif_produceeffect(sd,6,nameid);
  19678. clif_misceffect(&sd->bl,5);
  19679. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19680. return true;
  19681. }
  19682. } else if (tmp_item.amount) { //Success
  19683. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19684. clif_additem(sd,0,0,flag);
  19685. if( battle_config.skill_drop_items_full ){
  19686. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19687. }
  19688. }
  19689. switch (skill_id) {
  19690. case RK_RUNEMASTERY:
  19691. clif_produceeffect(sd, 4, nameid);
  19692. clif_misceffect(&sd->bl, 5);
  19693. break;
  19694. case GN_MIX_COOKING:
  19695. case GN_MAKEBOMB:
  19696. case GN_S_PHARMACY:
  19697. clif_produceeffect(sd, 6, nameid);
  19698. clif_misceffect(&sd->bl, 5);
  19699. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19700. break;
  19701. case MT_M_MACHINE:
  19702. clif_produceeffect(sd, 0, nameid);
  19703. clif_misceffect(&sd->bl, 3);
  19704. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19705. break;
  19706. case BO_BIONIC_PHARMACY:
  19707. clif_produceeffect(sd, 2, nameid);
  19708. clif_misceffect(&sd->bl, 5);
  19709. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19710. break;
  19711. }
  19712. return true;
  19713. }
  19714. }
  19715. //Failure
  19716. // if(log_config.produce)
  19717. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19718. //TODO update PICKLOG
  19719. if (equip) {
  19720. clif_produceeffect(sd,1,nameid);
  19721. clif_misceffect(&sd->bl,2);
  19722. } else {
  19723. switch (skill_id) {
  19724. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19725. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19726. case AM_PHARMACY:
  19727. case AM_TWILIGHT1:
  19728. case AM_TWILIGHT2:
  19729. case AM_TWILIGHT3:
  19730. case GC_CREATENEWPOISON:
  19731. clif_produceeffect(sd,3,nameid);
  19732. clif_misceffect(&sd->bl,6);
  19733. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19734. break;
  19735. case BS_IRON:
  19736. case BS_STEEL:
  19737. case BS_ENCHANTEDSTONE:
  19738. clif_produceeffect(sd,1,nameid);
  19739. clif_misceffect(&sd->bl,2);
  19740. break;
  19741. case RK_RUNEMASTERY:
  19742. clif_produceeffect(sd,5,nameid);
  19743. clif_misceffect(&sd->bl,6);
  19744. break;
  19745. case GN_MIX_COOKING:
  19746. if (qty == 0) {
  19747. item tmp_item;
  19748. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19749. int rate = rnd() % 1000 + 1;
  19750. memset(&tmp_item, 0, sizeof(tmp_item));
  19751. if (rate < 500)
  19752. i = 0;
  19753. else if (rate < 750)
  19754. i = 1;
  19755. else if (rate < 850)
  19756. i = 2;
  19757. else if (rate < 950)
  19758. i = 3;
  19759. else
  19760. i = 4;
  19761. tmp_item.nameid = compensation[i];
  19762. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19763. tmp_item.identify = 1;
  19764. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19765. clif_additem(sd,0,0,flag);
  19766. if( battle_config.skill_drop_items_full ){
  19767. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19768. }
  19769. }
  19770. clif_produceeffect(sd,7,nameid);
  19771. clif_misceffect(&sd->bl,6);
  19772. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19773. }
  19774. break;
  19775. case GN_MAKEBOMB:
  19776. case GN_S_PHARMACY:
  19777. case GN_CHANGEMATERIAL:
  19778. clif_produceeffect(sd,7,nameid);
  19779. clif_misceffect(&sd->bl,6);
  19780. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19781. break;
  19782. case MT_M_MACHINE:
  19783. clif_produceeffect(sd, 1, nameid);
  19784. clif_misceffect(&sd->bl, 2);
  19785. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19786. break;
  19787. case BO_BIONIC_PHARMACY:
  19788. clif_produceeffect(sd, 3, nameid);
  19789. clif_misceffect(&sd->bl, 6);
  19790. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19791. break;
  19792. default:
  19793. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  19794. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19795. 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 ));
  19796. }
  19797. break;
  19798. }
  19799. }
  19800. return false;
  19801. }
  19802. /**
  19803. * Attempt to create arrow by specified material
  19804. * @param sd Player
  19805. * @param nameid Item ID of material
  19806. * @return True if created, False is failed
  19807. */
  19808. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  19809. {
  19810. nullpo_ret(sd);
  19811. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  19812. return false;
  19813. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  19814. for (const auto &it : skill_arrow_db) {
  19815. if (nameid == it.second->nameid) {
  19816. arrow = it.second;
  19817. break;
  19818. }
  19819. }
  19820. short j;
  19821. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  19822. return false;
  19823. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  19824. for (const auto &it : arrow->created) {
  19825. char flag = 0;
  19826. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  19827. continue;
  19828. struct item tmp_item = { 0 };
  19829. tmp_item.identify = 1;
  19830. tmp_item.nameid = it.first;
  19831. tmp_item.amount = it.second;
  19832. if (battle_config.produce_item_name_input&0x4) {
  19833. tmp_item.card[0] = CARD0_CREATE;
  19834. tmp_item.card[1] = 0;
  19835. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19836. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19837. }
  19838. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19839. clif_additem(sd,0,0,flag);
  19840. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19841. }
  19842. }
  19843. return true;
  19844. }
  19845. /**
  19846. * Enchant weapon with poison
  19847. * @param sd Player
  19848. * @nameid Item ID of poison type
  19849. */
  19850. int skill_poisoningweapon(map_session_data *sd, t_itemid nameid)
  19851. {
  19852. nullpo_ret(sd);
  19853. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  19854. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19855. return 0;
  19856. }
  19857. sc_type type;
  19858. int chance;
  19859. //uint16 msg = 1443; //Official is using msgstringtable.txt
  19860. char output[CHAT_SIZE_MAX];
  19861. const char *msg;
  19862. switch( nameid ) {
  19863. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  19864. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  19865. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  19866. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  19867. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  19868. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  19869. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  19870. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  19871. default:
  19872. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19873. return 0;
  19874. }
  19875. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  19876. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  19877. 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
  19878. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  19879. 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
  19880. sprintf(output, msg_txt(sd,721), msg);
  19881. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  19882. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  19883. clif_msg(sd,msg);
  19884. #endif*/
  19885. return 0;
  19886. }
  19887. /**
  19888. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  19889. * @param bl: Object
  19890. * @param skill_id: Skill invoking to determine if Magic type
  19891. */
  19892. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  19893. {
  19894. status_change *sc = status_get_sc(bl);
  19895. // non-offensive and non-magic skills do not affect the status
  19896. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  19897. return;
  19898. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  19899. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  19900. status_change_end(bl, SC_MAGICPOWER);
  19901. } else {
  19902. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  19903. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  19904. if(bl->type == BL_PC){// update current display.
  19905. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  19906. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  19907. }
  19908. }
  19909. }
  19910. }
  19911. int skill_magicdecoy(map_session_data *sd, t_itemid nameid) {
  19912. int x, y, i, class_, skill;
  19913. struct mob_data *md;
  19914. nullpo_ret(sd);
  19915. skill = sd->menuskill_val;
  19916. 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) ) {
  19917. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19918. return 0;
  19919. }
  19920. // Spawn Position
  19921. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  19922. x = sd->sc.comet_x;
  19923. y = sd->sc.comet_y;
  19924. sd->sc.comet_x = 0;
  19925. sd->sc.comet_y = 0;
  19926. sd->menuskill_val = 0;
  19927. // Item picked decides the mob class
  19928. switch(nameid) {
  19929. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  19930. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  19931. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  19932. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  19933. default:
  19934. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19935. return 0;
  19936. }
  19937. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  19938. if( md ) {
  19939. struct unit_data *ud = unit_bl2ud(&md->bl);
  19940. md->master_id = sd->bl.id;
  19941. md->special_state.ai = AI_FAW;
  19942. if(ud) {
  19943. ud->skill_id = NC_MAGICDECOY;
  19944. ud->skill_lv = skill;
  19945. }
  19946. if( md->deletetimer != INVALID_TIMER )
  19947. delete_timer(md->deletetimer, mob_timer_delete);
  19948. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  19949. mob_spawn(md);
  19950. }
  19951. return 0;
  19952. }
  19953. /**
  19954. * Process Warlock Spellbooks
  19955. * @param sd: Player data
  19956. * @param nameid: Spellbook item used
  19957. */
  19958. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  19959. if (reading_spellbook_db.empty())
  19960. return;
  19961. status_change *sc = status_get_sc(&sd.bl);
  19962. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  19963. if (sc == nullptr || sc->getSCE(i) == nullptr)
  19964. break;
  19965. if (i == SC_MAXSPELLBOOK) {
  19966. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  19967. return;
  19968. }
  19969. }
  19970. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  19971. if (spell == nullptr)
  19972. return;
  19973. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  19974. if (skill_lv == 0) { // Caster hasn't learned the skill
  19975. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  19976. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  19977. return;
  19978. }
  19979. uint16 points = spell->points;
  19980. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  19981. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  19982. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  19983. return;
  19984. }
  19985. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  19986. if (!sc->getSCE(i)) {
  19987. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  19988. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19989. break;
  19990. }
  19991. }
  19992. } else {
  19993. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  19994. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19995. }
  19996. // Reading Spell Book SP cost same as the sealed spell.
