skill.c 429 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. /**
  50. * Skill Cool Down Delay Saving
  51. **/
  52. DBMap* skillcd_db = NULL;
  53. struct skill_cd {
  54. int duration[MAX_SKILL_TREE];//milliseconds
  55. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  56. short nameid[MAX_SKILL_TREE];//skill id
  57. unsigned char cursor;
  58. };
  59. struct s_skill_db skill_db[MAX_SKILL_DB];
  60. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  61. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  62. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  63. //Warlock
  64. struct s_skill_spellbook_db {
  65. int nameid;
  66. int skillid;
  67. int points;
  68. };
  69. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  70. //Guillotine Cross
  71. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  72. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  73. int firewall_unit_pos;
  74. int icewall_unit_pos;
  75. int earthstrain_unit_pos;
  76. //early declaration
  77. int skill_stasis_check(struct block_list *bl, int src_id, int skillid);
  78. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  79. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  80. //Since only mob-casted splash skills can hit ice-walls
  81. static inline int splash_target(struct block_list* bl)
  82. {
  83. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  84. }
  85. /// Returns the id of the skill, or 0 if not found.
  86. int skill_name2id(const char* name)
  87. {
  88. if( name == NULL )
  89. return 0;
  90. return (int)strdb_get(skilldb_name2id, name);
  91. }
  92. /// Maps skill ids to skill db offsets.
  93. /// Returns the skill's array index, or 0 (Unknown Skill).
  94. int skill_get_index( int id )
  95. {
  96. // avoid ranges reserved for mapping guild/homun/mercenary skills
  97. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  98. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  99. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  100. return 0;
  101. // map skill id to skill db index
  102. if( id >= GD_SKILLBASE )
  103. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  104. else
  105. if( id >= MC_SKILLBASE )
  106. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  107. else
  108. if( id >= HM_SKILLBASE )
  109. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  110. else
  111. ; // identity
  112. // validate result
  113. if( id <= 0 || id >= MAX_SKILL_DB )
  114. return 0;
  115. return id;
  116. }
  117. const char* skill_get_name( int id )
  118. {
  119. return skill_db[skill_get_index(id)].name;
  120. }
  121. const char* skill_get_desc( int id )
  122. {
  123. return skill_db[skill_get_index(id)].desc;
  124. }
  125. // out of bounds error checking [celest]
  126. static void skill_chk(int* id, int lv)
  127. {
  128. *id = skill_get_index(*id); // checks/adjusts id
  129. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  130. }
  131. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  132. // Skill DB
  133. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  134. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  135. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  136. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  137. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  138. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  139. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  140. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  141. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  142. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  143. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  144. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  145. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  146. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  147. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  148. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  149. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  150. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  151. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  152. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  153. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  154. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  155. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  156. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  157. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  158. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  159. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  160. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  161. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  162. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  163. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  164. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  165. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  166. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  167. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  168. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  169. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  170. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  171. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  172. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  173. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  174. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  175. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  176. int skill_tree_get_max(int id, int b_class)
  177. {
  178. int i;
  179. b_class = pc_class2idx(b_class);
  180. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  181. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  182. return skill_tree[b_class][i].max;
  183. else
  184. return skill_get_max(id);
  185. }
  186. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  187. int skill_attack_area(struct block_list *bl,va_list ap);
  188. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  189. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  190. int skill_greed(struct block_list *bl, va_list ap);
  191. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  192. static int skill_trap_splash(struct block_list *bl, va_list ap);
  193. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  194. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  195. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  196. static int skill_unit_effect(struct block_list *bl,va_list ap);
  197. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  198. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  199. int skill_get_casttype (int id)
  200. {
  201. int inf = skill_get_inf(id);
  202. if (inf&(INF_GROUND_SKILL))
  203. return CAST_GROUND;
  204. if (inf&INF_SUPPORT_SKILL)
  205. return CAST_NODAMAGE;
  206. if (inf&INF_SELF_SKILL) {
  207. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  208. return CAST_DAMAGE; //Combo skill.
  209. return CAST_NODAMAGE;
  210. }
  211. if (skill_get_nk(id)&NK_NO_DAMAGE)
  212. return CAST_NODAMAGE;
  213. return CAST_DAMAGE;
  214. };
  215. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  216. int skill_get_range2 (struct block_list *bl, int id, int lv)
  217. {
  218. int range;
  219. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  220. return 9; //Mobs have a range of 9 regardless of skill used.
  221. range = skill_get_range(id, lv);
  222. if( range < 0 )
  223. {
  224. if( battle_config.use_weapon_skill_range&bl->type )
  225. return status_get_range(bl);
  226. range *=-1;
  227. }
  228. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  229. switch( id )
  230. {
  231. case AC_SHOWER: case MA_SHOWER:
  232. case AC_DOUBLE: case MA_DOUBLE:
  233. case HT_BLITZBEAT:
  234. case AC_CHARGEARROW:
  235. case MA_CHARGEARROW:
  236. case SN_FALCONASSAULT:
  237. case HT_POWER:
  238. /**
  239. * Ranger
  240. **/
  241. case RA_ARROWSTORM:
  242. case RA_AIMEDBOLT:
  243. case RA_WUGBITE:
  244. if( bl->type == BL_PC )
  245. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  246. else
  247. range += 10; //Assume level 10?
  248. break;
  249. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  250. case GS_RAPIDSHOWER:
  251. case GS_PIERCINGSHOT:
  252. case GS_FULLBUSTER:
  253. case GS_SPREADATTACK:
  254. case GS_GROUNDDRIFT:
  255. if (bl->type == BL_PC)
  256. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  257. else
  258. range += 10; //Assume level 10?
  259. break;
  260. case NJ_KIRIKAGE:
  261. if (bl->type == BL_PC)
  262. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  263. break;
  264. /**
  265. * Warlock
  266. **/
  267. case WL_WHITEIMPRISON:
  268. case WL_SOULEXPANSION:
  269. case WL_FROSTMISTY:
  270. case WL_MARSHOFABYSS:
  271. case WL_SIENNAEXECRATE:
  272. case WL_DRAINLIFE:
  273. case WL_CRIMSONROCK:
  274. case WL_HELLINFERNO:
  275. case WL_COMET:
  276. case WL_CHAINLIGHTNING:
  277. case WL_TETRAVORTEX:
  278. case WL_RELEASE:
  279. if( bl->type == BL_PC )
  280. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  281. break;
  282. /**
  283. * Ranger Bonus
  284. **/
  285. case HT_LANDMINE:
  286. case HT_FREEZINGTRAP:
  287. case HT_BLASTMINE:
  288. case HT_CLAYMORETRAP:
  289. case RA_CLUSTERBOMB:
  290. case RA_FIRINGTRAP:
  291. case RA_ICEBOUNDTRAP:
  292. if( bl->type == BL_PC )
  293. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  294. }
  295. if( !range && bl->type != BL_PC )
  296. return 9; // Enable non players to use self skills on others. [Skotlex]
  297. return range;
  298. }
  299. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  300. {
  301. int skill, hp;
  302. struct map_session_data *sd = BL_CAST(BL_PC, src);
  303. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  304. struct status_change* sc;
  305. switch( skill_id )
  306. {
  307. case BA_APPLEIDUN:
  308. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  309. if( sd )
  310. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  311. break;
  312. case PR_SANCTUARY:
  313. hp = (skill_lv>6)?777:skill_lv*100;
  314. break;
  315. case NPC_EVILLAND:
  316. hp = (skill_lv>6)?666:skill_lv*100;
  317. break;
  318. default:
  319. if (skill_lv >= battle_config.max_heal_lv)
  320. return battle_config.max_heal;
  321. #if REMODE
  322. /**
  323. * Renewal Heal Formula (from Doddler)
  324. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  325. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  326. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  327. **/
  328. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rand()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  329. #else
  330. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  331. #endif
  332. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  333. hp += hp * skill * 2 / 100;
  334. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  335. hp += hp * skill * 2 / 100;
  336. break;
  337. }
  338. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  339. hp >>= 1;
  340. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  341. hp += hp*skill/100;
  342. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  343. hp += hp*skill/100;
  344. sc = status_get_sc(target);
  345. if( sc && sc->count )
  346. {
  347. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  348. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  349. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  350. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  351. }
  352. return hp;
  353. }
  354. // Making plagiarize check its own function [Aru]
  355. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  356. {
  357. // Never copy NPC/Wedding Skills
  358. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  359. return 0;
  360. // High-class skills
  361. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  362. {
  363. if(battle_config.copyskill_restrict == 2)
  364. return 0;
  365. else if(battle_config.copyskill_restrict)
  366. return (sd->status.class_ == JOB_STALKER);
  367. }
  368. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  369. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  370. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  371. skillid == MER_INCAGI || skillid == MER_BLESSING))
  372. return 0;
  373. return 1;
  374. }
  375. // [MouseJstr] - skill ok to cast? and when?
  376. int skillnotok (int skillid, struct map_session_data *sd)
  377. {
  378. int i,m;
  379. nullpo_retr (1, sd);
  380. m = sd->bl.m;
  381. i = skill_get_index(skillid);
  382. if (i == 0)
  383. return 1; // invalid skill id
  384. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  385. return 0; // GMs can do any damn thing they want
  386. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  387. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  388. // Epoque:
  389. // This code will compare the player's attack motion value which is influenced by ASPD before
  390. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  391. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  392. if( sd->canskill_tick && DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  393. {// attempted to cast a skill before the attack motion has finished
  394. return 1;
  395. }
  396. if (sd->blockskill[i] > 0)
  397. return 1;
  398. /**
  399. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  400. * 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
  401. **/
  402. if( sd->skillitem == skillid )
  403. return 0;
  404. // Check skill restrictions [Celest]
  405. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  406. return 1;
  407. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  408. return 1;
  409. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  410. return 1;
  411. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  412. return 1;
  413. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  414. return 1;
  415. if( sd->sc.option&OPTION_MOUNTING )
  416. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  417. switch (skillid) {
  418. case AL_WARP:
  419. if(map[m].flag.nowarp) {
  420. clif_skill_teleportmessage(sd,0);
  421. return 1;
  422. }
  423. return 0;
  424. case AL_TELEPORT:
  425. if(map[m].flag.noteleport) {
  426. clif_skill_teleportmessage(sd,0);
  427. return 1;
  428. }
  429. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  430. case WE_CALLPARTNER:
  431. case WE_CALLPARENT:
  432. case WE_CALLBABY:
  433. if (map[m].flag.nomemo) {
  434. clif_skill_teleportmessage(sd,1);
  435. return 1;
  436. }
  437. break;
  438. case MC_VENDING:
  439. case MC_IDENTIFY:
  440. case ALL_BUYING_STORE:
  441. return 0; // always allowed
  442. case WZ_ICEWALL:
  443. // noicewall flag [Valaris]
  444. if (map[m].flag.noicewall) {
  445. clif_skill_fail(sd,skillid,0,0);
  446. return 1;
  447. }
  448. break;
  449. case GC_DARKILLUSION:
  450. if( map_flag_gvg(m) ) {
  451. clif_skill_fail(sd,skillid,0,0);
  452. return 1;
  453. }
  454. break;
  455. case GD_EMERGENCYCALL:
  456. if (
  457. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  458. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  459. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  460. ) {
  461. clif_skill_fail(sd,skillid,0,0);
  462. return 1;
  463. }
  464. break;
  465. case BS_GREED:
  466. case WS_CARTBOOST:
  467. case BS_HAMMERFALL:
  468. case BS_ADRENALINE:
  469. case MC_CARTREVOLUTION:
  470. case MC_MAMMONITE:
  471. case WS_MELTDOWN:
  472. case MG_SIGHT:
  473. case TF_HIDING:
  474. /**
  475. * These skills cannot be used while in mado gear (credits to Xantara)
  476. **/
  477. if(sd->sc.option&OPTION_MADOGEAR) {
  478. clif_skill_fail(sd,skillid,0,0);
  479. return 1;
  480. }
  481. break;
  482. }
  483. return (map[m].flag.noskill);
  484. }
  485. int skillnotok_hom(int skillid, struct homun_data *hd)
  486. {
  487. int i = skill_get_index(skillid);
  488. nullpo_retr(1,hd);
  489. if (i == 0)
  490. return 1; // invalid skill id
  491. if (hd->blockskill[i] > 0)
  492. return 1;
  493. //Use master's criteria.
  494. return skillnotok(skillid, hd->master);
  495. }
  496. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  497. {
  498. int i = skill_get_index(skillid);
  499. nullpo_retr(1,md);
  500. if( i == 0 )
  501. return 1; // Invalid Skill ID
  502. if( md->blockskill[i] > 0 )
  503. return 1;
  504. return skillnotok(skillid, md->master);
  505. }
  506. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  507. {
  508. int pos = skill_get_unit_layout_type(skillid,skilllv);
  509. int dir;
  510. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  511. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  512. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  513. }
  514. if (pos != -1) // simple single-definition layout
  515. return &skill_unit_layout[pos];
  516. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  517. if (skillid == MG_FIREWALL)
  518. return &skill_unit_layout [firewall_unit_pos + dir];
  519. else if (skillid == WZ_ICEWALL)
  520. return &skill_unit_layout [icewall_unit_pos + dir];
  521. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  522. return &skill_unit_layout [earthstrain_unit_pos + dir];
  523. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  524. return &skill_unit_layout[0]; // default 1x1 layout
  525. }
  526. /*==========================================
  527. *
  528. *------------------------------------------*/
  529. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  530. {
  531. struct map_session_data *sd, *dstsd;
  532. struct mob_data *md, *dstmd;
  533. struct status_data *sstatus, *tstatus;
  534. struct status_change *sc, *tsc;
  535. enum sc_type status;
  536. int skill;
  537. int rate;
  538. nullpo_ret(src);
  539. nullpo_ret(bl);
  540. if(skillid < 0) return 0;
  541. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  542. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  543. return 0;
  544. sd = BL_CAST(BL_PC, src);
  545. md = BL_CAST(BL_MOB, src);
  546. dstsd = BL_CAST(BL_PC, bl);
  547. dstmd = BL_CAST(BL_MOB, bl);
  548. sc = status_get_sc(src);
  549. tsc = status_get_sc(bl);
  550. sstatus = status_get_status_data(src);
  551. tstatus = status_get_status_data(bl);
  552. if (!tsc) //skill additional effect is about adding effects to the target...
  553. //So if the target can't be inflicted with statuses, this is pointless.
  554. return 0;
  555. if( sd )
  556. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  557. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  558. { // Trigger status effects
  559. enum sc_type type;
  560. int i;
  561. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  562. {
  563. rate = sd->addeff[i].rate;
  564. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  565. rate += sd->addeff[i].arrow_rate;
  566. if( !rate ) continue;
  567. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  568. { // Trigger has attack type consideration.
  569. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  570. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  571. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  572. else
  573. continue;
  574. }
  575. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  576. { // Trigger has range consideration.
  577. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  578. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  579. continue; //Range Failed.
  580. }
  581. type = sd->addeff[i].id;
  582. skill = skill_get_time2(status_sc2skill(type),7);
  583. if (sd->addeff[i].flag&ATF_TARGET)
  584. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  585. if (sd->addeff[i].flag&ATF_SELF)
  586. status_change_start(src,type,rate,7,0,0,0,skill,0);
  587. }
  588. }
  589. if( skillid )
  590. { // Trigger status effects on skills
  591. enum sc_type type;
  592. int i;
  593. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  594. {
  595. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  596. continue;
  597. type = sd->addeff3[i].id;
  598. skill = skill_get_time2(status_sc2skill(type),7);
  599. if( sd->addeff3[i].target&ATF_TARGET )
  600. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  601. if( sd->addeff3[i].target&ATF_SELF )
  602. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  603. }
  604. }
  605. }
  606. if( dmg_lv < ATK_DEF ) // no damage, return;
  607. return 0;
  608. switch(skillid)
  609. {
  610. case 0: // Normal attacks (no skill used)
  611. {
  612. if( attack_type&BF_SKILL )
  613. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  614. if(sd) {
  615. // Automatic trigger of Blitz Beat
  616. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  617. rand()%1000 <= sstatus->luk*10/3+1 ) {
  618. rate=(sd->status.job_level+9)/10;
  619. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  620. }
  621. // Automatic trigger of Warg Strike [Jobbie]
  622. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rand()%1000 <= sstatus->luk*10/3+1 )
  623. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  624. // Gank
  625. if(dstmd && sd->status.weapon != W_BOW &&
  626. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  627. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  628. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  629. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  630. else
  631. clif_skill_fail(sd,RG_SNATCHER,0,0);
  632. }
  633. // Chance to trigger Taekwon kicks [Dralnu]
  634. if(sc && !sc->data[SC_COMBO]) {
  635. if(sc->data[SC_READYSTORM] &&
  636. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  637. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  638. ; //Stance triggered
  639. else if(sc->data[SC_READYDOWN] &&
  640. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  641. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  642. ; //Stance triggered
  643. else if(sc->data[SC_READYTURN] &&
  644. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  645. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  646. ; //Stance triggered
  647. else if(sc->data[SC_READYCOUNTER])
  648. { //additional chance from SG_FRIEND [Komurka]
  649. rate = 20;
  650. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  651. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  652. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  653. }
  654. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  655. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  656. }
  657. }
  658. }
  659. if (sc) {
  660. struct status_change_entry *sce;
  661. // Enchant Poison gives a chance to poison attacked enemies
  662. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  663. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  664. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  665. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  666. if((sce=sc->data[SC_EDP]))
  667. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  668. skill_get_time2(ASC_EDP,sce->val1));
  669. }
  670. }
  671. break;
  672. case SM_BASH:
  673. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  674. //TODO: How much % per base level it actually is?
  675. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  676. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  677. }
  678. break;
  679. case MER_CRASH:
  680. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  681. break;
  682. case AS_VENOMKNIFE:
  683. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  684. skilllv = pc_checkskill(sd, TF_POISON);
  685. case TF_POISON:
  686. case AS_SPLASHER:
  687. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  688. && sd && skillid==TF_POISON
  689. )
  690. clif_skill_fail(sd,skillid,0,0);
  691. break;
  692. case AS_SONICBLOW:
  693. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  694. break;
  695. case WZ_FIREPILLAR:
  696. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  697. break;
  698. case MG_FROSTDIVER:
  699. case WZ_FROSTNOVA:
  700. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  701. break;
  702. case WZ_STORMGUST:
  703. //Tharis pointed out that this is normal freeze chance with a base of 300%
  704. if(tsc->sg_counter >= 3 &&
  705. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  706. tsc->sg_counter = 0;
  707. /**
  708. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  709. **/
  710. else if( tsc->sg_counter > 250 )
  711. tsc->sg_counter = 0;
  712. break;
  713. case WZ_METEOR:
  714. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  715. break;
  716. case WZ_VERMILION:
  717. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  718. break;
  719. case HT_FREEZINGTRAP:
  720. case MA_FREEZINGTRAP:
  721. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  722. break;
  723. case HT_FLASHER:
  724. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  725. break;
  726. case HT_LANDMINE:
  727. case MA_LANDMINE:
  728. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  729. break;
  730. case HT_SHOCKWAVE:
  731. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  732. break;
  733. case HT_SANDMAN:
  734. case MA_SANDMAN:
  735. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  736. break;
  737. case TF_SPRINKLESAND:
  738. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  739. break;
  740. case TF_THROWSTONE:
  741. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  742. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  743. break;
  744. case NPC_DARKCROSS:
  745. case CR_HOLYCROSS:
  746. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  747. break;
  748. case CR_GRANDCROSS:
  749. case NPC_GRANDDARKNESS:
  750. //Chance to cause blind status vs demon and undead element, but not against players
  751. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  752. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  753. attack_type |= BF_WEAPON;
  754. break;
  755. case AM_ACIDTERROR:
  756. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  757. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  758. clif_emotion(bl,E_OMG);
  759. break;
  760. case AM_DEMONSTRATION:
  761. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  762. break;
  763. case CR_SHIELDCHARGE:
  764. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  765. break;
  766. case PA_PRESSURE:
  767. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  768. break;
  769. case RG_RAID:
  770. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  771. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  772. break;
  773. case BA_FROSTJOKER:
  774. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  775. break;
  776. case DC_SCREAM:
  777. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  778. break;
  779. case BD_LULLABY:
  780. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  781. break;
  782. case DC_UGLYDANCE:
  783. rate = 5+5*skilllv;
  784. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  785. rate += 5+skill;
  786. status_zap(bl, 0, rate);
  787. break;
  788. case SL_STUN:
  789. if (tstatus->size==1) //Only stuns mid-sized mobs.
  790. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  791. break;
  792. case NPC_PETRIFYATTACK:
  793. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  794. skilllv,0,0,skill_get_time(skillid,skilllv),
  795. skill_get_time2(skillid,skilllv));
  796. break;
  797. case NPC_CURSEATTACK:
  798. case NPC_SLEEPATTACK:
  799. case NPC_BLINDATTACK:
  800. case NPC_POISON:
  801. case NPC_SILENCEATTACK:
  802. case NPC_STUNATTACK:
  803. case NPC_HELLPOWER:
  804. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  805. break;
  806. case NPC_ACIDBREATH:
  807. case NPC_ICEBREATH:
  808. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  809. break;
  810. case NPC_BLEEDING:
  811. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  812. break;
  813. case NPC_MENTALBREAKER:
  814. { //Based on observations by Tharis, Mental Breaker should do SP damage
  815. //equal to Matk*skLevel.
  816. rate = sstatus->matk_min;
  817. if (rate < sstatus->matk_max)
  818. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  819. rate*=skilllv;
  820. status_zap(bl, 0, rate);
  821. break;
  822. }
  823. // Equipment breaking monster skills [Celest]
  824. case NPC_WEAPONBRAKER:
  825. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  826. break;
  827. case NPC_ARMORBRAKE:
  828. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  829. break;
  830. case NPC_HELMBRAKE:
  831. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  832. break;
  833. case NPC_SHIELDBRAKE:
  834. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  835. break;
  836. case CH_TIGERFIST:
  837. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  838. break;
  839. case LK_SPIRALPIERCE:
  840. case ML_SPIRALPIERCE:
  841. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  842. break;
  843. case ST_REJECTSWORD:
  844. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  845. break;
  846. case PF_FOGWALL:
  847. if (src != bl && !tsc->data[SC_DELUGE])
  848. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  849. break;
  850. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  851. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  852. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  853. break;
  854. case LK_JOINTBEAT:
  855. status = status_skill2sc(skillid);
  856. if (tsc->jb_flag) {
  857. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  858. tsc->jb_flag = 0;
  859. }
  860. break;
  861. case ASC_METEORASSAULT:
  862. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  863. switch(rand()%3) {
  864. case 0:
  865. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  866. break;
  867. case 1:
  868. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  869. break;
  870. default:
  871. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  872. }
  873. break;
  874. case HW_NAPALMVULCAN:
  875. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  876. break;
  877. case WS_CARTTERMINATION: // Cart termination
  878. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  879. break;
  880. case CR_ACIDDEMONSTRATION:
  881. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  882. break;
  883. case TK_DOWNKICK:
  884. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  885. break;
  886. case TK_JUMPKICK:
  887. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  888. {// debuff the following statuses
  889. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  890. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  891. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  892. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  893. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  894. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  895. }
  896. break;
  897. case TK_TURNKICK:
  898. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  899. if(attack_type&BF_MISC) //70% base stun chance...
  900. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  901. break;
  902. case GS_BULLSEYE: //0.1% coma rate.
  903. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  904. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  905. break;
  906. case GS_PIERCINGSHOT:
  907. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  908. break;
  909. case NJ_HYOUSYOURAKU:
  910. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  911. break;
  912. case GS_FLING:
  913. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  914. break;
  915. case GS_DISARM:
  916. rate = 3*skilllv;
  917. if (sstatus->dex > tstatus->dex)
  918. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  919. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  920. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  921. break;
  922. case NPC_EVILLAND:
  923. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  924. break;
  925. case NPC_HELLJUDGEMENT:
  926. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  927. break;
  928. case NPC_CRITICALWOUND:
  929. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  930. break;
  931. /**
  932. * Rune Knight
  933. **/
  934. case RK_HUNDREDSPEAR:
  935. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  936. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  937. rate = 10 + 3 * skilllv;
  938. if( rand()%100 < rate )
  939. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  940. break;
  941. case RK_WINDCUTTER:
  942. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  943. break;
  944. case RK_DRAGONBREATH:
  945. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  946. break;
  947. /**
  948. * Arch Bishop
  949. **/
  950. case AB_ADORAMUS:
  951. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  952. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  953. break;
  954. /**
  955. * Warlock
  956. **/
  957. case WL_CRIMSONROCK:
  958. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  959. break;
  960. case WL_COMET:
  961. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  962. break;
  963. case WL_EARTHSTRAIN:
  964. {
  965. int rate = 0, i;
  966. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  967. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  968. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  969. for( i = 0; i < skilllv; i++ )
  970. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  971. }
  972. break;
  973. case WL_JACKFROST:
  974. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  975. break;
  976. /**
  977. * Ranger
  978. **/
  979. case RA_WUGBITE:
  980. sc_start(bl, SC_BITE, 70, skilllv, skill_get_time(skillid, skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG) * 1000 : 0)); // Need official chance.
  981. break;
  982. case RA_SENSITIVEKEEN:
  983. if( rand()%100 < 8 * skilllv )
  984. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  985. break;
  986. case RA_MAGENTATRAP:
  987. case RA_COBALTTRAP:
  988. case RA_MAIZETRAP:
  989. case RA_VERDURETRAP:
  990. if( dstmd && !(dstmd->status.mode&MD_BOSS) )
  991. sc_start2(bl,SC_ELEMENTALCHANGE,100,skilllv,skill_get_ele(skillid,skilllv),skill_get_time2(skillid,skilllv));
  992. break;
  993. case RA_FIRINGTRAP:
  994. case RA_ICEBOUNDTRAP:
  995. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  996. break;
  997. /**
  998. * Mechanic
  999. **/
  1000. case NC_PILEBUNKER:
  1001. if( rand()%100 < 5 + 15*skilllv )
  1002. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1003. status_change_end(bl, SC_KYRIE, -1);
  1004. status_change_end(bl, SC_AUTOGUARD, -1);
  1005. status_change_end(bl, SC_STEELBODY, -1);
  1006. status_change_end(bl, SC_ASSUMPTIO, -1);
  1007. status_change_end(bl, SC_MILLENNIUMSHIELD, -1);
  1008. }
  1009. break;
  1010. case NC_FLAMELAUNCHER:
  1011. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1012. break;
  1013. case NC_COLDSLOWER:
  1014. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1015. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1016. break;
  1017. case NC_POWERSWING:
  1018. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1019. if( rand()%100 < 5*skilllv )
  1020. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1021. break;
  1022. /**
  1023. * Guilotine Cross
  1024. **/
  1025. case GC_WEAPONCRUSH:
  1026. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1027. break;
  1028. }
  1029. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1030. { //Pass heritage to Master for status causing effects. [Skotlex]
  1031. sd = map_id2sd(md->master_id);
  1032. src = sd?&sd->bl:src;
  1033. }
  1034. if( attack_type&BF_WEAPON )
  1035. { // Coma, Breaking Equipment
  1036. if( sd && sd->special_state.bonus_coma )
  1037. {
  1038. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1039. rate += sd->weapon_coma_race[tstatus->race];
  1040. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1041. if (rate)
  1042. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1043. }
  1044. if( sd && battle_config.equip_self_break_rate )
  1045. { // Self weapon breaking
  1046. rate = battle_config.equip_natural_break_rate;
  1047. if( sc )
  1048. {
  1049. if(sc->data[SC_OVERTHRUST])
  1050. rate += 10;
  1051. if(sc->data[SC_MAXOVERTHRUST])
  1052. rate += 10;
  1053. }
  1054. if( rate )
  1055. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1056. }
  1057. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1058. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1059. // Target weapon breaking
  1060. rate = 0;
  1061. if( sd )
  1062. rate += sd->break_weapon_rate;
  1063. if( sc && sc->data[SC_MELTDOWN] )
  1064. rate += sc->data[SC_MELTDOWN]->val2;
  1065. if( rate )
  1066. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1067. // Target armor breaking
  1068. rate = 0;
  1069. if( sd )
  1070. rate += sd->break_armor_rate;
  1071. if( sc && sc->data[SC_MELTDOWN] )
  1072. rate += sc->data[SC_MELTDOWN]->val3;
  1073. if( rate )
  1074. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1075. }
  1076. }
  1077. // Autospell when attacking
  1078. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1079. {
  1080. struct block_list *tbl;
  1081. struct unit_data *ud;
  1082. int i, skilllv, type;
  1083. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1084. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1085. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1086. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1087. continue; // one or more trigger conditions were not fulfilled
  1088. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1089. if (skillnotok(skill, sd))
  1090. continue;
  1091. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1092. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1093. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1094. if (rand()%1000 >= rate)
  1095. continue;
  1096. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1097. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1098. int maxcount = 0;
  1099. if( !(BL_PC&battle_config.skill_reiteration) &&
  1100. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1101. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1102. ) {
  1103. continue;
  1104. }
  1105. if( BL_PC&battle_config.skill_nofootset &&
  1106. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1107. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1108. ) {
  1109. continue;
  1110. }
  1111. if( BL_PC&battle_config.land_skill_limit &&
  1112. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1113. ) {
  1114. int v;
  1115. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;i++) {
  1116. if(sd->ud.skillunit[v]->skill_id == skill)
  1117. maxcount--;
  1118. }
  1119. if( maxcount == 0 ) {
  1120. continue;
  1121. }
  1122. }
  1123. }
  1124. if( battle_config.autospell_check_range &&
  1125. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1126. continue;
  1127. if (skill == AS_SONICBLOW)
  1128. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1129. sd->state.autocast = 1;
  1130. skill_consume_requirement(sd,skill,skilllv,1);
  1131. switch (type) {
  1132. case CAST_GROUND:
  1133. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1134. break;
  1135. case CAST_NODAMAGE:
  1136. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1137. break;
  1138. case CAST_DAMAGE:
  1139. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1140. break;
  1141. }
  1142. sd->state.autocast = 0;
  1143. //Set canact delay. [Skotlex]
  1144. ud = unit_bl2ud(src);
  1145. if (ud) {
  1146. rate = skill_delayfix(src, skill, skilllv);
  1147. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1148. ud->canact_tick = tick+rate;
  1149. if ( battle_config.display_status_timers && sd )
  1150. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1151. }
  1152. }
  1153. }
  1154. }
  1155. //Autobonus when attacking
  1156. if( sd && sd->autobonus[0].rate )
  1157. {
  1158. int i;
  1159. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1160. {
  1161. if( rand()%1000 >= sd->autobonus[i].rate )
  1162. continue;
  1163. if( sd->autobonus[i].active != INVALID_TIMER )
  1164. continue;
  1165. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1166. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1167. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1168. continue; // one or more trigger conditions were not fulfilled
  1169. pc_exeautobonus(sd,&sd->autobonus[i]);
  1170. }
  1171. }
  1172. //Polymorph
  1173. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1174. dstmd && !(tstatus->mode&MD_BOSS) &&
  1175. (rand()%10000 < sd->classchange))
  1176. {
  1177. struct mob_db *mob;
  1178. int class_;
  1179. skill = 0;
  1180. do {
  1181. do {
  1182. class_ = rand() % MAX_MOB_DB;
  1183. } while (!mobdb_checkid(class_));
  1184. rate = rand() % 1000000;
  1185. mob = mob_db(class_);
  1186. } while (
  1187. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1188. (skill++) < 2000);
  1189. if (skill < 2000)
  1190. mob_class_change(dstmd,class_);
  1191. }
  1192. return 0;
  1193. }
  1194. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  1195. {
  1196. int skill, skilllv, i, type;
  1197. struct block_list *tbl;
  1198. if( sd == NULL || skillid <= 0 )
  1199. return 0;
  1200. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  1201. {
  1202. if( sd->autospell3[i].flag != skillid )
  1203. continue;
  1204. if( sd->autospell3[i].lock )
  1205. continue; // autospell already being executed
  1206. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1207. if( skillnotok(skill, sd) )
  1208. continue;
  1209. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1210. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  1211. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1212. continue; // No target
  1213. if( rand()%1000 >= sd->autospell3[i].rate )
  1214. continue;
  1215. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1216. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1217. int maxcount = 0;
  1218. if( !(BL_PC&battle_config.skill_reiteration) &&
  1219. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1220. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1221. ) {
  1222. continue;
  1223. }
  1224. if( BL_PC&battle_config.skill_nofootset &&
  1225. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1226. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1227. ) {
  1228. continue;
  1229. }
  1230. if( BL_PC&battle_config.land_skill_limit &&
  1231. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1232. ) {
  1233. int v;
  1234. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;i++) {
  1235. if(sd->ud.skillunit[v]->skill_id == skill)
  1236. maxcount--;
  1237. }
  1238. if( maxcount == 0 ) {
  1239. continue;
  1240. }
  1241. }
  1242. }
  1243. if( battle_config.autospell_check_range &&
  1244. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1245. continue;
  1246. sd->state.autocast = 1;
  1247. sd->autospell3[i].lock = true;
  1248. skill_consume_requirement(sd,skill,skilllv,1);
  1249. switch( type )
  1250. {
  1251. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1252. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1253. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1254. }
  1255. sd->autospell3[i].lock = false;
  1256. sd->state.autocast = 0;
  1257. }
  1258. if( sd && sd->autobonus3[0].rate )
  1259. {
  1260. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1261. {
  1262. if( rand()%1000 >= sd->autobonus3[i].rate )
  1263. continue;
  1264. if( sd->autobonus3[i].active != INVALID_TIMER )
  1265. continue;
  1266. if( sd->autobonus3[i].atk_type != skillid )
  1267. continue;
  1268. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1269. }
  1270. }
  1271. return 1;
  1272. }
  1273. /* Splitted off from skill_additional_effect, which is never called when the
  1274. * attack skill kills the enemy. Place in this function counter status effects
  1275. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1276. * from cards) that will take effect on the source, not the target. [Skotlex]
  1277. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1278. * type of skills, so not every instance of skill_additional_effect needs a call
  1279. * to this one.
  1280. */
  1281. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1282. {
  1283. int rate;
  1284. struct map_session_data *sd=NULL;
  1285. struct map_session_data *dstsd=NULL;
  1286. struct status_change *tsc;
  1287. nullpo_ret(src);
  1288. nullpo_ret(bl);
  1289. if(skillid < 0) return 0;
  1290. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1291. tsc = status_get_sc(bl);
  1292. if (tsc && !tsc->count)
  1293. tsc = NULL;
  1294. sd = BL_CAST(BL_PC, src);
  1295. dstsd = BL_CAST(BL_PC, bl);
  1296. if(dstsd && attack_type&BF_WEAPON)
  1297. { //Counter effects.
  1298. enum sc_type type;
  1299. int i, time;
  1300. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1301. {
  1302. rate = dstsd->addeff2[i].rate;
  1303. if (attack_type&BF_LONG)
  1304. rate+=dstsd->addeff2[i].arrow_rate;
  1305. if (!rate) continue;
  1306. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1307. { //Trigger has range consideration.
  1308. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1309. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1310. continue; //Range Failed.
  1311. }
  1312. type = dstsd->addeff2[i].id;
  1313. time = skill_get_time2(status_sc2skill(type),7);
  1314. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1315. status_change_start(src,type,rate,7,0,0,0,time,0);
  1316. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1317. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1318. }
  1319. }
  1320. switch(skillid){
  1321. case MO_EXTREMITYFIST:
  1322. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1323. break;
  1324. case GS_FULLBUSTER:
  1325. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1326. break;
  1327. case HFLI_SBR44: //[orn]
  1328. case HVAN_EXPLOSION:
  1329. if(src->type == BL_HOM){
  1330. TBL_HOM *hd = (TBL_HOM*)src;
  1331. hd->homunculus.intimacy = 200;
  1332. if (hd->master)
  1333. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1334. }
  1335. break;
  1336. case CR_GRANDCROSS:
  1337. case NPC_GRANDDARKNESS:
  1338. attack_type |= BF_WEAPON;
  1339. break;
  1340. }
  1341. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1342. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1343. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1344. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1345. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1346. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1347. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1348. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1349. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1350. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1351. }
  1352. if( sd && status_isdead(bl) )
  1353. {
  1354. int sp = 0, hp = 0;
  1355. if( attack_type&BF_WEAPON )
  1356. {
  1357. sp += sd->sp_gain_value;
  1358. sp += sd->sp_gain_race[status_get_race(bl)];
  1359. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1360. hp += sd->hp_gain_value;
  1361. }
  1362. if( attack_type&BF_MAGIC )
  1363. {
  1364. sp += sd->magic_sp_gain_value;
  1365. hp += sd->magic_hp_gain_value;
  1366. }
  1367. if( hp || sp )
  1368. {// updated to force healing to allow healing through berserk
  1369. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1370. }
  1371. }
  1372. // Trigger counter-spells to retaliate against damage causing skills.
  1373. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1374. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1375. {
  1376. struct block_list *tbl;
  1377. struct unit_data *ud;
  1378. int i, skillid, skilllv, rate, type;
  1379. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1380. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1381. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1382. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1383. continue; // one or more trigger conditions were not fulfilled
  1384. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1385. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1386. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1387. rate = dstsd->autospell2[i].rate;
  1388. if (attack_type&BF_LONG)
  1389. rate>>=1;
  1390. if (skillnotok(skillid, dstsd))
  1391. continue;
  1392. if (rand()%1000 >= rate)
  1393. continue;
  1394. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1395. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1396. int maxcount = 0;
  1397. if( !(BL_PC&battle_config.skill_reiteration) &&
  1398. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1399. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1400. ) {
  1401. continue;
  1402. }
  1403. if( BL_PC&battle_config.skill_nofootset &&
  1404. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1405. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1406. ) {
  1407. continue;
  1408. }
  1409. if( BL_PC&battle_config.land_skill_limit &&
  1410. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1411. ) {
  1412. int v;
  1413. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;i++) {
  1414. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1415. maxcount--;
  1416. }
  1417. if( maxcount == 0 ) {
  1418. continue;
  1419. }
  1420. }
  1421. }
  1422. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1423. continue;
  1424. dstsd->state.autocast = 1;
  1425. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1426. switch (type) {
  1427. case CAST_GROUND:
  1428. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1429. break;
  1430. case CAST_NODAMAGE:
  1431. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1432. break;
  1433. case CAST_DAMAGE:
  1434. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1435. break;
  1436. }
  1437. dstsd->state.autocast = 0;
  1438. //Set canact delay. [Skotlex]
  1439. ud = unit_bl2ud(bl);
  1440. if (ud) {
  1441. rate = skill_delayfix(bl, skillid, skilllv);
  1442. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1443. ud->canact_tick = tick+rate;
  1444. if ( battle_config.display_status_timers && dstsd )
  1445. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1446. }
  1447. }
  1448. }
  1449. }
  1450. //Autobonus when attacked
  1451. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1452. {
  1453. int i;
  1454. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1455. {
  1456. if( rand()%1000 >= dstsd->autobonus2[i].rate )
  1457. continue;
  1458. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1459. continue;
  1460. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1461. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1462. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1463. continue; // one or more trigger conditions were not fulfilled
  1464. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1465. }
  1466. }
  1467. return 0;
  1468. }
  1469. /*=========================================================================
  1470. Breaks equipment. On-non players causes the corresponding strip effect.
  1471. - rate goes from 0 to 10000 (100.00%)
  1472. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1473. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1474. --------------------------------------------------------------------------*/
  1475. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1476. {
  1477. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1478. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1479. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1480. struct status_change *sc = status_get_sc(bl);
  1481. int i,j;
  1482. TBL_PC *sd;
  1483. sd = BL_CAST(BL_PC, bl);
  1484. if (sc && !sc->count)
  1485. sc = NULL;
  1486. if (sd) {
  1487. if (sd->unbreakable_equip)
  1488. where &= ~sd->unbreakable_equip;
  1489. if (sd->unbreakable)
  1490. rate -= rate*sd->unbreakable/100;
  1491. if (where&EQP_WEAPON) {
  1492. switch (sd->status.weapon) {
  1493. case W_FIST: //Bare fists should not break :P
  1494. case W_1HAXE:
  1495. case W_2HAXE:
  1496. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1497. case W_2HMACE:
  1498. case W_STAFF:
  1499. case W_2HSTAFF:
  1500. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1501. case W_HUUMA:
  1502. where &= ~EQP_WEAPON;
  1503. }
  1504. }
  1505. }
  1506. if (flag&BCT_ENEMY) {
  1507. if (battle_config.equip_skill_break_rate != 100)
  1508. rate = rate*battle_config.equip_skill_break_rate/100;
  1509. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1510. if (battle_config.equip_self_break_rate != 100)
  1511. rate = rate*battle_config.equip_self_break_rate/100;
  1512. }
  1513. for (i = 0; i < 4; i++) {
  1514. if (where&where_list[i]) {
  1515. if (sc && sc->count && sc->data[scdef[i]])
  1516. where&=~where_list[i];
  1517. else if (rand()%10000 >= rate)
  1518. where&=~where_list[i];
  1519. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1520. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1521. }
  1522. }
  1523. if (!where) //Nothing to break.
  1524. return 0;
  1525. if (sd) {
  1526. for (i = 0; i < EQI_MAX; i++) {
  1527. j = sd->equip_index[i];
  1528. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1529. continue;
  1530. flag = 0;
  1531. switch(i) {
  1532. case EQI_HEAD_TOP: //Upper Head
  1533. flag = (where&EQP_HELM);
  1534. break;
  1535. case EQI_ARMOR: //Body
  1536. flag = (where&EQP_ARMOR);
  1537. break;
  1538. case EQI_HAND_R: //Left/Right hands
  1539. case EQI_HAND_L:
  1540. flag = (
  1541. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1542. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1543. break;
  1544. case EQI_SHOES:
  1545. flag = (where&EQP_SHOES);
  1546. break;
  1547. case EQI_GARMENT:
  1548. flag = (where&EQP_GARMENT);
  1549. break;
  1550. default:
  1551. continue;
  1552. }
  1553. if (flag) {
  1554. sd->status.inventory[j].attribute = 1;
  1555. pc_unequipitem(sd, j, 3);
  1556. }
  1557. }
  1558. clif_equiplist(sd);
  1559. }
  1560. return where; //Return list of pieces broken.
  1561. }
  1562. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1563. {
  1564. struct status_change *sc;
  1565. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1566. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1567. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1568. int i;
  1569. if (rand()%100 >= rate)
  1570. return 0;
  1571. sc = status_get_sc(bl);
  1572. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1573. return 0;
  1574. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1575. if (where&pos[i] && sc->data[sc_def[i]])
  1576. where&=~pos[i];
  1577. }
  1578. if (!where) return 0;
  1579. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1580. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1581. where&=~pos[i];
  1582. }
  1583. return where?1:0;
  1584. }
  1585. //Early declaration
  1586. static int skill_area_temp[8];
  1587. /*=========================================================================
  1588. Used to knock back players, monsters, traps, etc
  1589. - 'count' is the number of squares to knock back
  1590. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1591. - if 'flag&0x1', position update packets must not be sent.
  1592. -------------------------------------------------------------------------*/
  1593. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1594. {
  1595. int dx = 0, dy = 0;
  1596. struct skill_unit* su = NULL;
  1597. nullpo_ret(src);
  1598. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1599. return 0; //No knocking back in WoE
  1600. if (count == 0)
  1601. return 0; //Actual knockback distance is 0.
  1602. switch (target->type)
  1603. {
  1604. case BL_MOB:
  1605. {
  1606. struct mob_data* md = BL_CAST(BL_MOB, target);
  1607. if( md->class_ == MOBID_EMPERIUM )
  1608. return 0;
  1609. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1610. return 0;
  1611. }
  1612. break;
  1613. case BL_PC:
  1614. {
  1615. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1616. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1617. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1618. if( src != target && sd->special_state.no_knockback )
  1619. return 0;
  1620. }
  1621. break;
  1622. case BL_SKILL:
  1623. su = (struct skill_unit *)target;
  1624. if( su->group->unit_id == UNT_ANKLESNARE )
  1625. return 0; // ankle snare cannot be knocked back
  1626. break;
  1627. }
  1628. if (direction == -1) // <optimized>: do the computation here instead of outside
  1629. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1630. if (direction >= 0 && direction < 8)
  1631. { // take the reversed 'direction' and reverse it
  1632. dx = -dirx[direction];
  1633. dy = -diry[direction];
  1634. }
  1635. return unit_blown(target, dx, dy, count, flag&0x1);
  1636. }
  1637. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1638. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1639. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1640. {
  1641. struct status_change *sc = status_get_sc(bl);
  1642. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1643. // item-based reflection
  1644. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1645. return 1;
  1646. if( is_boss(src) )
  1647. return 0;
  1648. // status-based reflection
  1649. if( !sc || sc->count == 0 )
  1650. return 0;
  1651. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1652. return 1;
  1653. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1654. {// Kaite only works against non-players if they are low-level.
  1655. clif_specialeffect(bl, 438, AREA);
  1656. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1657. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1658. return 2;
  1659. }
  1660. return 0;
  1661. }
  1662. /*
  1663. * =========================================================================
  1664. * Does a skill attack with the given properties.
  1665. * src is the master behind the attack (player/mob/pet)
  1666. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1667. * bl is the target to be attacked.
  1668. * flag can hold a bunch of information:
  1669. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1670. * (usually holds number of targets, or just 1 for simple splash attacks)
  1671. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1672. * packet shouldn't display a skill animation)
  1673. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1674. * client (causes player characters to not scream skill name)
  1675. *-------------------------------------------------------------------------*/
  1676. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1677. {
  1678. struct Damage dmg;
  1679. struct status_data *sstatus, *tstatus;
  1680. struct status_change *sc;
  1681. struct map_session_data *sd, *tsd;
  1682. int type,damage,rdamage=0;
  1683. if(skillid > 0 && skilllv <= 0) return 0;
  1684. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1685. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1686. nullpo_ret(bl); //Target to be attacked.
  1687. if (src != dsrc) {
  1688. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1689. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1690. return 0;
  1691. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1692. //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]
  1693. if (!status_check_skilluse(src, bl, skillid, 2))
  1694. return 0;
  1695. }
  1696. sd = BL_CAST(BL_PC, src);
  1697. tsd = BL_CAST(BL_PC, bl);
  1698. sstatus = status_get_status_data(src);
  1699. tstatus = status_get_status_data(bl);
  1700. sc= status_get_sc(bl);
  1701. if (sc && !sc->count) sc = NULL; //Don't need it.
  1702. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1703. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1704. return 0;
  1705. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1706. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1707. return 0;
  1708. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1709. //Skotlex: Adjusted to the new system
  1710. if(src->type==BL_PET)
  1711. { // [Valaris]
  1712. struct pet_data *pd = (TBL_PET*)src;
  1713. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1714. {
  1715. int element = skill_get_ele(skillid, skilllv);
  1716. if (skillid == -1)
  1717. element = sstatus->rhw.ele;
  1718. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1719. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1720. else
  1721. dmg.damage= skilllv;
  1722. dmg.damage2=0;
  1723. dmg.div_= pd->a_skill->div_;
  1724. }
  1725. }
  1726. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1727. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1728. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1729. { //Magic reflection, switch caster/target
  1730. struct block_list *tbl = bl;
  1731. bl = src;
  1732. src = tbl;
  1733. sd = BL_CAST(BL_PC, src);
  1734. tsd = BL_CAST(BL_PC, bl);
  1735. sc = status_get_sc(bl);
  1736. if (sc && !sc->count)
  1737. sc = NULL; //Don't need it.
  1738. //Spirit of Wizard blocks Kaite's reflection
  1739. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1740. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1741. type = tsd?pc_search_inventory (tsd, 7321):0;
  1742. if (type >= 0) {
  1743. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1);
  1744. dmg.damage = dmg.damage2 = 0;
  1745. dmg.dmg_lv = ATK_MISS;
  1746. sc->data[SC_SPIRIT]->val3 = skillid;
  1747. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1748. }
  1749. }
  1750. /**
  1751. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1752. **/
  1753. #if RR_MAGIC_REFLECTION
  1754. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1755. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1756. #endif
  1757. }
  1758. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1759. int sp = skill_get_sp(skillid,skilllv);
  1760. dmg.damage = dmg.damage2 = 0;
  1761. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1762. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1763. if(skillid == WZ_WATERBALL && skilllv > 1)
  1764. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1765. status_heal(bl, 0, sp, 2);
  1766. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1767. }
  1768. }
  1769. damage = dmg.damage + dmg.damage2;
  1770. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1771. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1772. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1773. damage = 1;
  1774. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1775. && skillid != WS_CARTTERMINATION )
  1776. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag);
  1777. //Skill hit type
  1778. type=(skillid==0)?5:skill_get_hit(skillid);
  1779. if(damage < dmg.div_
  1780. //Only skills that knockback even when they miss. [Skotlex]
  1781. && skillid != CH_PALMSTRIKE)
  1782. dmg.blewcount = 0;
  1783. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1784. if(battle_config.gx_disptype) dsrc = src;
  1785. if(src == bl) type = 4;
  1786. else flag|=SD_ANIMATION;
  1787. }
  1788. if(skillid == NJ_TATAMIGAESHI) {
  1789. dsrc = src; //For correct knockback.
  1790. flag|=SD_ANIMATION;
  1791. }
  1792. if(sd) {
  1793. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1794. struct status_change_entry *sce;
  1795. if ((sce = sd->sc.data[SC_COMBO]))
  1796. { //End combo state after skill is invoked. [Skotlex]
  1797. switch (skillid) {
  1798. case TK_TURNKICK:
  1799. case TK_STORMKICK:
  1800. case TK_DOWNKICK:
  1801. case TK_COUNTER:
  1802. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1803. { //Extend combo time.
  1804. sce->val1 = skillid; //Update combo-skill
  1805. sce->val3 = skillid;
  1806. if( sce->timer != INVALID_TIMER )
  1807. delete_timer(sce->timer, status_change_timer);
  1808. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  1809. break;
  1810. }
  1811. unit_cancel_combo(src); // Cancel combo wait
  1812. break;
  1813. default:
  1814. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  1815. status_change_end(src, SC_COMBO, INVALID_TIMER);
  1816. }
  1817. }
  1818. switch(skillid)
  1819. {
  1820. case MO_TRIPLEATTACK:
  1821. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1822. flag=1;
  1823. break;
  1824. case MO_CHAINCOMBO:
  1825. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1826. flag=1;
  1827. break;
  1828. case MO_COMBOFINISH:
  1829. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1830. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1831. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1832. flag=1;
  1833. case CH_TIGERFIST:
  1834. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1835. flag=1;
  1836. case CH_CHAINCRUSH:
  1837. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1838. flag=1;
  1839. break;
  1840. case AC_DOUBLE:
  1841. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1842. {
  1843. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1844. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  1845. clif_combo_delay(src,2000);
  1846. }
  1847. break;
  1848. case TK_COUNTER:
  1849. { //bonus from SG_FRIEND [Komurka]
  1850. int level;
  1851. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1852. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1853. }
  1854. break;
  1855. case SL_STIN:
  1856. case SL_STUN:
  1857. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1858. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1859. break;
  1860. case GS_FULLBUSTER:
  1861. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1862. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1863. break;
  1864. } //Switch End
  1865. if (flag) { //Possible to chain
  1866. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1867. if (flag < 1) flag = 1;
  1868. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  1869. clif_combo_delay(src, flag);
  1870. }
  1871. }
  1872. //Display damage.
  1873. switch( skillid )
  1874. {
  1875. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1876. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1877. break;
  1878. //Skills that need be passed as a normal attack for the client to display correctly.
  1879. case HVAN_EXPLOSION:
  1880. case NPC_SELFDESTRUCTION:
  1881. if(src->type==BL_PC)
  1882. dmg.blewcount = 10;
  1883. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1884. // fall through
  1885. case KN_AUTOCOUNTER:
  1886. case NPC_CRITICALSLASH:
  1887. case TF_DOUBLE:
  1888. case GS_CHAINACTION:
  1889. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1890. break;
  1891. case AS_SPLASHER:
  1892. if( flag&SD_ANIMATION ) // the surrounding targets
  1893. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1894. else // the central target doesn't display an animation
  1895. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1896. break;
  1897. /**
  1898. * Warlock
  1899. **/
  1900. case WL_HELLINFERNO:
  1901. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  1902. break;
  1903. case WL_SOULEXPANSION:
  1904. case WL_COMET:
  1905. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  1906. break;
  1907. case WL_CHAINLIGHTNING_ATK:
  1908. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  1909. break;
  1910. case WL_TETRAVORTEX_FIRE:
  1911. case WL_TETRAVORTEX_WATER:
  1912. case WL_TETRAVORTEX_WIND:
  1913. case WL_TETRAVORTEX_GROUND:
  1914. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  1915. break;
  1916. /**
  1917. * Arch Bishop
  1918. **/
  1919. case AB_DUPLELIGHT_MELEE:
  1920. case AB_DUPLELIGHT_MAGIC:
  1921. dmg.amotion = 300;
  1922. default:
  1923. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1924. type = 5;
  1925. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1926. break;
  1927. }
  1928. map_freeblock_lock();
  1929. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1930. && pc_checkskill(tsd,RG_PLAGIARISM)
  1931. && (!sc || !sc->data[SC_PRESERVE])
  1932. && damage < tsd->battle_status.hp)
  1933. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1934. int copy_skill = skillid;
  1935. /**
  1936. * Copy Referal: dummy skills should point to their source upon copying
  1937. **/
  1938. switch( skillid ) {
  1939. case AB_DUPLELIGHT_MELEE:
  1940. case AB_DUPLELIGHT_MAGIC:
  1941. copy_skill = AB_DUPLELIGHT;
  1942. break;
  1943. case WL_CHAINLIGHTNING_ATK:
  1944. copy_skill = WL_CHAINLIGHTNING;
  1945. break;
  1946. }
  1947. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  1948. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  1949. {
  1950. int lv = skilllv;
  1951. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  1952. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1953. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1954. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1955. clif_deleteskill(tsd,tsd->cloneskill_id);
  1956. }
  1957. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1958. lv = type;
  1959. tsd->cloneskill_id = copy_skill;
  1960. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  1961. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1962. tsd->status.skill[skillid].id = copy_skill;
  1963. tsd->status.skill[skillid].lv = lv;
  1964. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  1965. clif_addskill(tsd,skillid);
  1966. }
  1967. }
  1968. if( skillid != WZ_SIGHTRASHER &&
  1969. skillid != WZ_SIGHTBLASTER &&
  1970. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1971. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1972. bl->type == BL_SKILL && damage > 0 )
  1973. {
  1974. struct skill_unit* su = (struct skill_unit*)bl;
  1975. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1976. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1977. }
  1978. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1979. { //Skills with can't walk delay also stop normal attacking for that
  1980. //duration when the attack connects. [Skotlex]
  1981. struct unit_data *ud = unit_bl2ud(src);
  1982. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1983. ud->attackabletime = tick + type;
  1984. }
  1985. if( !dmg.amotion )
  1986. { //Instant damage
  1987. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  1988. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1989. if( !status_isdead(bl) )
  1990. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1991. if( damage > 0 ) //Counter status effects [Skotlex]
  1992. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  1993. }
  1994. // Hell Inferno burning status only starts if Fire part hits.
  1995. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  1996. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1997. // Apply knock back chance in SC_TRIANGLESHOT skill.
  1998. else if( skillid == SC_TRIANGLESHOT && rand()%100 > (1 + skilllv) )
  1999. dmg.blewcount = 0;
  2000. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2001. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2002. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  2003. {
  2004. int direction = -1; // default
  2005. switch(skillid)
  2006. {
  2007. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  2008. case WZ_STORMGUST: direction = unit_getdir(bl); break; // backwards
  2009. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  2010. case WL_CRIMSONROCK: direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break;
  2011. }
  2012. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  2013. }
  2014. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2015. if (dmg.amotion)
  2016. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2017. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2018. {
  2019. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2020. struct block_list *d_bl = map_id2bl(sce->val1);
  2021. if( d_bl && (
  2022. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2023. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2024. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2025. {
  2026. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2027. status_fix_damage(NULL, d_bl, damage, 0);
  2028. }
  2029. else {
  2030. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2031. if( !dmg.amotion )
  2032. status_fix_damage(src,bl,damage,dmg.dmotion);
  2033. }
  2034. }
  2035. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2036. int rate = 50 + skilllv * 5;
  2037. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2038. if(rand()%100 < rate)
  2039. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2040. }
  2041. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2042. dmg.flag |= BF_WEAPON;
  2043. if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 )
  2044. {
  2045. if (battle_config.left_cardfix_to_right)
  2046. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2047. else
  2048. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2049. }
  2050. if( rdamage > 0 )
  2051. {
  2052. if( dmg.amotion )
  2053. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2054. else
  2055. status_fix_damage(bl,src,rdamage,0);
  2056. clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
  2057. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2058. if( tsd && src != bl )
  2059. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2060. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2061. }
  2062. if( damage > 0 ) {
  2063. if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss.
  2064. skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
  2065. if( skillid == GC_VENOMPRESSURE ) {
  2066. struct status_change *ssc = status_get_sc(src);
  2067. if( ssc && ssc->data[SC_POISONINGWEAPON] && rand()%100 < 70 + 5*skilllv ) {
  2068. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
  2069. status_change_end(src,SC_POISONINGWEAPON,-1);
  2070. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2071. }
  2072. }
  2073. }
  2074. if (!(flag&2) &&
  2075. (
  2076. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2077. ) &&
  2078. (sc = status_get_sc(src)) &&
  2079. sc->data[SC_DOUBLECAST] &&
  2080. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2081. {
  2082. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2083. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2084. }
  2085. map_freeblock_unlock();
  2086. return damage;
  2087. }
  2088. /*==========================================
  2089. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2090. * flagについて?F16?i?を確認
  2091. * MSB <- 00fTffff ->LSB
  2092. * T =タ?ゲット選?用(BCT_*)
  2093. * ffff=自由に使用可能
  2094. * 0 =予約?B0に固定
  2095. *------------------------------------------*/
  2096. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2097. int skill_area_sub (struct block_list *bl, va_list ap)
  2098. {
  2099. struct block_list *src;
  2100. int skill_id,skill_lv,flag;
  2101. unsigned int tick;
  2102. SkillFunc func;
  2103. nullpo_ret(bl);
  2104. src=va_arg(ap,struct block_list *);
  2105. skill_id=va_arg(ap,int);
  2106. skill_lv=va_arg(ap,int);
  2107. tick=va_arg(ap,unsigned int);
  2108. flag=va_arg(ap,int);
  2109. func=va_arg(ap,SkillFunc);
  2110. if(battle_check_target(src,bl,flag) > 0)
  2111. {
  2112. // several splash skills need this initial dummy packet to display correctly
  2113. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2114. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2115. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2116. skill_area_temp[2]++;
  2117. return func(src,bl,skill_id,skill_lv,tick,flag);
  2118. }
  2119. return 0;
  2120. }
  2121. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2122. {
  2123. struct skill_unit *unit;
  2124. int skillid,g_skillid;
  2125. unit = (struct skill_unit *)bl;
  2126. if(bl->prev == NULL || bl->type != BL_SKILL)
  2127. return 0;
  2128. if(!unit->alive)
  2129. return 0;
  2130. skillid = va_arg(ap,int);
  2131. g_skillid = unit->group->skill_id;
  2132. switch (skillid)
  2133. {
  2134. case MG_SAFETYWALL:
  2135. case AL_PNEUMA:
  2136. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2137. return 0;
  2138. break;
  2139. case AL_WARP:
  2140. case HT_SKIDTRAP:
  2141. case MA_SKIDTRAP:
  2142. case HT_LANDMINE:
  2143. case MA_LANDMINE:
  2144. case HT_ANKLESNARE:
  2145. case HT_SHOCKWAVE:
  2146. case HT_SANDMAN:
  2147. case MA_SANDMAN:
  2148. case HT_FLASHER:
  2149. case HT_FREEZINGTRAP:
  2150. case MA_FREEZINGTRAP:
  2151. case HT_BLASTMINE:
  2152. case HT_CLAYMORETRAP:
  2153. case HT_TALKIEBOX:
  2154. case HP_BASILICA:
  2155. /**
  2156. * Ranger
  2157. **/
  2158. case RA_ELECTRICSHOCKER:
  2159. case RA_CLUSTERBOMB:
  2160. case RA_MAGENTATRAP:
  2161. case RA_COBALTTRAP:
  2162. case RA_MAIZETRAP:
  2163. case RA_VERDURETRAP:
  2164. case RA_FIRINGTRAP:
  2165. case RA_ICEBOUNDTRAP:
  2166. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2167. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2168. return 0;
  2169. break;
  2170. default: //Avoid stacking with same kind of trap. [Skotlex]
  2171. if (g_skillid != skillid)
  2172. return 0;
  2173. break;
  2174. }
  2175. return 1;
  2176. }
  2177. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2178. {
  2179. //Non players do not check for the skill's splash-trigger area.
  2180. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2181. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2182. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2183. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2184. return 0;
  2185. }
  2186. range += layout_type;
  2187. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2188. }
  2189. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2190. {
  2191. int skillid;
  2192. if(bl->prev == NULL)
  2193. return 0;
  2194. skillid = va_arg(ap,int);
  2195. if( status_isdead(bl) && skillid != AL_WARP )
  2196. return 0;
  2197. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2198. return 0;
  2199. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2200. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2201. return 1;
  2202. }
  2203. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2204. {
  2205. int range, type;
  2206. switch (skillid) { // to be expanded later
  2207. case WZ_ICEWALL:
  2208. range = 2;
  2209. break;
  2210. default:
  2211. {
  2212. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2213. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2214. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2215. return 0;
  2216. }
  2217. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2218. }
  2219. break;
  2220. }
  2221. // if the caster is a monster/NPC, only check for players
  2222. // otherwise just check characters
  2223. if (bl->type == BL_PC)
  2224. type = BL_CHAR;
  2225. else
  2226. type = BL_PC;
  2227. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2228. x - range, y - range, x + range, y + range,
  2229. type, skillid);
  2230. }
  2231. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2232. {
  2233. if(id == sd->bl.id && battle_config.guild_aura&16)
  2234. return 0; // Do not affect guild leader
  2235. if (sd->sc.data[SC_GUILDAURA]) {
  2236. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2237. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2238. sce->val3 = strvit;
  2239. sce->val4 = agidex;
  2240. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2241. }
  2242. return 0;
  2243. }
  2244. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2245. return 1;
  2246. }
  2247. /*==========================================
  2248. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2249. * Flag:
  2250. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2251. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2252. *------------------------------------------*/
  2253. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2254. {
  2255. struct status_data *status;
  2256. struct map_session_data *sd = NULL;
  2257. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2258. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2259. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2260. return 0;
  2261. nullpo_ret(bl);
  2262. switch( bl->type )
  2263. {
  2264. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2265. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2266. }
  2267. status = status_get_status_data(bl);
  2268. if( (j = skill_get_index(skill)) == 0 )
  2269. return 0;
  2270. // Requeriments
  2271. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2272. {
  2273. itemid[i] = skill_db[j].itemid[i];
  2274. amount[i] = skill_db[j].amount[i];
  2275. }
  2276. hp = skill_db[j].hp[lv-1];
  2277. sp = skill_db[j].sp[lv-1];
  2278. hp_rate = skill_db[j].hp_rate[lv-1];
  2279. sp_rate = skill_db[j].sp_rate[lv-1];
  2280. state = skill_db[j].state;
  2281. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2282. hp += (status->max_hp * mhp) / 100;
  2283. if( hp_rate > 0 )
  2284. hp += (status->hp * hp_rate) / 100;
  2285. else
  2286. hp += (status->max_hp * (-hp_rate)) / 100;
  2287. if( sp_rate > 0 )
  2288. sp += (status->sp * sp_rate) / 100;
  2289. else
  2290. sp += (status->max_sp * (-sp_rate)) / 100;
  2291. if( bl->type == BL_HOM )
  2292. { // Intimacy Requeriments
  2293. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2294. switch( skill )
  2295. {
  2296. case HFLI_SBR44:
  2297. if( hd->homunculus.intimacy <= 200 )
  2298. return 0;
  2299. break;
  2300. case HVAN_EXPLOSION:
  2301. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2302. return 0;
  2303. break;
  2304. }
  2305. }
  2306. if( !(type&2) )
  2307. {
  2308. if( hp > 0 && status->hp <= (unsigned int)hp )
  2309. {
  2310. clif_skill_fail(sd, skill, 2, 0);
  2311. return 0;
  2312. }
  2313. if( sp > 0 && status->sp <= (unsigned int)sp )
  2314. {
  2315. clif_skill_fail(sd, skill, 1, 0);
  2316. return 0;
  2317. }
  2318. }
  2319. if( !type )
  2320. switch( state )
  2321. {
  2322. case ST_MOVE_ENABLE:
  2323. if( !unit_can_move(bl) )
  2324. {
  2325. clif_skill_fail(sd, skill, 0, 0);
  2326. return 0;
  2327. }
  2328. break;
  2329. }
  2330. if( !(type&1) )
  2331. return 1;
  2332. // Check item existences
  2333. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2334. {
  2335. index[i] = -1;
  2336. if( itemid[i] < 1 ) continue; // No item
  2337. index[i] = pc_search_inventory(sd, itemid[i]);
  2338. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2339. {
  2340. clif_skill_fail(sd, skill, 0, 0);
  2341. return 0;
  2342. }
  2343. }
  2344. // Consume items
  2345. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2346. {
  2347. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1);
  2348. }
  2349. if( type&2 )
  2350. return 1;
  2351. if( sp || hp )
  2352. status_zap(bl, hp, sp);
  2353. return 1;
  2354. }
  2355. /*==========================================
  2356. *
  2357. *------------------------------------------*/
  2358. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2359. {
  2360. return 1;
  2361. }
  2362. /*==========================================
  2363. *
  2364. *------------------------------------------*/
  2365. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2366. {
  2367. struct block_list *src = map_id2bl(id),*target;
  2368. struct unit_data *ud = unit_bl2ud(src);
  2369. struct skill_timerskill *skl = NULL;
  2370. int range;
  2371. nullpo_ret(src);
  2372. nullpo_ret(ud);
  2373. skl = ud->skilltimerskill[data];
  2374. nullpo_ret(skl);
  2375. ud->skilltimerskill[data] = NULL;
  2376. do {
  2377. if(src->prev == NULL)
  2378. break;
  2379. if(skl->target_id) {
  2380. target = map_id2bl(skl->target_id);
  2381. if( skl->skill_id == RG_INTIMIDATE && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2382. target = src; //Required since it has to warp.
  2383. if(target == NULL)
  2384. break;
  2385. if(target->prev == NULL)
  2386. break;
  2387. if(src->m != target->m)
  2388. break;
  2389. if(status_isdead(src))
  2390. break;
  2391. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2392. break;
  2393. switch(skl->skill_id) {
  2394. case RG_INTIMIDATE:
  2395. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2396. short x,y;
  2397. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2398. if (target != src && !status_isdead(target))
  2399. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2400. }
  2401. break;
  2402. case BA_FROSTJOKER:
  2403. case DC_SCREAM:
  2404. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2405. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2406. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2407. break;
  2408. case NPC_EARTHQUAKE:
  2409. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2410. skill_area_temp[1] = src->id;
  2411. skill_area_temp[2] = 0;
  2412. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2413. if( skl->type > 1 )
  2414. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2415. break;
  2416. case WZ_WATERBALL:
  2417. if (!status_isdead(target))
  2418. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2419. if (skl->type>1 && !status_isdead(target)) {
  2420. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2421. } else {
  2422. struct status_change *sc = status_get_sc(src);
  2423. if(sc) {
  2424. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  2425. if(sc->data[SC_SPIRIT] &&
  2426. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2427. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2428. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2429. }
  2430. }
  2431. break;
  2432. /**
  2433. * Warlock
  2434. **/
  2435. case WL_CHAINLIGHTNING_ATK:
  2436. {
  2437. struct block_list *nbl = NULL; // Next Target of Chain
  2438. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2439. if( skl->type > 1 )
  2440. { // Remaining Chains Hit
  2441. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2442. if( nbl == NULL && skl->x > 1 )
  2443. {
  2444. nbl = target;
  2445. skl->x--;
  2446. }
  2447. else skl->x = 3;
  2448. }
  2449. if( nbl )
  2450. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2451. }
  2452. break;
  2453. case WL_TETRAVORTEX_FIRE:
  2454. case WL_TETRAVORTEX_WATER:
  2455. case WL_TETRAVORTEX_WIND:
  2456. case WL_TETRAVORTEX_GROUND:
  2457. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2458. if( skl->type >= 3 )
  2459. { // Final Hit
  2460. status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
  2461. if( !status_isdead(target) )
  2462. { // Final Status Effect
  2463. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2464. applyeffects[4] = { 0, 0, 0, 0 },
  2465. i, j = 0, k = 0;
  2466. for( i = 1; i <= 8; i = i + i )
  2467. {
  2468. if( skl->x&i )
  2469. {
  2470. applyeffects[j] = effects[k];
  2471. j++;
  2472. }
  2473. k++;
  2474. }
  2475. if( j )
  2476. {
  2477. i = applyeffects[rand()%j];
  2478. status_change_start(target, i, 10000, skl->skill_lv,
  2479. (i == SC_BURNING ? 1000 : 0),
  2480. (i == SC_BURNING ? src->id : 0),
  2481. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2482. }
  2483. }
  2484. }
  2485. break;
  2486. default:
  2487. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2488. break;
  2489. }
  2490. }
  2491. else {
  2492. if(src->m != skl->map)
  2493. break;
  2494. switch( skl->skill_id )
  2495. {
  2496. case WZ_METEOR:
  2497. if( skl->type >= 0 )
  2498. {
  2499. int x = skl->type>>16, y = skl->type&0xFFFF;
  2500. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2501. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2502. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2503. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2504. }
  2505. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2506. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2507. break;
  2508. case WL_EARTHSTRAIN:
  2509. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2510. break;
  2511. }
  2512. if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
  2513. status_change_end(src,SC_MAGICPOWER,-1);
  2514. }
  2515. } while (0);
  2516. //Free skl now that it is no longer needed.
  2517. ers_free(skill_timer_ers, skl);
  2518. return 0;
  2519. }
  2520. /*==========================================
  2521. *
  2522. *------------------------------------------*/
  2523. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2524. {
  2525. int i;
  2526. struct unit_data *ud;
  2527. nullpo_retr(1, src);
  2528. ud = unit_bl2ud(src);
  2529. nullpo_retr(1, ud);
  2530. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2531. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2532. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2533. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2534. ud->skilltimerskill[i]->src_id = src->id;
  2535. ud->skilltimerskill[i]->target_id = target;
  2536. ud->skilltimerskill[i]->skill_id = skill_id;
  2537. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2538. ud->skilltimerskill[i]->map = src->m;
  2539. ud->skilltimerskill[i]->x = x;
  2540. ud->skilltimerskill[i]->y = y;
  2541. ud->skilltimerskill[i]->type = type;
  2542. ud->skilltimerskill[i]->flag = flag;
  2543. return 0;
  2544. }
  2545. /*==========================================
  2546. *
  2547. *------------------------------------------*/
  2548. int skill_cleartimerskill (struct block_list *src)
  2549. {
  2550. int i;
  2551. struct unit_data *ud;
  2552. nullpo_ret(src);
  2553. ud = unit_bl2ud(src);
  2554. nullpo_ret(ud);
  2555. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2556. if(ud->skilltimerskill[i]) {
  2557. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2558. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2559. ud->skilltimerskill[i]=NULL;
  2560. }
  2561. }
  2562. return 1;
  2563. }
  2564. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2565. {
  2566. TBL_SKILL *su = (TBL_SKILL*)bl;
  2567. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2568. { //Reveal trap.
  2569. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2570. //clif_changetraplook(bl, su->group->unit_id);
  2571. clif_skill_setunit(su);
  2572. return 1;
  2573. }
  2574. return 0;
  2575. }
  2576. /*==========================================
  2577. *
  2578. *
  2579. *------------------------------------------*/
  2580. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2581. {
  2582. struct map_session_data *sd = NULL;
  2583. struct status_data *tstatus;
  2584. struct status_change *sc;
  2585. if (skillid > 0 && skilllv <= 0) return 0;
  2586. nullpo_retr(1, src);
  2587. nullpo_retr(1, bl);
  2588. if (src->m != bl->m)
  2589. return 1;
  2590. if (bl->prev == NULL)
  2591. return 1;
  2592. sd = BL_CAST(BL_PC, src);
  2593. if (status_isdead(bl))
  2594. return 1;
  2595. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2596. { //GTB makes all targetted magic display miss with a single bolt.
  2597. sc_type sct = status_skill2sc(skillid);
  2598. if(sct != SC_NONE)
  2599. status_change_end(bl, sct, INVALID_TIMER);
  2600. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2601. return 1;
  2602. }
  2603. sc = status_get_sc(src);
  2604. if (sc && !sc->count)
  2605. sc = NULL; //Unneeded
  2606. tstatus = status_get_status_data(bl);
  2607. map_freeblock_lock();
  2608. switch(skillid)
  2609. {
  2610. case MER_CRASH:
  2611. case SM_BASH:
  2612. case MS_BASH:
  2613. case MC_MAMMONITE:
  2614. case TF_DOUBLE:
  2615. case AC_DOUBLE:
  2616. case MA_DOUBLE:
  2617. case AS_SONICBLOW:
  2618. case KN_PIERCE:
  2619. case ML_PIERCE:
  2620. case KN_SPEARBOOMERANG:
  2621. case TF_POISON:
  2622. case TF_SPRINKLESAND:
  2623. case AC_CHARGEARROW:
  2624. case MA_CHARGEARROW:
  2625. case RG_INTIMIDATE:
  2626. case AM_ACIDTERROR:
  2627. case BA_MUSICALSTRIKE:
  2628. case DC_THROWARROW:
  2629. case BA_DISSONANCE:
  2630. case CR_HOLYCROSS:
  2631. case NPC_DARKCROSS:
  2632. case CR_SHIELDCHARGE:
  2633. case CR_SHIELDBOOMERANG:
  2634. case NPC_PIERCINGATT:
  2635. case NPC_MENTALBREAKER:
  2636. case NPC_RANGEATTACK:
  2637. case NPC_CRITICALSLASH:
  2638. case NPC_COMBOATTACK:
  2639. case NPC_GUIDEDATTACK:
  2640. case NPC_POISON:
  2641. case NPC_RANDOMATTACK:
  2642. case NPC_WATERATTACK:
  2643. case NPC_GROUNDATTACK:
  2644. case NPC_FIREATTACK:
  2645. case NPC_WINDATTACK:
  2646. case NPC_POISONATTACK:
  2647. case NPC_HOLYATTACK:
  2648. case NPC_DARKNESSATTACK:
  2649. case NPC_TELEKINESISATTACK:
  2650. case NPC_UNDEADATTACK:
  2651. case NPC_ARMORBRAKE:
  2652. case NPC_WEAPONBRAKER:
  2653. case NPC_HELMBRAKE:
  2654. case NPC_SHIELDBRAKE:
  2655. case NPC_BLINDATTACK:
  2656. case NPC_SILENCEATTACK:
  2657. case NPC_STUNATTACK:
  2658. case NPC_PETRIFYATTACK:
  2659. case NPC_CURSEATTACK:
  2660. case NPC_SLEEPATTACK:
  2661. case LK_AURABLADE:
  2662. case LK_SPIRALPIERCE:
  2663. case ML_SPIRALPIERCE:
  2664. case LK_HEADCRUSH:
  2665. case CG_ARROWVULCAN:
  2666. case HW_MAGICCRASHER:
  2667. case ITM_TOMAHAWK:
  2668. case MO_TRIPLEATTACK:
  2669. case CH_CHAINCRUSH:
  2670. case CH_TIGERFIST:
  2671. case PA_SHIELDCHAIN: // Shield Chain
  2672. case PA_SACRIFICE:
  2673. case WS_CARTTERMINATION: // Cart Termination
  2674. case AS_VENOMKNIFE:
  2675. case HT_PHANTASMIC:
  2676. case HT_POWER:
  2677. case TK_DOWNKICK:
  2678. case TK_COUNTER:
  2679. case GS_CHAINACTION:
  2680. case GS_TRIPLEACTION:
  2681. case GS_MAGICALBULLET:
  2682. case GS_TRACKING:
  2683. case GS_PIERCINGSHOT:
  2684. case GS_RAPIDSHOWER:
  2685. case GS_DUST:
  2686. case GS_DISARM: // Added disarm. [Reddozen]
  2687. case GS_FULLBUSTER:
  2688. case NJ_SYURIKEN:
  2689. case NJ_KUNAI:
  2690. case ASC_BREAKER:
  2691. case HFLI_MOON: //[orn]
  2692. case HFLI_SBR44: //[orn]
  2693. case NPC_BLEEDING:
  2694. case NPC_CRITICALWOUND:
  2695. case NPC_HELLPOWER:
  2696. /**
  2697. * Rune Knight
  2698. **/
  2699. case RK_SONICWAVE:
  2700. case RK_HUNDREDSPEAR:
  2701. case RK_WINDCUTTER:
  2702. /**
  2703. * Arch Bishop
  2704. **/
  2705. case AB_DUPLELIGHT_MELEE:
  2706. /**
  2707. * Ranger
  2708. **/
  2709. case RA_AIMEDBOLT:
  2710. /**
  2711. * Mechanic
  2712. **/
  2713. case NC_AXEBOOMERANG:
  2714. case NC_POWERSWING:
  2715. /**
  2716. * Guilotinne Cross
  2717. **/
  2718. case GC_CROSSIMPACT:
  2719. case GC_VENOMPRESSURE:
  2720. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2721. break;
  2722. /**
  2723. * Mechanic (MADO GEAR)
  2724. **/
  2725. case NC_BOOSTKNUCKLE:
  2726. case NC_PILEBUNKER:
  2727. case NC_VULCANARM:
  2728. case NC_COLDSLOWER:
  2729. case NC_ARMSCANNON:
  2730. if (sd) pc_overheat(sd,1);
  2731. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2732. break;
  2733. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2734. switch( rand()%6 ){
  2735. case 0: flag |= BREAK_ANKLE; break;
  2736. case 1: flag |= BREAK_WRIST; break;
  2737. case 2: flag |= BREAK_KNEE; break;
  2738. case 3: flag |= BREAK_SHOULDER; break;
  2739. case 4: flag |= BREAK_WAIST; break;
  2740. case 5: flag |= BREAK_NECK; break;
  2741. }
  2742. //TODO: is there really no cleaner way to do this?
  2743. sc = status_get_sc(bl);
  2744. if (sc) sc->jb_flag = flag;
  2745. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2746. break;
  2747. case MO_COMBOFINISH:
  2748. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2749. { //Becomes a splash attack when Soul Linked.
  2750. map_foreachinrange(skill_area_sub, bl,
  2751. skill_get_splash(skillid, skilllv),splash_target(src),
  2752. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2753. skill_castend_damage_id);
  2754. } else
  2755. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2756. break;
  2757. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2758. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2759. skill_area_temp[1] = 0;
  2760. map_foreachinrange(skill_attack_area, src,
  2761. skill_get_splash(skillid, skilllv), splash_target(src),
  2762. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2763. break;
  2764. case KN_CHARGEATK:
  2765. {
  2766. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2767. unsigned int dist = distance_bl(src, bl);
  2768. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2769. // teleport to target (if not on WoE grounds)
  2770. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2771. clif_slide(src, bl->x, bl->y);
  2772. // cause damage and knockback if the path to target was a straight one
  2773. if( path )
  2774. {
  2775. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2776. skill_blown(src, bl, dist, dir, 0);
  2777. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2778. // make the caster look in the direction of the target
  2779. unit_setdir(src, (dir+4)%8);
  2780. }
  2781. }
  2782. break;
  2783. case TK_JUMPKICK:
  2784. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2785. {
  2786. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2787. clif_slide(src,bl->x,bl->y);
  2788. }
  2789. break;
  2790. case NC_FLAMELAUNCHER:
  2791. if (sd) pc_overheat(sd,1);
  2792. case SN_SHARPSHOOTING:
  2793. case MA_SHARPSHOOTING:
  2794. case NJ_KAMAITACHI:
  2795. //It won't shoot through walls since on castend there has to be a direct
  2796. //line of sight between caster and target.
  2797. skill_area_temp[1] = bl->id;
  2798. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2799. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2800. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2801. break;
  2802. case NPC_ACIDBREATH:
  2803. case NPC_DARKNESSBREATH:
  2804. case NPC_FIREBREATH:
  2805. case NPC_ICEBREATH:
  2806. case NPC_THUNDERBREATH:
  2807. skill_area_temp[1] = bl->id;
  2808. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2809. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2810. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2811. break;
  2812. case MO_INVESTIGATE:
  2813. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2814. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2815. break;
  2816. case RG_BACKSTAP:
  2817. {
  2818. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2819. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2820. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2821. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2822. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2823. unit_setdir(bl,dir);
  2824. }
  2825. else if (sd)
  2826. clif_skill_fail(sd,skillid,0,0);
  2827. }
  2828. break;
  2829. case MO_FINGEROFFENSIVE:
  2830. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2831. if (battle_config.finger_offensive_type && sd) {
  2832. int i;
  2833. for (i = 1; i < sd->spiritball_old; i++)
  2834. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2835. }
  2836. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2837. break;
  2838. case MO_CHAINCOMBO:
  2839. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2840. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2841. break;
  2842. case NJ_ISSEN:
  2843. status_change_end(src, SC_NEN, INVALID_TIMER);
  2844. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2845. // fall through
  2846. case MO_EXTREMITYFIST:
  2847. if( skillid == MO_EXTREMITYFIST )
  2848. {
  2849. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  2850. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2851. }
  2852. //Client expects you to move to target regardless of distance
  2853. {
  2854. struct unit_data *ud = unit_bl2ud(src);
  2855. short dx,dy;
  2856. int i,speed;
  2857. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2858. dx = bl->x - src->x;
  2859. dy = bl->y - src->y;
  2860. if (dx < 0) dx-=i;
  2861. else if (dx > 0) dx+=i;
  2862. if (dy < 0) dy-=i;
  2863. else if (dy > 0) dy+=i;
  2864. if (!dx && !dy) dy++;
  2865. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2866. {
  2867. dx = bl->x;
  2868. dy = bl->y;
  2869. } else {
  2870. dx = src->x + dx;
  2871. dy = src->y + dy;
  2872. }
  2873. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2874. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2875. //Increase can't walk delay to not alter your walk path
  2876. ud->canmove_tick = tick;
  2877. speed = status_get_speed(src);
  2878. for (i = 0; i < ud->walkpath.path_len; i ++)
  2879. {
  2880. if(ud->walkpath.path[i]&1)
  2881. ud->canmove_tick+=7*speed/5;
  2882. else
  2883. ud->canmove_tick+=speed;
  2884. }
  2885. }
  2886. }
  2887. break;
  2888. //Splash attack skills.
  2889. case AS_GRIMTOOTH:
  2890. case MC_CARTREVOLUTION:
  2891. case NPC_SPLASHATTACK:
  2892. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2893. case AS_SPLASHER:
  2894. case SM_MAGNUM:
  2895. case MS_MAGNUM:
  2896. case HT_BLITZBEAT:
  2897. case AC_SHOWER:
  2898. case MA_SHOWER:
  2899. case MG_NAPALMBEAT:
  2900. case MG_FIREBALL:
  2901. case RG_RAID:
  2902. case HW_NAPALMVULCAN:
  2903. case NJ_HUUMA:
  2904. case NJ_BAKUENRYU:
  2905. case ASC_METEORASSAULT:
  2906. case GS_DESPERADO:
  2907. case GS_SPREADATTACK:
  2908. case NPC_EARTHQUAKE:
  2909. case NPC_PULSESTRIKE:
  2910. case NPC_HELLJUDGEMENT:
  2911. case NPC_VAMPIRE_GIFT:
  2912. /**
  2913. * Rune Knight
  2914. **/
  2915. case RK_IGNITIONBREAK:
  2916. /**
  2917. * Arch Bishop
  2918. **/
  2919. case AB_JUDEX:
  2920. /**
  2921. * Warlock
  2922. **/
  2923. case WL_SOULEXPANSION:
  2924. case WL_CRIMSONROCK:
  2925. case WL_COMET:
  2926. /**
  2927. * Ranger
  2928. **/
  2929. case RA_ARROWSTORM:
  2930. case RA_WUGDASH:
  2931. /**
  2932. * Mechanic
  2933. **/
  2934. case NC_SELFDESTRUCTION:
  2935. case NC_AXETORNADO:
  2936. /**
  2937. * Guilotine Cross
  2938. **/
  2939. case GC_ROLLINGCUTTER:
  2940. case GC_COUNTERSLASH:
  2941. if( flag&1 )
  2942. { //Recursive invocation
  2943. // skill_area_temp[0] holds number of targets in area
  2944. // skill_area_temp[1] holds the id of the original target
  2945. // skill_area_temp[2] counts how many targets have already been processed
  2946. int sflag = skill_area_temp[0] & 0xFFF, heal;
  2947. if( flag&SD_LEVEL )
  2948. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2949. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2950. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2951. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2952. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 )
  2953. {
  2954. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2955. status_heal(src,heal,0,0);
  2956. }
  2957. }
  2958. else
  2959. {
  2960. if ( skillid == NJ_BAKUENRYU )
  2961. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2962. skill_area_temp[0] = 0;
  2963. skill_area_temp[1] = bl->id;
  2964. skill_area_temp[2] = 0;
  2965. if( skillid == WL_CRIMSONROCK ) {
  2966. skill_area_temp[4] = bl->x;
  2967. skill_area_temp[5] = bl->y;
  2968. }
  2969. // if skill damage should be split among targets, count them
  2970. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2971. //special case: Venom Splasher uses a different range for searching than for splashing
  2972. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2973. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2974. // recursive invocation of skill_castend_damage_id() with flag|1
  2975. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WL_CRIMSONROCK)?BL_CHAR|BL_SKILL:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2976. //FIXME: Isn't EarthQuake a ground skill after all?
  2977. if( skillid == NPC_EARTHQUAKE )
  2978. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2979. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2980. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2981. { // Initiate 10% of your damage becomes fire element.
  2982. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2983. if( sd )
  2984. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2985. if( bl->type == BL_MER )
  2986. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2987. }
  2988. }
  2989. break;
  2990. case KN_BRANDISHSPEAR:
  2991. case ML_BRANDISH:
  2992. //Coded apart for it needs the flag passed to the damage calculation.
  2993. if (skill_area_temp[1] != bl->id)
  2994. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2995. else
  2996. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2997. break;
  2998. case KN_BOWLINGBASH:
  2999. case MS_BOWLINGBASH:
  3000. if(flag&1){
  3001. if(bl->id==skill_area_temp[1])
  3002. break;
  3003. //two hits for 500%
  3004. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3005. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3006. } else {
  3007. int i,c;
  3008. c = skill_get_blewcount(skillid,skilllv);
  3009. // keep moving target in the direction that src is looking, square by square
  3010. for(i=0;i<c;i++){
  3011. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3012. break; //Can't knockback
  3013. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3014. if( skill_area_temp[0] > 1 ) break; // collision
  3015. }
  3016. clif_blown(bl); //Update target pos.
  3017. if (i!=c) { //Splash
  3018. skill_area_temp[1] = bl->id;
  3019. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3020. }
  3021. //Weirdo dual-hit property, two attacks for 500%
  3022. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3023. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3024. }
  3025. break;
  3026. case KN_SPEARSTAB:
  3027. if(flag&1) {
  3028. if (bl->id==skill_area_temp[1])
  3029. break;
  3030. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3031. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3032. } else {
  3033. int x=bl->x,y=bl->y,i,dir;
  3034. dir = map_calc_dir(bl,src->x,src->y);
  3035. skill_area_temp[1] = bl->id;
  3036. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3037. // all the enemies between the caster and the target are hit, as well as the target
  3038. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3039. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3040. for (i=0;i<4;i++) {
  3041. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3042. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3043. x += dirx[dir];
  3044. y += diry[dir];
  3045. }
  3046. }
  3047. break;
  3048. case TK_TURNKICK:
  3049. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3050. {
  3051. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3052. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3053. map_foreachinrange(skill_area_sub,bl,
  3054. skill_get_splash(skillid, skilllv),BL_CHAR,
  3055. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3056. skill_castend_nodamage_id);
  3057. }
  3058. break;
  3059. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3060. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3061. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3062. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3063. break;
  3064. case PR_TURNUNDEAD:
  3065. case ALL_RESURRECTION:
  3066. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3067. break;
  3068. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3069. break;
  3070. case MG_SOULSTRIKE:
  3071. case NPC_DARKSTRIKE:
  3072. case MG_COLDBOLT:
  3073. case MG_FIREBOLT:
  3074. case MG_LIGHTNINGBOLT:
  3075. case WZ_EARTHSPIKE:
  3076. case AL_HEAL:
  3077. case AL_HOLYLIGHT:
  3078. case WZ_JUPITEL:
  3079. case NPC_DARKTHUNDER:
  3080. case PR_ASPERSIO:
  3081. case MG_FROSTDIVER:
  3082. case WZ_SIGHTBLASTER:
  3083. case WZ_SIGHTRASHER:
  3084. case NJ_KOUENKA:
  3085. case NJ_HYOUSENSOU:
  3086. case NJ_HUUJIN:
  3087. /**
  3088. * Arch Bishop
  3089. **/
  3090. case AB_ADORAMUS:
  3091. case AB_RENOVATIO:
  3092. case AB_HIGHNESSHEAL:
  3093. case AB_DUPLELIGHT_MAGIC:
  3094. /**
  3095. * Warlock
  3096. **/
  3097. case WL_HELLINFERNO:
  3098. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3099. break;
  3100. case NPC_MAGICALATTACK:
  3101. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3102. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3103. break;
  3104. case HVAN_CAPRICE: //[blackhole89]
  3105. {
  3106. int ran=rand()%4;
  3107. int sid = 0;
  3108. switch(ran)
  3109. {
  3110. case 0: sid=MG_COLDBOLT; break;
  3111. case 1: sid=MG_FIREBOLT; break;
  3112. case 2: sid=MG_LIGHTNINGBOLT; break;
  3113. case 3: sid=WZ_EARTHSPIKE; break;
  3114. }
  3115. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3116. }
  3117. break;
  3118. case WZ_WATERBALL:
  3119. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3120. {
  3121. int range = skilllv / 2;
  3122. int maxlv = skill_get_max(skillid); // learnable level
  3123. int count = 0;
  3124. int x, y;
  3125. struct skill_unit* unit;
  3126. if( skilllv > maxlv )
  3127. {
  3128. if( src->type == BL_MOB && skilllv == 10 )
  3129. range = 4;
  3130. else
  3131. range = maxlv / 2;
  3132. }
  3133. for( y = src->y - range; y <= src->y + range; ++y )
  3134. for( x = src->x - range; x <= src->x + range; ++x )
  3135. {
  3136. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  3137. {
  3138. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3139. count++; // natural water cell
  3140. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  3141. {
  3142. count++; // skill-induced water cell
  3143. skill_delunit(unit); // consume cell
  3144. }
  3145. }
  3146. }
  3147. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3148. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3149. }
  3150. break;
  3151. case PR_BENEDICTIO:
  3152. //Should attack undead and demons. [Skotlex]
  3153. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3154. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3155. break;
  3156. case SL_SMA:
  3157. status_change_end(src, SC_SMA, INVALID_TIMER);
  3158. case SL_STIN:
  3159. case SL_STUN:
  3160. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3161. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3162. clif_skill_fail(sd,skillid,0,0);
  3163. break;
  3164. }
  3165. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3166. break;
  3167. case NPC_DARKBREATH:
  3168. clif_emotion(src,E_AG);
  3169. case SN_FALCONASSAULT:
  3170. case PA_PRESSURE:
  3171. case CR_ACIDDEMONSTRATION:
  3172. case TF_THROWSTONE:
  3173. case NPC_SMOKING:
  3174. case GS_FLING:
  3175. case NJ_ZENYNAGE:
  3176. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3177. break;
  3178. /**
  3179. * Rune Knight
  3180. **/
  3181. case RK_DRAGONBREATH:
  3182. {
  3183. struct status_change *tsc = NULL;
  3184. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3185. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3186. } else
  3187. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3188. }
  3189. break;
  3190. case HVAN_EXPLOSION:
  3191. case NPC_SELFDESTRUCTION:
  3192. if (src != bl)
  3193. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3194. break;
  3195. // Celest
  3196. case PF_SOULBURN:
  3197. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3198. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3199. if (skilllv == 5)
  3200. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3201. status_percent_damage(src, bl, 0, 100, false);
  3202. } else {
  3203. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3204. if (skilllv == 5)
  3205. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3206. status_percent_damage(src, src, 0, 100, false);
  3207. }
  3208. break;
  3209. case NPC_BLOODDRAIN:
  3210. case NPC_ENERGYDRAIN:
  3211. {
  3212. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3213. src, src, bl, skillid, skilllv, tick, flag);
  3214. if (heal > 0){
  3215. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3216. status_heal(src, heal, 0, 0);
  3217. }
  3218. }
  3219. break;
  3220. case GS_BULLSEYE:
  3221. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3222. break;
  3223. case NJ_KASUMIKIRI:
  3224. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3225. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3226. break;
  3227. case NJ_KIRIKAGE:
  3228. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3229. { //You don't move on GVG grounds.