  19997. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  19998. }
  19999. int skill_select_menu(map_session_data *sd,uint16 skill_id) {
  20000. int lv, prob, aslvl = 0;
  20001. uint16 id, sk_idx = 0;
  20002. nullpo_ret(sd);
  20003. if (sd->sc.getSCE(SC_STOP)) {
  20004. aslvl = sd->sc.getSCE(SC_STOP)->val1;
  20005. status_change_end(&sd->bl,SC_STOP);
  20006. }
  20007. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20008. return 0;
  20009. 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 ) {
  20010. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  20011. return 0;
  20012. }
  20013. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20014. lv = min(lv,sd->status.skill[sk_idx].lv);
  20015. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20016. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20017. return 0;
  20018. }
  20019. int skill_elementalanalysis(map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  20020. int i;
  20021. nullpo_ret(sd);
  20022. nullpo_ret(item_list);
  20023. if( n <= 0 )
  20024. return 1;
  20025. for( i = 0; i < n; i++ ) {
  20026. t_itemid nameid, product;
  20027. int add_amount, del_amount, idx;
  20028. struct item tmp_item;
  20029. idx = item_list[i*2+0]-2;
  20030. if( idx < 0 || idx >= MAX_INVENTORY ){
  20031. return 1;
  20032. }
  20033. del_amount = item_list[i*2+1];
  20034. if( skill_lv == 2 )
  20035. del_amount -= (del_amount % 10);
  20036. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20037. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  20038. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20039. return 1;
  20040. }
  20041. switch( nameid ) {
  20042. // Level 1
  20043. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20044. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20045. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20046. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20047. // Level 2
  20048. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20049. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20050. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20051. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20052. default:
  20053. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20054. return 1;
  20055. }
  20056. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20057. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20058. return 1;
  20059. }
  20060. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20061. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20062. return 1;
  20063. }
  20064. memset(&tmp_item,0,sizeof(tmp_item));
  20065. tmp_item.nameid = product;
  20066. tmp_item.amount = add_amount;
  20067. tmp_item.identify = 1;
  20068. if( tmp_item.amount ) {
  20069. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20070. if( flag != 0 ) {
  20071. clif_additem(sd,0,0,flag);
  20072. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20073. }
  20074. }
  20075. }
  20076. return 0;
  20077. }
  20078. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20079. int i, j, k, c, p = 0, amount;
  20080. t_itemid nameid;
  20081. nullpo_ret(sd);
  20082. nullpo_ret(item_list);
  20083. // Search for objects that can be created.
  20084. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20085. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20086. p = 0;
  20087. do {
  20088. c = 0;
  20089. // Verification of overlap between the objects required and the list submitted.
  20090. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20091. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20092. for( k = 0; k < n; k++ ) {
  20093. int idx = item_list[k*2+0]-2;
  20094. if( idx < 0 || idx >= MAX_INVENTORY ){
  20095. return 0;
  20096. }
  20097. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20098. amount = item_list[k*2+1];
  20099. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20100. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20101. return 0;
  20102. }
  20103. 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]
  20104. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20105. c++; // match
  20106. }
  20107. }
  20108. else
  20109. break; // No more items required
  20110. }
  20111. p++;
  20112. } while(n == j && c == n);
  20113. p--;
  20114. if ( p > 0 ) {
  20115. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20116. return 1;
  20117. }
  20118. }
  20119. }
  20120. if( p == 0)
  20121. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20122. return 0;
  20123. }
  20124. /**
  20125. * For Royal Guard's LG_TRAMPLE
  20126. */
  20127. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20128. {
  20129. skill_unit *su = (struct skill_unit *)bl;
  20130. nullpo_ret(su);
  20131. std::shared_ptr<s_skill_unit_group> sg;
  20132. t_tick tick = va_arg(ap, t_tick);
  20133. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20134. switch( sg->unit_id ) {
  20135. case UNT_CLAYMORETRAP:
  20136. case UNT_FIRINGTRAP:
  20137. case UNT_ICEBOUNDTRAP:
  20138. 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);
  20139. break;
  20140. case UNT_LANDMINE:
  20141. case UNT_BLASTMINE:
  20142. case UNT_SHOCKWAVE:
  20143. case UNT_SANDMAN:
  20144. case UNT_FLASHER:
  20145. case UNT_FREEZINGTRAP:
  20146. case UNT_CLUSTERBOMB:
  20147. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20148. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20149. else
  20150. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20151. break;
  20152. }
  20153. // Traps aren't recovered.
  20154. skill_delunit(su);
  20155. }
  20156. return 0;
  20157. }
  20158. /*==========================================
  20159. *
  20160. *------------------------------------------*/
  20161. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20162. int i;
  20163. nullpo_retr(-1, sd);
  20164. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20165. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20166. }
  20167. TIMER_FUNC(skill_blockpc_end){
  20168. map_session_data *sd = map_id2sd(id);
  20169. int i = (int)data;
  20170. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20171. return 0;
  20172. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20173. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20174. return 0;
  20175. }
  20176. aFree(sd->scd[i]);
  20177. sd->scd[i] = NULL;
  20178. return 1;
  20179. }
  20180. /**
  20181. * Flags a singular skill as being blocked from persistent usage.
  20182. * @param sd the player the skill delay affects
  20183. * @param skill_id the skill which should be delayed
  20184. * @param tick the length of time the delay should last
  20185. * @param load whether this assignment is being loaded upon player login
  20186. * @return 0 if successful, -1 otherwise
  20187. */
  20188. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20189. int i;
  20190. nullpo_retr(-1, sd);
  20191. if (!skill_id || tick < 1)
  20192. return -1;
  20193. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20194. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20195. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20196. aFree(sd->scd[i]);
  20197. sd->scd[i] = NULL;
  20198. }
  20199. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20200. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20201. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20202. sd->scd[i]->skill_id = skill_id;
  20203. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20204. if (battle_config.display_status_timers)
  20205. clif_skill_cooldown(sd, skill_id, tick);
  20206. return 1;
  20207. } else {
  20208. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20209. return 0;
  20210. }
  20211. }
  20212. int skill_blockpc_clear(map_session_data *sd) {
  20213. int i;
  20214. nullpo_ret(sd);
  20215. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20216. if (!sd->scd[i])
  20217. continue;
  20218. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20219. aFree(sd->scd[i]);
  20220. sd->scd[i] = NULL;
  20221. }
  20222. return 1;
  20223. }
  20224. TIMER_FUNC(skill_blockhomun_end){
  20225. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20226. if (hd) {
  20227. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20228. if (skill != hd->blockskill.end())
  20229. hd->blockskill.erase(skill);
  20230. }
  20231. return 1;
  20232. }
  20233. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20234. {
  20235. nullpo_retr(-1, hd);
  20236. if (!skill_db.exists(skill_id))
  20237. return -1;
  20238. auto skill = util::vector_get(hd->blockskill, skill_id);
  20239. if (tick < 1 && skill != hd->blockskill.end()) {
  20240. hd->blockskill.erase(skill);
  20241. return -1;
  20242. }
  20243. hd->blockskill.push_back(skill_id);
  20244. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20245. }
  20246. TIMER_FUNC(skill_blockmerc_end){
  20247. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20248. if (md) {
  20249. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20250. if (skill != md->blockskill.end())
  20251. md->blockskill.erase(skill);
  20252. }
  20253. return 1;
  20254. }
  20255. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20256. {
  20257. nullpo_retr(-1, md);
  20258. if (!skill_db.exists(skill_id))
  20259. return -1;
  20260. auto skill = util::vector_get(md->blockskill, skill_id);
  20261. if (tick < 1 && skill != md->blockskill.end()) {
  20262. md->blockskill.erase(skill);
  20263. return -1;
  20264. }
  20265. md->blockskill.push_back(skill_id);
  20266. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20267. }
  20268. /**
  20269. * Adds a new skill unit entry for this player to recast after map load
  20270. * @param sd: Player
  20271. * @param skill_id: Skill ID to save
  20272. * @param skill_lv: Skill level to save
  20273. */
  20274. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20275. {
  20276. struct skill_usave *sus = NULL;
  20277. if (idb_exists(skillusave_db,sd->status.char_id))
  20278. idb_remove(skillusave_db,sd->status.char_id);
  20279. CREATE(sus, struct skill_usave, 1);
  20280. idb_put(skillusave_db, sd->status.char_id, sus);
  20281. sus->skill_id = skill_id;
  20282. sus->skill_lv = skill_lv;
  20283. }
  20284. /**
  20285. * Loads saved skill unit entries for this player after map load
  20286. * @param sd: Player
  20287. */
  20288. void skill_usave_trigger(map_session_data *sd)
  20289. {
  20290. skill_usave *sus;
  20291. std::shared_ptr<s_skill_unit_group> group;
  20292. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20293. return;
  20294. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20295. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20296. 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));
  20297. idb_remove(skillusave_db, sd->status.char_id);
  20298. }
  20299. /*
  20300. *
  20301. */
  20302. int skill_split_str (char *str, char **val, int num)
  20303. {
  20304. int i;
  20305. for( i = 0; i < num && str; i++ ) {
  20306. val[i] = str;
  20307. str = strchr(str,',');
  20308. if( str )
  20309. *str++ = 0;
  20310. }
  20311. return i;
  20312. }
  20313. /*
  20314. *
  20315. */
  20316. void skill_init_unit_layout (void) {
  20317. int i,j,pos = 0;
  20318. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20319. // standard square layouts go first
  20320. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20321. int size = i*2+1;
  20322. skill_unit_layout[i].count = size*size;