  3230. short x, y;
  3231. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3232. if (unit_movepos(src, x, y, 0, 0))
  3233. clif_slide(src,src->x,src->y);
  3234. }
  3235. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3236. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3237. break;
  3238. /**
  3239. * Rune Knight
  3240. **/
  3241. case RK_PHANTOMTHRUST:
  3242. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3243. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3244. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3245. if( battle_check_target(src,bl,BCT_ENEMY) )
  3246. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3247. break;
  3248. case RK_STORMBLAST:
  3249. case RK_CRUSHSTRIKE:
  3250. if( sd ) {
  3251. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3252. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3253. else
  3254. clif_skill_fail(sd,skillid,0,0);
  3255. } else //non-sd support
  3256. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3257. break;
  3258. /**
  3259. * Guilotinne Cross
  3260. **/
  3261. case GC_DARKILLUSION:
  3262. {
  3263. short x, y;
  3264. short dir = map_calc_dir(src,bl->x,bl->y);
  3265. if( dir > 4 ) x = -1;
  3266. else if( dir > 0 && dir < 4 ) x = 1;
  3267. else x = 0;
  3268. if( dir < 3 || dir > 5 ) y = -1;
  3269. else if( dir > 3 && dir < 5 ) y = 1;
  3270. else y = 0;
  3271. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3272. {
  3273. clif_slide(src,bl->x+x,bl->y+y);
  3274. clif_fixpos(src); // the official server send these two packts.
  3275. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3276. if( rand()%100 < 4 * skilllv )
  3277. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3278. }
  3279. }
  3280. break;
  3281. case GC_WEAPONCRUSH:
  3282. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3283. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3284. else if( sd )
  3285. clif_skill_fail(sd,skillid,0x1f,0);
  3286. break;
  3287. case GC_CROSSRIPPERSLASHER:
  3288. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3289. clif_skill_fail(sd,skillid,0x17,0);
  3290. else
  3291. {
  3292. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3293. status_change_end(src,SC_ROLLINGCUTTER,-1);
  3294. }
  3295. break;
  3296. case GC_PHANTOMMENACE:
  3297. if( flag&1 )
  3298. { // Only Hits Invisible Targets
  3299. struct status_change *tsc = status_get_sc(bl);
  3300. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3301. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3302. }
  3303. break;
  3304. /**
  3305. * Warlock
  3306. **/
  3307. case WL_CHAINLIGHTNING:
  3308. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3309. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3310. break;
  3311. case WL_DRAINLIFE:
  3312. {
  3313. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3314. int rate = 70 + 4 * skilllv + ( sd ? sd->status.job_level : 50 ) / 5;
  3315. heal = 8 * skilllv;
  3316. if( status_get_lv(src) > 100 ) heal = heal * status_get_lv(src) / 100; // Base level bonus.
  3317. if( bl->type == BL_SKILL )
  3318. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3319. if( heal && rand()%100 < rate )
  3320. {
  3321. status_heal(src, heal, 0, 0);
  3322. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3323. }
  3324. }
  3325. break;
  3326. case WL_TETRAVORTEX:
  3327. if( sd )
  3328. {
  3329. int spheres[5] = { 0, 0, 0, 0, 0 },
  3330. positions[5] = {-1,-1,-1,-1,-1 },
  3331. i, j = 0, k, subskill = 0;
  3332. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3333. if( sc && sc->data[i] )
  3334. {
  3335. spheres[j] = i;
  3336. positions[j] = sc->data[i]->val2;
  3337. j++; //
  3338. }
  3339. if( j < 4 )
  3340. { // Need 4 spheres minimum
  3341. clif_skill_fail(sd,skillid,0,0);
  3342. break;
  3343. }
  3344. // Sphere Sort, this time from new to old
  3345. for( i = 0; i <= j - 2; i++ )
  3346. for( k = i + 1; k <= j - 1; k++ )
  3347. if( positions[i] < positions[k] )
  3348. {
  3349. swap(positions[i],positions[k]);
  3350. swap(spheres[i],spheres[k]);
  3351. }
  3352. k = 0;
  3353. for( i = 0; i < 4; i++ )
  3354. {
  3355. switch( sc->data[spheres[i]]->val1 )
  3356. {
  3357. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3358. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3359. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3360. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3361. }
  3362. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
  3363. status_change_end(src, spheres[i], INVALID_TIMER);
  3364. }
  3365. }
  3366. break;
  3367. case WL_RELEASE:
  3368. if( sd )
  3369. {
  3370. int i;
  3371. // Priority is to release SpellBook
  3372. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid != 0);
  3373. if( i < MAX_SPELLBOOK )
  3374. { // SpellBook
  3375. int rsb_skillid, rsb_skilllv;
  3376. if( skilllv > 1 )
  3377. {
  3378. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid == 0);
  3379. i--; // At skilllvl 2, Release uses the last learned skill in spellbook
  3380. }
  3381. rsb_skillid = sd->rsb[i].skillid;
  3382. rsb_skilllv = sd->rsb[i].level;
  3383. if( skilllv > 1 )
  3384. sd->rsb[i].skillid = 0; // Last position - only remove it from list
  3385. else
  3386. memmove(&sd->rsb[0],&sd->rsb[1],sizeof(sd->rsb) - sizeof(sd->rsb[0]));
  3387. if( sd->rsb[0].skillid == 0 )
  3388. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3389. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3390. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3391. if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
  3392. break;
  3393. switch( skill_get_casttype(rsb_skillid) )
  3394. {
  3395. case CAST_GROUND:
  3396. skill_castend_pos2(src,bl->x,bl->y,rsb_skillid,rsb_skilllv,tick,0);
  3397. break;
  3398. case CAST_NODAMAGE:
  3399. skill_castend_nodamage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3400. break;
  3401. case CAST_DAMAGE:
  3402. skill_castend_damage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3403. break;
  3404. }
  3405. sd->ud.canact_tick = tick + skill_delayfix(src, rsb_skillid, rsb_skilllv);
  3406. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, rsb_skillid, rsb_skilllv), 0, 0, 0);
  3407. }
  3408. else
  3409. { // Summon Balls
  3410. int j = 0, k, skele;
  3411. int spheres[5] = { 0, 0, 0, 0, 0 },
  3412. positions[5] = {-1,-1,-1,-1,-1 };
  3413. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3414. if( sc && sc->data[i] )
  3415. {
  3416. spheres[j] = i;
  3417. positions[j] = sc->data[i]->val2;
  3418. sc->data[i]->val2--; // Prepares for next position
  3419. j++;
  3420. }
  3421. if( j == 0 )
  3422. { // No Spheres
  3423. clif_skill_fail(sd,skillid,0,0);
  3424. break;
  3425. }
  3426. // Sphere Sort
  3427. for( i = 0; i <= j - 2; i++ )
  3428. for( k = i + 1; k <= j - 1; k++ )
  3429. if( positions[i] > positions[k] )
  3430. {
  3431. swap(positions[i],positions[k]);
  3432. swap(spheres[i],spheres[k]);
  3433. }
  3434. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3435. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3436. for( i = 0; i < j; i++ )
  3437. {
  3438. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3439. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3440. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3441. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3442. }
  3443. clif_skill_nodamage(src,bl,skillid,0,1);
  3444. }
  3445. }
  3446. break;
  3447. case WL_FROSTMISTY:
  3448. {
  3449. struct status_change *tsc = status_get_sc(bl);
  3450. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3451. break; // Doesn't hit/cause Freezing to invisible enemy
  3452. // Causes Freezing status through walls.
  3453. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3454. // Doesn't deal damage through non-shootable walls.
  3455. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3456. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3457. }
  3458. break;
  3459. case WL_JACKFROST: {
  3460. struct status_change *tsc = status_get_sc(bl);
  3461. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3462. break; // Do not hit invisible enemy
  3463. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3464. }
  3465. break;
  3466. /**
  3467. * Ranger
  3468. **/
  3469. case RA_WUGSTRIKE:
  3470. case RA_WUGBITE:
  3471. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3472. if( skillid == RA_WUGSTRIKE ) {
  3473. if( sd && pc_isridingwug(sd) && !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src,bl->x,bl->y,1,1) )
  3474. clif_slide(src, bl->x, bl->y);
  3475. }
  3476. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3477. }
  3478. break;
  3479. case RA_SENSITIVEKEEN:
  3480. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3481. struct status_change * tsc = status_get_sc(bl);
  3482. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK) || tsc->data[SC__INVISIBILITY]) )
  3483. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3484. }
  3485. else
  3486. {
  3487. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3488. struct skill_unit_group* sg;
  3489. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP && sg->src_id != src->id &&
  3490. battle_check_target(src, map_id2bl(sg->src_id), BCT_ENEMY) > 0 )
  3491. {
  3492. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3493. {
  3494. struct item item_tmp;
  3495. memset(&item_tmp,0,sizeof(item_tmp));
  3496. item_tmp.nameid = ( sg->unit_id >= UNT_MAGENTATRAP && sg->unit_id <= UNT_CLUSTERBOMB )?ITEMID_TRAP_ALLOY:ITEMID_TRAP;
  3497. item_tmp.identify = 1;
  3498. if( item_tmp.nameid )
  3499. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3500. }
  3501. skill_delunit(su);
  3502. }
  3503. }
  3504. break;
  3505. /**
  3506. * Mechanic
  3507. **/
  3508. case NC_INFRAREDSCAN:
  3509. if( flag&1 )
  3510. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3511. if( rand()%100 < 50 )
  3512. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3513. status_change_end(bl, SC_HIDING, -1);
  3514. status_change_end(bl, SC_CLOAKING, -1);
  3515. status_change_end(bl, SC_CLOAKINGEXCEED, -1); // Need confirm it.
  3516. }
  3517. else
  3518. {
  3519. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3520. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3521. if( sd ) pc_overheat(sd,1);
  3522. }
  3523. break;
  3524. case NC_MAGNETICFIELD:
  3525. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3526. break;
  3527. case 0:
  3528. if(sd) {
  3529. if (flag & 3){
  3530. if (bl->id != skill_area_temp[1])
  3531. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  3532. } else {
  3533. skill_area_temp[1] = bl->id;
  3534. map_foreachinrange(skill_area_sub, bl,
  3535. sd->splash_range, BL_CHAR,
  3536. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3537. skill_castend_damage_id);
  3538. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3539. }
  3540. }
  3541. break;
  3542. default:
  3543. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3544. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3545. 0, abs(skill_get_num(skillid, skilllv)),
  3546. skillid, skilllv, skill_get_hit(skillid));
  3547. map_freeblock_unlock();
  3548. return 1;
  3549. }
  3550. map_freeblock_unlock();
  3551. if( sd && !(flag&1) )
  3552. {// ensure that the skill last-cast tick is recorded
  3553. sd->canskill_tick = gettick();
  3554. if( sd->state.arrow_atk )
  3555. {// consume arrow on last invocation to this skill.
  3556. battle_consume_ammo(sd, skillid, skilllv);
  3557. }
  3558. // perform auto-cast routines and skill requirement consumption
  3559. skill_onskillusage(sd, bl, skillid, tick);
  3560. skill_consume_requirement(sd,skillid,skilllv,2);
  3561. }
  3562. return 0;
  3563. }
  3564. /*==========================================
  3565. *
  3566. *------------------------------------------*/
  3567. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3568. {
  3569. struct map_session_data *sd, *dstsd;
  3570. struct mob_data *md, *dstmd;
  3571. struct homun_data *hd;
  3572. struct mercenary_data *mer;
  3573. struct status_data *sstatus, *tstatus;
  3574. struct status_change *tsc;
  3575. struct status_change_entry *tsce;
  3576. int i;
  3577. enum sc_type type;
  3578. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3579. nullpo_retr(1, src);
  3580. nullpo_retr(1, bl);
  3581. if (src->m != bl->m)
  3582. return 1;
  3583. sd = BL_CAST(BL_PC, src);
  3584. hd = BL_CAST(BL_HOM, src);
  3585. md = BL_CAST(BL_MOB, src);
  3586. mer = BL_CAST(BL_MER, src);
  3587. dstsd = BL_CAST(BL_PC, bl);
  3588. dstmd = BL_CAST(BL_MOB, bl);
  3589. if(bl->prev == NULL)
  3590. return 1;
  3591. if(status_isdead(src))
  3592. return 1;
  3593. if( src != bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
  3594. return 1;
  3595. tstatus = status_get_status_data(bl);
  3596. sstatus = status_get_status_data(src);
  3597. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3598. switch (skillid) {
  3599. case HLIF_HEAL: //[orn]
  3600. if (bl->type != BL_HOM) {
  3601. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3602. break ;
  3603. }
  3604. case AL_HEAL:
  3605. case ALL_RESURRECTION:
  3606. case PR_ASPERSIO:
  3607. /**
  3608. * Arch Bishop
  3609. **/
  3610. case AB_RENOVATIO:
  3611. case AB_HIGHNESSHEAL:
  3612. //Apparently only player casted skills can be offensive like this.
  3613. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3614. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3615. //Offensive heal does not works on non-enemies. [Skotlex]
  3616. clif_skill_fail(sd,skillid,0,0);
  3617. return 0;
  3618. }
  3619. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3620. }
  3621. break;
  3622. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3623. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3624. default:
  3625. //Skill is actually ground placed.
  3626. if (src == bl && skill_get_unit_id(skillid,0))
  3627. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3628. }
  3629. type = status_skill2sc(skillid);
  3630. tsc = status_get_sc(bl);
  3631. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  3632. if (src!=bl && type > -1 &&
  3633. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  3634. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  3635. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3636. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  3637. map_freeblock_lock();
  3638. switch(skillid)
  3639. {
  3640. case HLIF_HEAL: //[orn]
  3641. case AL_HEAL:
  3642. /**
  3643. * Arch Bishop
  3644. **/
  3645. case AB_HIGHNESSHEAL:
  3646. {
  3647. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  3648. int heal_get_jobexp;
  3649. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  3650. if( skillid == AB_HIGHNESSHEAL ) {
  3651. heal = heal * ( 15 + 5 * skilllv ) / 10;
  3652. }
  3653. if( status_isimmune(bl) ||
  3654. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  3655. (skillid == AL_HEAL && dstsd && dstsd->sc.option&OPTION_MADOGEAR) )//Mado is immune to AL_HEAL
  3656. heal=0;
  3657. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  3658. heal = heal*2;
  3659. if( tsc && tsc->count )
  3660. {
  3661. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  3662. { //Bounce back heal
  3663. if (--tsc->data[SC_KAITE]->val2 <= 0)
  3664. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  3665. if (src == bl)
  3666. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3667. else {
  3668. bl = src;
  3669. dstsd = sd;
  3670. }
  3671. } else
  3672. if (tsc->data[SC_BERSERK])
  3673. heal = 0; //Needed so that it actually displays 0 when healing.
  3674. }
  3675. heal_get_jobexp = status_heal(bl,heal,0,0);
  3676. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3677. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3678. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3679. if (heal_get_jobexp <= 0)
  3680. heal_get_jobexp = 1;
  3681. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  3682. }
  3683. }
  3684. break;
  3685. case PR_REDEMPTIO:
  3686. if (sd && !(flag&1)) {
  3687. if (sd->status.party_id == 0) {
  3688. clif_skill_fail(sd,skillid,0,0);
  3689. break;
  3690. }
  3691. skill_area_temp[0] = 0;
  3692. party_foreachsamemap(skill_area_sub,
  3693. sd,skill_get_splash(skillid, skilllv),
  3694. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3695. skill_castend_nodamage_id);
  3696. if (skill_area_temp[0] == 0) {
  3697. clif_skill_fail(sd,skillid,0,0);
  3698. break;
  3699. }
  3700. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3701. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3702. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  3703. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  3704. clif_updatestatus(sd,SP_BASEEXP);
  3705. clif_updatestatus(sd,SP_JOBEXP);
  3706. }
  3707. status_set_hp(src, 1, 0);
  3708. status_set_sp(src, 0, 0);
  3709. break;
  3710. } else if (status_isdead(bl) && flag&1) { //Revive
  3711. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3712. skilllv = 3; //Resurrection level 3 is used
  3713. } else //Invalid target, skip resurrection.
  3714. break;
  3715. case ALL_RESURRECTION:
  3716. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  3717. { //No reviving in WoE grounds!
  3718. clif_skill_fail(sd,skillid,0,0);
  3719. break;
  3720. }
  3721. if (!status_isdead(bl))
  3722. break;
  3723. {
  3724. int per = 0, sper = 0;
  3725. if (tsc && tsc->data[SC_HELLPOWER])
  3726. break;
  3727. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3728. break;
  3729. switch(skilllv){
  3730. case 1: per=10; break;
  3731. case 2: per=30; break;
  3732. case 3: per=50; break;
  3733. case 4: per=80; break;
  3734. }
  3735. if(dstsd && dstsd->special_state.restart_full_recover)
  3736. per = sper = 100;
  3737. if (status_revive(bl, per, sper))
  3738. {
  3739. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3740. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3741. {
  3742. int exp = 0,jexp = 0;
  3743. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3744. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3745. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3746. if (exp < 1) exp = 1;
  3747. }
  3748. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3749. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3750. if (jexp < 1) jexp = 1;
  3751. }
  3752. if(exp > 0 || jexp > 0)
  3753. pc_gainexp (sd, bl, exp, jexp, false);
  3754. }
  3755. }
  3756. }
  3757. break;
  3758. case AL_DECAGI:
  3759. case MER_DECAGI:
  3760. clif_skill_nodamage (src, bl, skillid, skilllv,
  3761. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  3762. break;
  3763. case AL_CRUCIS:
  3764. if (flag&1)
  3765. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  3766. else {
  3767. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3768. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3769. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3770. }
  3771. break;
  3772. case PR_LEXDIVINA:
  3773. case MER_LEXDIVINA:
  3774. if( tsce )
  3775. status_change_end(bl,type, INVALID_TIMER);
  3776. else
  3777. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3778. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3779. break;
  3780. case SA_ABRACADABRA:
  3781. {
  3782. int abra_skillid = 0, abra_skilllv;
  3783. do {
  3784. i = rand() % MAX_SKILL_ABRA_DB;
  3785. abra_skillid = skill_abra_db[i].skillid;
  3786. } while (abra_skillid == 0 ||
  3787. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  3788. rand()%10000 >= skill_abra_db[i].per
  3789. );
  3790. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3791. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3792. if( sd )
  3793. {// player-casted
  3794. sd->state.abra_flag = 1;
  3795. sd->skillitem = abra_skillid;
  3796. sd->skillitemlv = abra_skilllv;
  3797. clif_item_skill(sd, abra_skillid, abra_skilllv);
  3798. }
  3799. else
  3800. {// mob-casted
  3801. struct unit_data *ud = unit_bl2ud(src);
  3802. int inf = skill_get_inf(abra_skillid);
  3803. int target_id = 0;
  3804. if (!ud) break;
  3805. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3806. if (src->type == BL_PET)
  3807. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3808. if (!bl) bl = src;
  3809. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3810. } else { //Assume offensive skills
  3811. if (ud->target)
  3812. target_id = ud->target;
  3813. else switch (src->type) {
  3814. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3815. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3816. }
  3817. if (!target_id)
  3818. break;
  3819. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3820. bl = map_id2bl(target_id);
  3821. if (!bl) bl = src;
  3822. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3823. } else
  3824. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3825. }
  3826. }
  3827. }
  3828. break;
  3829. case SA_COMA:
  3830. clif_skill_nodamage(src,bl,skillid,skilllv,
  3831. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3832. break;
  3833. case SA_FULLRECOVERY:
  3834. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3835. if (status_isimmune(bl))
  3836. break;
  3837. status_percent_heal(bl, 100, 100);
  3838. break;
  3839. case NPC_ALLHEAL:
  3840. {
  3841. int heal;
  3842. if( status_isimmune(bl) )
  3843. break;
  3844. heal = status_percent_heal(bl, 100, 0);
  3845. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3846. if( dstmd )
  3847. { // Reset Damage Logs
  3848. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3849. dstmd->tdmg = 0;
  3850. }
  3851. }
  3852. break;
  3853. case SA_SUMMONMONSTER:
  3854. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3855. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3856. break;
  3857. case SA_LEVELUP:
  3858. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3859. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  3860. break;
  3861. case SA_INSTANTDEATH:
  3862. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3863. status_set_hp(bl,1,0);
  3864. break;
  3865. case SA_QUESTION:
  3866. case SA_GRAVITY:
  3867. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3868. break;
  3869. case SA_CLASSCHANGE:
  3870. case SA_MONOCELL:
  3871. if (dstmd)
  3872. {
  3873. int class_;
  3874. if ( sd && dstmd->status.mode&MD_BOSS )
  3875. {
  3876. clif_skill_fail(sd,skillid,0,0);
  3877. break;
  3878. }
  3879. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3880. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3881. mob_class_change(dstmd,class_);
  3882. if( tsc && dstmd->status.mode&MD_BOSS )
  3883. {
  3884. 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 };
  3885. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3886. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  3887. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3888. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  3889. }
  3890. }
  3891. break;
  3892. case SA_DEATH:
  3893. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3894. {
  3895. clif_skill_fail(sd,skillid,0,0);
  3896. break;
  3897. }
  3898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3899. status_kill(bl);
  3900. break;
  3901. case SA_REVERSEORCISH:
  3902. clif_skill_nodamage(src,bl,skillid,skilllv,
  3903. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3904. break;
  3905. case SA_FORTUNE:
  3906. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3907. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3908. break;
  3909. case SA_TAMINGMONSTER:
  3910. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3911. if (sd && dstmd) {
  3912. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3913. if( i < MAX_PET_DB )
  3914. pet_catch_process1(sd, dstmd->class_);
  3915. }
  3916. break;
  3917. case CR_PROVIDENCE:
  3918. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3919. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3920. clif_skill_fail(sd,skillid,0,0);
  3921. map_freeblock_unlock();
  3922. return 1;
  3923. }
  3924. }
  3925. clif_skill_nodamage(src,bl,skillid,skilllv,
  3926. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3927. break;
  3928. case CG_MARIONETTE:
  3929. {
  3930. struct status_change* sc = status_get_sc(src);
  3931. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3932. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3933. clif_skill_fail(sd,skillid,0,0);
  3934. map_freeblock_unlock();
  3935. return 1;
  3936. }
  3937. if( sc && tsc )
  3938. {
  3939. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3940. {
  3941. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3942. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3943. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3944. }
  3945. else
  3946. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3947. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3948. {
  3949. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  3950. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  3951. }
  3952. else
  3953. {
  3954. if( sd )
  3955. clif_skill_fail(sd,skillid,0,0);
  3956. map_freeblock_unlock();
  3957. return 1;
  3958. }
  3959. }
  3960. }
  3961. break;
  3962. case RG_CLOSECONFINE:
  3963. clif_skill_nodamage(src,bl,skillid,skilllv,
  3964. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3965. break;
  3966. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3967. case SA_FROSTWEAPON:
  3968. case SA_LIGHTNINGLOADER:
  3969. case SA_SEISMICWEAPON:
  3970. if (dstsd) {
  3971. if(dstsd->status.weapon == W_FIST ||
  3972. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3973. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3974. dstsd->sc.data[SC_FIREWEAPON] ||
  3975. dstsd->sc.data[SC_WATERWEAPON] ||
  3976. dstsd->sc.data[SC_WINDWEAPON] ||
  3977. dstsd->sc.data[SC_EARTHWEAPON] ||
  3978. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3979. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3980. dstsd->sc.data[SC_ENCPOISON]
  3981. ))
  3982. ) {
  3983. if (sd) clif_skill_fail(sd,skillid,0,0);
  3984. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3985. break;
  3986. }
  3987. }
  3988. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3989. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3990. if (sd)
  3991. clif_skill_fail(sd,skillid,0,0);
  3992. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3993. clif_displaymessage(sd->fd,"You broke target's weapon");
  3994. }
  3995. break;
  3996. case PR_ASPERSIO:
  3997. if (sd && dstmd) {
  3998. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3999. break;
  4000. }
  4001. clif_skill_nodamage(src,bl,skillid,skilllv,
  4002. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4003. break;
  4004. case ITEM_ENCHANTARMS:
  4005. clif_skill_nodamage(src,bl,skillid,skilllv,
  4006. sc_start2(bl,type,100,skilllv,
  4007. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4008. break;
  4009. case TK_SEVENWIND:
  4010. switch(skill_get_ele(skillid,skilllv)) {
  4011. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4012. case ELE_WIND : type = SC_WINDWEAPON; break;
  4013. case ELE_WATER : type = SC_WATERWEAPON; break;
  4014. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4015. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4016. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4017. case ELE_HOLY : type = SC_ASPERSIO; break;
  4018. }
  4019. clif_skill_nodamage(src,bl,skillid,skilllv,
  4020. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4021. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4022. break;
  4023. case PR_KYRIE:
  4024. case MER_KYRIE:
  4025. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4026. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4027. break;
  4028. //Passive Magnum, should had been casted on yourself.
  4029. case SM_MAGNUM:
  4030. case MS_MAGNUM:
  4031. skill_area_temp[1] = 0;
  4032. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4033. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4034. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4035. //Initiate 10% of your damage becomes fire element.
  4036. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4037. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  4038. break;
  4039. case ASC_EDP:
  4040. clif_skill_nodamage(src,bl,skillid,skilllv,
  4041. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv) + ( sd ? 3000 * pc_checkskill(sd,GC_RESEARCHNEWPOISON) : 0 )));
  4042. break;
  4043. case AL_INCAGI:
  4044. case AL_BLESSING:
  4045. case MER_INCAGI:
  4046. case MER_BLESSING:
  4047. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4048. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4049. break;
  4050. }
  4051. case PR_SLOWPOISON:
  4052. case PR_IMPOSITIO:
  4053. case PR_LEXAETERNA:
  4054. case PR_SUFFRAGIUM:
  4055. case PR_BENEDICTIO:
  4056. case LK_BERSERK:
  4057. case MS_BERSERK:
  4058. case KN_AUTOCOUNTER:
  4059. case KN_TWOHANDQUICKEN:
  4060. case KN_ONEHAND:
  4061. case MER_QUICKEN:
  4062. case CR_SPEARQUICKEN:
  4063. case CR_REFLECTSHIELD:
  4064. case MS_REFLECTSHIELD:
  4065. case AS_POISONREACT:
  4066. case MC_LOUD:
  4067. case MG_ENERGYCOAT:
  4068. case MO_EXPLOSIONSPIRITS:
  4069. case MO_STEELBODY:
  4070. case MO_BLADESTOP:
  4071. case LK_AURABLADE:
  4072. case LK_PARRYING:
  4073. case MS_PARRYING:
  4074. case LK_CONCENTRATION:
  4075. case WS_CARTBOOST:
  4076. case SN_SIGHT:
  4077. case WS_MELTDOWN:
  4078. case WS_OVERTHRUSTMAX:
  4079. case ST_REJECTSWORD:
  4080. case HW_MAGICPOWER:
  4081. case PF_MEMORIZE:
  4082. case PA_SACRIFICE:
  4083. case PF_DOUBLECASTING:
  4084. case SG_SUN_COMFORT:
  4085. case SG_MOON_COMFORT:
  4086. case SG_STAR_COMFORT:
  4087. case NPC_HALLUCINATION:
  4088. case GS_MADNESSCANCEL:
  4089. case GS_ADJUSTMENT:
  4090. case GS_INCREASING:
  4091. case NJ_KASUMIKIRI:
  4092. case NJ_UTSUSEMI:
  4093. case NJ_NEN:
  4094. case NPC_DEFENDER:
  4095. case NPC_MAGICMIRROR:
  4096. case ST_PRESERVE:
  4097. case NPC_INVINCIBLE:
  4098. case NPC_INVINCIBLEOFF:
  4099. /**
  4100. * Rune Knight
  4101. **/
  4102. case RK_DEATHBOUND:
  4103. /**
  4104. * Arch Bishop
  4105. **/
  4106. case AB_RENOVATIO:
  4107. case AB_EXPIATIO:
  4108. case AB_DUPLELIGHT:
  4109. case AB_SECRAMENT:
  4110. /**
  4111. * Mechanic
  4112. **/
  4113. case NC_ACCELERATION:
  4114. case NC_HOVERING:
  4115. case NC_SHAPESHIFT:
  4116. /**
  4117. * Warlock
  4118. **/
  4119. case WL_RECOGNIZEDSPELL:
  4120. /**
  4121. * Guillotine Cross
  4122. **/
  4123. case GC_VENOMIMPRESS:
  4124. clif_skill_nodamage(src,bl,skillid,skilllv,
  4125. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4126. break;
  4127. case NPC_STOP:
  4128. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4129. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4130. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4131. break;
  4132. case HP_ASSUMPTIO:
  4133. if( sd && dstmd )
  4134. clif_skill_fail(sd,skillid,0,0);
  4135. else
  4136. clif_skill_nodamage(src,bl,skillid,skilllv,
  4137. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4138. break;
  4139. case MG_SIGHT:
  4140. case MER_SIGHT:
  4141. case AL_RUWACH:
  4142. case WZ_SIGHTBLASTER:
  4143. case NPC_WIDESIGHT:
  4144. case NPC_STONESKIN:
  4145. case NPC_ANTIMAGIC:
  4146. clif_skill_nodamage(src,bl,skillid,skilllv,
  4147. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4148. break;
  4149. case HLIF_AVOID:
  4150. case HAMI_DEFENCE:
  4151. i = skill_get_time(skillid,skilllv);
  4152. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4153. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4154. break;
  4155. case NJ_BUNSINJYUTSU:
  4156. clif_skill_nodamage(src,bl,skillid,skilllv,
  4157. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4158. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4159. break;
  4160. /* Was modified to only affect targetted char. [Skotlex]
  4161. case HP_ASSUMPTIO:
  4162. if (flag&1)
  4163. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4164. else
  4165. {
  4166. map_foreachinrange(skill_area_sub, bl,
  4167. skill_get_splash(skillid, skilllv), BL_PC,
  4168. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4169. skill_castend_nodamage_id);
  4170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4171. }
  4172. break;
  4173. */
  4174. case SM_ENDURE:
  4175. clif_skill_nodamage(src,bl,skillid,skilllv,
  4176. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4177. if (sd)
  4178. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4179. break;
  4180. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4181. if (sd && dstsd && dstsd->sc.count) {
  4182. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4183. dstsd->sc.data[SC_WATERWEAPON] ||
  4184. dstsd->sc.data[SC_WINDWEAPON] ||
  4185. dstsd->sc.data[SC_EARTHWEAPON] ||
  4186. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4187. dstsd->sc.data[SC_GHOSTWEAPON]
  4188. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4189. ) {
  4190. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4191. clif_skill_fail(sd,skillid,0,0);
  4192. break;
  4193. }
  4194. }
  4195. clif_skill_nodamage(src,bl,skillid,skilllv,
  4196. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4197. break;
  4198. case LK_TENSIONRELAX:
  4199. clif_skill_nodamage(src,bl,skillid,skilllv,
  4200. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4201. skill_get_time(skillid,skilllv)));
  4202. break;
  4203. case MC_CHANGECART:
  4204. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4205. break;
  4206. case TK_MISSION:
  4207. if (sd) {
  4208. int id;
  4209. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  4210. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4211. clif_skill_fail(sd,skillid,0,0);
  4212. break;
  4213. }
  4214. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4215. if (!id) {
  4216. clif_skill_fail(sd,skillid,0,0);
  4217. break;
  4218. }
  4219. sd->mission_mobid = id;
  4220. sd->mission_count = 0;
  4221. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4222. clif_mission_info(sd, id, 0);
  4223. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4224. }
  4225. break;
  4226. case AC_CONCENTRATION:
  4227. {
  4228. clif_skill_nodamage(src,bl,skillid,skilllv,
  4229. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4230. map_foreachinrange( status_change_timer_sub, src,
  4231. skill_get_splash(skillid, skilllv), BL_CHAR,
  4232. src,NULL,type,tick);
  4233. }
  4234. break;
  4235. case SM_PROVOKE:
  4236. case SM_SELFPROVOKE:
  4237. case MER_PROVOKE:
  4238. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4239. {
  4240. map_freeblock_unlock();
  4241. return 1;
  4242. }
  4243. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4244. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4245. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4246. if( !i )
  4247. {
  4248. if( sd )
  4249. clif_skill_fail(sd,skillid,0,0);
  4250. map_freeblock_unlock();
  4251. return 0;
  4252. }
  4253. unit_skillcastcancel(bl, 2);
  4254. if( tsc && tsc->count )
  4255. {
  4256. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4257. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4258. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4259. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4260. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4261. }
  4262. if( dstmd )
  4263. {
  4264. dstmd->state.provoke_flag = src->id;
  4265. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4266. }
  4267. break;
  4268. case ML_DEVOTION:
  4269. case CR_DEVOTION:
  4270. {
  4271. int count, lv;
  4272. if( !dstsd || (!sd && !mer) )
  4273. { // Only players can be devoted
  4274. if( sd )
  4275. clif_skill_fail(sd, skillid, 0, 0);
  4276. break;
  4277. }
  4278. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4279. lv = -lv;
  4280. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4281. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4282. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4283. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4284. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4285. {
  4286. if( sd )
  4287. clif_skill_fail(sd,skillid,0,0);
  4288. map_freeblock_unlock();
  4289. return 1;
  4290. }
  4291. i = 0;
  4292. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4293. if( sd )
  4294. { // Player Devoting Player
  4295. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4296. if( i == count )
  4297. {
  4298. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4299. if( i == count )
  4300. { // No free slots, skill Fail
  4301. clif_skill_fail(sd, skillid, 0, 0);
  4302. map_freeblock_unlock();
  4303. return 1;
  4304. }
  4305. }
  4306. sd->devotion[i] = bl->id;
  4307. }
  4308. else
  4309. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4310. clif_skill_nodamage(src, bl, skillid, skilllv,
  4311. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4312. clif_devotion(src, NULL);
  4313. }
  4314. break;
  4315. case MO_CALLSPIRITS:
  4316. if(sd) {
  4317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4318. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  4319. }
  4320. break;
  4321. case CH_SOULCOLLECT:
  4322. if(sd) {
  4323. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4324. for (i = 0; i < 5; i++)
  4325. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  4326. }
  4327. break;
  4328. case MO_KITRANSLATION:
  4329. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4330. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4331. }
  4332. break;
  4333. case TK_TURNKICK:
  4334. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4335. if (skill_area_temp[1] != bl->id) {
  4336. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4337. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4338. }
  4339. break;
  4340. case MO_ABSORBSPIRITS:
  4341. i = 0;
  4342. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4343. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4344. i = dstsd->spiritball * 7;
  4345. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4346. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  4347. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4348. i = 2 * dstmd->level;
  4349. mob_target(dstmd,src,0);
  4350. }
  4351. if (i) status_heal(src, 0, i, 3);
  4352. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4353. break;
  4354. case AC_MAKINGARROW:
  4355. if(sd) {
  4356. clif_arrow_create_list(sd);
  4357. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4358. }
  4359. break;
  4360. case AM_PHARMACY:
  4361. if(sd) {
  4362. clif_skill_produce_mix_list(sd,skillid,22);
  4363. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4364. }
  4365. break;
  4366. case SA_CREATECON:
  4367. if(sd) {
  4368. clif_elementalconverter_list(sd);
  4369. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4370. }
  4371. break;
  4372. case BS_HAMMERFALL:
  4373. clif_skill_nodamage(src,bl,skillid,skilllv,
  4374. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  4375. break;
  4376. case RG_RAID:
  4377. skill_area_temp[1] = 0;
  4378. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4379. map_foreachinrange(skill_area_sub, bl,
  4380. skill_get_splash(skillid, skilllv), splash_target(src),
  4381. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4382. skill_castend_damage_id);
  4383. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4384. break;
  4385. case ASC_METEORASSAULT:
  4386. case GS_SPREADATTACK:
  4387. /**
  4388. * Rune Knight
  4389. **/
  4390. case RK_STORMBLAST:
  4391. /**
  4392. * Mechanic
  4393. **/
  4394. case NC_AXETORNADO:
  4395. /**
  4396. * Guilotine Cross
  4397. **/
  4398. case GC_COUNTERSLASH:
  4399. skill_area_temp[1] = 0;
  4400. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4401. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  4402. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4403. if( !i && skillid == NC_AXETORNADO )
  4404. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4405. break;
  4406. case NC_EMERGENCYCOOL:
  4407. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4408. status_change_end(src,SC_OVERHEAT_LIMITPOINT,-1);
  4409. status_change_end(src,SC_OVERHEAT,-1);
  4410. break;
  4411. case NC_INFRAREDSCAN:
  4412. case NPC_EARTHQUAKE:
  4413. case NPC_VAMPIRE_GIFT:
  4414. case NPC_HELLJUDGEMENT:
  4415. case NPC_PULSESTRIKE:
  4416. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  4417. break;
  4418. case KN_BRANDISHSPEAR:
  4419. case ML_BRANDISH:
  4420. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  4421. break;
  4422. case WZ_SIGHTRASHER:
  4423. //Passive side of the attack.
  4424. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  4425. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4426. map_foreachinrange(skill_area_sub,src,
  4427. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  4428. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4429. skill_castend_damage_id);
  4430. break;
  4431. case NJ_HYOUSYOURAKU:
  4432. case NJ_RAIGEKISAI:
  4433. case WZ_FROSTNOVA:
  4434. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4435. skill_area_temp[1] = 0;
  4436. map_foreachinrange(skill_attack_area, src,
  4437. skill_get_splash(skillid, skilllv), splash_target(src),
  4438. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  4439. break;
  4440. case HVAN_EXPLOSION: //[orn]
  4441. case NPC_SELFDESTRUCTION:
  4442. //Self Destruction hits everyone in range (allies+enemies)
  4443. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  4444. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  4445. BCT_ENEMY:BCT_ALL;
  4446. clif_skill_nodamage(src, src, skillid, -1, 1);
  4447. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  4448. map_foreachinrange(skill_area_sub, bl,
  4449. skill_get_splash(skillid, skilllv), splash_target(src),
  4450. src, skillid, skilllv, tick, flag|i,
  4451. skill_castend_damage_id);
  4452. map_addblock(src);
  4453. status_damage(src, src, sstatus->max_hp,0,0,1);
  4454. break;
  4455. case AL_ANGELUS:
  4456. case PR_MAGNIFICAT:
  4457. case PR_GLORIA:
  4458. case SN_WINDWALK:
  4459. case CASH_BLESSING:
  4460. case CASH_INCAGI:
  4461. case CASH_ASSUMPTIO:
  4462. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  4463. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4464. else if( sd )
  4465. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4466. break;
  4467. case MER_MAGNIFICAT:
  4468. if( mer != NULL )
  4469. {
  4470. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4471. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  4472. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4473. else if( mer->master && !(flag&1) )
  4474. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4475. }
  4476. break;
  4477. case BS_ADRENALINE:
  4478. case BS_ADRENALINE2:
  4479. case BS_WEAPONPERFECT:
  4480. case BS_OVERTHRUST:
  4481. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  4482. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4483. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  4484. } else if (sd) {
  4485. party_foreachsamemap(skill_area_sub,
  4486. sd,skill_get_splash(skillid, skilllv),
  4487. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4488. skill_castend_nodamage_id);
  4489. }
  4490. break;
  4491. case BS_MAXIMIZE:
  4492. case NV_TRICKDEAD:
  4493. case CR_DEFENDER:
  4494. case ML_DEFENDER:
  4495. case CR_AUTOGUARD:
  4496. case ML_AUTOGUARD:
  4497. case TK_READYSTORM:
  4498. case TK_READYDOWN:
  4499. case TK_READYTURN:
  4500. case TK_READYCOUNTER:
  4501. case TK_DODGE:
  4502. case CR_SHRINK:
  4503. case SG_FUSION:
  4504. case GS_GATLINGFEVER:
  4505. if( tsce )
  4506. {
  4507. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4508. map_freeblock_unlock();
  4509. return 0;
  4510. }
  4511. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4512. break;
  4513. case SL_KAITE:
  4514. case SL_KAAHI:
  4515. case SL_KAIZEL:
  4516. case SL_KAUPE:
  4517. if (sd) {
  4518. if (!dstsd || !(
  4519. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  4520. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  4521. dstsd->status.char_id == sd->status.char_id ||
  4522. dstsd->status.char_id == sd->status.partner_id ||
  4523. dstsd->status.char_id == sd->status.child
  4524. )) {
  4525. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  4526. clif_skill_fail(sd,skillid,0,0);
  4527. break;
  4528. }
  4529. }
  4530. clif_skill_nodamage(src,bl,skillid,skilllv,
  4531. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4532. break;
  4533. case SM_AUTOBERSERK:
  4534. case MER_AUTOBERSERK:
  4535. if( tsce )
  4536. i = status_change_end(bl, type, INVALID_TIMER);
  4537. else
  4538. i = sc_start(bl,type,100,skilllv,60000);
  4539. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4540. break;
  4541. case TF_HIDING:
  4542. case ST_CHASEWALK:
  4543. if (tsce)
  4544. {
  4545. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  4546. map_freeblock_unlock();
  4547. return 0;
  4548. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  4549. //Mado Gear cannot hide
  4550. if( sd ) clif_skill_fail(sd,skillid,0,0);
  4551. map_freeblock_unlock();
  4552. return 0;
  4553. }
  4554. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4555. break;
  4556. case TK_RUN:
  4557. if (tsce)
  4558. {
  4559. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4560. map_freeblock_unlock();
  4561. return 0;
  4562. }
  4563. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  4564. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  4565. clif_walkok(sd); // So aegis has to resend the walk ok.
  4566. break;
  4567. case AS_CLOAKING:
  4568. case RA_CAMOUFLAGE:
  4569. /**
  4570. * Guilotine Cross
  4571. **/
  4572. case GC_CLOAKINGEXCEED:
  4573. if (tsce)
  4574. {
  4575. i = status_change_end(bl, type, INVALID_TIMER);
  4576. if( i )
  4577. clif_skill_nodamage(src,bl,skillid,-1,i);
  4578. else if( sd )
  4579. clif_skill_fail(sd,skillid,0,0);
  4580. map_freeblock_unlock();
  4581. return 0;
  4582. }
  4583. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4584. if( i )
  4585. clif_skill_nodamage(src,bl,skillid,-1,i);
  4586. else if( sd )
  4587. clif_skill_fail(sd,skillid,0,0);
  4588. break;
  4589. case BD_ADAPTATION:
  4590. if(tsc && tsc->data[SC_DANCING]){
  4591. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4592. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  4593. }
  4594. break;
  4595. case BA_FROSTJOKER:
  4596. case DC_SCREAM:
  4597. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4598. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  4599. if (md) {
  4600. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  4601. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  4602. char temp[70];
  4603. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  4604. clif_message(&md->bl,temp);
  4605. }
  4606. break;
  4607. case BA_PANGVOICE:
  4608. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4609. break;
  4610. case DC_WINKCHARM:
  4611. if( dstsd )
  4612. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4613. else
  4614. if( dstmd )
  4615. {
  4616. if( status_get_lv(src) > status_get_lv(bl)
  4617. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4618. && !(tstatus->mode&MD_BOSS) )
  4619. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  4620. else
  4621. {
  4622. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4623. if(sd) clif_skill_fail(sd,skillid,0,0);
  4624. }
  4625. }
  4626. break;
  4627. case TF_STEAL:
  4628. if(sd) {
  4629. if(pc_steal_item(sd,bl,skilllv))
  4630. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4631. else
  4632. clif_skill_fail(sd,skillid,0x0a,0);
  4633. }
  4634. break;
  4635. case RG_STEALCOIN:
  4636. if(sd) {
  4637. if(pc_steal_coin(sd,bl))
  4638. {
  4639. dstmd->state.provoke_flag = src->id;
  4640. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4641. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4642. }
  4643. else
  4644. clif_skill_fail(sd,skillid,0,0);
  4645. }
  4646. break;
  4647. case MG_STONECURSE:
  4648. {
  4649. if (tstatus->mode&MD_BOSS) {
  4650. if (sd) clif_skill_fail(sd,skillid,0,0);
  4651. break;
  4652. }
  4653. if(status_isimmune(bl) || !tsc)
  4654. break;
  4655. if (tsc->data[SC_STONE]) {
  4656. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4657. if (sd) clif_skill_fail(sd,skillid,0,0);
  4658. break;
  4659. }
  4660. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4661. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4662. skill_get_time2(skillid,skilllv)))
  4663. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4664. else if(sd) {
  4665. clif_skill_fail(sd,skillid,0,0);
  4666. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4667. if (skilllv > 5)
  4668. { // not to consume items
  4669. map_freeblock_unlock();
  4670. return 0;
  4671. }
  4672. }
  4673. }
  4674. break;
  4675. case NV_FIRSTAID:
  4676. clif_skill_nodamage(src,bl,skillid,5,1);
  4677. status_heal(bl,5,0,0);
  4678. break;
  4679. case AL_CURE:
  4680. if(status_isimmune(bl)) {
  4681. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4682. break;
  4683. }
  4684. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4685. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4686. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4687. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4688. break;
  4689. case TF_DETOXIFY:
  4690. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4691. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4692. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  4693. break;
  4694. case PR_STRECOVERY:
  4695. if(status_isimmune(bl)) {
  4696. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4697. break;
  4698. }
  4699. if (tsc && tsc->opt1) {
  4700. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4701. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4702. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4703. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4704. }
  4705. //Is this equation really right? It looks so... special.