  20323. for (j=0; j<size*size; j++) {
  20324. skill_unit_layout[i].dx[j] = (j%size-i);
  20325. skill_unit_layout[i].dy[j] = (j/size-i);
  20326. }
  20327. }
  20328. // afterwards add special ones
  20329. pos = i;
  20330. for (const auto &it : skill_db) {
  20331. std::shared_ptr<s_skill_db> skill = it.second;
  20332. uint16 skill_id = skill->nameid;
  20333. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20334. continue;
  20335. if( skill_id == EL_FIRE_MANTLE ) {
  20336. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20337. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20338. skill_unit_layout[pos].count = 8;
  20339. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20340. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20341. } else {
  20342. switch (skill_id) {
  20343. case MG_FIREWALL:
  20344. case WZ_ICEWALL:
  20345. case WL_EARTHSTRAIN:
  20346. case RL_FIRE_RAIN:
  20347. // these will be handled later
  20348. break;
  20349. case PR_SANCTUARY:
  20350. case NPC_EVILLAND: {
  20351. static const int dx[] = {
  20352. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20353. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20354. static const int dy[]={
  20355. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20356. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20357. skill_unit_layout[pos].count = 21;
  20358. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20359. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20360. }
  20361. break;
  20362. case PR_MAGNUS: {
  20363. static const int dx[] = {
  20364. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20365. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20366. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20367. static const int dy[] = {
  20368. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20369. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20370. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20371. skill_unit_layout[pos].count = 33;
  20372. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20373. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20374. }
  20375. break;
  20376. case AS_VENOMDUST: {
  20377. static const int dx[] = {-1, 0, 0, 0, 1};
  20378. static const int dy[] = { 0,-1, 0, 1, 0};
  20379. skill_unit_layout[pos].count = 5;
  20380. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20381. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20382. }
  20383. break;
  20384. case CR_GRANDCROSS:
  20385. case NPC_GRANDDARKNESS: {
  20386. static const int dx[] = {
  20387. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20388. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20389. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20390. static const int dy[] = {
  20391. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20392. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20393. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20394. skill_unit_layout[pos].count = 29;
  20395. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20396. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20397. }
  20398. break;
  20399. case PF_FOGWALL: {
  20400. static const int dx[] = {
  20401. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20402. static const int dy[] = {
  20403. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20404. skill_unit_layout[pos].count = 15;
  20405. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20406. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20407. }
  20408. break;
  20409. case PA_GOSPEL: {
  20410. static const int dx[] = {
  20411. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20412. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20413. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20414. -1, 0, 1};
  20415. static const int dy[] = {
  20416. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20417. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20418. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20419. 3, 3, 3};
  20420. skill_unit_layout[pos].count = 33;
  20421. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20422. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20423. }
  20424. break;
  20425. case NJ_KAENSIN: {
  20426. 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};
  20427. 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};
  20428. skill_unit_layout[pos].count = 24;
  20429. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20430. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20431. }
  20432. break;
  20433. case NJ_TATAMIGAESHI: {
  20434. //Level 1 (count 4, cross of 3x3)
  20435. static const int dx1[] = {-1, 1, 0, 0};
  20436. static const int dy1[] = { 0, 0,-1, 1};
  20437. //Level 2-3 (count 8, cross of 5x5)
  20438. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20439. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20440. //Level 4-5 (count 12, cross of 7x7
  20441. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20442. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20443. //lv1
  20444. j = 0;
  20445. skill_unit_layout[pos].count = 4;
  20446. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20447. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20448. skill->unit_layout_type[j] = pos;
  20449. //lv2/3
  20450. j++;
  20451. pos++;
  20452. skill_unit_layout[pos].count = 8;
  20453. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20454. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20455. skill->unit_layout_type[j] = pos;
  20456. skill->unit_layout_type[++j] = pos;
  20457. //lv4/5
  20458. j++;
  20459. pos++;
  20460. skill_unit_layout[pos].count = 12;
  20461. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20462. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20463. skill->unit_layout_type[j] = pos;
  20464. skill->unit_layout_type[++j] = pos;
  20465. //Fill in the rest using lv 5.
  20466. for (;j<MAX_SKILL_LEVEL;j++)
  20467. skill->unit_layout_type[j] = pos;
  20468. //Skip, this way the check below will fail and continue to the next skill.
  20469. pos++;
  20470. }
  20471. break;
  20472. case GN_WALLOFTHORN: {
  20473. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20474. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20475. skill_unit_layout[pos].count = 16;
  20476. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20477. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20478. }
  20479. break;
  20480. case NPC_FLAMECROSS: {
  20481. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20482. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20483. skill_unit_layout[pos].count = 8;
  20484. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20485. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20486. }
  20487. break;
  20488. default:
  20489. ShowError("unknown unit layout at skill %d\n",i);
  20490. break;
  20491. }
  20492. }
  20493. if (!skill_unit_layout[pos].count)
  20494. continue;
  20495. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20496. skill->unit_layout_type[j] = pos;
  20497. pos++;
  20498. }
  20499. // firewall and icewall have 8 layouts (direction-dependent)
  20500. firewall_unit_pos = pos;
  20501. for (i=0;i<8;i++) {
  20502. if (i&1) {
  20503. skill_unit_layout[pos].count = 5;
  20504. if (i&0x2) {
  20505. int dx[] = {-1,-1, 0, 0, 1};
  20506. int dy[] = { 1, 0, 0,-1,-1};
  20507. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20508. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20509. } else {
  20510. int dx[] = { 1, 1 ,0, 0,-1};
  20511. int dy[] = { 1, 0, 0,-1,-1};
  20512. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20513. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20514. }
  20515. } else {
  20516. skill_unit_layout[pos].count = 3;
  20517. if (i%4==0) {
  20518. int dx[] = {-1, 0, 1};
  20519. int dy[] = { 0, 0, 0};
  20520. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20521. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20522. } else {
  20523. int dx[] = { 0, 0, 0};
  20524. int dy[] = {-1, 0, 1};
  20525. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20526. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20527. }
  20528. }
  20529. pos++;
  20530. }
  20531. icewall_unit_pos = pos;
  20532. for (i=0;i<8;i++) {
  20533. skill_unit_layout[pos].count = 5;
  20534. if (i&1) {
  20535. if (i&0x2) {
  20536. int dx[] = {-2,-1, 0, 1, 2};
  20537. int dy[] = { 2, 1, 0,-1,-2};
  20538. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20539. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20540. } else {
  20541. int dx[] = { 2, 1 ,0,-1,-2};
  20542. int dy[] = { 2, 1, 0,-1,-2};
  20543. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20544. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20545. }
  20546. } else {
  20547. if (i%4==0) {
  20548. int dx[] = {-2,-1, 0, 1, 2};
  20549. int dy[] = { 0, 0, 0, 0, 0};
  20550. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20551. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20552. } else {
  20553. int dx[] = { 0, 0, 0, 0, 0};
  20554. int dy[] = {-2,-1, 0, 1, 2};
  20555. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20556. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20557. }
  20558. }
  20559. pos++;
  20560. }
  20561. earthstrain_unit_pos = pos;
  20562. for( i = 0; i < 8; i++ )
  20563. { // For each Direction
  20564. skill_unit_layout[pos].count = 15;
  20565. switch( i )
  20566. {
  20567. case 0: case 1: case 3: case 4: case 5: case 7:
  20568. {
  20569. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20570. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20571. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20572. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20573. }
  20574. break;
  20575. case 2:
  20576. case 6:
  20577. {
  20578. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20579. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20580. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20581. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20582. }
  20583. break;
  20584. }
  20585. pos++;
  20586. }
  20587. firerain_unit_pos = pos;
  20588. for( i = 0; i < 8; i++ ) {
  20589. skill_unit_layout[pos].count = 3;
  20590. switch( i ) {
  20591. case 0: case 1: case 3: case 4: case 5: case 7:
  20592. {
  20593. static const int dx[] = {-1, 0, 1};
  20594. static const int dy[] = { 0, 0, 0};
  20595. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20596. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20597. }
  20598. break;
  20599. case 2:
  20600. case 6:
  20601. {
  20602. static const int dx[] = { 0, 0, 0};
  20603. static const int dy[] = {-1, 0, 1};
  20604. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20605. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20606. }
  20607. break;
  20608. }
  20609. pos++;
  20610. }
  20611. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20612. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20613. }
  20614. void skill_init_nounit_layout (void) {
  20615. int i, pos = 0;
  20616. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20617. for( i = 0; i < 8; i++ ) {
  20618. if( i&1 ) {
  20619. skill_nounit_layout[pos].count = 33;
  20620. if( i&2 ) {
  20621. if( i&4 ) { // 7
  20622. 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};
  20623. 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};