  4706. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  4707. {
  4708. status_change_start(bl, SC_BLIND,
  4709. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4710. 1,0,0,0,
  4711. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  4712. }
  4713. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4714. if(dstmd)
  4715. mob_unlocktarget(dstmd,tick);
  4716. break;
  4717. // Mercenary Supportive Skills
  4718. case MER_BENEDICTION:
  4719. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  4720. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4721. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4722. break;
  4723. case MER_COMPRESS:
  4724. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  4725. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4726. break;
  4727. case MER_MENTALCURE:
  4728. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4729. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4730. break;
  4731. case MER_RECUPERATE:
  4732. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4733. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4734. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4735. break;
  4736. case MER_REGAIN:
  4737. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4738. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4739. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4740. break;
  4741. case MER_TENDER:
  4742. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4743. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4744. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4745. break;
  4746. case MER_SCAPEGOAT:
  4747. if( mer && mer->master )
  4748. {
  4749. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  4750. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  4751. }
  4752. break;
  4753. case MER_ESTIMATION:
  4754. if( !mer )
  4755. break;
  4756. sd = mer->master;
  4757. case WZ_ESTIMATION:
  4758. if( sd == NULL )
  4759. break;
  4760. if( dstsd )
  4761. { // Fail on Players
  4762. clif_skill_fail(sd,skillid,0,0);
  4763. break;
  4764. }
  4765. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4766. break; // Cannot be Used on Emperium
  4767. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4768. clif_skill_estimation(sd, bl);
  4769. if( skillid == MER_ESTIMATION )
  4770. sd = NULL;
  4771. break;
  4772. case BS_REPAIRWEAPON:
  4773. if(sd && dstsd)
  4774. clif_item_repair_list(sd,dstsd);
  4775. break;
  4776. case MC_IDENTIFY:
  4777. if(sd)
  4778. clif_item_identify_list(sd);
  4779. break;
  4780. // Weapon Refining [Celest]
  4781. case WS_WEAPONREFINE:
  4782. if(sd)
  4783. clif_item_refine_list(sd);
  4784. break;
  4785. case MC_VENDING:
  4786. if(sd)
  4787. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4788. if ( !pc_can_give_items(pc_isGM(sd)) )
  4789. clif_skill_fail(sd,skillid,0,0);
  4790. else {
  4791. sd->state.prevend = 1;
  4792. clif_openvendingreq(sd,2+skilllv);
  4793. }
  4794. }
  4795. break;
  4796. case AL_TELEPORT:
  4797. if(sd)
  4798. {
  4799. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  4800. clif_skill_teleportmessage(sd,0);
  4801. break;
  4802. }
  4803. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  4804. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4805. break;
  4806. }
  4807. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  4808. {
  4809. if( skilllv == 1 )
  4810. pc_randomwarp(sd,CLR_TELEPORT);
  4811. else
  4812. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  4813. break;
  4814. }
  4815. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4816. if( skilllv == 1 )
  4817. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  4818. else
  4819. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  4820. } else
  4821. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4822. break;
  4823. case NPC_EXPULSION:
  4824. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4825. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4826. break;
  4827. case AL_HOLYWATER:
  4828. if(sd) {
  4829. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4830. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4831. else
  4832. clif_skill_fail(sd,skillid,0,0);
  4833. }
  4834. break;
  4835. case TF_PICKSTONE:
  4836. if(sd) {
  4837. int eflag;
  4838. struct item item_tmp;
  4839. struct block_list tbl;
  4840. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4841. memset(&item_tmp,0,sizeof(item_tmp));
  4842. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4843. item_tmp.nameid = ITEMID_STONE;
  4844. item_tmp.identify = 1;
  4845. tbl.id = 0;
  4846. clif_takeitem(&sd->bl,&tbl);
  4847. eflag = pc_additem(sd,&item_tmp,1);
  4848. if(eflag) {
  4849. clif_additem(sd,0,0,eflag);
  4850. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4851. }
  4852. }
  4853. break;
  4854. case ASC_CDP:
  4855. if(sd) {
  4856. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4857. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4858. }
  4859. break;
  4860. case RG_STRIPWEAPON:
  4861. case RG_STRIPSHIELD:
  4862. case RG_STRIPARMOR:
  4863. case RG_STRIPHELM:
  4864. case ST_FULLSTRIP:
  4865. case GC_WEAPONCRUSH:
  4866. {
  4867. unsigned short location = 0;
  4868. int d = 0;
  4869. //Rate in percent
  4870. if ( skillid == ST_FULLSTRIP ) {
  4871. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4872. } else {
  4873. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4874. }
  4875. if (i < 5) i = 5; //Minimum rate 5%
  4876. //Duration in ms
  4877. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  4878. if (d < 0) d = 0; //Minimum duration 0ms
  4879. switch (skillid) {
  4880. case RG_STRIPWEAPON:
  4881. case GC_WEAPONCRUSH:
  4882. location = EQP_WEAPON;
  4883. break;
  4884. case RG_STRIPSHIELD:
  4885. location = EQP_SHIELD;
  4886. break;
  4887. case RG_STRIPARMOR:
  4888. location = EQP_ARMOR;
  4889. break;
  4890. case RG_STRIPHELM:
  4891. location = EQP_HELM;
  4892. break;
  4893. case ST_FULLSTRIP:
  4894. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4895. break;
  4896. }
  4897. //Special message when trying to use strip on FCP [Jobbie]
  4898. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  4899. {
  4900. clif_gospel_info(sd, 0x28);
  4901. break;
  4902. }
  4903. //Attempts to strip at rate i and duration d
  4904. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  4905. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4906. //Nothing stripped.
  4907. if( sd && !i )
  4908. clif_skill_fail(sd,skillid,0,0);
  4909. }
  4910. break;
  4911. case AM_BERSERKPITCHER:
  4912. case AM_POTIONPITCHER:
  4913. {
  4914. int i,x,hp = 0,sp = 0,bonus=100;
  4915. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4916. {
  4917. map_freeblock_unlock();
  4918. return 1;
  4919. }
  4920. if( sd )
  4921. {
  4922. x = skilllv%11 - 1;
  4923. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4924. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4925. {
  4926. clif_skill_fail(sd,skillid,0,0);
  4927. map_freeblock_unlock();
  4928. return 1;
  4929. }
  4930. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4931. {
  4932. clif_skill_fail(sd,skillid,0,0);
  4933. map_freeblock_unlock();
  4934. return 1;
  4935. }
  4936. if( skillid == AM_BERSERKPITCHER )
  4937. {
  4938. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4939. {
  4940. clif_skill_fail(sd,skillid,0,0);
  4941. map_freeblock_unlock();
  4942. return 1;
  4943. }
  4944. }
  4945. potion_flag = 1;
  4946. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4947. potion_target = bl->id;
  4948. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4949. potion_flag = potion_target = 0;
  4950. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4951. bonus += sd->status.base_level;
  4952. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4953. {
  4954. hp = tstatus->max_hp * potion_per_hp / 100;
  4955. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4956. if( dstsd )
  4957. {
  4958. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4959. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4960. }
  4961. }
  4962. else
  4963. {
  4964. if( potion_hp > 0 )
  4965. {
  4966. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4967. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4968. if( dstsd )
  4969. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4970. }
  4971. if( potion_sp > 0 )
  4972. {
  4973. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4974. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4975. if( dstsd )
  4976. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4977. }
  4978. }
  4979. if (sd->itemgrouphealrate[IG_POTION]>0)
  4980. {
  4981. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4982. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4983. }
  4984. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4985. {
  4986. hp += hp * i / 100;
  4987. sp += sp * i / 100;
  4988. }
  4989. }
  4990. else
  4991. {
  4992. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4993. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4994. if( dstsd )
  4995. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4996. }
  4997. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4998. {
  4999. hp += hp * i / 100;
  5000. sp += sp * i / 100;
  5001. }
  5002. if( tsc && tsc->data[SC_CRITICALWOUND] )
  5003. {
  5004. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5005. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5006. }
  5007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5008. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5009. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5010. if( sp > 0 )
  5011. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5012. status_heal(bl,hp,sp,0);
  5013. }
  5014. break;
  5015. case AM_CP_WEAPON:
  5016. case AM_CP_SHIELD:
  5017. case AM_CP_ARMOR:
  5018. case AM_CP_HELM:
  5019. {
  5020. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  5021. status_change_end(bl, scid, INVALID_TIMER);
  5022. clif_skill_nodamage(src,bl,skillid,skilllv,
  5023. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5024. }
  5025. break;
  5026. case AM_TWILIGHT1:
  5027. if (sd) {
  5028. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5029. //Prepare 200 White Potions.
  5030. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5031. clif_skill_fail(sd,skillid,0,0);
  5032. }
  5033. break;
  5034. case AM_TWILIGHT2:
  5035. if (sd) {
  5036. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5037. //Prepare 200 Slim White Potions.
  5038. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5039. clif_skill_fail(sd,skillid,0,0);
  5040. }
  5041. break;
  5042. case AM_TWILIGHT3:
  5043. if (sd) {
  5044. //check if you can produce all three, if not, then fail:
  5045. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5046. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5047. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5048. ) {
  5049. clif_skill_fail(sd,skillid,0,0);
  5050. break;
  5051. }
  5052. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5053. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5054. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5055. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5056. }
  5057. break;
  5058. case SA_DISPELL:
  5059. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5060. {
  5061. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5062. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5063. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5064. || rand()%100 >= 50+10*skilllv
  5065. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5066. {
  5067. if (sd)
  5068. clif_skill_fail(sd,skillid,0,0);
  5069. break;
  5070. }
  5071. if(status_isimmune(bl) || !tsc || !tsc->count)
  5072. break;
  5073. for(i=0;i<SC_MAX;i++)
  5074. {
  5075. if (!tsc->data[i])
  5076. continue;
  5077. switch (i) {
  5078. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5079. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5080. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5081. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5082. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5083. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5084. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5085. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5086. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  5087. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5088. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5089. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5090. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5091. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5092. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5093. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5094. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5095. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5096. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5097. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5098. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5099. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5100. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5101. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5102. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5103. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5104. case SC_MIRACLE:
  5105. continue;
  5106. /**
  5107. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5108. **/
  5109. case SC_WHISTLE:
  5110. case SC_ASSNCROS:
  5111. case SC_POEMBRAGI:
  5112. case SC_APPLEIDUN:
  5113. case SC_HUMMING:
  5114. case SC_DONTFORGETME:
  5115. case SC_FORTUNE:
  5116. case SC_SERVICE4U:
  5117. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5118. continue;
  5119. break;
  5120. case SC_ASSUMPTIO:
  5121. if( bl->type == BL_MOB )
  5122. continue;
  5123. break;
  5124. }
  5125. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5126. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5127. }
  5128. break;
  5129. }
  5130. //Affect all targets on splash area.
  5131. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5132. src, skillid, skilllv, tick, flag|1,
  5133. skill_castend_damage_id);
  5134. break;
  5135. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5136. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5137. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5138. break;
  5139. case TK_HIGHJUMP:
  5140. {
  5141. int x,y, dir = unit_getdir(src);
  5142. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5143. if( map[src->m].flag.noteleport &&
  5144. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5145. ) {
  5146. x = src->x;
  5147. y = src->y;
  5148. } else {
  5149. x = src->x + dirx[dir]*skilllv*2;
  5150. y = src->y + diry[dir]*skilllv*2;
  5151. }
  5152. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5153. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5154. clif_slide(src,x,y);
  5155. unit_movepos(src, x, y, 1, 0);
  5156. }
  5157. }
  5158. break;
  5159. case SA_CASTCANCEL:
  5160. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5161. unit_skillcastcancel(src,1);
  5162. if(sd) {
  5163. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5164. sp = sp * (90 - (skilllv-1)*20) / 100;
  5165. if(sp < 0) sp = 0;
  5166. status_zap(src, 0, sp);
  5167. }
  5168. break;
  5169. case SA_SPELLBREAKER:
  5170. {
  5171. int sp;
  5172. if(tsc && tsc->data[SC_MAGICROD]) {
  5173. sp = skill_get_sp(skillid,skilllv);
  5174. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5175. if(sp < 1) sp = 1;
  5176. status_heal(bl,0,sp,2);
  5177. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  5178. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5179. } else {
  5180. struct unit_data *ud = unit_bl2ud(bl);
  5181. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5182. if (!ud || ud->skilltimer == INVALID_TIMER)
  5183. break; //Nothing to cancel.
  5184. bl_skillid = ud->skillid;
  5185. bl_skilllv = ud->skilllv;
  5186. if (tstatus->mode & MD_BOSS)
  5187. { //Only 10% success chance against bosses. [Skotlex]
  5188. if (rand()%100 < 90)
  5189. {
  5190. if (sd) clif_skill_fail(sd,skillid,0,0);
  5191. break;
  5192. }
  5193. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5194. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5195. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5196. unit_skillcastcancel(bl,0);
  5197. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5198. status_zap(bl, hp, sp);
  5199. if (hp && skilllv >= 5)
  5200. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5201. else
  5202. hp = 0;
  5203. if (sp) //Recover some of the SP used
  5204. sp = sp*(25*(skilllv-1))/100;
  5205. if(hp || sp)
  5206. status_heal(src, hp, sp, 2);
  5207. }
  5208. }
  5209. break;
  5210. case SA_MAGICROD:
  5211. //It activates silently, no use animation.
  5212. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5213. break;
  5214. case SA_AUTOSPELL:
  5215. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5216. if(sd)
  5217. clif_autospell(sd,skilllv);
  5218. else {
  5219. int maxlv=1,spellid=0;
  5220. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5221. if(skilllv >= 10) {
  5222. spellid = MG_FROSTDIVER;
  5223. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5224. // maxlv = 10;
  5225. // else
  5226. maxlv = skilllv - 9;
  5227. }
  5228. else if(skilllv >=8) {
  5229. spellid = MG_FIREBALL;
  5230. maxlv = skilllv - 7;
  5231. }
  5232. else if(skilllv >=5) {
  5233. spellid = MG_SOULSTRIKE;
  5234. maxlv = skilllv - 4;
  5235. }
  5236. else if(skilllv >=2) {
  5237. int i = rand()%3;
  5238. spellid = spellarray[i];
  5239. maxlv = skilllv - 1;
  5240. }
  5241. else if(skilllv > 0) {
  5242. spellid = MG_NAPALMBEAT;
  5243. maxlv = 3;
  5244. }
  5245. if(spellid > 0)
  5246. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5247. skill_get_time(SA_AUTOSPELL,skilllv));
  5248. }
  5249. break;
  5250. case BS_GREED:
  5251. if(sd){
  5252. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5253. map_foreachinrange(skill_greed,bl,
  5254. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5255. }
  5256. break;
  5257. case SA_ELEMENTWATER:
  5258. case SA_ELEMENTFIRE:
  5259. case SA_ELEMENTGROUND:
  5260. case SA_ELEMENTWIND:
  5261. if(sd && !dstmd) //Only works on monsters.
  5262. break;
  5263. if(tstatus->mode&MD_BOSS)
  5264. break;
  5265. case NPC_ATTRICHANGE:
  5266. case NPC_CHANGEWATER:
  5267. case NPC_CHANGEGROUND:
  5268. case NPC_CHANGEFIRE:
  5269. case NPC_CHANGEWIND:
  5270. case NPC_CHANGEPOISON:
  5271. case NPC_CHANGEHOLY:
  5272. case NPC_CHANGEDARKNESS:
  5273. case NPC_CHANGETELEKINESIS:
  5274. clif_skill_nodamage(src,bl,skillid,skilllv,
  5275. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5276. skill_get_time(skillid, skilllv)));
  5277. break;
  5278. case NPC_CHANGEUNDEAD:
  5279. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5280. //TO-DO This is ugly, fix it
  5281. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5282. clif_skill_nodamage(src,bl,skillid,skilllv,
  5283. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5284. skill_get_time(skillid, skilllv)));
  5285. break;
  5286. case NPC_PROVOCATION:
  5287. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5288. if (md) mob_unlocktarget(md, tick);
  5289. break;
  5290. case NPC_KEEPING:
  5291. case NPC_BARRIER:
  5292. {
  5293. int skill_time = skill_get_time(skillid,skilllv);
  5294. struct unit_data *ud = unit_bl2ud(bl);
  5295. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5296. sc_start(bl,type,100,skilllv,skill_time))
  5297. && ud) { //Disable attacking/acting/moving for skill's duration.
  5298. ud->attackabletime =
  5299. ud->canact_tick =
  5300. ud->canmove_tick = tick + skill_time;
  5301. }
  5302. }
  5303. break;
  5304. case NPC_REBIRTH:
  5305. if( md && md->state.rebirth )
  5306. break; // only works once
  5307. sc_start(bl,type,100,skilllv,-1);
  5308. break;
  5309. case NPC_DARKBLESSING:
  5310. clif_skill_nodamage(src,bl,skillid,skilllv,
  5311. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5312. break;
  5313. case NPC_LICK:
  5314. status_zap(bl, 0, 100);
  5315. clif_skill_nodamage(src,bl,skillid,skilllv,
  5316. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5317. break;
  5318. case NPC_SUICIDE:
  5319. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5320. status_kill(src); //When suiciding, neither exp nor drops is given.
  5321. break;
  5322. case NPC_SUMMONSLAVE:
  5323. case NPC_SUMMONMONSTER:
  5324. if(md && md->skillidx >= 0)
  5325. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5326. break;
  5327. case NPC_CALLSLAVE:
  5328. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5329. break;
  5330. case NPC_RANDOMMOVE:
  5331. if (md) {
  5332. md->next_walktime = tick - 1;
  5333. mob_randomwalk(md,tick);
  5334. }
  5335. break;
  5336. case NPC_SPEEDUP:
  5337. {
  5338. // or does it increase casting rate? just a guess xD
  5339. int i = SC_ASPDPOTION0 + skilllv - 1;
  5340. if (i > SC_ASPDPOTION3)
  5341. i = SC_ASPDPOTION3;
  5342. clif_skill_nodamage(src,bl,skillid,skilllv,
  5343. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  5344. }
  5345. break;
  5346. case NPC_REVENGE:
  5347. // not really needed... but adding here anyway ^^
  5348. if (md && md->master_id > 0) {
  5349. struct block_list *mbl, *tbl;
  5350. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  5351. (tbl = battle_gettargeted(mbl)) == NULL)
  5352. break;
  5353. md->state.provoke_flag = tbl->id;
  5354. mob_target(md, tbl, sstatus->rhw.range);
  5355. }
  5356. break;
  5357. case NPC_RUN:
  5358. {
  5359. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  5360. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  5361. unit_stop_attack(src);
  5362. //Run skillv tiles overriding the can-move check.
  5363. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  5364. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  5365. }
  5366. break;
  5367. case NPC_TRANSFORMATION:
  5368. case NPC_METAMORPHOSIS:
  5369. if(md && md->skillidx >= 0) {
  5370. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  5371. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  5372. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  5373. if (class_) mob_class_change(md, class_);
  5374. }
  5375. break;
  5376. case NPC_EMOTION_ON:
  5377. case NPC_EMOTION:
  5378. //va[0] is the emotion to use.
  5379. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  5380. //val[1] 'sets' the mode
  5381. //val[2] adds to the current mode
  5382. //val[3] removes from the current mode
  5383. //val[4] if set, asks to delete the previous mode change.
  5384. if(md && md->skillidx >= 0 && tsc)
  5385. {
  5386. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  5387. if(md->db->skill[md->skillidx].val[4] && tsce)
  5388. status_change_end(bl, type, INVALID_TIMER);
  5389. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  5390. sc_start4(src, type, 100, skilllv,
  5391. md->db->skill[md->skillidx].val[1],
  5392. md->db->skill[md->skillidx].val[2],
  5393. md->db->skill[md->skillidx].val[3],
  5394. skill_get_time(skillid, skilllv));
  5395. }
  5396. break;
  5397. case NPC_POWERUP:
  5398. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  5399. clif_skill_nodamage(src,bl,skillid,skilllv,
  5400. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5401. break;
  5402. case NPC_AGIUP:
  5403. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  5404. clif_skill_nodamage(src,bl,skillid,skilllv,
  5405. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5406. break;
  5407. case NPC_INVISIBLE:
  5408. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  5409. clif_skill_nodamage(src,bl,skillid,skilllv,
  5410. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  5411. break;
  5412. case NPC_SIEGEMODE:
  5413. // not sure what it does
  5414. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5415. break;
  5416. case WE_MALE:
  5417. {
  5418. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  5419. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  5420. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  5421. }
  5422. break;
  5423. case WE_FEMALE:
  5424. {
  5425. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  5426. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  5427. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  5428. }
  5429. break;
  5430. // parent-baby skills
  5431. case WE_BABY:
  5432. if(sd){
  5433. struct map_session_data *f_sd = pc_get_father(sd);
  5434. struct map_session_data *m_sd = pc_get_mother(sd);
  5435. // if neither was found
  5436. if(!f_sd && !m_sd){
  5437. clif_skill_fail(sd,skillid,0,0);
  5438. map_freeblock_unlock();
  5439. return 0;
  5440. }
  5441. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  5442. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5443. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5444. }
  5445. break;
  5446. case PF_HPCONVERSION:
  5447. {
  5448. int hp, sp;
  5449. hp = sstatus->max_hp/10;
  5450. sp = hp * 10 * skilllv / 100;
  5451. if (!status_charge(src,hp,0)) {
  5452. if (sd) clif_skill_fail(sd,skillid,0,0);
  5453. break;
  5454. }
  5455. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5456. status_heal(bl,0,sp,2);
  5457. }
  5458. break;
  5459. case MA_REMOVETRAP:
  5460. case HT_REMOVETRAP:
  5461. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  5462. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5463. {
  5464. struct skill_unit* su;
  5465. struct skill_unit_group* sg;
  5466. su = BL_CAST(BL_SKILL, bl);
  5467. // Mercenaries can remove any trap
  5468. // Players can only remove their own traps or traps on Vs maps.
  5469. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  5470. {
  5471. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5472. { // prevent picking up expired traps
  5473. if( battle_config.skill_removetrap_type )
  5474. { // get back all items used to deploy the trap
  5475. for( i = 0; i < 10; i++ )
  5476. {
  5477. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  5478. {
  5479. int flag;
  5480. struct item item_tmp;
  5481. memset(&item_tmp,0,sizeof(item_tmp));
  5482. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  5483. item_tmp.identify = 1;
  5484. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  5485. {
  5486. clif_additem(sd,0,0,flag);
  5487. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5488. }
  5489. }
  5490. }
  5491. }
  5492. else
  5493. { // get back 1 trap
  5494. struct item item_tmp;
  5495. memset(&item_tmp,0,sizeof(item_tmp));
  5496. item_tmp.nameid = ITEMID_TRAP;
  5497. item_tmp.identify = 1;
  5498. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  5499. {
  5500. clif_additem(sd,0,0,flag);
  5501. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5502. }
  5503. }
  5504. }
  5505. skill_delunit(su);
  5506. }
  5507. }
  5508. break;
  5509. case HT_SPRINGTRAP:
  5510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5511. {
  5512. struct skill_unit *su=NULL;
  5513. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  5514. switch(su->group->unit_id){
  5515. case UNT_ANKLESNARE: // ankle snare
  5516. if (su->group->val2 != 0)
  5517. // if it is already trapping something don't spring it,
  5518. // remove trap should be used instead
  5519. break;
  5520. // otherwise fallthrough to below
  5521. case UNT_BLASTMINE:
  5522. case UNT_SKIDTRAP:
  5523. case UNT_LANDMINE:
  5524. case UNT_SHOCKWAVE:
  5525. case UNT_SANDMAN:
  5526. case UNT_FLASHER:
  5527. case UNT_FREEZINGTRAP:
  5528. case UNT_CLAYMORETRAP:
  5529. case UNT_TALKIEBOX:
  5530. su->group->unit_id = UNT_USED_TRAPS;
  5531. clif_changetraplook(bl, UNT_USED_TRAPS);
  5532. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  5533. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  5534. }
  5535. }
  5536. }
  5537. break;
  5538. case BD_ENCORE:
  5539. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5540. if(sd)
  5541. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  5542. break;
  5543. case AS_SPLASHER:
  5544. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  5545. if (sd) clif_skill_fail(sd,skillid,0,0);
  5546. map_freeblock_unlock();
  5547. return 1;
  5548. }
  5549. clif_skill_nodamage(src,bl,skillid,skilllv,
  5550. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  5551. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  5552. break;
  5553. case PF_MINDBREAKER:
  5554. {
  5555. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  5556. {
  5557. map_freeblock_unlock();
  5558. return 1;
  5559. }
  5560. if (tsce)
  5561. { //HelloKitty2 (?) explained that this silently fails when target is
  5562. //already inflicted. [Skotlex]
  5563. map_freeblock_unlock();
  5564. return 1;
  5565. }
  5566. //Has a 55% + skilllv*5% success chance.
  5567. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  5568. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  5569. {
  5570. if (sd) clif_skill_fail(sd,skillid,0,0);
  5571. map_freeblock_unlock();
  5572. return 0;
  5573. }
  5574. unit_skillcastcancel(bl,0);
  5575. if(tsc && tsc->count){
  5576. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5577. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  5578. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5579. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5580. }
  5581. if(dstmd)
  5582. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  5583. }
  5584. break;
  5585. case PF_SOULCHANGE:
  5586. {
  5587. unsigned int sp1 = 0, sp2 = 0;
  5588. if (dstmd) {
  5589. if (dstmd->state.soul_change_flag) {
  5590. if(sd) clif_skill_fail(sd,skillid,0,0);
  5591. break;
  5592. }
  5593. dstmd->state.soul_change_flag = 1;
  5594. sp2 = sstatus->max_sp * 3 /100;
  5595. status_heal(src, 0, sp2, 2);
  5596. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5597. break;
  5598. }
  5599. sp1 = sstatus->sp;
  5600. sp2 = tstatus->sp;
  5601. status_set_sp(src, sp2, 3);
  5602. status_set_sp(bl, sp1, 3);
  5603. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5604. }
  5605. break;
  5606. // Slim Pitcher
  5607. case CR_SLIMPITCHER:
  5608. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  5609. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  5610. break;
  5611. if (potion_hp || potion_sp) {
  5612. int hp = potion_hp, sp = potion_sp;
  5613. hp = hp * (100 + (tstatus->vit<<1))/100;
  5614. sp = sp * (100 + (tstatus->int_<<1))/100;
  5615. if (dstsd) {
  5616. if (hp)
  5617. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5618. if (sp)
  5619. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5620. }
  5621. if (tsc && tsc->data[SC_CRITICALWOUND])
  5622. {
  5623. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5624. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5625. }
  5626. if(hp > 0)
  5627. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5628. if(sp > 0)
  5629. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5630. status_heal(bl,hp,sp,0);
  5631. }
  5632. break;
  5633. // Full Chemical Protection
  5634. case CR_FULLPROTECTION:
  5635. {
  5636. int i, skilltime;
  5637. skilltime = skill_get_time(skillid,skilllv);
  5638. if (!tsc) {
  5639. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5640. break;
  5641. }
  5642. for (i=0; i<4; i++) {
  5643. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
  5644. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  5645. }
  5646. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5647. }
  5648. break;
  5649. case RG_CLEANER: //AppleGirl
  5650. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5651. break;
  5652. case CG_LONGINGFREEDOM:
  5653. {
  5654. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  5655. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  5656. {
  5657. clif_skill_nodamage(src,bl,skillid,skilllv,
  5658. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5659. }
  5660. }
  5661. break;
  5662. case CG_TAROTCARD:
  5663. {
  5664. int eff, count = -1;
  5665. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  5666. {
  5667. if( sd )
  5668. clif_skill_fail(sd,skillid,0,0);
  5669. map_freeblock_unlock();
  5670. return 0;
  5671. }
  5672. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  5673. do {
  5674. eff = rand() % 14;
  5675. clif_specialeffect(bl, 523 + eff, AREA);
  5676. switch (eff)
  5677. {
  5678. case 0: // heals SP to 0
  5679. status_percent_damage(src, bl, 0, 100, false);
  5680. break;
  5681. case 1: // matk halved
  5682. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5683. break;
  5684. case 2: // all buffs removed
  5685. status_change_clear_buffs(bl,1);
  5686. break;
  5687. case 3: // 1000 damage, random armor destroyed
  5688. {
  5689. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  5690. status_fix_damage(src, bl, 1000, 0);
  5691. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  5692. if( !status_isdead(bl) )
  5693. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  5694. }
  5695. break;
  5696. case 4: // atk halved
  5697. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5698. break;
  5699. case 5: // 2000HP heal, random teleported
  5700. status_heal(src, 2000, 0, 0);
  5701. if( !map_flag_vs(bl->m) )
  5702. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  5703. break;
  5704. case 6: // random 2 other effects
  5705. if (count == -1)
  5706. count = 3;
  5707. else
  5708. count++; //Should not retrigger this one.
  5709. break;
  5710. case 7: // stop freeze or stoned
  5711. {
  5712. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5713. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  5714. }
  5715. break;
  5716. case 8: // curse coma and poison
  5717. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  5718. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  5719. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  5720. break;
  5721. case 9: // confusion
  5722. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  5723. break;
  5724. case 10: // 6666 damage, atk matk halved, cursed
  5725. status_fix_damage(src, bl, 6666, 0);
  5726. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5727. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5728. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5729. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  5730. break;
  5731. case 11: // 4444 damage
  5732. status_fix_damage(src, bl, 4444, 0);
  5733. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5734. break;
  5735. case 12: // stun
  5736. sc_start(bl,SC_STUN,100,skilllv,5000);
  5737. break;
  5738. case 13: // atk,matk,hit,flee,def reduced
  5739. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5740. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5741. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  5742. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  5743. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  5744. break;
  5745. default:
  5746. break;
  5747. }
  5748. } while ((--count) > 0);
  5749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5750. }
  5751. break;
  5752. case SL_ALCHEMIST:
  5753. case SL_ASSASIN:
  5754. case SL_BARDDANCER:
  5755. case SL_BLACKSMITH:
  5756. case SL_CRUSADER:
  5757. case SL_HUNTER:
  5758. case SL_KNIGHT:
  5759. case SL_MONK:
  5760. case SL_PRIEST:
  5761. case SL_ROGUE:
  5762. case SL_SAGE:
  5763. case SL_SOULLINKER:
  5764. case SL_STAR:
  5765. case SL_SUPERNOVICE:
  5766. case SL_WIZARD:
  5767. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  5768. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5769. clif_skill_fail(sd,skillid,0,0);
  5770. break;
  5771. }
  5772. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  5773. { //Erase death count 1% of the casts
  5774. dstsd->die_counter = 0;
  5775. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  5776. clif_specialeffect(bl, 0x152, AREA);
  5777. //SC_SPIRIT invokes status_calc_pc for us.
  5778. }
  5779. clif_skill_nodamage(src,bl,skillid,skilllv,
  5780. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5781. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5782. break;
  5783. case SL_HIGH:
  5784. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5785. clif_skill_fail(sd,skillid,0,0);
  5786. break;
  5787. }
  5788. clif_skill_nodamage(src,bl,skillid,skilllv,
  5789. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5790. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5791. break;
  5792. case SL_SWOO:
  5793. if (tsce) {
  5794. sc_start(src,SC_STUN,100,skilllv,10000);
  5795. break;
  5796. }
  5797. case SL_SKA: // [marquis007]
  5798. case SL_SKE:
  5799. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5800. clif_skill_fail(sd,skillid,0,0);
  5801. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5802. break;
  5803. }
  5804. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5805. if (skillid == SL_SKE)
  5806. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5807. break;
  5808. // New guild skills [Celest]
  5809. case GD_BATTLEORDER:
  5810. if(flag&1) {
  5811. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5812. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5813. } else if (status_get_guild_id(src)) {
  5814. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5815. map_foreachinrange(skill_area_sub, src,
  5816. skill_get_splash(skillid, skilllv), BL_PC,
  5817. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5818. skill_castend_nodamage_id);
  5819. if (sd)
  5820. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5821. }
  5822. break;
  5823. case GD_REGENERATION:
  5824. if(flag&1) {
  5825. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5826. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5827. } else if (status_get_guild_id(src)) {
  5828. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5829. map_foreachinrange(skill_area_sub, src,
  5830. skill_get_splash(skillid, skilllv), BL_PC,
  5831. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5832. skill_castend_nodamage_id);
  5833. if (sd)
  5834. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5835. }
  5836. break;
  5837. case GD_RESTORE:
  5838. if(flag&1) {
  5839. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5840. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5841. } else if (status_get_guild_id(src)) {
  5842. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5843. map_foreachinrange(skill_area_sub, src,
  5844. skill_get_splash(skillid, skilllv), BL_PC,
  5845. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5846. skill_castend_nodamage_id);
  5847. if (sd)
  5848. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5849. }
  5850. break;
  5851. case GD_EMERGENCYCALL:
  5852. {
  5853. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5854. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5855. int j = 0;
  5856. struct guild *g = NULL;
  5857. // i don't know if it actually summons in a circle, but oh well. ;P
  5858. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5859. if (!g)
  5860. break;
  5861. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5862. for(i = 0; i < g->max_member; i++, j++) {
  5863. if (j>8) j=0;
  5864. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  5865. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  5866. continue;
  5867. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5868. dx[j] = dy[j] = 0;
  5869. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  5870. }
  5871. }
  5872. if (sd)
  5873. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5874. }
  5875. break;
  5876. case SG_FEEL:
  5877. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5878. if (sd) {
  5879. if(!sd->feel_map[skilllv-1].index)
  5880. clif_feel_req(sd->fd,sd, skilllv);
  5881. else
  5882. clif_feel_info(sd, skilllv-1, 1);
  5883. }
  5884. break;
  5885. case SG_HATE:
  5886. if (sd) {
  5887. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5888. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5889. clif_skill_fail(sd,skillid,0,0);
  5890. }
  5891. break;
  5892. case GS_GLITTERING:
  5893. if(sd) {
  5894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5895. if(rand()%100 < (20+10*skilllv))
  5896. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5897. else if(sd->spiritball > 0)
  5898. pc_delspiritball(sd,1,0);
  5899. }
  5900. break;
  5901. case GS_CRACKER:
  5902. i =65 -5*distance_bl(src,bl); //Base rate
  5903. if (i < 30) i = 30;
  5904. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5905. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5906. break;
  5907. case AM_CALLHOMUN: //[orn]
  5908. if (sd && !merc_call_homunculus(sd))
  5909. clif_skill_fail(sd,skillid,0,0);
  5910. break;
  5911. case AM_REST:
  5912. if (sd)
  5913. {
  5914. if (merc_hom_vaporize(sd,1))
  5915. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5916. else
  5917. clif_skill_fail(sd,skillid,0,0);
  5918. }
  5919. break;
  5920. case HAMI_CASTLE: //[orn]
  5921. if(rand()%100 < 20*skilllv && src != bl)
  5922. {
  5923. int x,y;
  5924. x = src->x;
  5925. y = src->y;
  5926. if (hd)
  5927. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5928. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5929. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5930. clif_slide(src,bl->x,bl->y) ;
  5931. if (unit_movepos(bl,x,y,0,0))
  5932. {
  5933. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5934. clif_slide(bl,x,y) ;
  5935. }
  5936. //TODO: Shouldn't also players and the like switch targets?
  5937. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5938. AREA_SIZE, BL_MOB, bl, src);
  5939. }
  5940. }
  5941. // Failed
  5942. else if (hd && hd->master)
  5943. clif_skill_fail(hd->master, skillid, 0, 0);
  5944. else if (sd)
  5945. clif_skill_fail(sd, skillid, 0, 0);
  5946. break;
  5947. case HVAN_CHAOTIC: //[orn]
  5948. {
  5949. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5950. int rnd = rand()%100;
  5951. i = (skilllv-1)%5;
  5952. if(rnd<per[i][0]) //Self
  5953. bl = src;
  5954. else if(rnd<per[i][1]) //Master
  5955. bl = battle_get_master(src);
  5956. else //Enemy
  5957. bl = map_id2bl(battle_gettarget(src));
  5958. if (!bl) bl = src;
  5959. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5960. //Eh? why double skill packet?
  5961. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5962. clif_skill_nodamage(src,bl,skillid,i,1);
  5963. status_heal(bl, i, 0, 0);
  5964. }
  5965. break;
  5966. //Homun single-target support skills [orn]
  5967. case HAMI_BLOODLUST:
  5968. case HFLI_FLEET:
  5969. case HFLI_SPEED:
  5970. case HLIF_CHANGE:
  5971. clif_skill_nodamage(src,bl,skillid,skilllv,
  5972. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5973. if (hd)
  5974. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5975. break;
  5976. case NPC_DRAGONFEAR:
  5977. if (flag&1) {
  5978. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5979. int j;
  5980. j = i = rand()%ARRAYLENGTH(sc);
  5981. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5982. i++;
  5983. if ( i == ARRAYLENGTH(sc) )
  5984. i = 0;
  5985. if (i == j)
  5986. break;
  5987. }
  5988. break;
  5989. }
  5990. case NPC_WIDEBLEEDING:
  5991. case NPC_WIDECONFUSE:
  5992. case NPC_WIDECURSE:
  5993. case NPC_WIDEFREEZE:
  5994. case NPC_WIDESLEEP:
  5995. case NPC_WIDESILENCE:
  5996. case NPC_WIDESTONE:
  5997. case NPC_WIDESTUN:
  5998. case NPC_SLOWCAST:
  5999. case NPC_WIDEHELLDIGNITY:
  6000. if (flag&1)
  6001. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6002. else {
  6003. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6004. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6005. map_foreachinrange(skill_area_sub, bl,
  6006. skill_get_splash(skillid, skilllv),BL_CHAR,
  6007. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6008. skill_castend_nodamage_id);
  6009. }
  6010. break;
  6011. case NPC_WIDESOULDRAIN:
  6012. if (flag&1)
  6013. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6014. else {
  6015. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6016. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6017. map_foreachinrange(skill_area_sub, bl,
  6018. skill_get_splash(skillid, skilllv),BL_CHAR,
  6019. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6020. skill_castend_nodamage_id);
  6021. }
  6022. break;
  6023. case NPC_TALK:
  6024. case ALL_WEWISH:
  6025. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6026. break;
  6027. case ALL_BUYING_STORE:
  6028. if( sd )
  6029. {// players only, skill allows 5 buying slots
  6030. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6031. }
  6032. break;
  6033. case RK_ENCHANTBLADE:
  6034. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6035. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6036. break;
  6037. case RK_DRAGONHOWLING:
  6038. if( flag&1)
  6039. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6040. else
  6041. {
  6042. skill_area_temp[2] = 0;
  6043. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6044. map_foreachinrange(skill_area_sub, src,
  6045. skill_get_splash(skillid,skilllv),BL_CHAR,
  6046. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6047. skill_castend_nodamage_id);
  6048. }
  6049. break;
  6050. case RK_IGNITIONBREAK:
  6051. //case LG_EARTHDRIVE:
  6052. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6053. //if( skillid == LG_EARTHDRIVE )
  6054. //{
  6055. // int dummy = 1;
  6056. // i = skill_get_splash(skillid,skilllv);
  6057. // map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  6058. //}
  6059. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skillid,skilllv),BL_CHAR,
  6060. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6061. break;
  6062. case RK_STONEHARDSKIN:
  6063. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6064. {
  6065. int heal = sstatus->hp / 4; // 25% HP
  6066. if( status_charge(bl,heal,0) )
  6067. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6068. else
  6069. clif_skill_fail(sd,skillid,0,0);
  6070. }
  6071. break;
  6072. case RK_REFRESH:
  6073. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6074. {
  6075. int heal = status_get_max_hp(bl) * 25 / 100;
  6076. clif_skill_nodamage(src,bl,skillid,skilllv,
  6077. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6078. status_heal(bl,heal,0,1);
  6079. status_change_clear_buffs(bl,2);
  6080. }
  6081. break;
  6082. case RK_MILLENNIUMSHIELD:
  6083. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6084. {
  6085. short shields = (rand()%100<50) ? 4 : ((rand()%100<80) ? 3 : 2);
  6086. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6087. clif_millenniumshield(sd,shields);
  6088. clif_skill_nodamage(src,bl,skillid,1,1);
  6089. }
  6090. break;
  6091. case RK_GIANTGROWTH:
  6092. case RK_VITALITYACTIVATION:
  6093. case RK_ABUNDANCE:
  6094. if( sd )
  6095. {
  6096. int lv = 1; // RK_GIANTGROWTH
  6097. if( skillid == RK_VITALITYACTIVATION )
  6098. lv = 2;
  6099. else if( skillid == RK_ABUNDANCE )
  6100. lv = 6;
  6101. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6102. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6103. }
  6104. break;
  6105. case RK_FIGHTINGSPIRIT:
  6106. if( flag&1 ) {
  6107. if( src == bl )
  6108. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6109. else
  6110. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6111. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6112. if( sd->status.party_id ) {
  6113. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6114. skill_area_temp[5] = 7 * i; // ATK
  6115. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6116. } else
  6117. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6118. }
  6119. clif_skill_nodamage(src,bl,skillid,1,1);
  6120. break;
  6121. /**
  6122. * Guilotine Cross
  6123. **/
  6124. case GC_ROLLINGCUTTER:
  6125. {
  6126. short count = 1;
  6127. skill_area_temp[2] = 0;
  6128. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6129. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6130. { // Every time the skill is casted the status change is reseted adding a counter.
  6131. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6132. if( count > 10 )
  6133. count = 10; // Max coounter
  6134. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6135. }
  6136. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6137. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6138. }
  6139. break;
  6140. case GC_WEAPONBLOCKING:
  6141. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6142. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6143. else
  6144. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6145. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6146. break;
  6147. case GC_CREATENEWPOISON:
  6148. if( sd )
  6149. {
  6150. clif_skill_produce_mix_list(sd,skillid,25);
  6151. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6152. }
  6153. break;
  6154. case GC_POISONINGWEAPON:
  6155. if( sd ) {
  6156. clif_poison_list(sd,skilllv);
  6157. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6158. }
  6159. break;
  6160. case GC_ANTIDOTE:
  6161. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6162. if( tsc )
  6163. {
  6164. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6165. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6166. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6167. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6168. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6169. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6170. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6171. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6172. }
  6173. break;
  6174. case GC_PHANTOMMENACE:
  6175. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6176. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6177. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6178. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6179. break;
  6180. case GC_HALLUCINATIONWALK:
  6181. {
  6182. int heal = status_get_max_hp(bl) / 10;
  6183. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6184. if( sd ) clif_skill_fail(sd,skillid,0x02,0);
  6185. break;
  6186. }
  6187. if( !status_charge(bl,heal,0) )
  6188. {
  6189. if( sd ) clif_skill_fail(sd,skillid,0x02,0);
  6190. break;
  6191. }
  6192. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6193. }
  6194. break;
  6195. /**
  6196. * Arch Bishop
  6197. **/
  6198. case AB_ANCILLA:
  6199. if( sd ) {
  6200. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6201. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6202. }
  6203. break;
  6204. case AB_CLEMENTIA:
  6205. case AB_CANTO:
  6206. {
  6207. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6208. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6209. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6210. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6211. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6212. else if( sd )
  6213. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6214. }
  6215. break;
  6216. case AB_PRAEFATIO:
  6217. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6218. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6219. else if( sd )
  6220. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6221. break;
  6222. case AB_CHEAL:
  6223. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6224. {
  6225. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6226. {
  6227. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6228. status_heal(bl, i, 0, 1);
  6229. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6230. }
  6231. }
  6232. else if( sd )
  6233. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6234. break;
  6235. case AB_ORATIO:
  6236. if( flag&1 )
  6237. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6238. else
  6239. {
  6240. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6241. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6242. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6243. }
  6244. break;
  6245. case AB_LAUDAAGNUS:
  6246. if( flag&1 || sd == NULL )
  6247. {
  6248. if( (tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] ||
  6249. tsc->data[SC_BLIND]))&& (rand()%100 < 30+5*skilllv) )
  6250. {
  6251. status_change_end(bl, SC_FREEZE, -1);
  6252. status_change_end(bl, SC_STONE, -1);
  6253. status_change_end(bl, SC_BLIND, -1);
  6254. }
  6255. // Success rate only applies to the curing effect and not stat bonus.
  6256. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6257. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6258. }
  6259. else if( sd )
  6260. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6261. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6262. break;
  6263. case AB_LAUDARAMUS:
  6264. if( flag&1 || sd == NULL )
  6265. {
  6266. if( (tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] ||
  6267. tsc->data[SC_SILENCE]))&& (rand()%100 < 30+5*skilllv) )
  6268. {
  6269. status_change_end(bl, SC_SLEEP, -1);
  6270. status_change_end(bl, SC_STUN, -1);
  6271. status_change_end(bl, SC_SILENCE, -1);
  6272. }
  6273. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6274. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6275. //Success rate only applies to the curing effect and not stat bonus.
  6276. }
  6277. else if( sd )
  6278. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6279. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6280. break;
  6281. case AB_CLEARANCE:
  6282. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6283. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6284. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6285. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rand()%100 >= 30 + 10 * skilllv)
  6286. {
  6287. if (sd)
  6288. clif_skill_fail(sd,skillid,0,0);
  6289. break;
  6290. }
  6291. if(status_isimmune(bl) || !tsc || !tsc->count)
  6292. break;
  6293. for(i=0;i<SC_MAX;i++)
  6294. {
  6295. if (!tsc->data[i])
  6296. continue;
  6297. switch (i) {
  6298. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6299. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6300. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6301. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6302. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6303. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6304. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6305. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6306. case SC_GUILDAURA: case SC_SPIRIT: case SC_AUTOBERSERK:
  6307. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6308. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6309. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6310. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6311. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6312. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6313. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6314. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  6315. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6316. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6317. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6318. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6319. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6320. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6321. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  6322. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  6323. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  6324. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  6325. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  6326. case SC_FOOD_LUK_CASH: /* case SC_ELECTRICSHOCKER: case SC_BITE:
  6327. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  6328. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  6329. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  6330. case SC_MAGNETICFIELD:case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  6331. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6332. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  6333. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: */
  6334. continue;
  6335. case SC_ASSUMPTIO:
  6336. if( bl->type == BL_MOB )
  6337. continue;
  6338. break;
  6339. }
  6340. if(i==SC_BERSERK /*|| i==SC_SATURDAYNIGHTFEVER*/) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6341. status_change_end(bl,(sc_type)i,-1);
  6342. }
  6343. break;
  6344. }
  6345. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  6346. break;
  6347. case AB_SILENTIUM:
  6348. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  6349. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6350. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6351. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6352. break;
  6353. /**
  6354. * Warlock
  6355. **/
  6356. case WL_STASIS:
  6357. if( flag&1 )
  6358. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  6359. else
  6360. {
  6361. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  6362. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6363. }
  6364. break;
  6365. case WL_WHITEIMPRISON:
  6366. if( !(tsc && tsc->data[type]) && (src == bl || battle_check_target(src, bl, BCT_ENEMY)) )
  6367. {
  6368. int rate = 50 + 3 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6369. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?skill_get_time2(skillid,skilllv):skill_get_time(skillid, skilllv));
  6370. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  6371. if( sd && i )
  6372. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  6373. }
  6374. else if( sd )
  6375. clif_skill_fail(sd,skillid,0,0);
  6376. break;
  6377. case WL_FROSTMISTY:
  6378. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6379. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  6380. break;
  6381. case WL_JACKFROST:
  6382. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6383. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6384. break;
  6385. case WL_MARSHOFABYSS:
  6386. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  6387. clif_skill_nodamage(src, bl, skillid, skilllv,
  6388. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  6389. skill_get_time(skillid, skilllv)));
  6390. break;
  6391. case WL_SIENNAEXECRATE:
  6392. if( status_isimmune(bl) || !tsc )
  6393. break;
  6394. if( flag&1 )
  6395. {
  6396. if( bl->id == skill_area_temp[1] )
  6397. break; // Already work on this target
  6398. if( tsc && tsc->data[SC_STONE] )
  6399. status_change_end(bl,SC_STONE,-1);
  6400. else
  6401. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6402. }
  6403. else
  6404. {
  6405. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6406. // IroWiki says Rate should be reduced by target stats, but currently unknown
  6407. if( rand()%100 < rate )
  6408. { // Success on First Target
  6409. rate = 0;
  6410. if( !tsc->data[SC_STONE] )
  6411. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6412. else
  6413. {
  6414. rate = 1;
  6415. status_change_end(bl,SC_STONE,-1);
  6416. }
  6417. if( rate )
  6418. {
  6419. skill_area_temp[1] = bl->id;
  6420. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  6421. }
  6422. // Doesn't send failure packet if it fails on defense.
  6423. }
  6424. else if( sd ) // Failure on Rate
  6425. clif_skill_fail(sd,skillid,0,0);
  6426. }
  6427. break;
  6428. case WL_SUMMONFB:
  6429. case WL_SUMMONBL:
  6430. case WL_SUMMONWB:
  6431. case WL_SUMMONSTONE:
  6432. {
  6433. short element = 0, sctype = 0, pos = -1;
  6434. struct status_change *sc = status_get_sc(src);
  6435. if( !sc ) break;
  6436. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  6437. {
  6438. if( !sctype && !sc->data[i] )
  6439. sctype = i; // Take the free SC
  6440. if( sc->data[i] )
  6441. pos = max(sc->data[i]->val2,pos);
  6442. }
  6443. if( !sctype )
  6444. {
  6445. if( sd ) // No free slots to put SC
  6446. clif_skill_fail(sd,skillid,0x13,0);
  6447. break;
  6448. }
  6449. pos++; // Used in val2 for SC. Indicates the order of this ball
  6450. switch( skillid )
  6451. { // Set val1. The SC element for this ball
  6452. case WL_SUMMONFB: element = WLS_FIRE; break;
  6453. case WL_SUMMONBL: element = WLS_WIND; break;
  6454. case WL_SUMMONWB: element = WLS_WATER; break;
  6455. case WL_SUMMONSTONE: element = WLS_STONE; break;
  6456. }
  6457. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  6458. clif_skill_nodamage(src,bl,skillid,0,0);
  6459. }
  6460. break;
  6461. case WL_READING_SB:
  6462. if( sd )
  6463. {
  6464. int i, preserved = 0, max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
  6465. ARR_FIND(0, MAX_SPELLBOOK, i, sd->rsb[i].skillid == 0); // Search for a Free Slot
  6466. if( i == MAX_SPELLBOOK )
  6467. {
  6468. clif_skill_fail(sd,skillid,0x04,0);
  6469. break;
  6470. }
  6471. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  6472. preserved += sd->rsb[i].points;
  6473. if( preserved >= max_preserve )
  6474. {
  6475. clif_skill_fail(sd,skillid,0x04,0);
  6476. break;
  6477. }
  6478. sc_start(bl,SC_STOP,100,skilllv,-1); //Can't move while selecting a spellbook.
  6479. clif_spellbook_list(sd);
  6480. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6481. }
  6482. break;
  6483. /**
  6484. * Ranger
  6485. **/
  6486. case RA_FEARBREEZE:
  6487. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6488. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6489. break;
  6490. case RA_WUGMASTERY:
  6491. if( sd )
  6492. {
  6493. if( pc_isridingwug(sd) )
  6494. clif_skill_fail(sd,skillid,0,0);
  6495. else if( !pc_iswug(sd) )
  6496. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6497. else
  6498. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6500. }
  6501. break;
  6502. case RA_WUGRIDER:
  6503. if( sd ) {
  6504. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  6505. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6506. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  6507. } else if( pc_isridingwug(sd) ) {
  6508. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  6509. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6510. } else if( sd ) {
  6511. clif_skill_fail(sd,skillid,0,0);
  6512. }
  6513. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6514. }
  6515. break;
  6516. case RA_WUGDASH:
  6517. if( tsce ) {
  6518. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  6519. map_freeblock_unlock();
  6520. return 0;
  6521. }
  6522. if( sd && pc_isridingwug(sd) ) {
  6523. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  6524. clif_walkok(sd);
  6525. }
  6526. break;
  6527. case RA_SENSITIVEKEEN:
  6528. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6529. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6530. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  6531. break;
  6532. /**
  6533. * Mechanic
  6534. **/
  6535. case NC_F_SIDESLIDE:
  6536. case NC_B_SIDESLIDE:
  6537. {
  6538. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  6539. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  6540. clif_slide(src,src->x,src->y);
  6541. clif_fixpos(src); //Aegis sent this packet
  6542. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6543. }
  6544. break;
  6545. case NC_SELFDESTRUCTION:
  6546. if( sd ) {
  6547. if( sd->sc.option&OPTION_MADOGEAR )
  6548. pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
  6549. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6550. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  6551. }
  6552. break;
  6553. case NC_ANALYZE:
  6554. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6555. clif_skill_nodamage(src, bl, skillid, skilllv,
  6556. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  6557. if( sd ) pc_overheat(sd,1);
  6558. break;
  6559. case NC_MAGNETICFIELD:
  6560. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  6561. {
  6562. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  6563. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  6564. pc_overheat(sd,1);
  6565. }
  6566. clif_skill_nodamage(src,src,skillid,skilllv,i);
  6567. break;
  6568. case NC_REPAIR:
  6569. if( sd )
  6570. {
  6571. int heal;
  6572. if( dstsd && (dstsd->sc.option&OPTION_MADOGEAR) )
  6573. {
  6574. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  6575. status_heal(bl,heal,0,2);
  6576. } else {
  6577. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  6578. status_heal(src,heal,0,2);
  6579. }
  6580. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6581. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  6582. }
  6583. break;
  6584. case NC_DISJOINT:
  6585. {
  6586. if( bl->type != BL_MOB ) break;
  6587. md = map_id2md(bl->id);
  6588. if( md && md->class_ >= 2042 && md->class_ <= 2046 )
  6589. status_kill(bl);
  6590. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6591. }
  6592. break;
  6593. case ALL_RIDING:
  6594. if( sd ) {
  6595. if( !(sd->sc.option&OPTION_MOUNTING) ) {
  6596. pc_setoption(sd, sd->sc.option|OPTION_MOUNTING);
  6597. } else {
  6598. pc_setoption(sd, sd->sc.option&~OPTION_MOUNTING);
  6599. }
  6600. clif_skill_nodamage(src, src, skillid, skilllv, 1);
  6601. }
  6602. break;
  6603. default:
  6604. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  6605. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6606. map_freeblock_unlock();
  6607. return 1;
  6608. }
  6609. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  6610. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  6611. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  6612. }
  6613. if( sd && !(flag&1) )
  6614. {// ensure that the skill last-cast tick is recorded
  6615. sd->canskill_tick = gettick();
  6616. if( sd->state.arrow_atk )
  6617. {// consume arrow on last invocation to this skill.
  6618. battle_consume_ammo(sd, skillid, skilllv);
  6619. }
  6620. // perform auto-cast routines and skill requirement consumption
  6621. skill_onskillusage(sd, bl, skillid, tick);
  6622. skill_consume_requirement(sd,skillid,skilllv,2);
  6623. }
  6624. map_freeblock_unlock();
  6625. return 0;
  6626. }
  6627. /*==========================================
  6628. *
  6629. *------------------------------------------*/
  6630. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  6631. {
  6632. struct block_list *target, *src;
  6633. struct map_session_data *sd;
  6634. struct mob_data *md;
  6635. struct unit_data *ud;
  6636. struct status_change *sc = NULL;
  6637. int inf,inf2,flag = 0;
  6638. src = map_id2bl(id);
  6639. if( src == NULL )
  6640. {
  6641. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  6642. return 0;// not found
  6643. }
  6644. ud = unit_bl2ud(src);
  6645. if( ud == NULL )
  6646. {
  6647. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  6648. return 0;// ???
  6649. }
  6650. sd = BL_CAST(BL_PC, src);
  6651. md = BL_CAST(BL_MOB, src);
  6652. if( src->prev == NULL ) {
  6653. ud->skilltimer = INVALID_TIMER;
  6654. return 0;
  6655. }
  6656. if(ud->skillid != SA_CASTCANCEL )
  6657. {// otherwise handled in unit_skillcastcancel()
  6658. if( ud->skilltimer != tid ) {
  6659. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  6660. ud->skilltimer = INVALID_TIMER;
  6661. return 0;
  6662. }
  6663. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  6664. {// restore original walk speed
  6665. ud->skilltimer = INVALID_TIMER;
  6666. status_calc_bl(&sd->bl, SCB_SPEED);
  6667. }
  6668. ud->skilltimer = INVALID_TIMER;
  6669. }
  6670. if (ud->skilltarget == id)
  6671. target = src;
  6672. else
  6673. target = map_id2bl(ud->skilltarget);
  6674. // Use a do so that you can break out of it when the skill fails.
  6675. do {
  6676. if(!target || target->prev==NULL) break;
  6677. if(src->m != target->m || status_isdead(src)) break;
  6678. switch (ud->skillid) {
  6679. //These should become skill_castend_pos
  6680. case WE_CALLPARTNER:
  6681. if(sd) clif_callpartner(sd);
  6682. case WE_CALLPARENT:
  6683. case WE_CALLBABY:
  6684. case AM_RESURRECTHOMUN:
  6685. case PF_SPIDERWEB:
  6686. //Find a random spot to place the skill. [Skotlex]
  6687. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  6688. ud->skillx = target->x + inf2;
  6689. ud->skilly = target->y + inf2;
  6690. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  6691. ud->skillx = target->x;
  6692. ud->skilly = target->y;
  6693. }
  6694. ud->skilltimer=tid;
  6695. return skill_castend_pos(tid,tick,id,data);
  6696. }
  6697. if(ud->skillid == RG_BACKSTAP) {
  6698. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  6699. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  6700. break;
  6701. }
  6702. }
  6703. if( ud->skillid == PR_TURNUNDEAD )
  6704. {
  6705. struct status_data *tstatus = status_get_status_data(target);
  6706. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6707. break;
  6708. }
  6709. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  6710. {
  6711. sc = status_get_sc(target);
  6712. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  6713. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  6714. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  6715. break;
  6716. }
  6717. }
  6718. else
  6719. { // Check target validity.
  6720. inf = skill_get_inf(ud->skillid);
  6721. inf2 = skill_get_inf2(ud->skillid);
  6722. if(inf&INF_ATTACK_SKILL ||
  6723. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  6724. inf = BCT_ENEMY; //Offensive skill.
  6725. else if(inf2&INF2_NO_ENEMY)
  6726. inf = BCT_NOENEMY;
  6727. else
  6728. inf = 0;
  6729. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  6730. {
  6731. inf |=
  6732. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  6733. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  6734. //Remove neutral targets (but allow enemy if skill is designed to be so)
  6735. inf &= ~BCT_NEUTRAL;
  6736. }
  6737. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  6738. {
  6739. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  6740. break;
  6741. }
  6742. else
  6743. if (inf && battle_check_target(src, target, inf) <= 0)
  6744. break;
  6745. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  6746. sc->data[SC_FOGWALL] &&
  6747. rand()%100 < 75)
  6748. { //Fogwall makes all offensive-type targetted skills fail at 75%
  6749. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6750. break;
  6751. }
  6752. }
  6753. //Avoid doing double checks for instant-cast skills.
  6754. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  6755. break;
  6756. if(md) {
  6757. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  6758. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  6759. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  6760. }
  6761. if(src != target && battle_config.skill_add_range &&
  6762. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  6763. {
  6764. if (sd) {
  6765. clif_skill_fail(sd,ud->skillid,0,0);
  6766. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  6767. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  6768. }
  6769. break;
  6770. }
  6771. if( sd )
  6772. {
  6773. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  6774. break;
  6775. else
  6776. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  6777. }
  6778. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  6779. break;
  6780. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  6781. {
  6782. ud->state.running = 0;
  6783. status_change_end(src, SC_RUN, -1);
  6784. flag = 1;
  6785. }
  6786. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  6787. unit_stop_walking(src,1);
  6788. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6789. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  6790. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 )
  6791. skill_blockpc_start(sd, ud->skillid, skill_get_cooldown(ud->skillid, ud->skilllv));
  6792. if( battle_config.display_status_timers && sd )
  6793. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  6794. if( sd )
  6795. {
  6796. switch( ud->skillid )
  6797. {
  6798. case GS_DESPERADO:
  6799. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  6800. break;
  6801. case CR_GRANDCROSS:
  6802. case NPC_GRANDDARKNESS:
  6803. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  6804. {
  6805. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  6806. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  6807. break;
  6808. }
  6809. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  6810. break;
  6811. }
  6812. }
  6813. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  6814. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  6815. if(battle_config.skill_log && battle_config.skill_log&src->type)
  6816. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  6817. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  6818. map_freeblock_lock();
  6819. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  6820. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  6821. else
  6822. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  6823. sc = status_get_sc(src);
  6824. if(sc && sc->count) {
  6825. if(sc->data[SC_MAGICPOWER] &&
  6826. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
  6827. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  6828. if(sc->data[SC_SPIRIT] &&
  6829. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  6830. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  6831. ud->skillid != WZ_WATERBALL)
  6832. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  6833. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  6834. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  6835. }
  6836. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  6837. sd->skillitem = sd->skillitemlv = 0;
  6838. if (ud->skilltimer == INVALID_TIMER) {
  6839. if(md) md->skillidx = -1;
  6840. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  6841. ud->skilllv = ud->skilltarget = 0;
  6842. }
  6843. map_freeblock_unlock();
  6844. return 1;
  6845. } while(0);
  6846. //Skill failed.
  6847. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  6848. { //When Asura fails... (except when it fails from Fog of Wall)
  6849. //Consume SP/spheres
  6850. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  6851. status_set_sp(src, 0, 0);
  6852. sc = &sd->sc;
  6853. if (sc->count)
  6854. { //End states
  6855. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  6856. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  6857. }
  6858. if (target && target->m == src->m)
  6859. { //Move character to target anyway.
  6860. int dx,dy;
  6861. dx = target->x - src->x;
  6862. dy = target->y - src->y;
  6863. if(dx > 0) dx++;
  6864. else if(dx < 0) dx--;
  6865. if (dy > 0) dy++;
  6866. else if(dy < 0) dy--;
  6867. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  6868. { //Display movement + animation.
  6869. clif_slide(src,src->x,src->y);
  6870. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  6871. }
  6872. clif_skill_fail(sd,ud->skillid,0,0);
  6873. }
  6874. }
  6875. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  6876. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6877. ud->canact_tick = tick;
  6878. //You can't place a skill failed packet here because it would be
  6879. //sent in ALL cases, even cases where skill_check_condition fails
  6880. //which would lead to double 'skill failed' messages u.u [Skotlex]
  6881. if(sd)
  6882. sd->skillitem = sd->skillitemlv = 0;
  6883. else if(md)
  6884. md->skillidx = -1;
  6885. return 0;
  6886. }
  6887. /*==========================================
  6888. *
  6889. *------------------------------------------*/
  6890. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  6891. {
  6892. struct block_list* src = map_id2bl(id);
  6893. int maxcount;
  6894. struct map_session_data *sd;
  6895. struct unit_data *ud = unit_bl2ud(src);
  6896. struct mob_data *md;
  6897. nullpo_ret(ud);
  6898. sd = BL_CAST(BL_PC , src);
  6899. md = BL_CAST(BL_MOB, src);
  6900. if( src->prev == NULL ) {
  6901. ud->skilltimer = INVALID_TIMER;
  6902. return 0;
  6903. }
  6904. if( ud->skilltimer != tid )
  6905. {
  6906. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  6907. ud->skilltimer = INVALID_TIMER;
  6908. return 0;
  6909. }
  6910. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  6911. {// restore original walk speed
  6912. ud->skilltimer = INVALID_TIMER;
  6913. status_calc_bl(&sd->bl, SCB_SPEED);
  6914. }
  6915. ud->skilltimer = INVALID_TIMER;
  6916. do {
  6917. if( status_isdead(src) )
  6918. break;
  6919. if( !(src->type&battle_config.skill_reiteration) &&
  6920. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  6921. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  6922. )
  6923. {
  6924. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6925. break;
  6926. }
  6927. if( src->type&battle_config.skill_nofootset &&
  6928. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  6929. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  6930. )
  6931. {
  6932. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6933. break;
  6934. }
  6935. if( src->type&battle_config.land_skill_limit &&
  6936. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  6937. ) {
  6938. int i;
  6939. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  6940. if(ud->skillunit[i]->skill_id == ud->skillid)
  6941. maxcount--;
  6942. }
  6943. if( maxcount == 0 )
  6944. {
  6945. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6946. break;
  6947. }
  6948. }
  6949. if(tid != INVALID_TIMER)
  6950. { //Avoid double checks on instant cast skills. [Skotlex]
  6951. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  6952. break;
  6953. if(battle_config.skill_add_range &&
  6954. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  6955. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  6956. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  6957. break;
  6958. }
  6959. }
  6960. if( sd )
  6961. {
  6962. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  6963. break;
  6964. else
  6965. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  6966. }
  6967. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  6968. break;
  6969. if(md) {
  6970. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  6971. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  6972. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  6973. }
  6974. if(battle_config.skill_log && battle_config.skill_log&src->type)
  6975. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  6976. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  6977. if (ud->walktimer != INVALID_TIMER)
  6978. unit_stop_walking(src,1);
  6979. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6980. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  6981. if( battle_config.display_status_timers && sd )
  6982. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  6983. // if( sd )
  6984. // {
  6985. // switch( ud->skillid )
  6986. // {
  6987. // case ????:
  6988. // sd->canequip_tick = tick + ????;
  6989. // break;
  6990. // }
  6991. // }
  6992. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  6993. map_freeblock_lock();
  6994. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  6995. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  6996. sd->skillitem = sd->skillitemlv = 0;
  6997. if (ud->skilltimer == INVALID_TIMER) {
  6998. if (md) md->skillidx = -1;
  6999. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  7000. ud->skilllv = ud->skillx = ud->skilly = 0;
  7001. }
  7002. map_freeblock_unlock();
  7003. return 1;
  7004. } while(0);
  7005. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  7006. ud->canact_tick = tick;
  7007. ud->skillid = ud->skilllv = 0;
  7008. if(sd)
  7009. sd->skillitem = sd->skillitemlv = 0;
  7010. else if(md)
  7011. md->skillidx = -1;
  7012. return 0;
  7013. }
  7014. /*==========================================
  7015. *
  7016. *------------------------------------------*/
  7017. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  7018. {
  7019. struct map_session_data* sd;
  7020. struct status_change* sc;
  7021. struct status_change_entry *sce;
  7022. struct skill_unit_group* sg;
  7023. enum sc_type type;
  7024. int i;
  7025. //if(skilllv <= 0) return 0;
  7026. if(skillid > 0 && skilllv <= 0) return 0; // celest
  7027. nullpo_ret(src);
  7028. if(status_isdead(src))
  7029. return 0;
  7030. sd = BL_CAST(BL_PC, src);
  7031. sc = status_get_sc(src);
  7032. type = status_skill2sc(skillid);
  7033. sce = (sc && type != -1)?sc->data[type]:NULL;
  7034. switch (skillid) { //Skill effect.
  7035. case WZ_METEOR:
  7036. case MO_BODYRELOCATION:
  7037. case CR_CULTIVATION:
  7038. case HW_GANBANTEIN:
  7039. break; //Effect is displayed on respective switch case.
  7040. default:
  7041. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  7042. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7043. else
  7044. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7045. }
  7046. switch(skillid)
  7047. {
  7048. case PR_BENEDICTIO:
  7049. skill_area_temp[1] = src->id;
  7050. i = skill_get_splash(skillid, skilllv);
  7051. map_foreachinarea(skill_area_sub,
  7052. src->m, x-i, y-i, x+i, y+i, BL_PC,
  7053. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  7054. skill_castend_nodamage_id);
  7055. map_foreachinarea(skill_area_sub,
  7056. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  7057. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  7058. skill_castend_damage_id);
  7059. break;
  7060. case BS_HAMMERFALL:
  7061. i = skill_get_splash(skillid, skilllv);
  7062. map_foreachinarea (skill_area_sub,
  7063. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  7064. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  7065. skill_castend_nodamage_id);
  7066. break;
  7067. case HT_DETECTING:
  7068. i = skill_get_splash(skillid, skilllv);
  7069. map_foreachinarea( status_change_timer_sub,
  7070. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  7071. src,NULL,SC_SIGHT,tick);
  7072. if(battle_config.traps_setting&1)
  7073. map_foreachinarea( skill_reveal_trap,
  7074. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  7075. break;
  7076. case SA_VOLCANO:
  7077. case SA_DELUGE:
  7078. case SA_VIOLENTGALE:
  7079. { //Does not consumes if the skill is already active. [Skotlex]
  7080. struct skill_unit_group *sg;
  7081. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  7082. {
  7083. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7084. {
  7085. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7086. return 0; // not to consume items
  7087. }
  7088. else
  7089. sg->limit = 0; //Disable it.
  7090. }
  7091. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7092. break;
  7093. }
  7094. case MG_SAFETYWALL:
  7095. case MG_FIREWALL:
  7096. case MG_THUNDERSTORM:
  7097. case AL_PNEUMA:
  7098. case WZ_ICEWALL:
  7099. case WZ_FIREPILLAR:
  7100. case WZ_QUAGMIRE:
  7101. case WZ_VERMILION:
  7102. case WZ_STORMGUST:
  7103. case WZ_HEAVENDRIVE:
  7104. case PR_SANCTUARY:
  7105. case PR_MAGNUS:
  7106. case CR_GRANDCROSS:
  7107. case NPC_GRANDDARKNESS:
  7108. case HT_SKIDTRAP:
  7109. case MA_SKIDTRAP:
  7110. case HT_LANDMINE:
  7111. case MA_LANDMINE:
  7112. case HT_ANKLESNARE:
  7113. case HT_SHOCKWAVE:
  7114. case HT_SANDMAN:
  7115. case MA_SANDMAN:
  7116. case HT_FLASHER:
  7117. case HT_FREEZINGTRAP:
  7118. case MA_FREEZINGTRAP:
  7119. case HT_BLASTMINE:
  7120. case HT_CLAYMORETRAP:
  7121. case AS_VENOMDUST:
  7122. case AM_DEMONSTRATION:
  7123. case PF_FOGWALL:
  7124. case PF_SPIDERWEB:
  7125. case HT_TALKIEBOX:
  7126. case WE_CALLPARTNER:
  7127. case WE_CALLPARENT:
  7128. case WE_CALLBABY:
  7129. case AC_SHOWER: //Ground-placed skill implementation.
  7130. case MA_SHOWER:
  7131. case SA_LANDPROTECTOR:
  7132. case BD_LULLABY:
  7133. case BD_RICHMANKIM:
  7134. case BD_ETERNALCHAOS:
  7135. case BD_DRUMBATTLEFIELD:
  7136. case BD_RINGNIBELUNGEN:
  7137. case BD_ROKISWEIL:
  7138. case BD_INTOABYSS:
  7139. case BD_SIEGFRIED:
  7140. case BA_DISSONANCE:
  7141. case BA_POEMBRAGI:
  7142. case BA_WHISTLE:
  7143. case BA_ASSASSINCROSS:
  7144. case BA_APPLEIDUN:
  7145. case DC_UGLYDANCE:
  7146. case DC_HUMMING:
  7147. case DC_DONTFORGETME:
  7148. case DC_FORTUNEKISS:
  7149. case DC_SERVICEFORYOU:
  7150. case CG_MOONLIT:
  7151. case GS_DESPERADO:
  7152. case NJ_KAENSIN:
  7153. case NJ_BAKUENRYU:
  7154. case NJ_SUITON:
  7155. case NJ_HYOUSYOURAKU:
  7156. case NJ_RAIGEKISAI:
  7157. case NJ_KAMAITACHI:
  7158. case NPC_EVILLAND:
  7159. /**
  7160. * Ranger
  7161. **/
  7162. case RA_ELECTRICSHOCKER:
  7163. case RA_CLUSTERBOMB:
  7164. case RA_MAGENTATRAP:
  7165. case RA_COBALTTRAP:
  7166. case RA_MAIZETRAP:
  7167. case RA_VERDURETRAP:
  7168. case RA_FIRINGTRAP:
  7169. case RA_ICEBOUNDTRAP:
  7170. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  7171. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  7172. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7173. break;
  7174. case RG_GRAFFITI: /* Graffiti [Valaris] */
  7175. skill_clear_unitgroup(src);
  7176. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7177. flag|=1;
  7178. break;
  7179. case HP_BASILICA:
  7180. if( sc->data[SC_BASILICA] )
  7181. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  7182. else
  7183. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  7184. skill_clear_unitgroup(src);
  7185. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  7186. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  7187. flag|=1;
  7188. }
  7189. break;
  7190. case CG_HERMODE:
  7191. skill_clear_unitgroup(src);
  7192. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7193. sc_start4(src,SC_DANCING,100,
  7194. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7195. flag|=1;
  7196. break;
  7197. case RG_CLEANER: // [Valaris]
  7198. i = skill_get_splash(skillid, skilllv);
  7199. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  7200. break;
  7201. case WZ_METEOR:
  7202. {
  7203. int flag = 0, area = skill_get_splash(skillid, skilllv);
  7204. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  7205. if( sc && sc->data[SC_MAGICPOWER] )
  7206. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  7207. for( i = 0; i < 2 + (skilllv>>1); i++ )
  7208. {
  7209. // Creates a random Cell in the Splash Area
  7210. tmpx = x - area + rand()%(area * 2 + 1);
  7211. tmpy = y - area + rand()%(area * 2 + 1);
  7212. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  7213. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  7214. if( i > 0 )
  7215. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  7216. x1 = tmpx;
  7217. y1 = tmpy;
  7218. }
  7219. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  7220. }
  7221. break;
  7222. case AL_WARP:
  7223. if(sd)
  7224. {
  7225. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  7226. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  7227. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  7228. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  7229. );
  7230. }
  7231. return 0; // not to consume item.
  7232. case MO_BODYRELOCATION:
  7233. if (unit_movepos(src, x, y, 1, 1)) {
  7234. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  7235. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  7236. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  7237. }
  7238. break;
  7239. case NJ_SHADOWJUMP:
  7240. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  7241. { //You don't move on GVG grounds.
  7242. unit_movepos(src, x, y, 1, 0);
  7243. clif_slide(src,x,y);
  7244. }
  7245. status_change_end(src, SC_HIDING, INVALID_TIMER);
  7246. break;
  7247. case AM_SPHEREMINE:
  7248. case AM_CANNIBALIZE:
  7249. {
  7250. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7251. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7252. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  7253. struct mob_data *md;
  7254. // Correct info, don't change any of this! [celest]
  7255. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  7256. if (md) {
  7257. md->master_id = src->id;
  7258. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  7259. if( md->deletetimer != INVALID_TIMER )
  7260. delete_timer(md->deletetimer, mob_timer_delete);
  7261. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  7262. mob_spawn (md); //Now it is ready for spawning.
  7263. }
  7264. }
  7265. break;
  7266. // Slim Pitcher [Celest]
  7267. case CR_SLIMPITCHER:
  7268. if (sd) {
  7269. int i = skilllv%11 - 1;
  7270. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  7271. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  7272. {
  7273. clif_skill_fail(sd,skillid,0,0);
  7274. return 1;
  7275. }
  7276. potion_flag = 1;
  7277. potion_hp = 0;
  7278. potion_sp = 0;
  7279. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7280. potion_flag = 0;
  7281. //Apply skill bonuses
  7282. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  7283. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  7284. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  7285. + pc_skillheal_bonus(sd, skillid);
  7286. potion_hp = potion_hp * (100+i)/100;
  7287. potion_sp = potion_sp * (100+i)/100;
  7288. if(potion_hp > 0 || potion_sp > 0) {
  7289. i = skill_get_splash(skillid, skilllv);
  7290. map_foreachinarea(skill_area_sub,
  7291. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7292. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7293. skill_castend_nodamage_id);
  7294. }
  7295. } else {
  7296. int i = skilllv%11 - 1;
  7297. struct item_data *item;
  7298. i = skill_db[skillid].itemid[i];
  7299. item = itemdb_search(i);
  7300. potion_flag = 1;
  7301. potion_hp = 0;
  7302. potion_sp = 0;
  7303. run_script(item->script,0,src->id,0);
  7304. potion_flag = 0;
  7305. i = skill_get_max(CR_SLIMPITCHER)*10;
  7306. potion_hp = potion_hp * (100+i)/100;
  7307. potion_sp = potion_sp * (100+i)/100;
  7308. if(potion_hp > 0 || potion_sp > 0) {
  7309. i = skill_get_splash(skillid, skilllv);
  7310. map_foreachinarea(skill_area_sub,
  7311. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7312. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7313. skill_castend_nodamage_id);
  7314. }
  7315. }
  7316. break;
  7317. case HW_GANBANTEIN:
  7318. if (rand()%100 < 80) {
  7319. int dummy = 1;
  7320. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7321. i = skill_get_splash(skillid, skilllv);
  7322. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  7323. } else {
  7324. if (sd) clif_skill_fail(sd,skillid,0,0);
  7325. return 1;
  7326. }
  7327. break;
  7328. case HW_GRAVITATION:
  7329. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7330. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  7331. flag|=1;
  7332. break;
  7333. // Plant Cultivation [Celest]
  7334. case CR_CULTIVATION:
  7335. if (sd) {
  7336. int i;
  7337. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  7338. {
  7339. clif_skill_fail(sd,skillid,0,0);
  7340. return 1;
  7341. }
  7342. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7343. if (rand()%100 < 50) {
  7344. clif_skill_fail(sd,skillid,0,0);
  7345. } else {
  7346. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  7347. if (!md) break;
  7348. if ((i = skill_get_time(skillid, skilllv)) > 0)
  7349. {
  7350. if( md->deletetimer != INVALID_TIMER )
  7351. delete_timer(md->deletetimer, mob_timer_delete);
  7352. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  7353. }
  7354. mob_spawn (md);
  7355. }
  7356. }
  7357. break;
  7358. case SG_SUN_WARM:
  7359. case SG_MOON_WARM:
  7360. case SG_STAR_WARM:
  7361. skill_clear_unitgroup(src);
  7362. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  7363. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  7364. flag|=1;
  7365. break;
  7366. case PA_GOSPEL:
  7367. if (sce && sce->val4 == BCT_SELF)
  7368. {
  7369. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  7370. return 0;
  7371. }
  7372. else
  7373. {
  7374. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  7375. if (!sg) break;
  7376. if (sce)
  7377. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  7378. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  7379. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  7380. }
  7381. break;
  7382. case NJ_TATAMIGAESHI:
  7383. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  7384. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  7385. break;
  7386. case AM_RESURRECTHOMUN: //[orn]
  7387. if (sd)
  7388. {
  7389. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  7390. {
  7391. clif_skill_fail(sd,skillid,0,0);
  7392. break;
  7393. }
  7394. }
  7395. break;
  7396. /**
  7397. * Mechanic
  7398. **/
  7399. case NC_COLDSLOWER:
  7400. case NC_ARMSCANNON:
  7401. /**
  7402. * Rune Knight
  7403. **/
  7404. case RK_DRAGONBREATH:
  7405. case RK_WINDCUTTER:
  7406. i = skill_get_splash(skillid,skilllv);
  7407. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7408. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7409. break;
  7410. /**
  7411. * Guilotine Cross
  7412. **/
  7413. case GC_POISONSMOKE:
  7414. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  7415. if( sd )
  7416. clif_skill_fail(sd,skillid,0x20,0);
  7417. return 0;
  7418. }
  7419. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7420. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  7421. status_change_end(src,SC_POISONINGWEAPON,-1);
  7422. break;
  7423. /**
  7424. * Arch Bishop
  7425. **/
  7426. case AB_EPICLESIS:
  7427. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  7428. i = sg->unit->range;
  7429. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  7430. }
  7431. break;
  7432. /**
  7433. * Warlock
  7434. **/
  7435. case WL_COMET:
  7436. if( sc ) {
  7437. sc->comet_x = x;
  7438. sc->comet_y = y;
  7439. }
  7440. i = skill_get_splash(skillid,skilllv);
  7441. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7442. break;
  7443. case WL_EARTHSTRAIN:
  7444. {
  7445. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  7446. int sx = x, sy = y;
  7447. if( sc && sc->data[SC_MAGICPOWER] )
  7448. flag = flag|2; //Store the magic power flag
  7449. for( i = 0; i < wave; i++ )
  7450. {
  7451. switch( dir )
  7452. {
  7453. case 0: case 1: case 7: sy = src->y + i; break;
  7454. case 3: case 4: case 5: sy = src->y - i; break;
  7455. case 2: sx = src->x - i; break;
  7456. case 6: sx = src->x + i; break;
  7457. }
  7458. skill_addtimerskill(src,gettick() + (200 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Temp code until animation is replaced. [Rytech]
  7459. //skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Official steping timer, but disabled due to too much noise.
  7460. }
  7461. }
  7462. break;
  7463. /**
  7464. * Ranger
  7465. **/
  7466. case RA_DETONATOR:
  7467. i = skill_get_splash(skillid, skilllv);
  7468. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  7469. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7470. break;
  7471. /**
  7472. * Mechanic
  7473. **/
  7474. case NC_NEUTRALBARRIER:
  7475. case NC_STEALTHFIELD:
  7476. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  7477. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL )
  7478. {
  7479. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7480. if( sd ) pc_overheat(sd,1);
  7481. }
  7482. break;
  7483. case NC_SILVERSNIPER:
  7484. {
  7485. int class_ = 2042;
  7486. struct mob_data *md;
  7487. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  7488. if( md )
  7489. {
  7490. md->master_id = src->id;
  7491. md->special_state.ai = 3;
  7492. if( md->deletetimer != INVALID_TIMER )
  7493. delete_timer(md->deletetimer, mob_timer_delete);
  7494. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  7495. mob_spawn( md );
  7496. }
  7497. }
  7498. break;
  7499. case NC_MAGICDECOY:
  7500. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  7501. break;
  7502. default:
  7503. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  7504. return 1;
  7505. }
  7506. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  7507. if( sd )
  7508. {// ensure that the skill last-cast tick is recorded
  7509. sd->canskill_tick = gettick();
  7510. if( sd->state.arrow_atk && !(flag&1) )
  7511. {// consume arrow if this is a ground skill
  7512. battle_consume_ammo(sd, skillid, skilllv);
  7513. }
  7514. // perform auto-cast routines and skill requirement consumption
  7515. skill_onskillusage(sd, NULL, skillid, tick);
  7516. skill_consume_requirement(sd,skillid,skilllv,2);
  7517. }
  7518. return 0;
  7519. }
  7520. /*==========================================
  7521. *
  7522. *------------------------------------------*/
  7523. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  7524. {
  7525. nullpo_ret(sd);
  7526. //Simplify skill_failed code.
  7527. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  7528. if(skill_num != sd->menuskill_id)
  7529. return 0;
  7530. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  7531. skill_failed(sd);
  7532. return 0;
  7533. }
  7534. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  7535. skill_failed(sd);
  7536. return 0;
  7537. }
  7538. if(sd->sc.count && (
  7539. sd->sc.data[SC_SILENCE] ||
  7540. sd->sc.data[SC_ROKISWEIL] ||
  7541. sd->sc.data[SC_AUTOCOUNTER] ||
  7542. sd->sc.data[SC_STEELBODY] ||
  7543. sd->sc.data[SC_DANCING] ||
  7544. sd->sc.data[SC_BERSERK] ||
  7545. sd->sc.data[SC_BASILICA] ||
  7546. sd->sc.data[SC_MARIONETTE] ||
  7547. /**
  7548. * Warlock
  7549. **/
  7550. sd->sc.data[SC_WHITEIMPRISON] ||
  7551. (sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num))
  7552. )) {
  7553. skill_failed(sd);
  7554. return 0;
  7555. }
  7556. pc_stop_attack(sd);
  7557. pc_stop_walking(sd,0);
  7558. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  7559. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  7560. if(strcmp(map,"cancel")==0) {
  7561. skill_failed(sd);
  7562. return 0;
  7563. }
  7564. switch(skill_num)
  7565. {
  7566. case AL_TELEPORT:
  7567. if(strcmp(map,"Random")==0)
  7568. pc_randomwarp(sd,CLR_TELEPORT);
  7569. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  7570. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7571. break;
  7572. case AL_WARP:
  7573. {
  7574. const struct point *p[4];
  7575. struct skill_unit_group *group;
  7576. int i, lv, wx, wy;
  7577. int maxcount=0;
  7578. int x,y;
  7579. unsigned short mapindex;
  7580. mapindex = mapindex_name2id((char*)map);
  7581. if(!mapindex) { //Given map not found?
  7582. clif_skill_fail(sd,skill_num,0,0);
  7583. skill_failed(sd);
  7584. return 0;
  7585. }
  7586. p[0] = &sd->status.save_point;
  7587. p[1] = &sd->status.memo_point[0];
  7588. p[2] = &sd->status.memo_point[1];
  7589. p[3] = &sd->status.memo_point[2];
  7590. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  7591. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  7592. if(sd->ud.skillunit[i]->skill_id == skill_num)
  7593. maxcount--;
  7594. }
  7595. if(!maxcount) {
  7596. clif_skill_fail(sd,skill_num,0,0);
  7597. skill_failed(sd);
  7598. return 0;
  7599. }
  7600. }
  7601. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  7602. wx = sd->menuskill_val>>16;
  7603. wy = sd->menuskill_val&0xffff;
  7604. if( lv <= 0 ) return 0;
  7605. if( lv > 4 ) lv = 4; // crash prevention
  7606. // check if the chosen map exists in the memo list
  7607. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  7608. if( i < lv ) {
  7609. x=p[i]->x;
  7610. y=p[i]->y;
  7611. } else {
  7612. skill_failed(sd);
  7613. return 0;
  7614. }
  7615. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  7616. { // This checks versus skillid/skilllv...
  7617. skill_failed(sd);
  7618. return 0;
  7619. }
  7620. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  7621. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  7622. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  7623. skill_failed(sd);
  7624. return 0;
  7625. }
  7626. // record the destination coordinates
  7627. group->val2 = (x<<16)|y;
  7628. group->val3 = mapindex;
  7629. }
  7630. break;
  7631. }
  7632. sd->menuskill_id = sd->menuskill_val = 0;
  7633. return 0;
  7634. #undef skill_failed
  7635. }
  7636. /// transforms 'target' skill unit into dissonance (if conditions are met)
  7637. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  7638. {
  7639. struct skill_unit* target = (struct skill_unit*)bl;
  7640. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  7641. int flag = va_arg(ap, int);
  7642. if (src == target)
  7643. return 0;
  7644. if (!target->group || !(target->group->state.song_dance&0x1))
  7645. return 0;
  7646. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  7647. return 0;
  7648. if (flag) //Set dissonance
  7649. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  7650. else //Remove dissonance
  7651. target->val2 &= ~UF_ENSEMBLE;
  7652. clif_skill_setunit(target); //Update look of affected cell.
  7653. return 1;
  7654. }
  7655. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  7656. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  7657. //When 1, this unit has been positioned, so start the cancel effect.
  7658. int skill_dance_overlap(struct skill_unit* unit, int flag)
  7659. {
  7660. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  7661. return 0;
  7662. if (!flag && !(unit->val2&UF_ENSEMBLE))
  7663. return 0; //Nothing to remove, this unit is not overlapped.
  7664. if (unit->val1 != unit->group->skill_id)
  7665. { //Reset state
  7666. unit->val1 = unit->group->skill_id;
  7667. unit->val2 &= ~UF_ENSEMBLE;
  7668. }
  7669. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  7670. }
  7671. /*==========================================
  7672. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  7673. * Flag: 0 - Convert, 1 - Revert.
  7674. *------------------------------------------*/
  7675. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  7676. {
  7677. static int prevflag = 1; // by default the backup is empty
  7678. static struct skill_unit_group backup;
  7679. struct skill_unit_group* group = unit->group;
  7680. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  7681. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  7682. return false;
  7683. if( flag == prevflag )
  7684. {// protection against attempts to read an empty backup / write to a full backup
  7685. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  7686. flag ? "read an empty backup" : "write to a full backup",
  7687. group->skill_id, group->skill_lv, group->src_id);
  7688. return false;
  7689. }
  7690. prevflag = flag;
  7691. if( !flag )
  7692. { //Transform
  7693. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  7694. // backup
  7695. backup.skill_id = group->skill_id;
  7696. backup.skill_lv = group->skill_lv;
  7697. backup.unit_id = group->unit_id;
  7698. backup.target_flag = group->target_flag;
  7699. backup.bl_flag = group->bl_flag;
  7700. backup.interval = group->interval;
  7701. // replace
  7702. group->skill_id = skillid;
  7703. group->skill_lv = 1;
  7704. group->unit_id = skill_get_unit_id(skillid,0);
  7705. group->target_flag = skill_get_unit_target(skillid);
  7706. group->bl_flag = skill_get_unit_bl_target(skillid);
  7707. group->interval = skill_get_unit_interval(skillid);
  7708. }
  7709. else
  7710. { //Restore
  7711. group->skill_id = backup.skill_id;
  7712. group->skill_lv = backup.skill_lv;
  7713. group->unit_id = backup.unit_id;
  7714. group->target_flag = backup.target_flag;
  7715. group->bl_flag = backup.bl_flag;
  7716. group->interval = backup.interval;
  7717. }
  7718. return true;
  7719. }
  7720. /*==========================================
  7721. * Initializes and sets a ground skill.
  7722. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  7723. * flag&2 is used to determine if this skill was casted with Magic Power active.
  7724. *------------------------------------------*/
  7725. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  7726. {
  7727. struct skill_unit_group *group;
  7728. int i,limit,val1=0,val2=0,val3=0;
  7729. int target,interval,range,unit_flag;
  7730. struct s_skill_unit_layout *layout;
  7731. struct map_session_data *sd;
  7732. struct status_data *status;
  7733. struct status_change *sc;
  7734. int active_flag=1;
  7735. int subunt=0;
  7736. nullpo_retr(NULL, src);
  7737. limit = skill_get_time(skillid,skilllv);
  7738. range = skill_get_unit_range(skillid,skilllv);
  7739. interval = skill_get_unit_interval(skillid);
  7740. target = skill_get_unit_target(skillid);
  7741. unit_flag = skill_get_unit_flag(skillid);
  7742. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  7743. sd = BL_CAST(BL_PC, src);
  7744. status = status_get_status_data(src);
  7745. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  7746. switch( skillid )
  7747. {
  7748. case MG_SAFETYWALL:
  7749. val2=skilllv+1;
  7750. break;
  7751. case MG_FIREWALL:
  7752. if(sc && sc->data[SC_VIOLENTGALE])
  7753. limit = limit*3/2;
  7754. val2=4+skilllv;
  7755. break;
  7756. case AL_WARP:
  7757. val1=skilllv+6;
  7758. if(!(flag&1))
  7759. limit=2000;
  7760. else // previous implementation (not used anymore)
  7761. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  7762. if( src->type != BL_SKILL ) return NULL;
  7763. group = ((TBL_SKILL*)src)->group;
  7764. src = map_id2bl(group->src_id);
  7765. if( !src ) return NULL;
  7766. val2 = group->val2; //Copy the (x,y) position you warp to
  7767. val3 = group->val3; //as well as the mapindex to warp to.