  20624. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20625. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20626. } else { // 3
  20627. 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};
  20628. 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};
  20629. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20630. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20631. }
  20632. } else {
  20633. if( i&4 ) { // 5
  20634. 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};
  20635. 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};
  20636. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20637. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20638. } else { // 1
  20639. 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};
  20640. 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};
  20641. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20642. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20643. }
  20644. }
  20645. } else {
  20646. skill_nounit_layout[pos].count = 21;
  20647. if( i&2 ) {
  20648. if( i&4 ) { // 6
  20649. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20650. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20651. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20652. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20653. } else { // 2
  20654. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20655. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20656. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20657. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20658. }
  20659. } else {
  20660. if( i&4 ) { // 4
  20661. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20662. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20663. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20664. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20665. } else { // 0
  20666. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20667. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20668. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20669. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20670. }
  20671. }
  20672. }
  20673. pos++;
  20674. }
  20675. for( i = 0; i < 8; i++ ) {
  20676. if( i&1 ) {
  20677. skill_nounit_layout[pos].count = 74;
  20678. if( i&2 ) {
  20679. if( i&4 ) { // 7
  20680. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20681. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20682. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20683. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20684. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20685. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20686. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20687. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20688. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20689. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20690. } else { // 3
  20691. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20692. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20693. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20694. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20695. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20696. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20697. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20698. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20699. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20700. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20701. }
  20702. } else {
  20703. if( i&4 ) { // 5
  20704. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20705. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20706. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20707. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20708. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20709. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20710. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20711. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20712. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20713. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20714. } else { // 1
  20715. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20716. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20717. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20718. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20719. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20720. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20721. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20722. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20723. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20724. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20725. }
  20726. }
  20727. } else {
  20728. skill_nounit_layout[pos].count = 44;
  20729. if( i&2 ) {
  20730. if( i&4 ) { // 6
  20731. 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};
  20732. 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};
  20733. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20734. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20735. } else { // 2
  20736. 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};
  20737. 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};
  20738. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20739. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20740. }
  20741. } else {
  20742. if( i&4 ) { // 4
  20743. 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};
  20744. 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};
  20745. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20746. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20747. } else { // 0
  20748. 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};
  20749. 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};
  20750. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20751. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20752. }
  20753. }
  20754. }
  20755. pos++;
  20756. }
  20757. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20758. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20759. }
  20760. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20761. status_change *sc = status_get_sc(bl);
  20762. if( !sc || !bl || !skill_id )
  20763. return 0; // Can do it
  20764. switch (type) {
  20765. case SC_ANKLE:
  20766. if (skill_id == AL_TELEPORT)
  20767. return 1;
  20768. break;
  20769. case SC_STASIS:
  20770. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20771. return 1; // Can't do it.
  20772. break;
  20773. case SC_KAGEHUMI:
  20774. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20775. return 1;
  20776. case SC_BITE:
  20777. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20778. return 1;
  20779. break;
  20780. }
  20781. return 0;
  20782. }
  20783. /**
  20784. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  20785. * @param sc: Status changes active on target
  20786. * @param skill_id: Skill to toggle
  20787. * @return True on success or false otherwise
  20788. */
  20789. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  20790. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  20791. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  20792. return false;
  20793. if (skill->inf2[INF2_TOGGLEABLE]) {
  20794. if (sc.getSCE(skill->sc))
  20795. return true;
  20796. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20797. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  20798. return true;
  20799. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  20800. return true;
  20801. }
  20802. return false;
  20803. }
  20804. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  20805. int type = 0;
  20806. switch( skill_id ) {
  20807. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  20808. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  20809. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  20810. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  20811. }
  20812. type += skill_lv - 1;
  20813. return type;
  20814. }
  20815. /**
  20816. * Check before do `unit_movepos` call
  20817. * @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
  20818. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  20819. **/
  20820. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  20821. status_change *sc;
  20822. nullpo_retr(false, bl);
  20823. struct map_data *mapdata = map_getmapdata(bl->m);
  20824. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  20825. return false;
  20826. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  20827. return false;
  20828. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  20829. return false;
  20830. sc = status_get_sc(bl);
  20831. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  20832. return false;
  20833. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  20834. }
  20835. /**
  20836. * Get skill duration after adjustments by skill_duration mapflag
  20837. * @param mapdata: Source map data
  20838. * @param skill_id: Skill ID
  20839. * @param skill_lv: Skill level
  20840. * @return Adjusted skill duration
  20841. */
  20842. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  20843. int time = 0;
  20844. if (!(time = skill_get_time(skill_id, skill_lv)))
  20845. return 0;
  20846. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  20847. return time / 100 * mapdata->skill_duration[skill_id];
  20848. return time;
  20849. }
  20850. const std::string SkillDatabase::getDefaultLocation() {
  20851. return std::string(db_path) + "/skill_db.yml";
  20852. }
  20853. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  20854. int32 value;
  20855. const auto& skNode = node[c4::to_csubstr(nodeName)];
  20856. if (!skNode.is_seq()) {
  20857. if (!this->asInt32(node, nodeName, value))
  20858. return false;
  20859. for (size_t i = 0; i < S; i++)
  20860. arr[i] = value;
  20861. } else {
  20862. uint16 max_level = 0;
  20863. for (const auto& it : skNode) {
  20864. uint16 skill_lv;
  20865. if (!this->asUInt16(it, "Level", skill_lv))
  20866. continue;
  20867. if (skill_lv > MAX_SKILL_LEVEL) {
  20868. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  20869. return false;
  20870. }
  20871. if (!this->asInt32(it, subNodeName, value))
  20872. continue;
  20873. arr[skill_lv - 1] = value;
  20874. max_level = max(max_level, skill_lv);
  20875. }
  20876. size_t i = max_level, j;
  20877. // Check for linear change with increasing steps until we reach half of the data acquired.
  20878. for (size_t step = 1; step <= i / 2; step++) {
  20879. int diff = arr[i - 1] - arr[i - step - 1];
  20880. for (j = i - 1; j >= step; j--) {
  20881. if ((arr[j] - arr[j - step]) != diff)
  20882. break;
  20883. }
  20884. if (j >= step) // No match, try next step.
  20885. continue;
  20886. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  20887. arr[i] = arr[i - step] + diff;
  20888. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  20889. arr[i] = 1;
  20890. diff = 0;
  20891. step = 1;
  20892. }
  20893. }
  20894. return true;
  20895. }
  20896. // Unable to determine linear trend, fill remaining array values with last value
  20897. for (; i < S; i++)
  20898. arr[i] = arr[max_level - 1];
  20899. }
  20900. return true;
  20901. }
  20902. /**
  20903. * Reads and parses an entry from the skill_db.
  20904. * @param node: YAML node containing the entry.
  20905. * @return count of successfully parsed rows
  20906. */
  20907. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  20908. uint16 skill_id;
  20909. if (!this->asUInt16(node, "Id", skill_id))
  20910. return 0;
  20911. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  20912. bool exists = skill != nullptr;
  20913. if (!exists) {
  20914. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  20915. return 0;
  20916. skill = std::make_shared<s_skill_db>();
  20917. skill->nameid = skill_id;
  20918. }
  20919. if (this->nodeExists(node, "Name")) {
  20920. std::string name;
  20921. if (!this->asString(node, "Name", name))
  20922. return 0;
  20923. name.resize(SKILL_NAME_LENGTH);
  20924. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  20925. }
  20926. if (this->nodeExists(node, "Description")) {
  20927. std::string name;
  20928. if (!this->asString(node, "Description", name))
  20929. return 0;
  20930. name.resize(SKILL_DESC_LENGTH);
  20931. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  20932. }
  20933. if (this->nodeExists(node, "MaxLevel")) {
  20934. uint16 skill_lv;
  20935. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  20936. return 0;
  20937. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  20938. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  20939. return 0;
  20940. }
  20941. skill->max = skill_lv;
  20942. }
  20943. if (this->nodeExists(node, "Type")) {
  20944. std::string type;
  20945. if (!this->asString(node, "Type", type))
  20946. return 0;
  20947. std::string type_constant = "BF_" + type;
  20948. int64 constant;
  20949. if (!script_get_constant(type_constant.c_str(), &constant)) {
  20950. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  20951. return 0;
  20952. }
  20953. if (constant < BF_NONE || constant > BF_MISC) {
  20954. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  20955. return 0;
  20956. }
  20957. skill->skill_type = static_cast<e_battle_flag>(constant);
  20958. } else {
  20959. if (!exists)
  20960. skill->skill_type = BF_NONE;
  20961. }
  20962. if (this->nodeExists(node, "TargetType")) {
  20963. std::string inf;
  20964. if (!this->asString(node, "TargetType", inf))
  20965. return 0;
  20966. std::string inf_constant = "INF_" + inf + "_SKILL";
  20967. int64 constant;
  20968. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  20969. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  20970. return 0;
  20971. }
  20972. skill->inf = static_cast<uint16>(constant);
  20973. }
  20974. if (this->nodeExists(node, "DamageFlags")) {
  20975. const auto& damageNode = node["DamageFlags"];
  20976. for (const auto& it : damageNode) {
  20977. std::string nk;
  20978. c4::from_chars(it.key(), &nk);
  20979. std::string nk_constant = "NK_" + nk;
  20980. int64 constant;
  20981. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  20982. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  20983. return 0;
  20984. }
  20985. bool active;
  20986. if (!this->asBool(damageNode, nk, active))
  20987. return 0;
  20988. if (active)
  20989. skill->nk.set(static_cast<uint8>(constant));
  20990. else
  20991. skill->nk.reset(static_cast<uint8>(constant));
  20992. }
  20993. }
  20994. if (this->nodeExists(node, "Flags")) {
  20995. const auto& infoNode = node["Flags"];
  20996. for (const auto& it : infoNode) {
  20997. std::string inf2;
  20998. c4::from_chars(it.key(), &inf2);
  20999. std::string inf2_constant = "INF2_" + inf2;
  21000. int64 constant;
  21001. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21002. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21003. continue;
  21004. }
  21005. bool active;
  21006. if (!this->asBool(infoNode, inf2, active))
  21007. return 0;
  21008. if (active)
  21009. skill->inf2.set(static_cast<uint8>(constant));
  21010. else
  21011. skill->inf2.reset(static_cast<uint8>(constant));
  21012. }
  21013. }
  21014. if (this->nodeExists(node, "Range")) {
  21015. if (!this->parseNode("Range", "Size", node, skill->range))
  21016. return 0;
  21017. } else {
  21018. if (!exists)
  21019. memset(skill->range, 0, sizeof(skill->range));
  21020. }
  21021. if (this->nodeExists(node, "Hit")) {
  21022. std::string hit;
  21023. if (!this->asString(node, "Hit", hit))
  21024. return 0;
  21025. std::string hit_constant = "DMG_" + hit;
  21026. int64 constant;
  21027. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21028. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21029. return 0;
  21030. }
  21031. skill->hit = static_cast<e_damage_type>(constant);
  21032. } else {
  21033. if (!exists)
  21034. skill->hit = DMG_NORMAL;
  21035. }
  21036. if (this->nodeExists(node, "HitCount")) {
  21037. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21038. return 0;
  21039. } else {
  21040. if (!exists)
  21041. memset(skill->num, 0, sizeof(skill->num));
  21042. }
  21043. if (this->nodeExists(node, "Element")) {
  21044. const auto elementNode = node["Element"];
  21045. std::string element;
  21046. if (!elementNode.is_seq()) {
  21047. if (!this->asString(node, "Element", element))
  21048. return 0;
  21049. std::string element_constant = "ELE_" + element;
  21050. int64 constant;
  21051. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21052. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21053. return 0;
  21054. }
  21055. if (constant == ELE_NONE) {
  21056. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21057. return 0;
  21058. }
  21059. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21060. } else {
  21061. for (const auto& it : elementNode) {
  21062. uint16 skill_lv;
  21063. if (!this->asUInt16(it, "Level", skill_lv))
  21064. continue;
  21065. if (skill_lv > MAX_SKILL_LEVEL) {
  21066. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21067. return false;
  21068. }
  21069. if (!this->asString(it, "Element", element))
  21070. continue;
  21071. std::string element_constant = "ELE_" + element;
  21072. int64 constant;
  21073. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21074. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21075. return 0;
  21076. }
  21077. if (constant == ELE_NONE) {
  21078. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21079. return 0;
  21080. }
  21081. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21082. }
  21083. }
  21084. } else {
  21085. if (!exists)
  21086. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21087. }
  21088. if (this->nodeExists(node, "SplashArea")) {
  21089. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21090. return 0;
  21091. } else {
  21092. if (!exists)
  21093. memset(skill->splash, 0, sizeof(skill->splash));
  21094. }
  21095. if (this->nodeExists(node, "ActiveInstance")) {
  21096. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21097. return 0;
  21098. } else {
  21099. if (!exists)
  21100. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21101. }
  21102. if (this->nodeExists(node, "Knockback")) {
  21103. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21104. return 0;
  21105. } else {
  21106. if (!exists)
  21107. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21108. }
  21109. if (this->nodeExists(node, "CopyFlags")) {
  21110. const auto& copyNode = node["CopyFlags"];
  21111. if (this->nodeExists(copyNode, "Skill")) {
  21112. const auto& copyskillNode = copyNode["Skill"];
  21113. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21114. bool active;
  21115. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21116. return 0;
  21117. if (active)
  21118. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21119. else
  21120. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21121. }
  21122. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21123. bool active;
  21124. if (!this->asBool(copyskillNode, "Reproduce", active))
  21125. return 0;
  21126. if (active)
  21127. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21128. else
  21129. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21130. }
  21131. } else {
  21132. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21133. return 0;
  21134. }
  21135. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21136. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21137. for (const auto& it : copyreqNode) {
  21138. std::string req;
  21139. c4::from_chars(it.key(), &req);
  21140. std::string req_constant = "SKILL_REQ_" + req;
  21141. int64 constant;
  21142. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21143. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21144. return 0;
  21145. }
  21146. skill->copyable.req_opt |= constant;
  21147. }
  21148. } else {
  21149. if (!exists)
  21150. skill->copyable.req_opt = 0;
  21151. }
  21152. }
  21153. if (this->nodeExists(node, "NoNearNpc")) {
  21154. const auto& npcNode = node["NoNearNpc"];
  21155. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21156. uint16 range;
  21157. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21158. return 0;
  21159. skill->unit_nonearnpc_range = range;
  21160. } else {
  21161. if (!exists)
  21162. skill->unit_nonearnpc_range = 0;
  21163. }
  21164. if (this->nodeExists(npcNode, "Type")) {
  21165. const auto& npctypeNode = npcNode["Type"];
  21166. for (const auto& it : npctypeNode) {
  21167. std::string type;
  21168. c4::from_chars(it.key(), &type);
  21169. std::string type_constant = "SKILL_NONEAR_" + type;
  21170. int64 constant;
  21171. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21172. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21173. return 0;
  21174. }
  21175. bool active;
  21176. if (!this->asBool(npctypeNode, type, active))
  21177. return 0;
  21178. if (active)
  21179. skill->unit_nonearnpc_type |= constant;
  21180. else
  21181. skill->unit_nonearnpc_type &= ~constant;
  21182. }
  21183. } else {
  21184. if (!exists)
  21185. skill->unit_nonearnpc_type = 0;
  21186. }
  21187. }
  21188. if (this->nodeExists(node, "CastCancel")) {
  21189. bool active;
  21190. if (!this->asBool(node, "CastCancel", active))
  21191. return 0;
  21192. skill->castcancel = active;
  21193. } else {
  21194. if (!exists)
  21195. skill->castcancel = false;
  21196. }
  21197. if (this->nodeExists(node, "CastDefenseReduction")) {
  21198. uint16 reduction;
  21199. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21200. return 0;
  21201. skill->cast_def_rate = reduction;
  21202. } else {
  21203. if (!exists)
  21204. skill->cast_def_rate = 0;
  21205. }
  21206. if (this->nodeExists(node, "CastTime")) {
  21207. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21208. return 0;
  21209. } else {
  21210. if (!exists)
  21211. memset(skill->cast, 0, sizeof(skill->cast));
  21212. }
  21213. if (this->nodeExists(node, "AfterCastActDelay")) {
  21214. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21215. return 0;
  21216. } else {
  21217. if (!exists)
  21218. memset(skill->delay, 0, sizeof(skill->delay));