  7768. }
  7769. break;
  7770. case HP_BASILICA:
  7771. val1 = src->id; // Store caster id.
  7772. break;
  7773. case PR_SANCTUARY:
  7774. case NPC_EVILLAND:
  7775. val1=(skilllv+3)*2;
  7776. break;
  7777. case WZ_FIREPILLAR:
  7778. if((flag&1)!=0)
  7779. limit=1000;
  7780. val1=skilllv+2;
  7781. break;
  7782. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  7783. case AM_DEMONSTRATION:
  7784. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  7785. && (src->type&battle_config.vs_traps_bctall))
  7786. target = BCT_ALL;
  7787. break;
  7788. case HT_SHOCKWAVE:
  7789. val1=skilllv*15+10;
  7790. case HT_SANDMAN:
  7791. case MA_SANDMAN:
  7792. case HT_CLAYMORETRAP:
  7793. case HT_SKIDTRAP:
  7794. case MA_SKIDTRAP:
  7795. case HT_LANDMINE:
  7796. case MA_LANDMINE:
  7797. case HT_ANKLESNARE:
  7798. case HT_FLASHER:
  7799. case HT_FREEZINGTRAP:
  7800. case MA_FREEZINGTRAP:
  7801. case HT_BLASTMINE:
  7802. /**
  7803. * Ranger
  7804. **/
  7805. case RA_ELECTRICSHOCKER:
  7806. case RA_CLUSTERBOMB:
  7807. case RA_MAGENTATRAP:
  7808. case RA_COBALTTRAP:
  7809. case RA_MAIZETRAP:
  7810. case RA_VERDURETRAP:
  7811. case RA_FIRINGTRAP:
  7812. case RA_ICEBOUNDTRAP:
  7813. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  7814. limit *= 4; // longer trap times in WOE [celest]
  7815. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  7816. target = BCT_ALL;
  7817. break;
  7818. case SA_LANDPROTECTOR:
  7819. case SA_VOLCANO:
  7820. case SA_DELUGE:
  7821. case SA_VIOLENTGALE:
  7822. {
  7823. struct skill_unit_group *old_sg;
  7824. if ((old_sg = skill_locate_element_field(src)) != NULL)
  7825. { //HelloKitty confirmed that these are interchangeable,
  7826. //so you can change element and not consume gemstones.
  7827. if ((
  7828. old_sg->skill_id == SA_VOLCANO ||
  7829. old_sg->skill_id == SA_DELUGE ||
  7830. old_sg->skill_id == SA_VIOLENTGALE
  7831. ) && old_sg->limit > 0)
  7832. { //Use the previous limit (minus the elapsed time) [Skotlex]
  7833. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  7834. if (limit < 0) //This can happen...
  7835. limit = skill_get_time(skillid,skilllv);
  7836. }
  7837. skill_clear_group(src,1);
  7838. }
  7839. break;
  7840. }
  7841. case BA_DISSONANCE:
  7842. case DC_UGLYDANCE:
  7843. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  7844. break;
  7845. case BA_WHISTLE:
  7846. val1 = skilllv +status->agi/10; // Flee increase
  7847. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  7848. if(sd){
  7849. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  7850. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  7851. }
  7852. break;
  7853. case DC_HUMMING:
  7854. val1 = 2*skilllv+status->dex/10; // Hit increase
  7855. if(sd)
  7856. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7857. break;
  7858. case BA_POEMBRAGI:
  7859. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  7860. //For some reason at level 10 the base delay reduction is 50%.
  7861. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  7862. if(sd){
  7863. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  7864. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  7865. }
  7866. break;
  7867. case DC_DONTFORGETME:
  7868. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  7869. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  7870. if(sd){
  7871. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7872. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  7873. }
  7874. break;
  7875. case BA_APPLEIDUN:
  7876. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  7877. if(sd)
  7878. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  7879. break;
  7880. case DC_SERVICEFORYOU:
  7881. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  7882. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  7883. if(sd){
  7884. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  7885. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  7886. }
  7887. break;
  7888. case BA_ASSASSINCROSS:
  7889. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  7890. if(sd)
  7891. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  7892. break;
  7893. case DC_FORTUNEKISS:
  7894. val1 = 10+skilllv+(status->luk/10); // Critical increase
  7895. if(sd)
  7896. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7897. val1*=10; //Because every 10 crit is an actual cri point.
  7898. break;
  7899. case BD_DRUMBATTLEFIELD:
  7900. val1 = (skilllv+1)*25; //Watk increase
  7901. val2 = (skilllv+1)*2; //Def increase
  7902. break;
  7903. case BD_RINGNIBELUNGEN:
  7904. val1 = (skilllv+2)*25; //Watk increase
  7905. break;
  7906. case BD_RICHMANKIM:
  7907. val1 = 25 + 11*skilllv; //Exp increase bonus.
  7908. break;
  7909. case BD_SIEGFRIED:
  7910. val1 = 55 + skilllv*5; //Elemental Resistance
  7911. val2 = skilllv*10; //Status ailment resistance
  7912. break;
  7913. case WE_CALLPARTNER:
  7914. if (sd) val1 = sd->status.partner_id;
  7915. break;
  7916. case WE_CALLPARENT:
  7917. if (sd) {
  7918. val1 = sd->status.father;
  7919. val2 = sd->status.mother;
  7920. }
  7921. break;
  7922. case WE_CALLBABY:
  7923. if (sd) val1 = sd->status.child;
  7924. break;
  7925. case NJ_KAENSIN:
  7926. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  7927. val2 = (skilllv+1)/2 + 4;
  7928. break;
  7929. case NJ_SUITON:
  7930. skill_clear_group(src, 1);
  7931. break;
  7932. case GS_GROUNDDRIFT:
  7933. {
  7934. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  7935. val1 = status->rhw.ele;
  7936. if (!val1)
  7937. val1=element[rand()%5];
  7938. switch (val1)
  7939. {
  7940. case ELE_FIRE:
  7941. subunt++;
  7942. case ELE_WATER:
  7943. subunt++;
  7944. case ELE_POISON:
  7945. subunt++;
  7946. case ELE_DARK:
  7947. subunt++;
  7948. case ELE_WIND:
  7949. break;
  7950. default:
  7951. subunt=rand()%5;
  7952. break;
  7953. }
  7954. break;
  7955. }
  7956. /**
  7957. * Guilotine Cross
  7958. **/
  7959. case GC_POISONSMOKE:
  7960. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  7961. return NULL;
  7962. val1 = sc->data[SC_POISONINGWEAPON]->val1; // Level of Poison, to determine poisoning time
  7963. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  7964. limit = 4000 + 2000 * skilllv;
  7965. break;
  7966. }
  7967. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  7968. group->val1=val1;
  7969. group->val2=val2;
  7970. group->val3=val3;
  7971. group->target_flag=target;
  7972. group->bl_flag= skill_get_unit_bl_target(skillid);
  7973. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  7974. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  7975. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  7976. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  7977. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  7978. active_flag = 0;
  7979. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  7980. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  7981. if (sd)
  7982. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  7983. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  7984. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  7985. }
  7986. if (group->state.song_dance) {
  7987. if(sd){
  7988. sd->skillid_dance = skillid;
  7989. sd->skilllv_dance = skilllv;
  7990. }
  7991. if (
  7992. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  7993. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  7994. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  7995. )
  7996. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  7997. }
  7998. limit = group->limit;
  7999. for( i = 0; i < layout->count; i++ )
  8000. {
  8001. struct skill_unit *unit;
  8002. int ux = x + layout->dx[i];
  8003. int uy = y + layout->dy[i];
  8004. int val1 = skilllv;
  8005. int val2 = 0;
  8006. int alive = 1;
  8007. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  8008. continue; // don't place skill units on walls (except for songs/dances/encores)
  8009. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  8010. continue; // no path between cell and center of casting.
  8011. switch( skillid )
  8012. {
  8013. case MG_FIREWALL:
  8014. case NJ_KAENSIN:
  8015. val2=group->val2;
  8016. break;
  8017. case WZ_ICEWALL:
  8018. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  8019. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  8020. break;
  8021. case HT_LANDMINE:
  8022. case MA_LANDMINE:
  8023. case HT_ANKLESNARE:
  8024. case HT_SHOCKWAVE:
  8025. case HT_SANDMAN:
  8026. case MA_SANDMAN:
  8027. case HT_FLASHER:
  8028. case HT_FREEZINGTRAP:
  8029. case MA_FREEZINGTRAP:
  8030. case HT_TALKIEBOX:
  8031. case HT_SKIDTRAP:
  8032. case MA_SKIDTRAP:
  8033. /**
  8034. * Ranger
  8035. **/
  8036. case RA_ELECTRICSHOCKER:
  8037. case RA_CLUSTERBOMB:
  8038. case RA_MAGENTATRAP:
  8039. case RA_COBALTTRAP:
  8040. case RA_MAIZETRAP:
  8041. case RA_VERDURETRAP:
  8042. case RA_FIRINGTRAP:
  8043. case RA_ICEBOUNDTRAP:
  8044. val1 = 3500;
  8045. break;
  8046. case GS_DESPERADO:
  8047. val1 = abs(layout->dx[i]);
  8048. val2 = abs(layout->dy[i]);
  8049. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  8050. if (val2 > val1) val1 = val2;
  8051. if (val1) val1--;
  8052. val1 = 36 -12*val1;
  8053. } else //Diagonal edges
  8054. val1 = 28 -4*val1 -4*val2;
  8055. if (val1 < 1) val1 = 1;
  8056. val2 = 0;
  8057. break;
  8058. default:
  8059. if (group->state.song_dance&0x1)
  8060. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  8061. break;
  8062. }
  8063. if( range <= 0 )
  8064. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  8065. if( !alive )
  8066. continue;
  8067. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  8068. unit->limit=limit;
  8069. unit->range=range;
  8070. if (skillid == PF_FOGWALL && alive == 2)
  8071. { //Double duration of cells on top of Deluge/Suiton
  8072. unit->limit *= 2;
  8073. group->limit = unit->limit;
  8074. }
  8075. // execute on all targets standing on this cell
  8076. if (range==0 && active_flag)
  8077. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8078. }
  8079. if (!group->alive_count)
  8080. { //No cells? Something that was blocked completely by Land Protector?
  8081. skill_delunitgroup(group);
  8082. return NULL;
  8083. }
  8084. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  8085. group->val1 = group->alive_count;
  8086. return group;
  8087. }
  8088. /*==========================================
  8089. *
  8090. *------------------------------------------*/
  8091. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8092. {
  8093. struct skill_unit_group *sg;
  8094. struct block_list *ss;
  8095. struct status_change *sc;
  8096. struct status_change_entry *sce;
  8097. enum sc_type type;
  8098. int skillid;
  8099. nullpo_ret(src);
  8100. nullpo_ret(bl);
  8101. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  8102. return 0;
  8103. nullpo_ret(sg=src->group);
  8104. nullpo_ret(ss=map_id2bl(sg->src_id));
  8105. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  8106. return 0; //AoE skills are ineffective. [Skotlex]
  8107. sc = status_get_sc(bl);
  8108. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  8109. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  8110. type = status_skill2sc(sg->skill_id);
  8111. sce = (sc && type != -1)?sc->data[type]:NULL;
  8112. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  8113. switch (sg->unit_id)
  8114. {
  8115. case UNT_SPIDERWEB:
  8116. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  8117. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  8118. sc->data[SC_SPIDERWEB]->val2++;
  8119. break;
  8120. }
  8121. else if( sc )
  8122. {
  8123. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8124. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  8125. {
  8126. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  8127. if( td )
  8128. sec = DIFF_TICK(td->tick, tick);
  8129. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  8130. clif_fixpos(bl);
  8131. sg->val2 = bl->id;
  8132. }
  8133. else
  8134. sec = 3000; //Couldn't trap it?
  8135. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8136. }
  8137. break;
  8138. case UNT_SAFETYWALL:
  8139. if (!sce)
  8140. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  8141. break;
  8142. case UNT_PNEUMA:
  8143. if (!sce)
  8144. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8145. break;
  8146. case UNT_WARP_WAITING:
  8147. if(bl->type==BL_PC){
  8148. struct map_session_data *sd = (struct map_session_data *)bl;
  8149. if((!sd->chatID || battle_config.chat_warpportal)
  8150. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  8151. {
  8152. int x = sg->val2>>16;
  8153. int y = sg->val2&0xffff;
  8154. unsigned short m = sg->val3;
  8155. if( --sg->val1 <= 0 )
  8156. skill_delunitgroup(sg);
  8157. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  8158. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  8159. }
  8160. } else
  8161. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  8162. {
  8163. int m = map_mapindex2mapid(sg->val3);
  8164. if (m < 0) break; //Map not available on this map-server.
  8165. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  8166. }
  8167. break;
  8168. case UNT_QUAGMIRE:
  8169. if(!sce)
  8170. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8171. break;
  8172. case UNT_VOLCANO:
  8173. case UNT_DELUGE:
  8174. case UNT_VIOLENTGALE:
  8175. if(!sce)
  8176. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  8177. break;
  8178. case UNT_SUITON:
  8179. if(!sce)
  8180. sc_start4(bl,type,100,sg->skill_lv,
  8181. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  8182. 0,0,sg->limit);
  8183. break;
  8184. case UNT_HERMODE:
  8185. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  8186. status_change_clear_buffs(bl,1); //Should dispell only allies.
  8187. case UNT_RICHMANKIM:
  8188. case UNT_ETERNALCHAOS:
  8189. case UNT_DRUMBATTLEFIELD:
  8190. case UNT_RINGNIBELUNGEN:
  8191. case UNT_ROKISWEIL:
  8192. case UNT_INTOABYSS:
  8193. case UNT_SIEGFRIED:
  8194. //Needed to check when a dancer/bard leaves their ensemble area.
  8195. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8196. return skillid;
  8197. if (!sce)
  8198. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8199. break;
  8200. case UNT_WHISTLE:
  8201. case UNT_ASSASSINCROSS:
  8202. case UNT_POEMBRAGI:
  8203. case UNT_APPLEIDUN:
  8204. case UNT_HUMMING:
  8205. case UNT_DONTFORGETME:
  8206. case UNT_FORTUNEKISS:
  8207. case UNT_SERVICEFORYOU:
  8208. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8209. return 0;
  8210. if (!sc) return 0;
  8211. if (!sce)
  8212. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8213. else if (sce->val4 == 1) {
  8214. //Readjust timers since the effect will not last long.
  8215. sce->val4 = 0;
  8216. delete_timer(sce->timer, status_change_timer);
  8217. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  8218. }
  8219. break;
  8220. case UNT_FOGWALL:
  8221. if (!sce)
  8222. {
  8223. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  8224. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8225. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  8226. }
  8227. break;
  8228. case UNT_GRAVITATION:
  8229. if (!sce)
  8230. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  8231. break;
  8232. // officially, icewall has no problems existing on occupied cells [ultramage]
  8233. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  8234. // src->val1 = 0;
  8235. // if(src->limit + sg->tick > tick + 700)
  8236. // src->limit = DIFF_TICK(tick+700,sg->tick);
  8237. // break;
  8238. case UNT_MOONLIT:
  8239. //Knockback out of area if affected char isn't in Moonlit effect
  8240. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  8241. break;
  8242. if (ss == bl) //Also needed to prevent infinite loop crash.
  8243. break;
  8244. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8245. break;
  8246. }
  8247. return skillid;
  8248. }
  8249. /*==========================================
  8250. *
  8251. *------------------------------------------*/
  8252. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8253. {
  8254. struct skill_unit_group *sg;
  8255. struct block_list *ss;
  8256. TBL_PC* tsd;
  8257. struct status_data *tstatus, *sstatus;
  8258. struct status_change *tsc, *sc;
  8259. struct skill_unit_group_tickset *ts;
  8260. enum sc_type type;
  8261. int skillid;
  8262. int diff=0;
  8263. nullpo_ret(src);
  8264. nullpo_ret(bl);
  8265. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  8266. return 0;
  8267. nullpo_ret(sg=src->group);
  8268. nullpo_ret(ss=map_id2bl(sg->src_id));
  8269. tsd = BL_CAST(BL_PC, bl);
  8270. tsc = status_get_sc(bl);
  8271. tstatus = status_get_status_data(bl);
  8272. if (sg->state.magic_power) //For magic power.
  8273. {
  8274. sc = status_get_sc(ss);
  8275. sstatus = status_get_status_data(ss);
  8276. } else {
  8277. sc = NULL;
  8278. sstatus = NULL;
  8279. }
  8280. type = status_skill2sc(sg->skill_id);
  8281. skillid = sg->skill_id;
  8282. if (sg->interval == -1) {
  8283. switch (sg->unit_id) {
  8284. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  8285. case UNT_FIREPILLAR_ACTIVE:
  8286. return 0;
  8287. default:
  8288. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  8289. return 0;
  8290. }
  8291. }
  8292. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  8293. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  8294. diff = DIFF_TICK(tick,ts->tick);
  8295. if (diff < 0)
  8296. return 0;
  8297. ts->tick = tick+sg->interval;
  8298. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  8299. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  8300. }
  8301. //Temporarily set magic power to have it take effect. [Skotlex]
  8302. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8303. { //Store previous values.
  8304. swap(sstatus->matk_min, sc->mp_matk_min);
  8305. swap(sstatus->matk_max, sc->mp_matk_max);
  8306. //Note to NOT return from the function until this is unset!
  8307. }
  8308. switch (sg->unit_id)
  8309. {
  8310. case UNT_FIREWALL:
  8311. case UNT_KAEN:
  8312. {
  8313. int count=0;
  8314. const int x = bl->x, y = bl->y;
  8315. //Take into account these hit more times than the timer interval can handle.
  8316. do
  8317. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  8318. while(--src->val2 && x == bl->x && y == bl->y &&
  8319. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  8320. if (src->val2<=0)
  8321. skill_delunit(src);
  8322. }
  8323. break;
  8324. case UNT_SANCTUARY:
  8325. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  8326. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  8327. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  8328. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  8329. }
  8330. else
  8331. {
  8332. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8333. struct mob_data *md = BL_CAST(BL_MOB, bl);
  8334. if( md && mob_is_battleground(md) )
  8335. break;
  8336. if( tstatus->hp >= tstatus->max_hp )
  8337. break;
  8338. if( status_isimmune(bl) )
  8339. heal = 0;
  8340. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8341. status_heal(bl, heal, 0, 0);
  8342. if( diff >= 500 )
  8343. sg->val1--;
  8344. }
  8345. if( sg->val1 <= 0 )
  8346. skill_delunitgroup(sg);
  8347. break;
  8348. case UNT_EVILLAND:
  8349. //Will heal demon and undead element monsters, but not players.
  8350. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  8351. { //Damage enemies
  8352. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8353. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8354. } else {
  8355. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8356. if (tstatus->hp >= tstatus->max_hp)
  8357. break;
  8358. if (status_isimmune(bl))
  8359. heal = 0;
  8360. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8361. status_heal(bl, heal, 0, 0);
  8362. }
  8363. break;
  8364. case UNT_MAGNUS:
  8365. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  8366. break;
  8367. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8368. break;
  8369. case UNT_DUMMYSKILL:
  8370. switch (sg->skill_id)
  8371. {
  8372. case SG_SUN_WARM: //SG skills [Komurka]
  8373. case SG_MOON_WARM:
  8374. case SG_STAR_WARM:
  8375. {
  8376. int count = 0;
  8377. const int x = bl->x, y = bl->y;
  8378. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  8379. do
  8380. {
  8381. if( bl->type == BL_PC )
  8382. status_zap(bl, 0, 15); // sp damage to players
  8383. else // mobs
  8384. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  8385. {
  8386. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  8387. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  8388. }
  8389. else
  8390. { //should end when out of sp.
  8391. sg->limit = DIFF_TICK(tick,sg->tick);
  8392. break;
  8393. }
  8394. } while( x == bl->x && y == bl->y &&
  8395. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  8396. }
  8397. break;
  8398. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  8399. if (tsc)
  8400. tsc->sg_counter++; //SG hit counter.
  8401. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  8402. tsc->sg_counter=0; //Attack absorbed.
  8403. break;
  8404. case GS_DESPERADO:
  8405. if (rand()%100 < src->val1)
  8406. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8407. break;
  8408. default:
  8409. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8410. }
  8411. break;
  8412. case UNT_FIREPILLAR_WAITING:
  8413. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  8414. skill_delunit(src);
  8415. break;
  8416. case UNT_SKIDTRAP:
  8417. {
  8418. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8419. sg->unit_id = UNT_USED_TRAPS;
  8420. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8421. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8422. }
  8423. break;
  8424. case UNT_ANKLESNARE:
  8425. if( sg->val2 == 0 && tsc )
  8426. {
  8427. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8428. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  8429. {
  8430. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  8431. if( td )
  8432. sec = DIFF_TICK(td->tick, tick);
  8433. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  8434. clif_fixpos(bl);
  8435. sg->val2 = bl->id;
  8436. }
  8437. else
  8438. sec = 3000; //Couldn't trap it?
  8439. clif_skillunit_update(&src->bl);
  8440. /**
  8441. * If you're snared from a trap that was invisible this makes the trap be
  8442. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  8443. * bugreport:3961
  8444. **/
  8445. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  8446. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8447. sg->interval = -1;
  8448. src->range = 0;
  8449. }
  8450. break;
  8451. case UNT_VENOMDUST:
  8452. if(tsc && !tsc->data[type])
  8453. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  8454. break;
  8455. case UNT_LANDMINE:
  8456. case UNT_CLAYMORETRAP:
  8457. case UNT_BLASTMINE:
  8458. case UNT_SHOCKWAVE:
  8459. case UNT_SANDMAN:
  8460. case UNT_FLASHER:
  8461. case UNT_FREEZINGTRAP:
  8462. case UNT_FIREPILLAR_ACTIVE:
  8463. /**
  8464. * Ranger
  8465. **/
  8466. case UNT_CLUSTERBOMB:
  8467. case UNT_MAGENTATRAP:
  8468. case UNT_COBALTTRAP:
  8469. case UNT_MAIZETRAP:
  8470. case UNT_VERDURETRAP:
  8471. case UNT_FIRINGTRAP:
  8472. case UNT_ICEBOUNDTRAP:
  8473. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8474. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  8475. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  8476. src->range = -1; //Disable range so it does not invoke a for each in area again.
  8477. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8478. break;
  8479. case UNT_TALKIEBOX:
  8480. if (sg->src_id == bl->id)
  8481. break;
  8482. if (sg->val2 == 0){
  8483. clif_talkiebox(&src->bl, sg->valstr);
  8484. sg->unit_id = UNT_USED_TRAPS;
  8485. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8486. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  8487. sg->val2 = -1;
  8488. }
  8489. break;
  8490. case UNT_LULLABY:
  8491. if (ss->id == bl->id)
  8492. break;
  8493. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8494. break;
  8495. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  8496. if (ss->id != bl->id)
  8497. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8498. break;
  8499. case UNT_DISSONANCE:
  8500. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8501. break;
  8502. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  8503. {
  8504. int heal;
  8505. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  8506. break; // affects self only when soullinked
  8507. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  8508. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8509. status_heal(bl, heal, 0, 0);
  8510. break;
  8511. }
  8512. case UNT_TATAMIGAESHI:
  8513. case UNT_DEMONSTRATION:
  8514. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8515. break;
  8516. case UNT_GOSPEL:
  8517. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  8518. break;
  8519. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  8520. { // Support Effect only on party, not guild
  8521. int heal;
  8522. int i = rand()%13; // Positive buff count
  8523. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  8524. switch (i)
  8525. {
  8526. case 0: // Heal 1~9999 HP
  8527. heal = rand() %9999+1;
  8528. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  8529. status_heal(bl,heal,0,0);
  8530. break;
  8531. case 1: // End all negative status
  8532. status_change_clear_buffs(bl,2);
  8533. if (tsd) clif_gospel_info(tsd, 0x15);
  8534. break;
  8535. case 2: // Immunity to all status
  8536. sc_start(bl,SC_SCRESIST,100,100,time);
  8537. if (tsd) clif_gospel_info(tsd, 0x16);
  8538. break;
  8539. case 3: // MaxHP +100%
  8540. sc_start(bl,SC_INCMHPRATE,100,100,time);
  8541. if (tsd) clif_gospel_info(tsd, 0x17);
  8542. break;
  8543. case 4: // MaxSP +100%
  8544. sc_start(bl,SC_INCMSPRATE,100,100,time);
  8545. if (tsd) clif_gospel_info(tsd, 0x18);
  8546. break;
  8547. case 5: // All stats +20
  8548. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  8549. if (tsd) clif_gospel_info(tsd, 0x19);
  8550. break;
  8551. case 6: // Level 10 Blessing
  8552. sc_start(bl,SC_BLESSING,100,10,time);
  8553. break;
  8554. case 7: // Level 10 Increase AGI
  8555. sc_start(bl,SC_INCREASEAGI,100,10,time);
  8556. break;
  8557. case 8: // Enchant weapon with Holy element
  8558. sc_start(bl,SC_ASPERSIO,100,1,time);
  8559. if (tsd) clif_gospel_info(tsd, 0x1c);
  8560. break;
  8561. case 9: // Enchant armor with Holy element
  8562. sc_start(bl,SC_BENEDICTIO,100,1,time);
  8563. if (tsd) clif_gospel_info(tsd, 0x1d);
  8564. break;
  8565. case 10: // DEF +25%
  8566. sc_start(bl,SC_INCDEFRATE,100,25,time);
  8567. if (tsd) clif_gospel_info(tsd, 0x1e);
  8568. break;
  8569. case 11: // ATK +100%
  8570. sc_start(bl,SC_INCATKRATE,100,100,time);
  8571. if (tsd) clif_gospel_info(tsd, 0x1f);
  8572. break;
  8573. case 12: // HIT/Flee +50
  8574. sc_start(bl,SC_INCHIT,100,50,time);
  8575. sc_start(bl,SC_INCFLEE,100,50,time);
  8576. if (tsd) clif_gospel_info(tsd, 0x20);
  8577. break;
  8578. }
  8579. }
  8580. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8581. { // Offensive Effect
  8582. int i = rand()%9; // Negative buff count
  8583. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  8584. switch (i)
  8585. {
  8586. case 0: // Deal 1~9999 damage
  8587. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8588. break;
  8589. case 1: // Curse
  8590. sc_start(bl,SC_CURSE,100,1,time);
  8591. break;
  8592. case 2: // Blind
  8593. sc_start(bl,SC_BLIND,100,1,time);
  8594. break;
  8595. case 3: // Poison
  8596. sc_start(bl,SC_POISON,100,1,time);
  8597. break;
  8598. case 4: // Level 10 Provoke
  8599. sc_start(bl,SC_PROVOKE,100,10,time);
  8600. break;
  8601. case 5: // DEF -100%
  8602. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  8603. break;
  8604. case 6: // ATK -100%
  8605. sc_start(bl,SC_INCATKRATE,100,-100,time);
  8606. break;
  8607. case 7: // Flee -100%
  8608. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  8609. break;
  8610. case 8: // Speed/ASPD -25%
  8611. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  8612. break;
  8613. }
  8614. }
  8615. break;
  8616. case UNT_BASILICA:
  8617. {
  8618. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  8619. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  8620. { // knock-back any enemy except Boss
  8621. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  8622. clif_fixpos(bl);
  8623. }
  8624. if( sg->src_id != bl->id && i <= 0 )
  8625. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  8626. }
  8627. break;
  8628. case UNT_GRAVITATION:
  8629. case UNT_EARTHSTRAIN:
  8630. case UNT_FIREWALK:
  8631. case UNT_ELECTRICWALK:
  8632. case UNT_PSYCHIC_WAVE:
  8633. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8634. break;
  8635. case UNT_GROUNDDRIFT_WIND:
  8636. case UNT_GROUNDDRIFT_DARK:
  8637. case UNT_GROUNDDRIFT_POISON:
  8638. case UNT_GROUNDDRIFT_WATER:
  8639. case UNT_GROUNDDRIFT_FIRE:
  8640. map_foreachinrange(skill_trap_splash,&src->bl,
  8641. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  8642. &src->bl,tick);
  8643. sg->unit_id = UNT_USED_TRAPS;
  8644. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  8645. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8646. break;
  8647. /**
  8648. * 3rd stuff
  8649. **/
  8650. case UNT_POISONSMOKE:
  8651. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rand()%100 < 20 )
  8652. sc_start(bl,sg->val2,100,sg->val1,skill_get_time2(GC_POISONINGWEAPON,sg->val1));
  8653. break;
  8654. case UNT_EPICLESIS:
  8655. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  8656. {
  8657. int hp, sp;
  8658. switch( sg->skill_lv )
  8659. {
  8660. case 1: case 2: hp = 3; sp = 2; break;
  8661. case 3: case 4: hp = 4; sp = 3; break;
  8662. case 5: default: hp = 5; sp = 4; break;
  8663. }
  8664. hp = tstatus->max_hp * hp / 100;
  8665. sp = tstatus->max_sp * sp / 100;
  8666. status_heal(bl, hp, sp, 0);
  8667. if( tstatus->hp < tstatus->max_hp )
  8668. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 1);
  8669. if( tstatus->sp < tstatus->max_sp )
  8670. clif_skill_nodamage(&src->bl, bl, MG_SRECOVERY, sp, 1);
  8671. sc_start(bl, type, 100, sg->skill_lv, sg->interval + 100);
  8672. sg->val2++;
  8673. // Reveal hidden players every 5 seconds.
  8674. if( sg->val2 >= 5 )
  8675. {
  8676. sg->val2 = 0;
  8677. // TODO: check if other hidden status can be removed.
  8678. status_change_end(bl,SC_HIDING,-1);
  8679. status_change_end(bl,SC_CLOAKING,-1);
  8680. }
  8681. }
  8682. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  8683. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  8684. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  8685. break;
  8686. case UNT_STEALTHFIELD:
  8687. if( bl->id == sg->src_id )
  8688. break; // Dont work on Self (video shows that)
  8689. case UNT_NEUTRALBARRIER:
  8690. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  8691. break;
  8692. case UNT_DIMENSIONDOOR:
  8693. if( tsd && !map[bl->m].flag.noteleport )
  8694. pc_randomwarp(tsd,3);
  8695. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  8696. unit_warp(bl,-1,-1,-1,3);
  8697. break;
  8698. case UNT_REVERBERATION:
  8699. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  8700. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8701. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  8702. break;
  8703. case UNT_SEVERE_RAINSTORM:
  8704. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  8705. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  8706. break;
  8707. }
  8708. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8709. { //Unset magic power.
  8710. swap(sstatus->matk_min, sc->mp_matk_min);
  8711. swap(sstatus->matk_max, sc->mp_matk_max);
  8712. }
  8713. if (bl->type == BL_MOB && ss != bl)
  8714. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  8715. return skillid;
  8716. }
  8717. /*==========================================
  8718. * Triggered when a char steps out of a skill cell
  8719. *------------------------------------------*/
  8720. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8721. {
  8722. struct skill_unit_group *sg;
  8723. struct status_change *sc;
  8724. struct status_change_entry *sce;
  8725. enum sc_type type;
  8726. nullpo_ret(src);
  8727. nullpo_ret(bl);
  8728. nullpo_ret(sg=src->group);
  8729. sc = status_get_sc(bl);
  8730. type = status_skill2sc(sg->skill_id);
  8731. sce = (sc && type != -1)?sc->data[type]:NULL;
  8732. if( bl->prev==NULL ||
  8733. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  8734. return 0;
  8735. switch(sg->unit_id){
  8736. case UNT_SAFETYWALL:
  8737. case UNT_PNEUMA:
  8738. case UNT_EPICLESIS://Arch Bishop
  8739. if (sce)
  8740. status_change_end(bl, type, INVALID_TIMER);
  8741. break;
  8742. case UNT_BASILICA:
  8743. if( sce && sce->val4 == src->bl.id )
  8744. status_change_end(bl, type, INVALID_TIMER);
  8745. break;
  8746. case UNT_HERMODE: //Clear Hermode if the owner moved.
  8747. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  8748. status_change_end(bl, type, INVALID_TIMER);
  8749. break;
  8750. case UNT_SPIDERWEB:
  8751. {
  8752. struct block_list *target = map_id2bl(sg->val2);
  8753. if (target && target==bl)
  8754. {
  8755. if (sce && sce->val3 == sg->group_id)
  8756. status_change_end(bl, type, INVALID_TIMER);
  8757. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  8758. }
  8759. break;
  8760. }
  8761. }
  8762. return sg->skill_id;
  8763. }
  8764. /*==========================================
  8765. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  8766. *------------------------------------------*/
  8767. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  8768. {
  8769. struct status_change *sc;
  8770. struct status_change_entry *sce;
  8771. enum sc_type type;
  8772. sc = status_get_sc(bl);
  8773. if (sc && !sc->count)
  8774. sc = NULL;
  8775. type = status_skill2sc(skill_id);
  8776. sce = (sc && type != -1)?sc->data[type]:NULL;
  8777. switch (skill_id)
  8778. {
  8779. case WZ_QUAGMIRE:
  8780. if (bl->type==BL_MOB)
  8781. break;
  8782. if (sce)
  8783. status_change_end(bl, type, INVALID_TIMER);
  8784. break;
  8785. case BD_LULLABY:
  8786. case BD_RICHMANKIM:
  8787. case BD_ETERNALCHAOS:
  8788. case BD_DRUMBATTLEFIELD:
  8789. case BD_RINGNIBELUNGEN:
  8790. case BD_ROKISWEIL:
  8791. case BD_INTOABYSS:
  8792. case BD_SIEGFRIED:
  8793. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  8794. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  8795. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  8796. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  8797. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  8798. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  8799. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  8800. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  8801. }
  8802. case MG_SAFETYWALL:
  8803. case AL_PNEUMA:
  8804. case SA_VOLCANO:
  8805. case SA_DELUGE:
  8806. case SA_VIOLENTGALE:
  8807. case CG_HERMODE:
  8808. case HW_GRAVITATION:
  8809. case NJ_SUITON:
  8810. if (sce)
  8811. status_change_end(bl, type, INVALID_TIMER);
  8812. break;
  8813. case BA_POEMBRAGI:
  8814. case BA_WHISTLE:
  8815. case BA_ASSASSINCROSS:
  8816. case BA_APPLEIDUN:
  8817. case DC_HUMMING:
  8818. case DC_DONTFORGETME:
  8819. case DC_FORTUNEKISS:
  8820. case DC_SERVICEFORYOU:
  8821. if (sce)
  8822. {
  8823. delete_timer(sce->timer, status_change_timer);
  8824. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  8825. //not possible on our current implementation.
  8826. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  8827. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  8828. }
  8829. break;
  8830. case PF_FOGWALL:
  8831. if (sce)
  8832. {
  8833. status_change_end(bl, type, INVALID_TIMER);
  8834. if ((sce=sc->data[SC_BLIND]))
  8835. {
  8836. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  8837. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8838. else {
  8839. delete_timer(sce->timer, status_change_timer);
  8840. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  8841. }
  8842. }
  8843. }
  8844. break;
  8845. }
  8846. return skill_id;
  8847. }
  8848. /*==========================================
  8849. * Invoked when a unit cell has been placed/removed/deleted.
  8850. * flag values:
  8851. * flag&1: Invoke onplace function (otherwise invoke onout)
  8852. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  8853. *------------------------------------------*/
  8854. static int skill_unit_effect (struct block_list* bl, va_list ap)
  8855. {
  8856. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  8857. struct skill_unit_group* group = unit->group;
  8858. unsigned int tick = va_arg(ap,unsigned int);
  8859. unsigned int flag = va_arg(ap,unsigned int);
  8860. int skill_id;
  8861. bool dissonance;
  8862. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  8863. return 0;
  8864. nullpo_ret(group);
  8865. dissonance = skill_dance_switch(unit, 0);
  8866. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8867. skill_id = group->skill_id;
  8868. //Target-type check.
  8869. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  8870. {
  8871. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  8872. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  8873. }
  8874. else
  8875. {
  8876. if( flag&1 )
  8877. skill_unit_onplace(unit,bl,tick);
  8878. else
  8879. skill_unit_onout(unit,bl,tick);
  8880. if( flag&4 )
  8881. skill_unit_onleft(skill_id, bl, tick);
  8882. }
  8883. if( dissonance ) skill_dance_switch(unit, 1);
  8884. return 0;
  8885. }
  8886. /*==========================================
  8887. *
  8888. *------------------------------------------*/
  8889. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  8890. {
  8891. struct skill_unit_group *sg;
  8892. nullpo_ret(src);
  8893. nullpo_ret(sg=src->group);
  8894. switch( sg->unit_id )
  8895. {
  8896. case UNT_SKIDTRAP:
  8897. case UNT_LANDMINE:
  8898. case UNT_SHOCKWAVE:
  8899. case UNT_SANDMAN:
  8900. case UNT_FLASHER:
  8901. case UNT_FREEZINGTRAP:
  8902. case UNT_TALKIEBOX:
  8903. case UNT_ANKLESNARE:
  8904. case UNT_ICEWALL:
  8905. src->val1-=damage;
  8906. break;
  8907. case UNT_BLASTMINE:
  8908. case UNT_CLAYMORETRAP:
  8909. skill_blown(bl, &src->bl, 2, -1, 0);
  8910. break;
  8911. default:
  8912. damage = 0;
  8913. break;
  8914. }
  8915. return damage;
  8916. }
  8917. /*==========================================
  8918. *
  8919. *------------------------------------------*/
  8920. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  8921. {
  8922. int *c, skillid;
  8923. struct block_list *src;
  8924. struct map_session_data *sd;
  8925. struct map_session_data *tsd;
  8926. int *p_sd; //Contains the list of characters found.
  8927. nullpo_ret(bl);
  8928. nullpo_ret(tsd=(struct map_session_data*)bl);
  8929. nullpo_ret(src=va_arg(ap,struct block_list *));
  8930. nullpo_ret(sd=(struct map_session_data*)src);
  8931. c=va_arg(ap,int *);
  8932. p_sd = va_arg(ap, int *);
  8933. skillid = va_arg(ap,int);
  8934. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  8935. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  8936. if (bl == src)
  8937. return 0;
  8938. if(pc_isdead(tsd))
  8939. return 0;
  8940. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  8941. return 0;
  8942. switch(skillid)
  8943. {
  8944. case PR_BENEDICTIO:
  8945. {
  8946. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  8947. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  8948. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  8949. && sd->status.sp >= 10)
  8950. p_sd[(*c)++]=tsd->bl.id;
  8951. return 1;
  8952. }
  8953. case AB_ADORAMUS:
  8954. { // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  8955. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  8956. p_sd[(*c)++] = tsd->bl.id;
  8957. return 1;
  8958. }
  8959. case WL_COMET:
  8960. { // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  8961. if( tsd->status.class_ == 4055 || tsd->status.class_ == 4061 )
  8962. p_sd[(*c)++] = tsd->bl.id;
  8963. return 1;
  8964. }
  8965. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  8966. {
  8967. int skilllv;
  8968. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  8969. return 0;
  8970. if (sd->status.sex != tsd->status.sex &&
  8971. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  8972. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  8973. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  8974. sd->status.party_id && tsd->status.party_id &&
  8975. sd->status.party_id == tsd->status.party_id &&
  8976. !tsd->sc.data[SC_DANCING])
  8977. {
  8978. p_sd[(*c)++]=tsd->bl.id;
  8979. return skilllv;
  8980. } else {
  8981. return 0;
  8982. }
  8983. }
  8984. break;
  8985. }
  8986. return 0;
  8987. }
  8988. /*==========================================
  8989. * Checks and stores partners for ensemble skills [Skotlex]
  8990. *------------------------------------------*/
  8991. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  8992. {
  8993. static int c=0;
  8994. static int p_sd[2] = { 0, 0 };
  8995. int i;
  8996. if (!battle_config.player_skill_partner_check ||
  8997. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  8998. return 99; //As if there were infinite partners.
  8999. if (cast_flag)
  9000. { //Execute the skill on the partners.
  9001. struct map_session_data* tsd;
  9002. switch (skill_id)
  9003. {
  9004. case PR_BENEDICTIO:
  9005. for (i = 0; i < c; i++)
  9006. {
  9007. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  9008. status_charge(&tsd->bl, 0, 10);
  9009. }
  9010. return c;
  9011. case AB_ADORAMUS:
  9012. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL )
  9013. {
  9014. i = 2 * (*skill_lv);
  9015. status_charge(&tsd->bl, 0, i);
  9016. }
  9017. break;
  9018. default: //Warning: Assuming Ensemble skills here (for speed)
  9019. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  9020. {
  9021. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  9022. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  9023. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  9024. tsd->skillid_dance = skill_id;
  9025. tsd->skilllv_dance = *skill_lv;
  9026. }
  9027. return c;
  9028. }
  9029. }
  9030. //Else: new search for partners.
  9031. c = 0;
  9032. memset (p_sd, 0, sizeof(p_sd));
  9033. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  9034. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  9035. *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.
  9036. return c;
  9037. }
  9038. /*==========================================
  9039. *
  9040. *------------------------------------------*/
  9041. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  9042. {
  9043. int *c,src_id,mob_class,skill;
  9044. struct mob_data *md;
  9045. md=(struct mob_data*)bl;
  9046. src_id=va_arg(ap,int);
  9047. mob_class=va_arg(ap,int);
  9048. skill=va_arg(ap,int);
  9049. c=va_arg(ap,int *);
  9050. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  9051. return 0; //Non alchemist summoned mobs have nothing to do here.
  9052. if(md->class_==mob_class)
  9053. (*c)++;
  9054. return 1;
  9055. }
  9056. /*==========================================
  9057. * Determines if a given skill should be made to consume ammo
  9058. * when used by the player. [Skotlex]
  9059. *------------------------------------------*/
  9060. int skill_isammotype (struct map_session_data *sd, int skill)
  9061. {
  9062. return (
  9063. battle_config.arrow_decrement==2 &&
  9064. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  9065. skill != HT_PHANTASMIC &&
  9066. skill_get_type(skill) == BF_WEAPON &&
  9067. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  9068. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  9069. );
  9070. }
  9071. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  9072. {
  9073. struct status_data *status;
  9074. struct status_change *sc;
  9075. struct skill_condition require;
  9076. int i;
  9077. nullpo_ret(sd);
  9078. if (lv <= 0 || sd->chatID) return 0;
  9079. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  9080. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  9081. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  9082. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  9083. return 1;
  9084. }
  9085. if( sd->menuskill_id == AM_PHARMACY )
  9086. {
  9087. switch( skill )
  9088. {
  9089. case AM_PHARMACY:
  9090. case AC_MAKINGARROW:
  9091. case BS_REPAIRWEAPON:
  9092. case AM_TWILIGHT1:
  9093. case AM_TWILIGHT2:
  9094. case AM_TWILIGHT3:
  9095. return 0;
  9096. }
  9097. }
  9098. status = &sd->battle_status;
  9099. sc = &sd->sc;
  9100. if( !sc->count )
  9101. sc = NULL;
  9102. if( sd->skillitem == skill )
  9103. {
  9104. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  9105. sd->state.abra_flag = 0;
  9106. else
  9107. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  9108. if( (i = sd->itemindex) == -1 ||
  9109. sd->status.inventory[i].nameid != sd->itemid ||
  9110. sd->inventory_data[i] == NULL ||
  9111. !sd->inventory_data[i]->flag.delay_consume ||
  9112. sd->status.inventory[i].amount < 1
  9113. )
  9114. { //Something went wrong, item exploit?
  9115. sd->itemid = sd->itemindex = -1;
  9116. return 0;
  9117. }
  9118. //Consume
  9119. sd->itemid = sd->itemindex = -1;
  9120. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  9121. ; //Do not consume item.
  9122. else if( sd->status.inventory[i].expire_time == 0 )
  9123. pc_delitem(sd,i,1,0,0); // Rental usable items are not consumed until expiration
  9124. }
  9125. return 1;
  9126. }
  9127. if( pc_is90overweight(sd) )
  9128. {
  9129. clif_skill_fail(sd,skill,9,0);
  9130. return 0;
  9131. }
  9132. switch( skill )
  9133. { // Turn off check.
  9134. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9135. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9136. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9137. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9138. if( sc && sc->data[status_skill2sc(skill)] )
  9139. return 1;
  9140. }
  9141. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9142. return 0;
  9143. require = skill_get_requirement(sd,skill,lv);
  9144. //Can only update state when weapon/arrow info is checked.