  21219. }
  21220. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21221. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21222. return 0;
  21223. } else {
  21224. if (!exists)
  21225. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21226. }
  21227. if (this->nodeExists(node, "Duration1")) {
  21228. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21229. return 0;
  21230. } else {
  21231. if (!exists)
  21232. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21233. }
  21234. if (this->nodeExists(node, "Duration2")) {
  21235. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21236. return 0;
  21237. } else {
  21238. if (!exists)
  21239. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21240. }
  21241. if (this->nodeExists(node, "Cooldown")) {
  21242. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21243. return 0;
  21244. } else {
  21245. if (!exists)
  21246. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21247. }
  21248. #ifdef RENEWAL_CAST
  21249. if (this->nodeExists(node, "FixedCastTime")) {
  21250. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21251. return 0;
  21252. } else {
  21253. if (!exists)
  21254. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21255. }
  21256. #endif
  21257. if (this->nodeExists(node, "CastTimeFlags")) {
  21258. const auto& castNode = node["CastTimeFlags"];
  21259. for (const auto& it : castNode) {
  21260. std::string flag;
  21261. c4::from_chars(it.key(), &flag);
  21262. std::string flag_constant = "SKILL_CAST_" + flag;
  21263. int64 constant;
  21264. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21265. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21266. return 0;
  21267. }
  21268. bool active;
  21269. if (!this->asBool(castNode, flag, active))
  21270. return 0;
  21271. if (active)
  21272. skill->castnodex |= constant;
  21273. else
  21274. skill->castnodex &= ~constant;
  21275. }
  21276. }
  21277. if (this->nodeExists(node, "CastDelayFlags")) {
  21278. const auto& castNode = node["CastDelayFlags"];
  21279. for (const auto& it : castNode) {
  21280. std::string flag;
  21281. c4::from_chars(it.key(), &flag);
  21282. std::string flag_constant = "SKILL_CAST_" + flag;
  21283. int64 constant;
  21284. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21285. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21286. return 0;
  21287. }
  21288. bool active;
  21289. if (!this->asBool(castNode, flag, active))
  21290. return 0;
  21291. if (active)
  21292. skill->delaynodex |= constant;
  21293. else
  21294. skill->delaynodex &= ~constant;
  21295. }
  21296. }
  21297. if (this->nodeExists(node, "Requires")) {
  21298. const auto& requireNode = node["Requires"];
  21299. if (this->nodeExists(requireNode, "HpCost")) {
  21300. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21301. return 0;
  21302. } else {
  21303. if (!exists)
  21304. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21305. }
  21306. if (this->nodeExists(requireNode, "SpCost")) {
  21307. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21308. return 0;
  21309. } else {
  21310. if (!exists)
  21311. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21312. }
  21313. if (this->nodeExists(requireNode, "ApCost")) {
  21314. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21315. return 0;
  21316. } else {
  21317. if (!exists)
  21318. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21319. }
  21320. if (this->nodeExists(requireNode, "HpRateCost")) {
  21321. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21322. return 0;
  21323. } else {
  21324. if (!exists)
  21325. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21326. }
  21327. if (this->nodeExists(requireNode, "SpRateCost")) {
  21328. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21329. return 0;
  21330. } else {
  21331. if (!exists)
  21332. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21333. }
  21334. if (this->nodeExists(requireNode, "ApRateCost")) {
  21335. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21336. return 0;
  21337. } else {
  21338. if (!exists)
  21339. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21340. }
  21341. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21342. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21343. return 0;
  21344. } else {
  21345. if (!exists)
  21346. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21347. }
  21348. if (this->nodeExists(requireNode, "ZenyCost")) {
  21349. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21350. return 0;
  21351. } else {
  21352. if (!exists)
  21353. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21354. }
  21355. if (this->nodeExists(requireNode, "Weapon")) {
  21356. const auto& weaponNode = requireNode["Weapon"];
  21357. if (this->nodeExists(weaponNode, "All")) {
  21358. bool active;
  21359. if (!this->asBool(weaponNode, "All", active))
  21360. return 0;
  21361. if (active)
  21362. skill->require.weapon = 0;
  21363. } else {
  21364. for (const auto& it : weaponNode) {
  21365. std::string weapon;
  21366. c4::from_chars(it.key(), &weapon);
  21367. std::string weapon_constant = "W_" + weapon;
  21368. int64 constant;
  21369. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21370. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21371. return 0;
  21372. }
  21373. bool active;
  21374. if (!this->asBool(weaponNode, weapon, active))
  21375. return 0;
  21376. if (active)
  21377. skill->require.weapon |= 1 << constant;
  21378. else
  21379. skill->require.weapon &= ~(1 << constant);
  21380. }
  21381. }
  21382. } else {
  21383. if (!exists)
  21384. skill->require.weapon = 0;
  21385. }
  21386. if (this->nodeExists(requireNode, "Ammo")) {
  21387. const auto& ammoNode = requireNode["Ammo"];
  21388. if (this->nodeExists(ammoNode, "None")) {
  21389. bool active;
  21390. if (!this->asBool(ammoNode, "None", active))
  21391. return 0;
  21392. if (active)
  21393. skill->require.ammo = 0;
  21394. } else {
  21395. for (const auto& it : ammoNode) {
  21396. std::string ammo;
  21397. c4::from_chars(it.key(), &ammo);
  21398. std::string ammo_constant = "AMMO_" + ammo;
  21399. int64 constant;
  21400. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21401. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21402. return 0;
  21403. }
  21404. bool active;
  21405. if (!this->asBool(ammoNode, ammo, active))
  21406. return 0;
  21407. if (active)
  21408. skill->require.ammo |= 1 << constant;
  21409. else
  21410. skill->require.ammo &= ~(1 << constant);
  21411. }
  21412. }
  21413. } else {
  21414. if (!exists)
  21415. skill->require.ammo = 0;
  21416. }
  21417. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21418. if (skill->require.ammo == 0) {
  21419. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21420. return 0;
  21421. }
  21422. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21423. return 0;
  21424. } else {
  21425. if (!exists)
  21426. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21427. }
  21428. if (this->nodeExists(requireNode, "State")) {
  21429. std::string state;
  21430. if (!this->asString(requireNode, "State", state))
  21431. return 0;
  21432. std::string state_constant = "ST_" + state;
  21433. int64 constant;
  21434. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21435. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21436. return 0;
  21437. }
  21438. skill->require.state = static_cast<int32>(constant);
  21439. }
  21440. if (this->nodeExists(requireNode, "Status")) {
  21441. const auto& statusNode = requireNode["Status"];
  21442. for (const auto& it : statusNode) {
  21443. std::string status;
  21444. c4::from_chars(it.key(), &status);
  21445. std::string status_constant = "SC_" + status;
  21446. int64 constant;
  21447. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21448. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21449. return 0;
  21450. }
  21451. bool active;
  21452. if (!this->asBool(statusNode, status, active))
  21453. return 0;
  21454. auto status_exists = util::vector_get(skill->require.status, constant);
  21455. if (active && status_exists == skill->require.status.end())
  21456. skill->require.status.push_back(static_cast<sc_type>(constant));
  21457. else if (!active && status_exists != skill->require.status.end())
  21458. skill->require.status.erase(status_exists);
  21459. }
  21460. }
  21461. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21462. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21463. return 0;
  21464. } else {
  21465. if (!exists)
  21466. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21467. }
  21468. if (this->nodeExists(requireNode, "ItemCost")) {
  21469. const auto itemNode = requireNode["ItemCost"];
  21470. int32 count = 0;
  21471. for (const auto& it : itemNode) {
  21472. std::string item_name;
  21473. if (!this->asString(it, "Item", item_name))
  21474. continue;
  21475. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21476. if (item == nullptr) {
  21477. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21478. return 0;
  21479. }
  21480. int32 amount;
  21481. if (!this->asInt32(it, "Amount", amount))
  21482. continue;
  21483. if (this->nodeExists(it, "Level")) {
  21484. uint16 cost_level;
  21485. if (!this->asUInt16(it, "Level", cost_level))
  21486. continue;
  21487. if (cost_level < 1 || cost_level > skill->max) {
  21488. 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);
  21489. return 0;
  21490. }
  21491. count = cost_level - 1;
  21492. if (!skill->require.itemid_level_dependent)
  21493. skill->require.itemid_level_dependent = true;
  21494. }
  21495. skill->require.itemid[count] = item->nameid;
  21496. skill->require.amount[count] = amount;
  21497. count++;
  21498. }
  21499. }
  21500. if (this->nodeExists(requireNode, "Equipment")) {
  21501. const auto& equipNode = requireNode["Equipment"];
  21502. for (const auto& it : equipNode) {
  21503. std::string item_name;
  21504. c4::from_chars(it.key(), &item_name);
  21505. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21506. if (item == nullptr) {
  21507. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21508. return 0;
  21509. }
  21510. bool active;
  21511. if (!this->asBool(equipNode, item_name, active))
  21512. return 0;
  21513. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21514. if (active && equip_exists == skill->require.eqItem.end())
  21515. skill->require.eqItem.push_back(item->nameid);
  21516. else if (!active && equip_exists != skill->require.eqItem.end())
  21517. skill->require.eqItem.erase(equip_exists);
  21518. }
  21519. }
  21520. }
  21521. if (this->nodeExists(node, "GiveAp")) {
  21522. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21523. return 0;
  21524. } else {
  21525. if (!exists)
  21526. memset(skill->giveap, 0, sizeof(skill->giveap));
  21527. }