  9145. sd->state.arrow_atk = require.ammo?1:0;
  9146. // perform skill-specific checks (and actions)
  9147. switch( skill )
  9148. {
  9149. case SA_CASTCANCEL:
  9150. if(sd->ud.skilltimer == INVALID_TIMER) {
  9151. clif_skill_fail(sd,skill,0,0);
  9152. return 0;
  9153. }
  9154. break;
  9155. case AL_WARP:
  9156. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  9157. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  9158. return 0;
  9159. }
  9160. break;
  9161. case MO_CALLSPIRITS:
  9162. if(sd->spiritball >= lv) {
  9163. clif_skill_fail(sd,skill,0,0);
  9164. return 0;
  9165. }
  9166. break;
  9167. case MO_FINGEROFFENSIVE:
  9168. case GS_FLING:
  9169. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  9170. sd->spiritball_old = require.spiritball = sd->spiritball;
  9171. else
  9172. sd->spiritball_old = require.spiritball;
  9173. break;
  9174. case MO_CHAINCOMBO:
  9175. if(!sc)
  9176. return 0;
  9177. if(sc->data[SC_BLADESTOP])
  9178. break;
  9179. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  9180. break;
  9181. return 0;
  9182. case MO_COMBOFINISH:
  9183. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  9184. return 0;
  9185. break;
  9186. case CH_TIGERFIST:
  9187. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  9188. return 0;
  9189. break;
  9190. case CH_CHAINCRUSH:
  9191. if(!(sc && sc->data[SC_COMBO]))
  9192. return 0;
  9193. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  9194. return 0;
  9195. break;
  9196. case MO_EXTREMITYFIST:
  9197. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  9198. // return 0;
  9199. if( sc && sc->data[SC_BLADESTOP] )
  9200. break;
  9201. if( sc && sc->data[SC_COMBO] )
  9202. {
  9203. switch(sc->data[SC_COMBO]->val1) {
  9204. case MO_COMBOFINISH:
  9205. case CH_TIGERFIST:
  9206. case CH_CHAINCRUSH:
  9207. break;
  9208. default:
  9209. return 0;
  9210. }
  9211. }
  9212. else if( !unit_can_move(&sd->bl) )
  9213. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  9214. clif_skill_fail(sd,skill,0,0);
  9215. return 0;
  9216. }
  9217. break;
  9218. case TK_MISSION:
  9219. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  9220. {// Cannot be used by Non-Taekwon classes
  9221. clif_skill_fail(sd,skill,0,0);
  9222. return 0;
  9223. }
  9224. break;
  9225. case TK_READYCOUNTER:
  9226. case TK_READYDOWN:
  9227. case TK_READYSTORM:
  9228. case TK_READYTURN:
  9229. case TK_JUMPKICK:
  9230. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  9231. {// Soul Linkers cannot use this skill
  9232. clif_skill_fail(sd,skill,0,0);
  9233. return 0;
  9234. }
  9235. break;
  9236. case TK_TURNKICK:
  9237. case TK_STORMKICK:
  9238. case TK_DOWNKICK:
  9239. case TK_COUNTER:
  9240. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  9241. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  9242. if(!(sc && sc->data[SC_COMBO]))
  9243. return 0; //Combo needs to be ready
  9244. if (sc->data[SC_COMBO]->val3)
  9245. { //Kick chain
  9246. //Do not repeat a kick.
  9247. if (sc->data[SC_COMBO]->val3 != skill)
  9248. break;
  9249. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  9250. return 0;
  9251. }
  9252. if(sc->data[SC_COMBO]->val1 != skill)
  9253. { //Cancel combo wait.
  9254. unit_cancel_combo(&sd->bl);
  9255. return 0;
  9256. }
  9257. break; //Combo ready.
  9258. case BD_ADAPTATION:
  9259. {
  9260. int time;
  9261. if(!(sc && sc->data[SC_DANCING]))
  9262. {
  9263. clif_skill_fail(sd,skill,0,0);
  9264. return 0;
  9265. }
  9266. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  9267. if (skill_get_time(
  9268. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  9269. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  9270. - time < skill_get_time2(skill,lv))
  9271. {
  9272. clif_skill_fail(sd,skill,0,0);
  9273. return 0;
  9274. }
  9275. }
  9276. break;
  9277. case PR_BENEDICTIO:
  9278. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  9279. {
  9280. clif_skill_fail(sd,skill,0,0);
  9281. return 0;
  9282. }
  9283. break;
  9284. case SL_SMA:
  9285. if(!(sc && sc->data[SC_SMA]))
  9286. return 0;
  9287. break;
  9288. case HT_POWER:
  9289. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  9290. return 0;
  9291. break;
  9292. case CG_HERMODE:
  9293. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  9294. {
  9295. clif_skill_fail(sd,skill,0,0);
  9296. return 0;
  9297. }
  9298. break;
  9299. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  9300. {
  9301. int i,x,y,range = skill_get_splash(skill, lv)+1;
  9302. int size = range*2+1;
  9303. for (i=0;i<size*size;i++) {
  9304. x = sd->bl.x+(i%size-range);
  9305. y = sd->bl.y+(i/size-range);
  9306. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  9307. clif_skill_fail(sd,skill,0,0);
  9308. return 0;
  9309. }
  9310. }
  9311. }
  9312. break;
  9313. case PR_REDEMPTIO:
  9314. {
  9315. int exp;
  9316. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  9317. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  9318. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  9319. return 0;
  9320. }
  9321. break;
  9322. }
  9323. case AM_TWILIGHT2:
  9324. case AM_TWILIGHT3:
  9325. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  9326. {
  9327. clif_skill_fail(sd,skill,0,0);
  9328. return 0;
  9329. }
  9330. break;
  9331. case SG_SUN_WARM:
  9332. case SG_MOON_WARM:
  9333. case SG_STAR_WARM:
  9334. if (sc && sc->data[SC_MIRACLE])
  9335. break;
  9336. i = skill-SG_SUN_WARM;
  9337. if (sd->bl.m == sd->feel_map[i].m)
  9338. break;
  9339. clif_skill_fail(sd,skill,0,0);
  9340. return 0;
  9341. break;
  9342. case SG_SUN_COMFORT:
  9343. case SG_MOON_COMFORT:
  9344. case SG_STAR_COMFORT:
  9345. if (sc && sc->data[SC_MIRACLE])
  9346. break;
  9347. i = skill-SG_SUN_COMFORT;
  9348. if (sd->bl.m == sd->feel_map[i].m &&
  9349. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  9350. break;
  9351. clif_skill_fail(sd,skill,0,0);
  9352. return 0;
  9353. case SG_FUSION:
  9354. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  9355. break;
  9356. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  9357. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  9358. if( require.sp > 0 )
  9359. {
  9360. if (status->sp < (unsigned int)require.sp)
  9361. clif_skill_fail(sd,skill,1,0);
  9362. else
  9363. status_zap(&sd->bl, 0, require.sp);
  9364. }
  9365. return 0;
  9366. case GD_BATTLEORDER:
  9367. case GD_REGENERATION:
  9368. case GD_RESTORE:
  9369. if (!map_flag_gvg2(sd->bl.m)) {
  9370. clif_skill_fail(sd,skill,0,0);
  9371. return 0;
  9372. }
  9373. case GD_EMERGENCYCALL:
  9374. // other checks were already done in skillnotok()
  9375. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  9376. return 0;
  9377. break;
  9378. case GS_GLITTERING:
  9379. if(sd->spiritball >= 10) {
  9380. clif_skill_fail(sd,skill,0,0);
  9381. return 0;
  9382. }
  9383. break;
  9384. case NJ_ISSEN:
  9385. if (status->hp < 2) {
  9386. clif_skill_fail(sd,skill,0,0);
  9387. return 0;
  9388. }
  9389. case NJ_BUNSINJYUTSU:
  9390. if (!(sc && sc->data[SC_NEN])) {
  9391. clif_skill_fail(sd,skill,0,0);
  9392. return 0;
  9393. }
  9394. break;
  9395. case NJ_ZENYNAGE:
  9396. if(sd->status.zeny < require.zeny) {
  9397. clif_skill_fail(sd,skill,5,0);
  9398. return 0;
  9399. }
  9400. break;
  9401. case PF_HPCONVERSION:
  9402. if (status->sp == status->max_sp)
  9403. return 0; //Unusable when at full SP.
  9404. break;
  9405. case AM_CALLHOMUN: //Can't summon if a hom is already out
  9406. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  9407. clif_skill_fail(sd,skill,0,0);
  9408. return 0;
  9409. }
  9410. break;
  9411. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  9412. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  9413. {
  9414. clif_skill_fail(sd,skill,0,0);
  9415. return 0;
  9416. }
  9417. break;
  9418. /**
  9419. * Arch Bishop
  9420. **/
  9421. case AB_ANCILLA:
  9422. {
  9423. int count = 0;
  9424. for( i = 0; i < MAX_INVENTORY; i ++ )
  9425. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  9426. count += sd->status.inventory[i].amount;
  9427. if( count >= 3 ) {
  9428. clif_skill_fail(sd, skill, 0x0c, 0);
  9429. return 0;
  9430. }
  9431. }
  9432. break;
  9433. /**
  9434. * Keeping as a note:
  9435. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  9436. **/
  9437. //case AB_LAUDAAGNUS:
  9438. //case AB_LAUDARAMUS:
  9439. // if( !sd->status.party_id ) {
  9440. // clif_skill_fail(sd,skill,0,0);
  9441. // return 0;
  9442. // }
  9443. // break;
  9444. case AB_ADORAMUS:
  9445. /**
  9446. * Warlock
  9447. **/
  9448. case WL_COMET:
  9449. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  9450. {
  9451. //clif_skill_fail(sd,skill,0x47,require.amount[0],require.itemid[0]);
  9452. clif_skill_fail(sd,skill,0,0);
  9453. return 0;
  9454. }
  9455. break;
  9456. case WL_SUMMONFB:
  9457. case WL_SUMMONBL:
  9458. case WL_SUMMONWB:
  9459. case WL_SUMMONSTONE:
  9460. if( sc )
  9461. {
  9462. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  9463. if( i == SC_SPHERE_5+1 )
  9464. { // No more free slots
  9465. clif_skill_fail(sd,skill,0x13,0);
  9466. return 0;
  9467. }
  9468. }
  9469. break;
  9470. /**
  9471. * Guilotine Cross
  9472. **/
  9473. case GC_HALLUCINATIONWALK:
  9474. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  9475. clif_skill_fail(sd,skill,0x0,0);
  9476. return 0;
  9477. }
  9478. break;
  9479. case GC_COUNTERSLASH:
  9480. case GC_WEAPONCRUSH:
  9481. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  9482. clif_skill_fail(sd, skill, 0x1f, 0);
  9483. return 0;
  9484. }
  9485. break;
  9486. case GC_CROSSRIPPERSLASHER:
  9487. if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
  9488. clif_skill_fail(sd, skill, 0x17, 0);
  9489. return 0;
  9490. }
  9491. break;
  9492. case GC_POISONSMOKE:
  9493. case GC_VENOMPRESSURE:
  9494. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9495. clif_skill_fail(sd, skill, 0x20, 0);
  9496. return 0;
  9497. }
  9498. break;
  9499. /**
  9500. * Ranger
  9501. **/
  9502. case RA_SENSITIVEKEEN:
  9503. if(!pc_iswug(sd)) {
  9504. clif_skill_fail(sd,skill,0x17,0);
  9505. return 0;
  9506. }
  9507. break;
  9508. }
  9509. switch(require.state) {
  9510. case ST_HIDING:
  9511. if(!(sc && sc->option&OPTION_HIDE)) {
  9512. clif_skill_fail(sd,skill,0,0);
  9513. return 0;
  9514. }
  9515. break;
  9516. case ST_CLOAKING:
  9517. if(!pc_iscloaking(sd)) {
  9518. clif_skill_fail(sd,skill,0,0);
  9519. return 0;
  9520. }
  9521. break;
  9522. case ST_HIDDEN:
  9523. if(!pc_ishiding(sd)) {
  9524. clif_skill_fail(sd,skill,0,0);
  9525. return 0;
  9526. }
  9527. break;
  9528. case ST_RIDING:
  9529. if(!pc_isriding(sd)) {
  9530. clif_skill_fail(sd,skill,0,0);
  9531. return 0;
  9532. }
  9533. break;
  9534. case ST_FALCON:
  9535. if(!pc_isfalcon(sd)) {
  9536. clif_skill_fail(sd,skill,0,0);
  9537. return 0;
  9538. }
  9539. break;
  9540. case ST_CARTBOOST:
  9541. if(!(sc && sc->data[SC_CARTBOOST])) {
  9542. clif_skill_fail(sd,skill,0,0);
  9543. return 0;
  9544. }
  9545. case ST_CART:
  9546. if(!pc_iscarton(sd)) {
  9547. clif_skill_fail(sd,skill,0,0);
  9548. return 0;
  9549. }
  9550. break;
  9551. case ST_SHIELD:
  9552. if(sd->status.shield <= 0) {
  9553. clif_skill_fail(sd,skill,0,0);
  9554. return 0;
  9555. }
  9556. break;
  9557. case ST_SIGHT:
  9558. if(!(sc && sc->data[SC_SIGHT])) {
  9559. clif_skill_fail(sd,skill,0,0);
  9560. return 0;
  9561. }
  9562. break;
  9563. case ST_EXPLOSIONSPIRITS:
  9564. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  9565. clif_skill_fail(sd,skill,0,0);
  9566. return 0;
  9567. }
  9568. break;
  9569. case ST_RECOV_WEIGHT_RATE:
  9570. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  9571. clif_skill_fail(sd,skill,0,0);
  9572. return 0;
  9573. }
  9574. break;
  9575. case ST_MOVE_ENABLE:
  9576. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  9577. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  9578. if (!unit_can_move(&sd->bl)) {
  9579. clif_skill_fail(sd,skill,0,0);
  9580. return 0;
  9581. }
  9582. break;
  9583. case ST_WATER:
  9584. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  9585. break;
  9586. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  9587. break;
  9588. clif_skill_fail(sd,skill,0,0);
  9589. return 0;
  9590. /**
  9591. * Rune Knight
  9592. **/
  9593. case ST_RIDINGDRAGON:
  9594. if( !(sd->sc.option&OPTION_DRAGON)) {
  9595. clif_skill_fail(sd,skill,0,0);
  9596. return 0;
  9597. }
  9598. break;
  9599. /**
  9600. * Wug
  9601. **/
  9602. case ST_WUG:
  9603. if( !(sd->sc.option&OPTION_WUG) ) {
  9604. clif_skill_fail(sd,skill,0,0);
  9605. return 0;
  9606. }
  9607. break;
  9608. /**
  9609. * Riding Wug
  9610. **/
  9611. case ST_RIDINGWUG:
  9612. if( !(sd->sc.option&OPTION_WUGRIDER) ){
  9613. clif_skill_fail(sd,skill,0,0);
  9614. return 0;
  9615. }
  9616. break;
  9617. /**
  9618. * Mechanic
  9619. **/
  9620. case ST_MADO:
  9621. if( !(sd->sc.option&OPTION_MADOGEAR) ) {
  9622. clif_skill_fail(sd,skill,0,0);
  9623. return 0;
  9624. }
  9625. break;
  9626. /**
  9627. * Sorcerer
  9628. **/
  9629. //case ST_ELEMENTALSPIRIT:
  9630. // if(!sd->ed) {
  9631. // clif_skill_fail(sd,skill,0x4f,0,0);
  9632. // return 0;
  9633. // }
  9634. // break;
  9635. }
  9636. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  9637. //mhp is the max-hp-requirement, that is,
  9638. //you must have this % or less of HP to cast it.
  9639. clif_skill_fail(sd,skill,2,0);
  9640. return 0;
  9641. }
  9642. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  9643. clif_skill_fail(sd,skill,6,0);
  9644. return 0;
  9645. }
  9646. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  9647. clif_skill_fail(sd,skill,1,0);
  9648. return 0;
  9649. }
  9650. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  9651. clif_skill_fail(sd,skill,5,0);
  9652. return 0;
  9653. }
  9654. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  9655. clif_skill_fail(sd,skill,0,0);
  9656. return 0;
  9657. }
  9658. return 1;
  9659. }
  9660. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  9661. {
  9662. struct skill_condition require;
  9663. struct status_data *status;
  9664. int i;
  9665. int index[MAX_SKILL_ITEM_REQUIRE];
  9666. nullpo_ret(sd);
  9667. if( lv <= 0 || sd->chatID )
  9668. return 0;
  9669. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  9670. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  9671. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  9672. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  9673. return 1;
  9674. }
  9675. if( sd->menuskill_id == AM_PHARMACY )
  9676. { // Cast start or cast end??
  9677. switch( skill )
  9678. {
  9679. case AM_PHARMACY:
  9680. case AC_MAKINGARROW:
  9681. case BS_REPAIRWEAPON:
  9682. case AM_TWILIGHT1:
  9683. case AM_TWILIGHT2:
  9684. case AM_TWILIGHT3:
  9685. return 0;
  9686. }
  9687. }
  9688. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  9689. return 1;
  9690. if( pc_is90overweight(sd) )
  9691. {
  9692. clif_skill_fail(sd,skill,9,0);
  9693. return 0;
  9694. }
  9695. // perform skill-specific checks (and actions)
  9696. switch( skill )
  9697. {
  9698. case PR_BENEDICTIO:
  9699. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  9700. break;
  9701. case AB_ADORAMUS:
  9702. //if( skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  9703. // sd->state.no_gemstone = 1; // Mark this skill as it don't consume ammo because partners gives SP
  9704. break;
  9705. case AM_CANNIBALIZE:
  9706. case AM_SPHEREMINE:
  9707. {
  9708. int c=0;
  9709. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9710. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9711. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  9712. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  9713. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  9714. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  9715. if(c >= maxcount ||
  9716. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  9717. { //Fails when: exceed max limit. There are other plant types already out.
  9718. clif_skill_fail(sd,skill,0,0);
  9719. return 0;
  9720. }
  9721. }
  9722. break;
  9723. }
  9724. case NC_SILVERSNIPER:
  9725. case NC_MAGICDECOY:
  9726. {
  9727. int c = 0, j;
  9728. int maxcount = skill_get_maxcount(skill,lv);
  9729. int mob_class = 2042;
  9730. if( skill == NC_MAGICDECOY )
  9731. mob_class = 2043;
  9732. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) )
  9733. {
  9734. if( skill == NC_MAGICDECOY )
  9735. {
  9736. for( j = mob_class; j <= 2046; j++ )
  9737. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  9738. }
  9739. else
  9740. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  9741. if( c >= maxcount )
  9742. {
  9743. clif_skill_fail(sd , skill, 0, 0);
  9744. return 0;
  9745. }
  9746. }
  9747. }
  9748. break;
  9749. }
  9750. status = &sd->battle_status;
  9751. require = skill_get_requirement(sd,skill,lv);
  9752. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  9753. clif_skill_fail(sd,skill,2,0);
  9754. return 0;
  9755. }
  9756. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  9757. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  9758. !sd->inventory_data[i] ||
  9759. sd->status.inventory[i].amount < require.ammo_qty
  9760. ) {
  9761. clif_arrow_fail(sd,0);
  9762. return 0;
  9763. }
  9764. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  9765. { //Ammo type check. Send the "wrong weapon type" message
  9766. //which is the closest we have to wrong ammo type. [Skotlex]
  9767. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  9768. //clif_skill_fail(sd,skill,6,0);
  9769. return 0;
  9770. }
  9771. }
  9772. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  9773. {
  9774. if( !require.itemid[i] )
  9775. continue;
  9776. index[i] = pc_search_inventory(sd,require.itemid[i]);
  9777. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  9778. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  9779. clif_skill_fail(sd,skill,7,0);// red gemstone required
  9780. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  9781. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  9782. else
  9783. clif_skill_fail(sd,skill,0,0);
  9784. return 0;
  9785. }
  9786. }
  9787. return 1;
  9788. }
  9789. // type&2: consume items (after skill was used)
  9790. // type&1: consume the others (before skill was used)
  9791. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  9792. {
  9793. int n,i;
  9794. struct skill_condition req;
  9795. nullpo_ret(sd);
  9796. req = skill_get_requirement(sd,skill,lv);
  9797. if( type&1 )
  9798. {
  9799. if( skill == CG_TAROTCARD || sd->state.autocast )
  9800. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  9801. if(req.hp || req.sp)
  9802. status_zap(&sd->bl, req.hp, req.sp);
  9803. if(req.spiritball > 0)
  9804. pc_delspiritball(sd,req.spiritball,0);
  9805. if(req.zeny > 0)
  9806. {
  9807. if( skill == NJ_ZENYNAGE )
  9808. req.zeny = 0; //Zeny is reduced on skill_attack.
  9809. if( sd->status.zeny < req.zeny )
  9810. req.zeny = sd->status.zeny;
  9811. pc_payzeny(sd,req.zeny);
  9812. }
  9813. }
  9814. if( type&2 )
  9815. {
  9816. struct status_change *sc = &sd->sc;
  9817. if( !sc->count )
  9818. sc = NULL;
  9819. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  9820. {
  9821. if( !req.itemid[i] )
  9822. continue;
  9823. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  9824. continue; //Gemstones are checked, but not substracted from inventory.
  9825. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  9826. pc_delitem(sd,n,req.amount[i],0,1);
  9827. }
  9828. }
  9829. return 1;
  9830. }
  9831. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  9832. {
  9833. struct skill_condition req;
  9834. struct status_data *status;
  9835. struct status_change *sc;
  9836. int i,j,hp_rate,sp_rate;
  9837. memset(&req,0,sizeof(req));
  9838. if( !sd )
  9839. return req;
  9840. if( sd->skillitem == skill )
  9841. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  9842. sc = &sd->sc;
  9843. if( !sc->count )
  9844. sc = NULL;
  9845. switch( skill )
  9846. { // Turn off check.
  9847. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9848. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9849. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9850. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9851. if( sc && sc->data[status_skill2sc(skill)] )
  9852. return req;
  9853. }
  9854. j = skill_get_index(skill);
  9855. if( j == 0 ) // invalid skill id
  9856. return req;
  9857. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9858. return req;
  9859. status = &sd->battle_status;
  9860. req.hp = skill_db[j].hp[lv-1];
  9861. hp_rate = skill_db[j].hp_rate[lv-1];
  9862. if(hp_rate > 0)
  9863. req.hp += (status->hp * hp_rate)/100;
  9864. else
  9865. req.hp += (status->max_hp * (-hp_rate))/100;
  9866. req.sp = skill_db[j].sp[lv-1];
  9867. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  9868. req.sp /= 2;
  9869. sp_rate = skill_db[j].sp_rate[lv-1];
  9870. if(sp_rate > 0)
  9871. req.sp += (status->sp * sp_rate)/100;
  9872. else
  9873. req.sp += (status->max_sp * (-sp_rate))/100;
  9874. if( sd->dsprate!=100 )
  9875. req.sp = req.sp * sd->dsprate / 100;
  9876. req.zeny = skill_db[j].zeny[lv-1];
  9877. req.spiritball = skill_db[j].spiritball[lv-1];
  9878. req.state = skill_db[j].state;
  9879. req.mhp = skill_db[j].mhp[lv-1];
  9880. req.weapon = skill_db[j].weapon;
  9881. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  9882. if (req.ammo_qty)
  9883. req.ammo = skill_db[j].ammo;
  9884. if (!req.ammo && skill && skill_isammotype(sd, skill))
  9885. { //Assume this skill is using the weapon, therefore it requires arrows.
  9886. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  9887. req.ammo_qty = 1;
  9888. }
  9889. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9890. {
  9891. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  9892. continue;
  9893. switch( skill )
  9894. {
  9895. case AM_CALLHOMUN:
  9896. if (sd->status.hom_id) //Don't delete items when hom is already out.
  9897. continue;
  9898. break;
  9899. case NC_SHAPESHIFT:
  9900. if( i < 4 )
  9901. continue;
  9902. break;
  9903. case WZ_FIREPILLAR: // celest
  9904. if (lv <= 5) // no gems required at level 1-5
  9905. continue;
  9906. break;
  9907. }
  9908. req.itemid[i] = skill_db[j].itemid[i];
  9909. req.amount[i] = skill_db[j].amount[i];
  9910. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  9911. {
  9912. if( sd->special_state.no_gemstone )
  9913. { //Make it substract 1 gem rather than skipping the cost.
  9914. if( --req.amount[i] < 1 )
  9915. req.itemid[i] = 0;
  9916. }
  9917. if(sc && sc->data[SC_INTOABYSS])
  9918. {
  9919. if( skill != SA_ABRACADABRA )
  9920. req.itemid[i] = req.amount[i] = 0;
  9921. else if( --req.amount[i] < 1 )
  9922. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  9923. }
  9924. }
  9925. }
  9926. // Check for cost reductions due to skills & SCs
  9927. switch(skill) {
  9928. case MC_MAMMONITE:
  9929. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  9930. req.zeny -= req.zeny*10/100;
  9931. break;
  9932. case AL_HOLYLIGHT:
  9933. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  9934. req.sp *= 5;
  9935. break;
  9936. case SL_SMA:
  9937. case SL_STUN:
  9938. case SL_STIN:
  9939. {
  9940. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  9941. if(kaina_lv==0 || sd->status.base_level<70)
  9942. break;
  9943. if(sd->status.base_level>=90)
  9944. req.sp -= req.sp*7*kaina_lv/100;
  9945. else if(sd->status.base_level>=80)
  9946. req.sp -= req.sp*5*kaina_lv/100;
  9947. else if(sd->status.base_level>=70)
  9948. req.sp -= req.sp*3*kaina_lv/100;
  9949. }
  9950. break;
  9951. case MO_TRIPLEATTACK:
  9952. case MO_CHAINCOMBO:
  9953. case MO_COMBOFINISH:
  9954. case CH_TIGERFIST:
  9955. case CH_CHAINCRUSH:
  9956. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  9957. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  9958. break;
  9959. case MO_BODYRELOCATION:
  9960. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  9961. req.spiritball = 0;
  9962. break;
  9963. case MO_EXTREMITYFIST:
  9964. if( sc )
  9965. {
  9966. if( sc->data[SC_BLADESTOP] )
  9967. req.spiritball--;
  9968. else if( sc->data[SC_COMBO] )
  9969. {
  9970. switch( sc->data[SC_COMBO]->val1 )
  9971. {
  9972. case MO_COMBOFINISH:
  9973. req.spiritball = 4;
  9974. break;
  9975. case CH_TIGERFIST:
  9976. req.spiritball = 3;
  9977. break;
  9978. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  9979. req.spiritball = sd->spiritball?sd->spiritball:1;
  9980. break;
  9981. }
  9982. }
  9983. }
  9984. break;
  9985. }
  9986. return req;
  9987. }
  9988. /*==========================================
  9989. * Does cast-time reductions based on dex, item bonuses and config setting
  9990. *------------------------------------------*/
  9991. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  9992. {
  9993. int time = skill_get_cast(skill_id, skill_lv);
  9994. struct map_session_data *sd;
  9995. nullpo_ret(bl);
  9996. sd = BL_CAST(BL_PC, bl);
  9997. // calculate base cast time (reduced by dex)
  9998. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  9999. int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
  10000. if( scale > 0 ) // not instant cast
  10001. time = time * scale / CONST_CASTRATE_SCALE;
  10002. else
  10003. return 0; // instant cast
  10004. }
  10005. // calculate cast time reduced by item/card bonuses
  10006. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  10007. {
  10008. int i;
  10009. if( sd->castrate != 100 )
  10010. time = time * sd->castrate / 100;
  10011. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  10012. {
  10013. if( sd->skillcast[i].id == skill_id )
  10014. {
  10015. time+= time * sd->skillcast[i].val / 100;
  10016. break;
  10017. }
  10018. }
  10019. }
  10020. // config cast time multiplier
  10021. if (battle_config.cast_rate != 100)
  10022. time = time * battle_config.cast_rate / 100;
  10023. // return final cast time
  10024. return (time > 0) ? time : 0;
  10025. }
  10026. /*==========================================
  10027. * Does cast-time reductions based on sc data.
  10028. *------------------------------------------*/
  10029. int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv)
  10030. {
  10031. struct status_change *sc = status_get_sc(bl);
  10032. #if RECASTING
  10033. int fixed = skill_get_cast(skill_id, skill_lv);
  10034. if( fixed > 1 )
  10035. fixed = fixed * 20 / 100;
  10036. else
  10037. fixed = 0;
  10038. #endif
  10039. if (sc && sc->count) {
  10040. if (sc->data[SC_SLOWCAST])
  10041. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  10042. if (sc->data[SC_SUFFRAGIUM]) {
  10043. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  10044. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  10045. }
  10046. if (sc->data[SC_MEMORIZE]) {
  10047. time>>=1;
  10048. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  10049. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  10050. }
  10051. if (sc->data[SC_POEMBRAGI])
  10052. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  10053. #if RECASTING
  10054. /**
  10055. * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
  10056. **/
  10057. if( sc->data[SC_SECRAMENT] )
  10058. fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
  10059. #endif
  10060. }
  10061. #if RECASTING
  10062. /**
  10063. * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
  10064. **/
  10065. if( bl->type == BL_PC && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill((TBL_PC*)bl, WL_RADIUS) ) )
  10066. fixed -= fixed * (5+(skill_lv*5)) / 100;
  10067. return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
  10068. #else
  10069. return (time > 0) ? time : 0;
  10070. #endif
  10071. }
  10072. /*==========================================
  10073. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  10074. *------------------------------------------*/
  10075. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  10076. {
  10077. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  10078. int time = skill_get_delay(skill_id, skill_lv);
  10079. struct map_session_data *sd;
  10080. struct status_change *sc = status_get_sc(bl);
  10081. nullpo_ret(bl);
  10082. sd = BL_CAST(BL_PC, bl);
  10083. if (skill_id == SA_ABRACADABRA)
  10084. return 0; //Will use picked skill's delay.
  10085. if (bl->type&battle_config.no_skill_delay)
  10086. return battle_config.min_skill_delay_limit;
  10087. if (time < 0)
  10088. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  10089. // Delay reductions
  10090. switch (skill_id)
  10091. { //Monk combo skills have their delay reduced by agi/dex.
  10092. case MO_TRIPLEATTACK:
  10093. case MO_CHAINCOMBO:
  10094. case MO_COMBOFINISH:
  10095. case CH_TIGERFIST:
  10096. case CH_CHAINCRUSH:
  10097. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  10098. break;
  10099. case HP_BASILICA:
  10100. if( sc && !sc->data[SC_BASILICA] )
  10101. time = 0; // There is no Delay on Basilica creation, only on cancel
  10102. break;
  10103. default:
  10104. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  10105. { // if skill delay is allowed to be reduced by dex
  10106. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  10107. if (scale > 0)
  10108. time = time * scale / battle_config.castrate_dex_scale;
  10109. else //To be capped later to minimum.
  10110. time = 0;
  10111. }
  10112. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  10113. { // if skill delay is allowed to be reduced by agi
  10114. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  10115. if (scale > 0)
  10116. time = time * scale / battle_config.castrate_dex_scale;
  10117. else //To be capped later to minimum.
  10118. time = 0;
  10119. }
  10120. }
  10121. if ( sc && sc->data[SC_SPIRIT] )
  10122. {
  10123. switch (skill_id) {
  10124. case CR_SHIELDBOOMERANG:
  10125. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  10126. time /= 2;
  10127. break;
  10128. case AS_SONICBLOW:
  10129. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  10130. time /= 2;
  10131. break;
  10132. }
  10133. }
  10134. if (!(delaynodex&2))
  10135. {
  10136. if (sc && sc->count) {
  10137. if (sc->data[SC_POEMBRAGI])
  10138. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  10139. }
  10140. }
  10141. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  10142. time = time * sd->delayrate / 100;
  10143. if (battle_config.delay_rate != 100)
  10144. time = time * battle_config.delay_rate / 100;
  10145. if (time < status_get_amotion(bl))
  10146. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  10147. return max(time, battle_config.min_skill_delay_limit);
  10148. }
  10149. /*=========================================
  10150. *
  10151. *-----------------------------------------*/
  10152. struct square {
  10153. int val1[5];
  10154. int val2[5];
  10155. };
  10156. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  10157. {
  10158. nullpo_retv(tc);
  10159. if(dir == 0){
  10160. tc->val1[0]=x-2;
  10161. tc->val1[1]=x-1;
  10162. tc->val1[2]=x;
  10163. tc->val1[3]=x+1;
  10164. tc->val1[4]=x+2;
  10165. tc->val2[0]=
  10166. tc->val2[1]=
  10167. tc->val2[2]=
  10168. tc->val2[3]=
  10169. tc->val2[4]=y-1;
  10170. }
  10171. else if(dir==2){
  10172. tc->val1[0]=
  10173. tc->val1[1]=
  10174. tc->val1[2]=
  10175. tc->val1[3]=
  10176. tc->val1[4]=x+1;
  10177. tc->val2[0]=y+2;
  10178. tc->val2[1]=y+1;
  10179. tc->val2[2]=y;
  10180. tc->val2[3]=y-1;
  10181. tc->val2[4]=y-2;
  10182. }
  10183. else if(dir==4){
  10184. tc->val1[0]=x-2;
  10185. tc->val1[1]=x-1;
  10186. tc->val1[2]=x;
  10187. tc->val1[3]=x+1;
  10188. tc->val1[4]=x+2;
  10189. tc->val2[0]=
  10190. tc->val2[1]=
  10191. tc->val2[2]=
  10192. tc->val2[3]=
  10193. tc->val2[4]=y+1;
  10194. }
  10195. else if(dir==6){
  10196. tc->val1[0]=
  10197. tc->val1[1]=
  10198. tc->val1[2]=
  10199. tc->val1[3]=
  10200. tc->val1[4]=x-1;
  10201. tc->val2[0]=y+2;
  10202. tc->val2[1]=y+1;
  10203. tc->val2[2]=y;
  10204. tc->val2[3]=y-1;
  10205. tc->val2[4]=y-2;
  10206. }
  10207. else if(dir==1){
  10208. tc->val1[0]=x-1;
  10209. tc->val1[1]=x;
  10210. tc->val1[2]=x+1;
  10211. tc->val1[3]=x+2;
  10212. tc->val1[4]=x+3;
  10213. tc->val2[0]=y-4;
  10214. tc->val2[1]=y-3;
  10215. tc->val2[2]=y-1;
  10216. tc->val2[3]=y;
  10217. tc->val2[4]=y+1;
  10218. }
  10219. else if(dir==3){
  10220. tc->val1[0]=x+3;
  10221. tc->val1[1]=x+2;
  10222. tc->val1[2]=x+1;
  10223. tc->val1[3]=x;
  10224. tc->val1[4]=x-1;
  10225. tc->val2[0]=y-1;
  10226. tc->val2[1]=y;
  10227. tc->val2[2]=y+1;
  10228. tc->val2[3]=y+2;
  10229. tc->val2[4]=y+3;
  10230. }
  10231. else if(dir==5){
  10232. tc->val1[0]=x+1;
  10233. tc->val1[1]=x;
  10234. tc->val1[2]=x-1;
  10235. tc->val1[3]=x-2;
  10236. tc->val1[4]=x-3;
  10237. tc->val2[0]=y+3;
  10238. tc->val2[1]=y+2;
  10239. tc->val2[2]=y+1;
  10240. tc->val2[3]=y;
  10241. tc->val2[4]=y-1;
  10242. }
  10243. else if(dir==7){
  10244. tc->val1[0]=x-3;
  10245. tc->val1[1]=x-2;
  10246. tc->val1[2]=x-1;
  10247. tc->val1[3]=x;
  10248. tc->val1[4]=x+1;
  10249. tc->val2[1]=y;
  10250. tc->val2[0]=y+1;
  10251. tc->val2[2]=y-1;
  10252. tc->val2[3]=y-2;
  10253. tc->val2[4]=y-3;
  10254. }
  10255. }
  10256. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  10257. {
  10258. int c;
  10259. nullpo_retv(tc);
  10260. for( c = 0; c < 5; c++ )
  10261. {
  10262. switch( dir )
  10263. {
  10264. case 0: tc->val2[c]+=are; break;
  10265. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  10266. case 2: tc->val1[c]-=are; break;
  10267. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  10268. case 4: tc->val2[c]-=are; break;
  10269. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  10270. case 6: tc->val1[c]+=are; break;
  10271. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  10272. }
  10273. }
  10274. }
  10275. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  10276. {
  10277. int c,n=4;
  10278. int dir = map_calc_dir(src,bl->x,bl->y);
  10279. struct square tc;
  10280. int x=bl->x,y=bl->y;
  10281. skill_brandishspear_first(&tc,dir,x,y);
  10282. skill_brandishspear_dir(&tc,dir,4);
  10283. skill_area_temp[1] = bl->id;
  10284. if(skilllv > 9){
  10285. for(c=1;c<4;c++){
  10286. map_foreachincell(skill_area_sub,
  10287. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10288. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10289. skill_castend_damage_id);
  10290. }
  10291. }
  10292. if(skilllv > 6){
  10293. skill_brandishspear_dir(&tc,dir,-1);
  10294. n--;
  10295. }else{
  10296. skill_brandishspear_dir(&tc,dir,-2);
  10297. n-=2;
  10298. }
  10299. if(skilllv > 3){
  10300. for(c=0;c<5;c++){
  10301. map_foreachincell(skill_area_sub,
  10302. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10303. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10304. skill_castend_damage_id);
  10305. if(skilllv > 6 && n==3 && c==4){
  10306. skill_brandishspear_dir(&tc,dir,-1);
  10307. n--;c=-1;
  10308. }
  10309. }
  10310. }
  10311. for(c=0;c<10;c++){
  10312. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  10313. map_foreachincell(skill_area_sub,
  10314. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  10315. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  10316. skill_castend_damage_id);
  10317. }
  10318. }
  10319. /*==========================================
  10320. * Weapon Repair [Celest/DracoRPG]
  10321. *------------------------------------------*/
  10322. void skill_repairweapon (struct map_session_data *sd, int idx)
  10323. {
  10324. int material;
  10325. int materials[4] = { 1002, 998, 999, 756 };
  10326. struct item *item;
  10327. struct map_session_data *target_sd;
  10328. nullpo_retv(sd);
  10329. target_sd = map_id2sd(sd->menuskill_val);
  10330. if (!target_sd) //Failed....
  10331. return;
  10332. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  10333. return;
  10334. if(idx < 0 || idx >= MAX_INVENTORY)
  10335. return; //Invalid index??
  10336. item = &target_sd->status.inventory[idx];
  10337. if(item->nameid <= 0 || item->attribute == 0)
  10338. return; //Again invalid item....
  10339. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  10340. clif_item_repaireffect(sd,item->nameid,1);
  10341. return;
  10342. }
  10343. if (itemdb_type(item->nameid)==IT_WEAPON)
  10344. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  10345. else
  10346. material = materials [2]; // Armors consume 1 Steel
  10347. if (pc_search_inventory(sd,material) < 0 ) {
  10348. clif_skill_fail(sd,sd->menuskill_id,0,0);
  10349. return;
  10350. }
  10351. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  10352. item->attribute=0;
  10353. clif_equiplist(target_sd);
  10354. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0);
  10355. clif_item_repaireffect(sd,item->nameid,0);
  10356. if(sd!=target_sd)
  10357. clif_item_repaireffect(target_sd,item->nameid,0);
  10358. }
  10359. /*==========================================
  10360. * Item Appraisal
  10361. *------------------------------------------*/
  10362. void skill_identify (struct map_session_data *sd, int idx)
  10363. {
  10364. int flag=1;
  10365. nullpo_retv(sd);
  10366. if(idx >= 0 && idx < MAX_INVENTORY) {
  10367. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  10368. flag=0;
  10369. sd->status.inventory[idx].identify=1;
  10370. }
  10371. }
  10372. clif_item_identified(sd,idx,flag);
  10373. }
  10374. /*==========================================
  10375. * Weapon Refine [Celest]
  10376. *------------------------------------------*/
  10377. void skill_weaponrefine (struct map_session_data *sd, int idx)
  10378. {
  10379. int i = 0, ep = 0, per;
  10380. int material[5] = { 0, 1010, 1011, 984, 984 };
  10381. struct item *item;
  10382. nullpo_retv(sd);
  10383. if (idx >= 0 && idx < MAX_INVENTORY)
  10384. {
  10385. struct item_data *ditem = sd->inventory_data[idx];
  10386. item = &sd->status.inventory[idx];
  10387. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  10388. {
  10389. if( item->refine >= sd->menuskill_val
  10390. || item->refine >= MAX_REFINE // if it's no longer refineable
  10391. || ditem->flag.no_refine // if the item isn't refinable
  10392. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  10393. {
  10394. clif_skill_fail(sd,sd->menuskill_id,0,0);
  10395. return;
  10396. }
  10397. per = percentrefinery [ditem->wlv][(int)item->refine];
  10398. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  10399. pc_delitem(sd, i, 1, 0, 0);
  10400. if (per > rand() % 100) {
  10401. item->refine++;
  10402. if(item->equip) {
  10403. ep = item->equip;
  10404. pc_unequipitem(sd,idx,3);
  10405. }
  10406. clif_refine(sd->fd,0,idx,item->refine);
  10407. clif_delitem(sd,idx,1,3);
  10408. clif_additem(sd,idx,1,0);
  10409. if (ep)
  10410. pc_equipitem(sd,idx,ep);
  10411. clif_misceffect(&sd->bl,3);
  10412. if(item->refine == MAX_REFINE &&
  10413. item->card[0] == CARD0_FORGE &&
  10414. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  10415. { // Fame point system [DracoRPG]
  10416. switch(ditem->wlv){
  10417. case 1:
  10418. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  10419. break;
  10420. case 2:
  10421. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  10422. break;
  10423. case 3:
  10424. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  10425. break;
  10426. }
  10427. }
  10428. } else {
  10429. item->refine = 0;
  10430. if(item->equip)
  10431. pc_unequipitem(sd,idx,3);
  10432. clif_refine(sd->fd,1,idx,item->refine);
  10433. pc_delitem(sd,idx,1,0,2);
  10434. clif_misceffect(&sd->bl,2);
  10435. clif_emotion(&sd->bl, E_OMG);
  10436. }
  10437. }
  10438. }
  10439. }
  10440. /*==========================================
  10441. *
  10442. *------------------------------------------*/
  10443. int skill_autospell (struct map_session_data *sd, int skillid)
  10444. {
  10445. int skilllv;
  10446. int maxlv=1,lv;
  10447. nullpo_ret(sd);
  10448. skilllv = sd->menuskill_val;
  10449. lv=pc_checkskill(sd,skillid);
  10450. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  10451. if(skillid==MG_NAPALMBEAT) maxlv=3;
  10452. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  10453. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  10454. maxlv =10; //Soul Linker bonus. [Skotlex]
  10455. else if(skilllv==2) maxlv=1;
  10456. else if(skilllv==3) maxlv=2;
  10457. else if(skilllv>=4) maxlv=3;
  10458. }
  10459. else if(skillid==MG_SOULSTRIKE){
  10460. if(skilllv==5) maxlv=1;
  10461. else if(skilllv==6) maxlv=2;
  10462. else if(skilllv>=7) maxlv=3;
  10463. }
  10464. else if(skillid==MG_FIREBALL){
  10465. if(skilllv==8) maxlv=1;
  10466. else if(skilllv>=9) maxlv=2;
  10467. }
  10468. else if(skillid==MG_FROSTDIVER) maxlv=1;
  10469. else return 0;
  10470. if(maxlv > lv)
  10471. maxlv = lv;
  10472. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  10473. skill_get_time(SA_AUTOSPELL,skilllv));
  10474. return 0;
  10475. }
  10476. /*==========================================
  10477. * Sitting skills functions.
  10478. *------------------------------------------*/
  10479. static int skill_sit_count (struct block_list *bl, va_list ap)
  10480. {
  10481. struct map_session_data *sd;
  10482. int type =va_arg(ap,int);
  10483. sd=(struct map_session_data*)bl;
  10484. if(!pc_issit(sd))
  10485. return 0;
  10486. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10487. return 1;
  10488. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  10489. return 1;
  10490. return 0;
  10491. }
  10492. static int skill_sit_in (struct block_list *bl, va_list ap)
  10493. {
  10494. struct map_session_data *sd;
  10495. int type =va_arg(ap,int);
  10496. sd=(struct map_session_data*)bl;
  10497. if(!pc_issit(sd))
  10498. return 0;
  10499. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10500. sd->state.gangsterparadise=1;
  10501. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  10502. {
  10503. sd->state.rest=1;
  10504. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10505. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10506. }
  10507. return 0;
  10508. }
  10509. static int skill_sit_out (struct block_list *bl, va_list ap)
  10510. {
  10511. struct map_session_data *sd;
  10512. int type =va_arg(ap,int);
  10513. sd=(struct map_session_data*)bl;
  10514. if(sd->state.gangsterparadise && type&1)
  10515. sd->state.gangsterparadise=0;
  10516. if(sd->state.rest && type&2) {
  10517. sd->state.rest=0;
  10518. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10519. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10520. }
  10521. return 0;
  10522. }
  10523. int skill_sit (struct map_session_data *sd, int type)
  10524. {
  10525. int flag = 0;
  10526. int range = 0, lv;
  10527. nullpo_ret(sd);
  10528. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  10529. flag|=1;
  10530. range = skill_get_splash(RG_GANGSTER, lv);
  10531. }
  10532. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  10533. flag|=2;
  10534. range = skill_get_splash(TK_HPTIME, lv);
  10535. }
  10536. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  10537. flag|=2;
  10538. range = skill_get_splash(TK_SPTIME, lv);
  10539. }
  10540. if (!flag) return 0;
  10541. if(type) {
  10542. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  10543. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  10544. } else {
  10545. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  10546. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  10547. }
  10548. return 0;
  10549. }
  10550. /*==========================================
  10551. *
  10552. *------------------------------------------*/
  10553. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  10554. {
  10555. struct block_list *src;
  10556. int skillnum,skilllv;
  10557. unsigned int tick;
  10558. nullpo_ret(bl);
  10559. nullpo_ret(src=va_arg(ap,struct block_list*));
  10560. skillnum=va_arg(ap,int);
  10561. skilllv=va_arg(ap,int);
  10562. if(skilllv <= 0) return 0;
  10563. tick=va_arg(ap,unsigned int);
  10564. if (src == bl || status_isdead(bl))
  10565. return 0;
  10566. if (bl->type == BL_PC) {
  10567. struct map_session_data *sd = (struct map_session_data *)bl;
  10568. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  10569. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  10570. }
  10571. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  10572. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  10573. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10574. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  10575. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10576. return 0;
  10577. }
  10578. /*==========================================
  10579. *
  10580. *------------------------------------------*/
  10581. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  10582. {
  10583. int range = skill_get_unit_range(skill_num,skill_lv);
  10584. int x,y;
  10585. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  10586. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  10587. map_setcell(src->bl.m, x, y, cell, flag);
  10588. }
  10589. /*==========================================
  10590. *
  10591. *------------------------------------------*/
  10592. int skill_attack_area (struct block_list *bl, va_list ap)
  10593. {
  10594. struct block_list *src,*dsrc;
  10595. int atk_type,skillid,skilllv,flag,type;
  10596. unsigned int tick;
  10597. if(status_isdead(bl))
  10598. return 0;
  10599. atk_type = va_arg(ap,int);
  10600. src=va_arg(ap,struct block_list*);
  10601. dsrc=va_arg(ap,struct block_list*);
  10602. skillid=va_arg(ap,int);
  10603. skilllv=va_arg(ap,int);
  10604. tick=va_arg(ap,unsigned int);
  10605. flag=va_arg(ap,int);
  10606. type=va_arg(ap,int);
  10607. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  10608. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10609. if(battle_check_target(dsrc,bl,type) <= 0 ||
  10610. !status_check_skilluse(NULL, bl, skillid, 2))
  10611. return 0;
  10612. switch (skillid) {
  10613. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  10614. case NPC_ACIDBREATH:
  10615. case NPC_DARKNESSBREATH:
  10616. case NPC_FIREBREATH:
  10617. case NPC_ICEBREATH:
  10618. case NPC_THUNDERBREATH:
  10619. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10620. default:
  10621. //Area-splash, disable skill animation.