  21528. if (this->nodeExists(node, "Unit")) {
  21529. const auto& unitNode = node["Unit"];
  21530. if (this->nodeExists(unitNode, "Id")) {
  21531. std::string unit;
  21532. if (!this->asString(unitNode, "Id", unit))
  21533. return 0;
  21534. std::string unit_constant = "UNT_" + unit;
  21535. int64 constant;
  21536. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21537. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21538. return 0;
  21539. }
  21540. skill->unit_id = static_cast<uint16>(constant);
  21541. } else {
  21542. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21543. return 0;
  21544. }
  21545. if (this->nodeExists(unitNode, "AlternateId")) {
  21546. std::string unit;
  21547. if (!this->asString(unitNode, "AlternateId", unit))
  21548. return 0;
  21549. std::string unit_constant = "UNT_" + unit;
  21550. int64 constant;
  21551. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21552. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21553. return 0;
  21554. }
  21555. skill->unit_id2 = static_cast<uint16>(constant);
  21556. } else {
  21557. if (!exists)
  21558. skill->unit_id2 = 0;
  21559. }
  21560. if (this->nodeExists(unitNode, "Layout")) {
  21561. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21562. return 0;
  21563. } else {
  21564. if (!exists)
  21565. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21566. }
  21567. if (this->nodeExists(unitNode, "Range")) {
  21568. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21569. return 0;
  21570. } else {
  21571. if (!exists)
  21572. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21573. }
  21574. if (this->nodeExists(unitNode, "Interval")) {
  21575. int16 interval;
  21576. if (!this->asInt16(unitNode, "Interval", interval))
  21577. return 0;
  21578. skill->unit_interval = interval;
  21579. } else {
  21580. if (!exists)
  21581. skill->unit_interval = 0;
  21582. }
  21583. if (this->nodeExists(unitNode, "Target")) {
  21584. std::string target;
  21585. if (!this->asString(unitNode, "Target", target))
  21586. return 0;
  21587. std::string target_constant = "BCT_" + target;
  21588. int64 constant;
  21589. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21590. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21591. return 0;
  21592. }
  21593. skill->unit_target = static_cast<int32>(constant);
  21594. } else {
  21595. if (!exists)
  21596. skill->unit_target = BCT_ALL;
  21597. }
  21598. if (this->nodeExists(unitNode, "Flag")) {
  21599. const auto& flagNode = unitNode["Flag"];
  21600. for (const auto& it : flagNode) {
  21601. std::string flag;
  21602. c4::from_chars(it.key(), &flag);
  21603. std::string flag_constant = "UF_" + flag;
  21604. int64 constant;
  21605. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21606. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21607. return 0;
  21608. }
  21609. bool active;
  21610. if (!this->asBool(flagNode, flag, active))
  21611. return 0;
  21612. if (active)
  21613. skill->unit_flag.set(static_cast<uint8>(constant));
  21614. else
  21615. skill->unit_flag.reset(static_cast<uint8>(constant));
  21616. }
  21617. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21618. skill->unit_target = BCT_NOENEMY;
  21619. // By default, target just characters.
  21620. skill->unit_target |= BL_CHAR;
  21621. if (skill->unit_flag[UF_NOPC])
  21622. skill->unit_target &= ~BL_PC;
  21623. if (skill->unit_flag[UF_NOMOB])
  21624. skill->unit_target &= ~BL_MOB;
  21625. if (skill->unit_flag[UF_SKILL])
  21626. skill->unit_target |= BL_SKILL;
  21627. } else {
  21628. if (!exists){
  21629. skill->unit_flag = UF_NONE;
  21630. // By default, target just characters.
  21631. skill->unit_target |= BL_CHAR;
  21632. }
  21633. }
  21634. }
  21635. if (this->nodeExists(node, "Status")) {
  21636. std::string status;
  21637. if (!this->asString(node, "Status", status))
  21638. return 0;
  21639. std::string status_constant = "SC_" + status;
  21640. int64 constant;
  21641. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21642. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21643. return 0;
  21644. }
  21645. if (constant < SC_NONE || constant >= SC_MAX) {
  21646. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21647. constant = SC_NONE;
  21648. }
  21649. skill->sc = static_cast<sc_type>(constant);
  21650. } else {
  21651. if (!exists)
  21652. skill->sc = SC_NONE;
  21653. }
  21654. if (!exists) {
  21655. this->put(skill_id, skill);
  21656. this->skilldb_id2idx[skill_id] = this->skill_num;
  21657. this->skill_num++;
  21658. }
  21659. return 1;
  21660. }
  21661. void SkillDatabase::clear() {
  21662. TypesafeCachedYamlDatabase::clear();
  21663. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21664. this->skill_num = 1;
  21665. }
  21666. void SkillDatabase::loadingFinished(){
  21667. if( this->skill_num > MAX_SKILL ){
  21668. 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 );
  21669. }
  21670. TypesafeCachedYamlDatabase::loadingFinished();
  21671. }
  21672. /**
  21673. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21674. * @param skill_id
  21675. * @param silent If Skill is undefined, show error message!
  21676. * @return Skill Index or 0 if not found/unset
  21677. **/
  21678. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21679. uint16 idx = this->skilldb_id2idx[skill_id];
  21680. if( idx == 0 && skill_id != 0 && !silent ){
  21681. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21682. }
  21683. return idx;
  21684. }
  21685. SkillDatabase skill_db;
  21686. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21687. return std::string(db_path) + "/spellbook_db.yml";
  21688. }
  21689. /**
  21690. * Reads and parses an entry from the spellbook_db.
  21691. * @param node: YAML node containing the entry.
  21692. * @return count of successfully parsed rows
  21693. */
  21694. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21695. std::string skill_name;
  21696. if (!this->asString(node, "Skill", skill_name))
  21697. return 0;
  21698. uint16 skill_id = skill_name2id(skill_name.c_str());
  21699. if (skill_id == 0) {
  21700. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21701. return 0;
  21702. }
  21703. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21704. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21705. return 0;
  21706. }
  21707. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21708. bool exists = spell != nullptr;
  21709. if (!exists) {
  21710. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21711. return 0;
  21712. spell = std::make_shared<s_skill_spellbook_db>();
  21713. spell->skill_id = skill_id;
  21714. }
  21715. if (this->nodeExists(node, "Book")) {
  21716. std::string book_name;
  21717. if (!this->asString(node, "Book", book_name))
  21718. return 0;
  21719. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21720. if (item == nullptr) {
  21721. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21722. return 0;
  21723. }
  21724. spell->nameid = item->nameid;
  21725. }
  21726. if (this->nodeExists(node, "PreservePoints")) {
  21727. uint16 points;
  21728. if (!this->asUInt16(node, "PreservePoints", points))
  21729. return 0;
  21730. spell->points = points;
  21731. }
  21732. if (!exists)
  21733. this->put(skill_id, spell);
  21734. return 1;
  21735. }
  21736. /**
  21737. * Check if the specified item is available in the spellbook_db or not
  21738. * @param nameid: Book Item ID
  21739. * @return Spell data or nullptr otherwise
  21740. */
  21741. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21742. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  21743. return nullptr;
  21744. for (const auto &spell : reading_spellbook_db) {
  21745. if (spell.second->nameid == nameid)
  21746. return spell.second;
  21747. }
  21748. return nullptr;
  21749. }
  21750. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21751. return std::string(db_path) + "/magicmushroom_db.yml";
  21752. }
  21753. /**
  21754. * Reads and parses an entry from the magicmushroom_db.
  21755. * @param node: YAML node containing the entry.
  21756. * @return count of successfully parsed rows
  21757. */
  21758. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21759. std::string skill_name;
  21760. if (!this->asString(node, "Skill", skill_name))
  21761. return 0;
  21762. uint16 skill_id = skill_name2id(skill_name.c_str());
  21763. if (!skill_id) {
  21764. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21765. return 0;
  21766. }
  21767. if (!skill_get_inf(skill_id)) {
  21768. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21769. return 0;
  21770. }
  21771. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21772. bool exists = mushroom != nullptr;
  21773. if (!exists) {
  21774. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21775. mushroom->skill_id = skill_id;
  21776. this->put(skill_id, mushroom);
  21777. }
  21778. return 1;
  21779. }
  21780. /** Reads skill no cast db
  21781. * Structure: SkillID,Flag
  21782. */
  21783. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21784. {
  21785. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21786. if (!skill)
  21787. return false;
  21788. skill->nocast |= atoi(split[1]);
  21789. return true;
  21790. }
  21791. /** Reads Produce db
  21792. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  21793. */
  21794. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  21795. {
  21796. unsigned short x, y;
  21797. unsigned short id = atoi(split[0]);
  21798. t_itemid nameid = 0;
  21799. bool found = false;
  21800. if (id >= ARRAYLENGTH(skill_produce_db)) {
  21801. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  21802. return false;
  21803. }
  21804. // Clear previous data, for importing support
  21805. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  21806. // Import just for clearing/disabling from original data
  21807. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  21808. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  21809. return true;
  21810. }
  21811. if (!item_db.exists(nameid)) {
  21812. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  21813. return false;
  21814. }
  21815. skill_produce_db[id].nameid = nameid;
  21816. skill_produce_db[id].itemlv = atoi(split[2]);
  21817. skill_produce_db[id].req_skill = atoi(split[3]);
  21818. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  21819. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  21820. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  21821. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  21822. }
  21823. if (!found)
  21824. skill_produce_count++;
  21825. return true;
  21826. }
  21827. const std::string SkillArrowDatabase::getDefaultLocation() {
  21828. return std::string(db_path) + "/create_arrow_db.yml";
  21829. }
  21830. /**
  21831. * Reads and parses an entry from the create_arrow_db.
  21832. * @param node: YAML node containing the entry.
  21833. * @return count of successfully parsed rows
  21834. */
  21835. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21836. std::string source_name;
  21837. if (!this->asString(node, "Source", source_name))
  21838. return 0;
  21839. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  21840. if (item == nullptr) {
  21841. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  21842. return 0;
  21843. }
  21844. t_itemid nameid = item->nameid;
  21845. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  21846. bool exists = arrow != nullptr;
  21847. if (!exists) {
  21848. arrow = std::make_shared<s_skill_arrow_db>();
  21849. arrow->nameid = nameid;
  21850. }
  21851. const auto& MakeNode = node["Make"];
  21852. for (const auto &it : MakeNode) {
  21853. std::string item_name;
  21854. if (!this->asString(it, "Item", item_name))
  21855. return 0;
  21856. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21857. if (item == nullptr) {
  21858. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  21859. return 0;
  21860. }
  21861. uint16 amount;
  21862. if (!this->asUInt16(it, "Amount", amount))
  21863. return 0;
  21864. if (amount == 0) {
  21865. if (arrow->created.erase(item->nameid) == 0)
  21866. 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());
  21867. continue;
  21868. }
  21869. if (amount > MAX_AMOUNT) {
  21870. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  21871. continue;
  21872. }
  21873. arrow->created[item->nameid] = amount;
  21874. }
  21875. if (!exists)
  21876. this->put(nameid, arrow);
  21877. return 1;
  21878. }
  21879. const std::string AbraDatabase::getDefaultLocation() {
  21880. return std::string(db_path) + "/abra_db.yml";
  21881. }
  21882. /**
  21883. * Reads and parses an entry from the abra_db.
  21884. * @param node: YAML node containing the entry.
  21885. * @return count of successfully parsed rows
  21886. */
  21887. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21888. std::string skill_name;
  21889. if (!this->asString(node, "Skill", skill_name))
  21890. return 0;
  21891. uint16 skill_id = skill_name2id(skill_name.c_str());
  21892. if (!skill_id) {
  21893. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  21894. return 0;
  21895. }
  21896. if (!skill_get_inf(skill_id)) {
  21897. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  21898. return 0;
  21899. }
  21900. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  21901. bool exists = abra != nullptr;
  21902. if (!exists) {
  21903. abra = std::make_shared<s_skill_abra_db>();
  21904. abra->skill_id = skill_id;
  21905. }
  21906. if (this->nodeExists(node, "Probability")) {
  21907. const auto& probNode = node["Probability"];
  21908. uint16 probability;
  21909. if (!probNode.is_seq()) {
  21910. if (!this->asUInt16Rate(probNode, "Probability", probability))
  21911. return 0;
  21912. abra->per.fill(probability);
  21913. } else {
  21914. abra->per.fill(0);
  21915. for (const auto& it : probNode) {
  21916. uint16 skill_lv;
  21917. if (!this->asUInt16(it, "Level", skill_lv))
  21918. continue;
  21919. if (skill_lv > MAX_SKILL_LEVEL) {
  21920. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21921. return 0;
  21922. }
  21923. if (!this->asUInt16Rate(it, "Probability", probability))
  21924. continue;
  21925. abra->per[skill_lv - 1] = probability;
  21926. }
  21927. }
  21928. } else {
  21929. if (!exists)
  21930. abra->per.fill(500);
  21931. }
  21932. if (!exists)
  21933. this->put(skill_id, abra);
  21934. return 1;
  21935. }
  21936. /** Reads change material db
  21937. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  21938. */
  21939. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  21940. {
  21941. uint16 id = atoi(split[0]);
  21942. t_itemid nameid = strtoul(split[1], nullptr, 10);
  21943. short rate = atoi(split[2]);
  21944. bool found = false;
  21945. int x, y;
  21946. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  21947. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  21948. return false;
  21949. }
  21950. // Clear previous data, for importing support
  21951. if (skill_changematerial_db[id].nameid > 0) {
  21952. found = true;
  21953. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21954. }
  21955. // Import just for clearing/disabling from original data
  21956. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  21957. if (nameid == 0) {
  21958. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21959. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  21960. return true;
  21961. }
  21962. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  21963. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  21964. if (skill_produce_db[x].nameid == nameid)
  21965. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  21966. break;
  21967. }
  21968. if (x >= MAX_SKILL_PRODUCE_DB) {
  21969. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  21970. return false;
  21971. }
  21972. skill_changematerial_db[id].nameid = nameid;
  21973. skill_changematerial_db[id].rate = rate;
  21974. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  21975. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  21976. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  21977. }
  21978. if (!found)
  21979. skill_changematerial_count++;
  21980. return true;
  21981. }
  21982. /**
  21983. * Reads skill damage adjustment
  21984. * @author [Lilith]
  21985. */
  21986. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  21987. {
  21988. int64 caster_tmp;
  21989. uint16 id;
  21990. int caster, value;
  21991. char *result;
  21992. trim(split[0]);
  21993. if (ISDIGIT(split[0][0])) {
  21994. value = strtol(split[0], &result, 10);
  21995. if (*result) {
  21996. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  21997. return false;
  21998. }
  21999. id = value;
  22000. } else
  22001. id = skill_name2id(split[0]);
  22002. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22003. if (!skill)
  22004. return false;
  22005. skill->damage = {};
  22006. trim(split[1]);
  22007. if (ISDIGIT(split[1][0])) {
  22008. value = strtol(split[1], &result, 10);
  22009. if (*result) {
  22010. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22011. return false;
  22012. }
  22013. caster = value;
  22014. } else { // Try to parse caster as constant
  22015. if (!script_get_constant(split[1], &caster_tmp)) {
  22016. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22017. return false;
  22018. }
  22019. caster = static_cast<uint16>(caster_tmp);
  22020. }
  22021. skill->damage.caster |= caster;
  22022. value = strtol(split[2], &result, 10);
  22023. if (*result) {
  22024. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22025. return false;
  22026. }
  22027. skill->damage.map |= value;
  22028. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22029. value = strtol(split[offset], &result, 10);
  22030. if (*result && *result != ' ') {
  22031. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22032. value = 0;
  22033. }
  22034. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22035. }
  22036. return true;
  22037. }
  22038. /** Reads skill database files */
  22039. static void skill_readdb(void) {
  22040. int i;
  22041. const char* dbsubpath[] = {
  22042. "",
  22043. "/" DBIMPORT,
  22044. //add other path here
  22045. };
  22046. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22047. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22048. skill_produce_count = skill_changematerial_count = 0;
  22049. skill_db.load();
  22050. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22051. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22052. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22053. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22054. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22055. if (i == 0) {
  22056. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22057. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22058. } else {
  22059. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22060. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22061. }
  22062. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22063. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22064. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22065. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22066. aFree(dbsubpath1);
  22067. aFree(dbsubpath2);
  22068. }
  22069. abra_db.load();
  22070. magic_mushroom_db.load();
  22071. reading_spellbook_db.load();
  22072. skill_arrow_db.load();
  22073. skill_init_unit_layout();
  22074. skill_init_nounit_layout();
  22075. }
  22076. void skill_reload (void) {
  22077. skill_db.clear();
  22078. abra_db.clear();
  22079. magic_mushroom_db.clear();
  22080. reading_spellbook_db.clear();
  22081. skill_arrow_db.clear();
  22082. skill_readdb();
  22083. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22084. s_mapiterator *iter = mapit_getallusers();
  22085. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22086. pc_validate_skill(sd);
  22087. clif_skillinfoblock(sd);
  22088. }
  22089. mapit_free(iter);
  22090. }
  22091. /*==========================================
  22092. *
  22093. *------------------------------------------*/
  22094. void do_init_skill(void)
  22095. {
  22096. skill_readdb();
  22097. skillunit_db = idb_alloc(DB_OPT_BASE);
  22098. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22099. bowling_db = idb_alloc(DB_OPT_BASE);
  22100. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22101. ers_chunk_size(skill_timer_ers, 150);
  22102. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22103. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22104. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22105. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22106. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22107. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22108. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22109. }
  22110. void do_final_skill(void)
  22111. {
  22112. skill_db.clear();
  22113. abra_db.clear();
  22114. magic_mushroom_db.clear();
  22115. reading_spellbook_db.clear();
  22116. skill_arrow_db.clear();
  22117. db_destroy(skillunit_db);
  22118. db_destroy(skillusave_db);
  22119. db_destroy(bowling_db);
  22120. ers_destroy(skill_timer_ers);
  22121. }