  10622. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  10623. }
  10624. }
  10625. /*==========================================
  10626. *
  10627. *------------------------------------------*/
  10628. int skill_clear_group (struct block_list *bl, int flag)
  10629. {
  10630. struct unit_data *ud = unit_bl2ud(bl);
  10631. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  10632. int i, count=0;
  10633. nullpo_ret(bl);
  10634. if (!ud) return 0;
  10635. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  10636. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  10637. {
  10638. switch (ud->skillunit[i]->skill_id) {
  10639. case SA_DELUGE:
  10640. case SA_VOLCANO:
  10641. case SA_VIOLENTGALE:
  10642. case SA_LANDPROTECTOR:
  10643. case NJ_SUITON:
  10644. case NJ_KAENSIN:
  10645. if (flag&1)
  10646. group[count++]= ud->skillunit[i];
  10647. break;
  10648. default:
  10649. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  10650. group[count++]= ud->skillunit[i];
  10651. break;
  10652. }
  10653. }
  10654. for (i=0;i<count;i++)
  10655. skill_delunitgroup(group[i]);
  10656. return count;
  10657. }
  10658. /*==========================================
  10659. * Returns the first element field found [Skotlex]
  10660. *------------------------------------------*/
  10661. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  10662. {
  10663. struct unit_data *ud = unit_bl2ud(bl);
  10664. int i;
  10665. nullpo_ret(bl);
  10666. if (!ud) return NULL;
  10667. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  10668. switch (ud->skillunit[i]->skill_id) {
  10669. case SA_DELUGE:
  10670. case SA_VOLCANO:
  10671. case SA_VIOLENTGALE:
  10672. case SA_LANDPROTECTOR:
  10673. case NJ_SUITON:
  10674. return ud->skillunit[i];
  10675. }
  10676. }
  10677. return NULL;
  10678. }
  10679. // for graffiti cleaner [Valaris]
  10680. int skill_graffitiremover (struct block_list *bl, va_list ap)
  10681. {
  10682. struct skill_unit *unit=NULL;
  10683. nullpo_ret(bl);
  10684. nullpo_ret(ap);
  10685. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  10686. return 0;
  10687. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  10688. skill_delunit(unit);
  10689. return 0;
  10690. }
  10691. int skill_greed (struct block_list *bl, va_list ap)
  10692. {
  10693. struct block_list *src;
  10694. struct map_session_data *sd=NULL;
  10695. struct flooritem_data *fitem=NULL;
  10696. nullpo_ret(bl);
  10697. nullpo_ret(src = va_arg(ap, struct block_list *));
  10698. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  10699. pc_takeitem(sd, fitem);
  10700. return 0;
  10701. }
  10702. //For Ranger's Detonator [Jobbie/3CeAM]
  10703. int skill_detonator(struct block_list *bl, va_list ap)
  10704. {
  10705. struct skill_unit *unit=NULL;
  10706. struct block_list *src;
  10707. int unit_id;
  10708. nullpo_ret(bl);
  10709. nullpo_ret(ap);
  10710. src = va_arg(ap,struct block_list *);
  10711. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  10712. return 0;
  10713. if( unit->group->src_id != src->id )
  10714. return 0;
  10715. unit_id = unit->group->unit_id;
  10716. switch( unit_id )
  10717. { //List of Hunter and Ranger Traps that can be detonate.
  10718. case UNT_BLASTMINE:
  10719. case UNT_SANDMAN:
  10720. case UNT_CLAYMORETRAP:
  10721. case UNT_TALKIEBOX:
  10722. case UNT_CLUSTERBOMB:
  10723. case UNT_FIRINGTRAP:
  10724. case UNT_ICEBOUNDTRAP:
  10725. if( unit_id == UNT_TALKIEBOX )
  10726. {
  10727. clif_talkiebox(bl,unit->group->valstr);
  10728. unit->group->val2 = -1;
  10729. }
  10730. else
  10731. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  10732. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  10733. unit->group->unit_id = UNT_USED_TRAPS;
  10734. unit->range = -1;
  10735. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : 1500);
  10736. break;
  10737. }
  10738. return 0;
  10739. }
  10740. /*==========================================
  10741. *
  10742. *------------------------------------------*/
  10743. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  10744. {
  10745. int skillid;
  10746. int *alive;
  10747. struct skill_unit *unit;
  10748. struct block_list *src;
  10749. skillid = va_arg(ap,int);
  10750. alive = va_arg(ap,int *);
  10751. src = va_arg(ap,struct block_list *);
  10752. unit = (struct skill_unit *)bl;
  10753. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  10754. return 0;
  10755. switch (skillid)
  10756. {
  10757. case SA_LANDPROTECTOR:
  10758. if( unit->group->skill_id == SA_LANDPROTECTOR )
  10759. { //Check for offensive Land Protector to delete both. [Skotlex]
  10760. (*alive) = 0;
  10761. skill_delunit(unit);
  10762. return 1;
  10763. }
  10764. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  10765. { //It deletes everything except songs/dances and traps
  10766. skill_delunit(unit);
  10767. return 1;
  10768. }
  10769. break;
  10770. case HW_GANBANTEIN:
  10771. if( !(unit->group->state.song_dance&0x1) )
  10772. {// Don't touch song/dance.
  10773. skill_delunit(unit);
  10774. return 1;
  10775. }
  10776. break;
  10777. case SA_VOLCANO:
  10778. case SA_DELUGE:
  10779. case SA_VIOLENTGALE:
  10780. // The official implementation makes them fail to appear when casted on top of ANYTHING
  10781. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  10782. // hence, I leave the alternate implementation here, commented. [Skotlex]
  10783. if (unit->range <= 0)
  10784. {
  10785. (*alive) = 0;
  10786. return 1;
  10787. }
  10788. /*
  10789. switch (unit->group->skill_id)
  10790. { //These cannot override each other.
  10791. case SA_VOLCANO:
  10792. case SA_DELUGE:
  10793. case SA_VIOLENTGALE:
  10794. (*alive) = 0;
  10795. return 1;
  10796. }
  10797. */
  10798. break;
  10799. case PF_FOGWALL:
  10800. switch(unit->group->skill_id)
  10801. {
  10802. case SA_VOLCANO: //Can't be placed on top of these
  10803. case SA_VIOLENTGALE:
  10804. (*alive) = 0;
  10805. return 1;
  10806. case SA_DELUGE:
  10807. case NJ_SUITON:
  10808. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  10809. (*alive) = 2;
  10810. break;
  10811. }
  10812. break;
  10813. case HP_BASILICA:
  10814. if (unit->group->skill_id == HP_BASILICA)
  10815. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  10816. (*alive) = 0;
  10817. return 1;
  10818. }
  10819. break;
  10820. }
  10821. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  10822. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  10823. { //It deletes everything except songs/dances/traps
  10824. (*alive) = 0;
  10825. return 1;
  10826. }
  10827. return 0;
  10828. }
  10829. /*==========================================
  10830. *
  10831. *------------------------------------------*/
  10832. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  10833. {
  10834. struct mob_data* md;
  10835. struct unit_data*ud = unit_bl2ud(bl);
  10836. struct block_list *from_bl;
  10837. struct block_list *to_bl;
  10838. md = (struct mob_data*)bl;
  10839. from_bl = va_arg(ap,struct block_list *);
  10840. to_bl = va_arg(ap,struct block_list *);
  10841. if(ud && ud->target == from_bl->id)
  10842. ud->target = to_bl->id;
  10843. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  10844. md->target_id = to_bl->id;
  10845. return 0;
  10846. }
  10847. /*==========================================
  10848. *
  10849. *------------------------------------------*/
  10850. static int skill_trap_splash (struct block_list *bl, va_list ap)
  10851. {
  10852. struct block_list *src;
  10853. int tick;
  10854. struct skill_unit *unit;
  10855. struct skill_unit_group *sg;
  10856. struct block_list *ss;
  10857. src = va_arg(ap,struct block_list *);
  10858. unit = (struct skill_unit *)src;
  10859. tick = va_arg(ap,int);
  10860. if( !unit->alive || bl->prev == NULL )
  10861. return 0;
  10862. nullpo_ret(sg = unit->group);
  10863. nullpo_ret(ss = map_id2bl(sg->src_id));
  10864. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  10865. return 0;
  10866. switch(sg->unit_id){
  10867. case UNT_SHOCKWAVE:
  10868. case UNT_SANDMAN:
  10869. case UNT_FLASHER:
  10870. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  10871. break;
  10872. case UNT_GROUNDDRIFT_WIND:
  10873. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10874. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10875. break;
  10876. case UNT_GROUNDDRIFT_DARK:
  10877. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10878. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10879. break;
  10880. case UNT_GROUNDDRIFT_POISON:
  10881. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10882. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10883. break;
  10884. case UNT_GROUNDDRIFT_WATER:
  10885. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10886. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10887. break;
  10888. case UNT_GROUNDDRIFT_FIRE:
  10889. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10890. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  10891. break;
  10892. case UNT_ELECTRICSHOCKER:
  10893. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  10894. break;
  10895. case UNT_FIRINGTRAP:
  10896. case UNT_ICEBOUNDTRAP:
  10897. case UNT_CLUSTERBOMB:
  10898. if(skill_attack(BF_MISC,ss,bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10899. clif_skill_damage(bl,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  10900. break;
  10901. default:
  10902. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  10903. break;
  10904. }
  10905. return 1;
  10906. }
  10907. /*==========================================
  10908. *
  10909. *------------------------------------------*/
  10910. int skill_enchant_elemental_end (struct block_list *bl, int type)
  10911. {
  10912. struct status_change *sc;
  10913. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  10914. int i;
  10915. nullpo_ret(bl);
  10916. nullpo_ret(sc= status_get_sc(bl));
  10917. if (!sc->count) return 0;
  10918. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10919. if (type != scs[i] && sc->data[scs[i]])
  10920. status_change_end(bl, scs[i], INVALID_TIMER);
  10921. return 0;
  10922. }
  10923. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  10924. {
  10925. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  10926. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  10927. bool wall = true;
  10928. int i;
  10929. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  10930. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  10931. { //Check for walls.
  10932. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  10933. if( i == 8 )
  10934. wall = false;
  10935. }
  10936. if( sce )
  10937. {
  10938. if( !wall )
  10939. {
  10940. if( sce->val1 < 3 ) //End cloaking.
  10941. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10942. else
  10943. if( sce->val4&1 )
  10944. { //Remove wall bonus
  10945. sce->val4&=~1;
  10946. status_calc_bl(bl,SCB_SPEED);
  10947. }
  10948. }
  10949. else
  10950. {
  10951. if( !(sce->val4&1) )
  10952. { //Add wall speed bonus
  10953. sce->val4|=1;
  10954. status_calc_bl(bl,SCB_SPEED);
  10955. }
  10956. }
  10957. }
  10958. return wall;
  10959. }
  10960. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  10961. {
  10962. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  10963. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  10964. bool wall = true;
  10965. int i;
  10966. if( bl->type == BL_PC )
  10967. { //Check for walls.
  10968. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  10969. if( i == 8 )
  10970. wall = false;
  10971. }
  10972. if( sce )
  10973. {
  10974. if( !wall )
  10975. {
  10976. if( sce->val1 < 3 ) //End camouflage.
  10977. status_change_end(bl, SC_CAMOUFLAGE, -1);
  10978. else
  10979. if( sce->val3&1 )
  10980. { //Remove wall bonus
  10981. sce->val3&=~1;
  10982. status_calc_bl(bl,SCB_SPEED);
  10983. }
  10984. }
  10985. }
  10986. return wall;
  10987. }
  10988. /*==========================================
  10989. *
  10990. *------------------------------------------*/
  10991. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  10992. {
  10993. struct skill_unit *unit;
  10994. nullpo_retr(NULL, group);
  10995. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  10996. nullpo_retr(NULL, unit=&group->unit[idx]);
  10997. if(!unit->alive)
  10998. group->alive_count++;
  10999. unit->bl.id=map_get_new_object_id();
  11000. unit->bl.type=BL_SKILL;
  11001. unit->bl.m=group->map;
  11002. unit->bl.x=x;
  11003. unit->bl.y=y;
  11004. unit->group=group;
  11005. unit->alive=1;
  11006. unit->val1=val1;
  11007. unit->val2=val2;
  11008. idb_put(skillunit_db, unit->bl.id, unit);
  11009. map_addiddb(&unit->bl);
  11010. map_addblock(&unit->bl);
  11011. // perform oninit actions
  11012. switch (group->skill_id) {
  11013. case WZ_ICEWALL:
  11014. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  11015. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  11016. break;
  11017. case SA_LANDPROTECTOR:
  11018. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  11019. break;
  11020. case HP_BASILICA:
  11021. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  11022. break;
  11023. /**
  11024. * Ranger
  11025. **/
  11026. case RA_ELECTRICSHOCKER:
  11027. {
  11028. struct block_list* target = map_id2bl(group->val2);
  11029. if( target )
  11030. status_change_end(target, SC_ELECTRICSHOCKER, -1);
  11031. }
  11032. break;
  11033. default:
  11034. if (group->state.song_dance&0x1) //Check for dissonance.
  11035. skill_dance_overlap(unit, 1);
  11036. break;
  11037. }
  11038. clif_skill_setunit(unit);
  11039. return unit;
  11040. }
  11041. /*==========================================
  11042. *
  11043. *------------------------------------------*/
  11044. int skill_delunit (struct skill_unit* unit)
  11045. {
  11046. struct skill_unit_group *group;
  11047. nullpo_ret(unit);
  11048. if( !unit->alive )
  11049. return 0;
  11050. unit->alive=0;
  11051. nullpo_ret(group=unit->group);
  11052. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  11053. skill_dance_overlap(unit, 0);
  11054. // invoke onout event
  11055. if( !unit->range )
  11056. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  11057. // perform ondelete actions
  11058. switch (group->skill_id) {
  11059. case HT_ANKLESNARE:
  11060. {
  11061. struct block_list* target = map_id2bl(group->val2);
  11062. if( target )
  11063. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  11064. }
  11065. break;
  11066. case WZ_ICEWALL:
  11067. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  11068. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  11069. break;
  11070. case SA_LANDPROTECTOR:
  11071. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  11072. break;
  11073. case HP_BASILICA:
  11074. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  11075. break;
  11076. }
  11077. clif_skill_delunit(unit);
  11078. unit->group=NULL;
  11079. map_delblock(&unit->bl); // don't free yet
  11080. map_deliddb(&unit->bl);
  11081. idb_remove(skillunit_db, unit->bl.id);
  11082. if(--group->alive_count==0)
  11083. skill_delunitgroup(group);
  11084. return 0;
  11085. }
  11086. /*==========================================
  11087. *
  11088. *------------------------------------------*/
  11089. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  11090. /// Returns the target skill_unit_group or NULL if not found.
  11091. struct skill_unit_group* skill_id2group(int group_id)
  11092. {
  11093. return (struct skill_unit_group*)idb_get(group_db, group_id);
  11094. }
  11095. static int skill_unit_group_newid = MAX_SKILL_DB;
  11096. /// Returns a new group_id that isn't being used in group_db.
  11097. /// Fatal error if nothing is available.
  11098. static int skill_get_new_group_id(void)
  11099. {
  11100. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  11101. return skill_unit_group_newid++;// available
  11102. {// find next id
  11103. int base_id = skill_unit_group_newid;
  11104. while( base_id != ++skill_unit_group_newid )
  11105. {
  11106. if( skill_unit_group_newid < MAX_SKILL_DB )
  11107. skill_unit_group_newid = MAX_SKILL_DB;
  11108. if( skill_id2group(skill_unit_group_newid) == NULL )
  11109. return skill_unit_group_newid++;// available
  11110. }
  11111. // full loop, nothing available
  11112. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  11113. exit(1);
  11114. }
  11115. }
  11116. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  11117. {
  11118. struct unit_data* ud = unit_bl2ud( src );
  11119. struct skill_unit_group* group;
  11120. int i;
  11121. if(skillid <= 0 || skilllv <= 0) return 0;
  11122. nullpo_retr(NULL, src);
  11123. nullpo_retr(NULL, ud);
  11124. // find a free spot to store the new unit group
  11125. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  11126. if(i == MAX_SKILLUNITGROUP)
  11127. {
  11128. // array is full, make room by discarding oldest group
  11129. int j=0;
  11130. unsigned maxdiff=0,x,tick=gettick();
  11131. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  11132. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  11133. maxdiff=x;
  11134. j=i;
  11135. }
  11136. skill_delunitgroup(ud->skillunit[j]);
  11137. //Since elements must have shifted, we use the last slot.
  11138. i = MAX_SKILLUNITGROUP-1;
  11139. }
  11140. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  11141. group->src_id = src->id;
  11142. group->party_id = status_get_party_id(src);
  11143. group->guild_id = status_get_guild_id(src);
  11144. group->bg_id = bg_team_get_id(src);
  11145. group->group_id = skill_get_new_group_id();
  11146. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  11147. group->unit_count = count;
  11148. group->alive_count = 0;
  11149. group->val1 = 0;
  11150. group->val2 = 0;
  11151. group->val3 = 0;
  11152. group->skill_id = skillid;
  11153. group->skill_lv = skilllv;
  11154. group->unit_id = unit_id;
  11155. group->map = src->m;
  11156. group->limit = limit;
  11157. group->interval = interval;
  11158. group->tick = gettick();
  11159. group->valstr = NULL;
  11160. ud->skillunit[i] = group;
  11161. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  11162. group->tick += 1500;
  11163. idb_put(group_db, group->group_id, group);
  11164. return group;
  11165. }
  11166. /*==========================================
  11167. *
  11168. *------------------------------------------*/
  11169. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  11170. {
  11171. struct block_list* src;
  11172. struct unit_data *ud;
  11173. int i,j;
  11174. if( group == NULL )
  11175. {
  11176. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  11177. return 0;
  11178. }
  11179. src=map_id2bl(group->src_id);
  11180. ud = unit_bl2ud(src);
  11181. if(!src || !ud) {
  11182. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11183. return 0;
  11184. }
  11185. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  11186. {
  11187. struct status_change* sc = status_get_sc(src);
  11188. if (sc && sc->data[SC_DANCING])
  11189. {
  11190. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  11191. status_change_end(src, SC_DANCING, INVALID_TIMER);
  11192. }
  11193. }
  11194. // end Gospel's status change on 'src'
  11195. // (needs to be done when the group is deleted by other means than skill deactivation)
  11196. if (group->unit_id == UNT_GOSPEL) {
  11197. struct status_change *sc = status_get_sc(src);
  11198. if(sc && sc->data[SC_GOSPEL]) {
  11199. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  11200. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11201. }
  11202. }
  11203. switch( group->skill_id ) {
  11204. case SG_SUN_WARM:
  11205. case SG_MOON_WARM:
  11206. case SG_STAR_WARM:
  11207. {
  11208. struct status_change *sc = NULL;
  11209. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  11210. sc->data[SC_WARM]->val4 = 0;
  11211. status_change_end(src, SC_WARM, INVALID_TIMER);
  11212. }
  11213. }
  11214. break;
  11215. case NC_NEUTRALBARRIER:
  11216. {
  11217. struct status_change *sc = NULL;
  11218. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  11219. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  11220. status_change_end(src,SC_NEUTRALBARRIER_MASTER,-1);
  11221. }
  11222. }
  11223. break;
  11224. case NC_STEALTHFIELD:
  11225. {
  11226. struct status_change *sc = NULL;
  11227. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  11228. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  11229. status_change_end(src,SC_STEALTHFIELD_MASTER,-1);
  11230. }
  11231. }
  11232. break;
  11233. }
  11234. if (src->type==BL_PC && group->state.ammo_consume)
  11235. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  11236. group->alive_count=0;
  11237. // remove all unit cells
  11238. if(group->unit != NULL)
  11239. for( i = 0; i < group->unit_count; i++ )
  11240. skill_delunit(&group->unit[i]);
  11241. // clear Talkie-box string
  11242. if( group->valstr != NULL )
  11243. {
  11244. aFree(group->valstr);
  11245. group->valstr = NULL;
  11246. }
  11247. idb_remove(group_db, group->group_id);
  11248. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  11249. group->unit=NULL;
  11250. group->group_id=0;
  11251. group->unit_count=0;
  11252. // locate this group, swap with the last entry and delete it
  11253. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  11254. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  11255. if( i < MAX_SKILLUNITGROUP )
  11256. {
  11257. ud->skillunit[i] = ud->skillunit[j];
  11258. ud->skillunit[j] = NULL;
  11259. ers_free(skill_unit_ers, group);
  11260. }
  11261. else
  11262. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11263. return 1;
  11264. }
  11265. /*==========================================
  11266. *
  11267. *------------------------------------------*/
  11268. int skill_clear_unitgroup (struct block_list *src)
  11269. {
  11270. struct unit_data *ud = unit_bl2ud(src);
  11271. nullpo_ret(ud);
  11272. while (ud->skillunit[0])
  11273. skill_delunitgroup(ud->skillunit[0]);
  11274. return 1;
  11275. }
  11276. /*==========================================
  11277. *
  11278. *------------------------------------------*/
  11279. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  11280. {
  11281. int i,j=-1,k,s,id;
  11282. struct unit_data *ud;
  11283. struct skill_unit_group_tickset *set;
  11284. nullpo_ret(bl);
  11285. if (group->interval==-1)
  11286. return NULL;
  11287. ud = unit_bl2ud(bl);
  11288. if (!ud) return NULL;
  11289. set = ud->skillunittick;
  11290. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  11291. id = s = group->skill_id;
  11292. else
  11293. id = s = group->group_id;
  11294. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  11295. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  11296. if (set[k].id == id)
  11297. return &set[k];
  11298. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  11299. j=k;
  11300. }
  11301. if (j == -1) {
  11302. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  11303. j = id % MAX_SKILLUNITGROUPTICKSET;
  11304. }
  11305. set[j].id = id;
  11306. set[j].tick = tick;
  11307. return &set[j];
  11308. }
  11309. /*==========================================
  11310. *
  11311. *------------------------------------------*/
  11312. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  11313. {
  11314. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  11315. struct skill_unit_group* group = unit->group;
  11316. unsigned int tick = va_arg(ap,unsigned int);
  11317. if( !unit->alive || bl->prev == NULL )
  11318. return 0;
  11319. nullpo_ret(group);
  11320. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  11321. return 0; //AoE skills are ineffective. [Skotlex]
  11322. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  11323. return 0;
  11324. skill_unit_onplace_timer(unit,bl,tick);
  11325. return 1;
  11326. }
  11327. /*==========================================
  11328. *
  11329. *------------------------------------------*/
  11330. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  11331. {
  11332. struct skill_unit* unit = (struct skill_unit*)data;
  11333. struct skill_unit_group* group = unit->group;
  11334. unsigned int tick = va_arg(ap,unsigned int);
  11335. bool dissonance;
  11336. struct block_list* bl = &unit->bl;
  11337. if( !unit->alive )
  11338. return 0;
  11339. nullpo_ret(group);
  11340. // check for expiration
  11341. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  11342. {// skill unit expired (inlined from skill_unit_onlimit())
  11343. switch( group->unit_id )
  11344. {
  11345. case UNT_BLASTMINE:
  11346. case UNT_GROUNDDRIFT_WIND:
  11347. case UNT_GROUNDDRIFT_DARK:
  11348. case UNT_GROUNDDRIFT_POISON:
  11349. case UNT_GROUNDDRIFT_WATER:
  11350. case UNT_GROUNDDRIFT_FIRE:
  11351. group->unit_id = UNT_USED_TRAPS;
  11352. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  11353. group->limit=DIFF_TICK(tick+1500,group->tick);
  11354. unit->limit=DIFF_TICK(tick+1500,group->tick);
  11355. break;
  11356. case UNT_ANKLESNARE:
  11357. if( group->val2 > 0 ) {
  11358. // Used Trap don't returns back to item
  11359. skill_delunit(unit);
  11360. break;
  11361. }
  11362. case UNT_SKIDTRAP:
  11363. case UNT_LANDMINE:
  11364. case UNT_SHOCKWAVE:
  11365. case UNT_SANDMAN:
  11366. case UNT_FLASHER:
  11367. case UNT_FREEZINGTRAP:
  11368. case UNT_CLAYMORETRAP:
  11369. case UNT_TALKIEBOX:
  11370. case UNT_CLUSTERBOMB:
  11371. case UNT_MAGENTATRAP:
  11372. case UNT_COBALTTRAP:
  11373. case UNT_MAIZETRAP:
  11374. case UNT_VERDURETRAP:
  11375. case UNT_FIRINGTRAP:
  11376. case UNT_ICEBOUNDTRAP:
  11377. {
  11378. struct block_list* src;
  11379. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  11380. { // revert unit back into a trap
  11381. struct item item_tmp;
  11382. memset(&item_tmp,0,sizeof(item_tmp));
  11383. item_tmp.nameid = ITEMID_TRAP;
  11384. item_tmp.identify = 1;
  11385. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  11386. }
  11387. skill_delunit(unit);
  11388. }
  11389. break;
  11390. case UNT_WARP_ACTIVE:
  11391. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  11392. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  11393. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  11394. // restart timers
  11395. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  11396. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  11397. // apply effect to all units standing on it
  11398. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11399. break;
  11400. case UNT_CALLFAMILY:
  11401. {
  11402. struct map_session_data *sd = NULL;
  11403. if(group->val1) {
  11404. sd = map_charid2sd(group->val1);
  11405. group->val1 = 0;
  11406. if (sd && !map[sd->bl.m].flag.nowarp)
  11407. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11408. }
  11409. if(group->val2) {
  11410. sd = map_charid2sd(group->val2);
  11411. group->val2 = 0;
  11412. if (sd && !map[sd->bl.m].flag.nowarp)
  11413. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11414. }
  11415. skill_delunit(unit);
  11416. }
  11417. break;
  11418. default:
  11419. skill_delunit(unit);
  11420. }
  11421. }
  11422. else
  11423. {// skill unit is still active
  11424. switch( group->unit_id )
  11425. {
  11426. case UNT_ICEWALL:
  11427. // icewall loses 50 hp every second
  11428. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  11429. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  11430. unit->limit = DIFF_TICK(tick+700,group->tick);
  11431. break;
  11432. case UNT_SKIDTRAP:
  11433. case UNT_LANDMINE:
  11434. case UNT_SHOCKWAVE:
  11435. case UNT_SANDMAN:
  11436. case UNT_FLASHER:
  11437. case UNT_FREEZINGTRAP:
  11438. case UNT_TALKIEBOX:
  11439. case UNT_ANKLESNARE:
  11440. /**
  11441. * Ranger
  11442. **/
  11443. case UNT_ELECTRICSHOCKER:
  11444. case UNT_CLUSTERBOMB:
  11445. if( unit->val1 <= 0 ) {
  11446. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  11447. skill_delunit(unit);
  11448. else {
  11449. group->unit_id = UNT_USED_TRAPS;
  11450. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  11451. }
  11452. }
  11453. break;
  11454. }
  11455. }
  11456. //Don't continue if unit or even group is expired and has been deleted.
  11457. if( !group || !unit->alive )
  11458. return 0;
  11459. dissonance = skill_dance_switch(unit, 0);
  11460. if( unit->range >= 0 && group->interval != -1 )
  11461. {
  11462. if( battle_config.skill_wall_check )
  11463. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11464. else
  11465. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11466. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  11467. group->unit_id = UNT_USED_TRAPS;
  11468. if( group->unit_id == UNT_TATAMIGAESHI )
  11469. {
  11470. unit->range = -1; //Disable processed cell.
  11471. if (--group->val1 <= 0) // number of live cells
  11472. { //All tiles were processed, disable skill.
  11473. group->target_flag=BCT_NOONE;
  11474. group->bl_flag= BL_NUL;
  11475. }
  11476. }
  11477. }
  11478. if( dissonance ) skill_dance_switch(unit, 1);
  11479. return 0;
  11480. }
  11481. /*==========================================
  11482. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  11483. *------------------------------------------*/
  11484. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  11485. {
  11486. map_freeblock_lock();
  11487. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  11488. map_freeblock_unlock();
  11489. return 0;
  11490. }
  11491. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  11492. /*==========================================
  11493. *
  11494. *------------------------------------------*/
  11495. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  11496. {
  11497. struct skill_unit* unit = (struct skill_unit *)bl;
  11498. struct skill_unit_group* group = unit->group;
  11499. struct block_list* target = va_arg(ap,struct block_list*);
  11500. unsigned int tick = va_arg(ap,unsigned int);
  11501. int flag = va_arg(ap,int);
  11502. bool dissonance;
  11503. int skill_id;
  11504. int i;
  11505. nullpo_ret(group);
  11506. if( !unit->alive || target->prev == NULL )
  11507. return 0;
  11508. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  11509. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  11510. dissonance = skill_dance_switch(unit, 0);
  11511. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11512. skill_id = unit->group->skill_id;
  11513. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  11514. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  11515. if( dissonance ) skill_dance_switch(unit, 1);
  11516. return 0;
  11517. }
  11518. //Target-type check.
  11519. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  11520. {
  11521. if( group->src_id == target->id && group->state.song_dance&0x2 )
  11522. { //Ensemble check to see if they went out/in of the area [Skotlex]
  11523. if( flag&1 )
  11524. {
  11525. if( flag&2 )
  11526. { //Clear this skill id.
  11527. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  11528. if( i < ARRAYLENGTH(skill_unit_temp) )
  11529. skill_unit_temp[i] = 0;
  11530. }
  11531. }
  11532. else
  11533. {
  11534. if( flag&2 )
  11535. { //Store this skill id.
  11536. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11537. if( i < ARRAYLENGTH(skill_unit_temp) )
  11538. skill_unit_temp[i] = skill_id;
  11539. else
  11540. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11541. }
  11542. }
  11543. if( flag&4 )
  11544. skill_unit_onleft(skill_id,target,tick);
  11545. }
  11546. if( dissonance ) skill_dance_switch(unit, 1);
  11547. return 0;
  11548. }
  11549. else
  11550. {
  11551. if( flag&1 )
  11552. {
  11553. int result = skill_unit_onplace(unit,target,tick);
  11554. if( flag&2 && result )
  11555. { //Clear skill ids we have stored in onout.
  11556. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  11557. if( i < ARRAYLENGTH(skill_unit_temp) )
  11558. skill_unit_temp[i] = 0;
  11559. }
  11560. }
  11561. else
  11562. {
  11563. int result = skill_unit_onout(unit,target,tick);
  11564. if( flag&2 && result )
  11565. { //Store this unit id.
  11566. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11567. if( i < ARRAYLENGTH(skill_unit_temp) )
  11568. skill_unit_temp[i] = skill_id;
  11569. else
  11570. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11571. }
  11572. }
  11573. //TODO: Normally, this is dangerous since the unit and group could be freed
  11574. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  11575. //cells do not get deleted within them. [Skotlex]
  11576. if( dissonance ) skill_dance_switch(unit, 1);
  11577. if( flag&4 )
  11578. skill_unit_onleft(skill_id,target,tick);
  11579. return 1;
  11580. }
  11581. }
  11582. /*==========================================
  11583. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  11584. * Flag values:
  11585. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  11586. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  11587. * units to figure out when they have left a group.
  11588. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  11589. *------------------------------------------*/
  11590. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  11591. {
  11592. nullpo_ret(bl);
  11593. if( bl->prev == NULL )
  11594. return 0;
  11595. if( flag&2 && !(flag&1) )
  11596. { //Onout, clear data
  11597. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  11598. }
  11599. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  11600. if( flag&2 && flag&1 )
  11601. { //Onplace, check any skill units you have left.
  11602. int i;
  11603. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  11604. if( skill_unit_temp[i] )
  11605. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  11606. }
  11607. return 0;
  11608. }
  11609. /*==========================================
  11610. *
  11611. *------------------------------------------*/
  11612. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  11613. {
  11614. int i,j;
  11615. unsigned int tick = gettick();
  11616. int *m_flag;
  11617. struct skill_unit *unit1;
  11618. struct skill_unit *unit2;
  11619. if (group == NULL)
  11620. return 0;
  11621. if (group->unit_count<=0)
  11622. return 0;
  11623. if (group->unit==NULL)
  11624. return 0;
  11625. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  11626. return 0; //Ensembles may not be moved around.
  11627. if( group->unit_id == UNT_ICEWALL )
  11628. return 0; //Icewalls don't get knocked back
  11629. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  11630. // m_flag
  11631. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  11632. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  11633. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  11634. // 3: Both 1+2.
  11635. for(i=0;i<group->unit_count;i++){
  11636. unit1=&group->unit[i];
  11637. if (!unit1->alive || unit1->bl.m!=m)
  11638. continue;
  11639. for(j=0;j<group->unit_count;j++){
  11640. unit2=&group->unit[j];
  11641. if (!unit2->alive)
  11642. continue;
  11643. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  11644. m_flag[i] |= 0x1;
  11645. }
  11646. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  11647. m_flag[i] |= 0x2;
  11648. }
  11649. }
  11650. }
  11651. j = 0;
  11652. for (i=0;i<group->unit_count;i++) {
  11653. unit1=&group->unit[i];
  11654. if (!unit1->alive)
  11655. continue;
  11656. if (!(m_flag[i]&0x2)) {
  11657. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  11658. skill_dance_overlap(unit1, 0);
  11659. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  11660. }
  11661. //Move Cell using "smart" criteria (avoid useless moving around)
  11662. switch(m_flag[i])
  11663. {
  11664. case 0:
  11665. //Cell moves independently, safely move it.
  11666. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  11667. break;
  11668. case 1:
  11669. //Cell moves unto another cell, look for a replacement cell that won't collide
  11670. //and has no cell moving into it (flag == 2)
  11671. for(;j<group->unit_count;j++)
  11672. {
  11673. if(m_flag[j]!=2 || !group->unit[j].alive)
  11674. continue;
  11675. //Move to where this cell would had moved.
  11676. unit2 = &group->unit[j];
  11677. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  11678. j++; //Skip this cell as we have used it.
  11679. break;
  11680. }
  11681. break;
  11682. case 2:
  11683. case 3:
  11684. break; //Don't move the cell as a cell will end on this tile anyway.
  11685. }
  11686. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  11687. if (group->state.song_dance&0x1) //Check for dissonance effect.
  11688. skill_dance_overlap(unit1, 1);
  11689. clif_skill_setunit(unit1);
  11690. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  11691. }
  11692. }
  11693. aFree(m_flag);
  11694. return 0;
  11695. }
  11696. /*==========================================
  11697. *
  11698. *------------------------------------------*/
  11699. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  11700. {
  11701. int i,j;
  11702. nullpo_ret(sd);
  11703. if(nameid<=0)
  11704. return 0;
  11705. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  11706. if(skill_produce_db[i].nameid == nameid )
  11707. break;
  11708. }
  11709. if( i >= MAX_SKILL_PRODUCE_DB )
  11710. return 0;
  11711. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  11712. {// cannot carry the produced stuff
  11713. return 0;
  11714. }
  11715. if(trigger>=0){
  11716. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  11717. if(skill_produce_db[i].itemlv!=trigger)
  11718. return 0;
  11719. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  11720. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  11721. return 0;
  11722. } else { // Weapon (itemlv must be higher or equal)
  11723. if(skill_produce_db[i].itemlv>trigger)
  11724. return 0;
  11725. }
  11726. }
  11727. if((j=skill_produce_db[i].req_skill)>0 &&
  11728. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  11729. return 0;
  11730. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  11731. int id,x,y;
  11732. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  11733. continue;
  11734. if(skill_produce_db[i].mat_amount[j] <= 0) {
  11735. if(pc_search_inventory(sd,id) < 0)
  11736. return 0;
  11737. }
  11738. else {
  11739. for(y=0,x=0;y<MAX_INVENTORY;y++)
  11740. if( sd->status.inventory[y].nameid == id )
  11741. x+=sd->status.inventory[y].amount;
  11742. if(x<qty*skill_produce_db[i].mat_amount[j])
  11743. return 0;
  11744. }
  11745. }
  11746. return i+1;
  11747. }
  11748. /*==========================================
  11749. *
  11750. *------------------------------------------*/
  11751. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  11752. {
  11753. int slot[3];
  11754. int i,sc,ele,idx,equip,wlv,make_per,flag;
  11755. int num = -1; // exclude the recipe
  11756. struct status_data *status;
  11757. nullpo_ret(sd);
  11758. status = status_get_status_data(&sd->bl);
  11759. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  11760. return 0;
  11761. idx--;
  11762. if (qty < 1)
  11763. qty = 1;
  11764. if (!skill_id) //A skill can be specified for some override cases.
  11765. skill_id = skill_produce_db[idx].req_skill;
  11766. if( skill_id == GC_RESEARCHNEWPOISON )
  11767. skill_id = GC_CREATENEWPOISON;
  11768. slot[0]=slot1;
  11769. slot[1]=slot2;
  11770. slot[2]=slot3;
  11771. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  11772. int j;
  11773. if( slot[i]<=0 )
  11774. continue;
  11775. j = pc_search_inventory(sd,slot[i]);
  11776. if(j < 0)
  11777. continue;
  11778. if(slot[i]==1000){ /* Star Crumb */
  11779. pc_delitem(sd,j,1,1,0);
  11780. sc++;
  11781. }
  11782. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  11783. static const int ele_table[4]={3,1,4,2};
  11784. pc_delitem(sd,j,1,1,0);
  11785. ele=ele_table[slot[i]-994];
  11786. }
  11787. }
  11788. if( skill_id == RK_RUNEMASTERY ) {
  11789. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  11790. if( skill_lv == 10 ) temp_qty = 1 + rand()%3;
  11791. else if( skill_lv > 5 ) temp_qty = 1 + rand()%2;
  11792. else temp_qty = 1;
  11793. for( i = 0; i < MAX_INVENTORY; i++ ) {
  11794. if( sd->status.inventory[i].nameid == nameid ) {
  11795. if( sd->status.inventory[i].amount >= MAX_RUNE ) {
  11796. clif_msgtable(sd->fd,0x61b);
  11797. return 0;
  11798. } else {
  11799. /**
  11800. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  11801. **/
  11802. if( temp_qty + sd->status.inventory[i].amount >= MAX_RUNE )
  11803. temp_qty = MAX_RUNE - sd->status.inventory[i].amount;
  11804. }
  11805. break;
  11806. }
  11807. }
  11808. qty = temp_qty;
  11809. }
  11810. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  11811. int j,id,x;
  11812. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  11813. continue;
  11814. num++;
  11815. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  11816. do{
  11817. int y=0;
  11818. j = pc_search_inventory(sd,id);
  11819. if(j >= 0){
  11820. y = sd->status.inventory[j].amount;
  11821. if(y>x)y=x;
  11822. pc_delitem(sd,j,y,0,0);
  11823. } else
  11824. ShowError("skill_produce_mix: material item error\n");
  11825. x-=y;
  11826. }while( j>=0 && x>0 );
  11827. }
  11828. if((equip=itemdb_isequip(nameid)))
  11829. wlv = itemdb_wlv(nameid);
  11830. if(!equip) {
  11831. switch(skill_id){
  11832. case BS_IRON:
  11833. case BS_STEEL:
  11834. case BS_ENCHANTEDSTONE:
  11835. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  11836. i = pc_checkskill(sd,skill_id);
  11837. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  11838. switch(nameid){
  11839. case 998: // Iron
  11840. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  11841. break;
  11842. case 999: // Steel
  11843. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  11844. break;
  11845. case 1000: //Star Crumb
  11846. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  11847. break;
  11848. default: // Enchanted Stones
  11849. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  11850. break;
  11851. }
  11852. break;
  11853. case ASC_CDP:
  11854. make_per = (2000 + 40*status->dex + 20*status->luk);
  11855. break;
  11856. case AL_HOLYWATER:
  11857. /**
  11858. * Arch Bishop
  11859. **/
  11860. case AB_ANCILLA:
  11861. make_per = 100000; //100% success
  11862. break;
  11863. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  11864. case AM_TWILIGHT1:
  11865. case AM_TWILIGHT2:
  11866. case AM_TWILIGHT3:
  11867. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  11868. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  11869. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  11870. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  11871. int skill;
  11872. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  11873. make_per += skill*100; //+1% bonus per level
  11874. }
  11875. switch(nameid){
  11876. case 501: // Red Potion
  11877. case 503: // Yellow Potion
  11878. case 504: // White Potion
  11879. make_per += (1+rand()%100)*10 + 2000;
  11880. break;
  11881. case 970: // Alcohol
  11882. make_per += (1+rand()%100)*10 + 1000;
  11883. break;
  11884. case 7135: // Bottle Grenade
  11885. case 7136: // Acid Bottle
  11886. case 7137: // Plant Bottle
  11887. case 7138: // Marine Sphere Bottle
  11888. make_per += (1+rand()%100)*10;
  11889. break;
  11890. case 546: // Condensed Yellow Potion
  11891. make_per -= (1+rand()%50)*10;
  11892. break;
  11893. case 547: // Condensed White Potion
  11894. case 7139: // Glistening Coat
  11895. make_per -= (1+rand()%100)*10;
  11896. break;
  11897. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  11898. case 505: // Blue Potion
  11899. case 545: // Condensed Red Potion
  11900. case 605: // Anodyne
  11901. case 606: // Aloevera
  11902. default:
  11903. break;
  11904. }
  11905. if(battle_config.pp_rate != 100)
  11906. make_per = make_per * battle_config.pp_rate / 100;
  11907. break;
  11908. case SA_CREATECON: // Elemental Converter Creation
  11909. make_per = 100000; // should be 100% success rate
  11910. break;
  11911. /**
  11912. * Rune Knight
  11913. **/
  11914. case RK_RUNEMASTERY:
  11915. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  11916. break;
  11917. /**
  11918. * Guilotine Cross
  11919. **/
  11920. case GC_CREATENEWPOISON:
  11921. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  11922. qty = 1+rand()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  11923. break;
  11924. default:
  11925. if (sd->menuskill_id == AM_PHARMACY &&
  11926. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  11927. { //Assume Cooking Dish
  11928. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  11929. make_per = 10000; //100% Success
  11930. else
  11931. make_per = 1200 * (sd->menuskill_val - 10)
  11932. + 20 * (sd->status.base_level + 1)
  11933. + 20 * (status->dex + 1)
  11934. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  11935. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  11936. - 10 * (100 - status->luk + 1)
  11937. - 500 * (num - 1)
  11938. - 100 * (rand()%4 + 1);
  11939. break;
  11940. }
  11941. make_per = 5000;
  11942. break;
  11943. }
  11944. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  11945. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  11946. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  11947. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  11948. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  11949. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  11950. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  11951. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  11952. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  11953. if(battle_config.wp_rate != 100)
  11954. make_per = make_per * battle_config.wp_rate / 100;
  11955. }
  11956. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  11957. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  11958. if(make_per < 1) make_per = 1;
  11959. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  11960. struct item tmp_item;
  11961. memset(&tmp_item,0,sizeof(tmp_item));
  11962. tmp_item.nameid=nameid;
  11963. tmp_item.amount=1;
  11964. tmp_item.identify=1;
  11965. if(equip){
  11966. tmp_item.card[0]=CARD0_FORGE;
  11967. tmp_item.card[1]=((sc*5)<<8)+ele;
  11968. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  11969. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  11970. } else {
  11971. //Flag is only used on the end, so it can be used here. [Skotlex]
  11972. switch (skill_id) {
  11973. case BS_DAGGER:
  11974. case BS_SWORD:
  11975. case BS_TWOHANDSWORD:
  11976. case BS_AXE:
  11977. case BS_MACE:
  11978. case BS_KNUCKLE:
  11979. case BS_SPEAR:
  11980. flag = battle_config.produce_item_name_input&0x1;
  11981. break;
  11982. case AM_PHARMACY:
  11983. case AM_TWILIGHT1:
  11984. case AM_TWILIGHT2:
  11985. case AM_TWILIGHT3:
  11986. flag = battle_config.produce_item_name_input&0x2;
  11987. break;
  11988. case AL_HOLYWATER:
  11989. /**
  11990. * Arch Bishop
  11991. **/
  11992. case AB_ANCILLA:
  11993. flag = battle_config.produce_item_name_input&0x8;
  11994. break;
  11995. case ASC_CDP:
  11996. flag = battle_config.produce_item_name_input&0x10;
  11997. break;
  11998. default:
  11999. flag = battle_config.produce_item_name_input&0x80;
  12000. break;
  12001. }
  12002. if (flag) {
  12003. tmp_item.card[0]=CARD0_CREATE;
  12004. tmp_item.card[1]=0;
  12005. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12006. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12007. }
  12008. }
  12009. // if(log_config.produce > 0)
  12010. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  12011. //TODO update PICKLOG
  12012. if(equip){
  12013. clif_produceeffect(sd,0,nameid);
  12014. clif_misceffect(&sd->bl,3);
  12015. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  12016. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  12017. } else {
  12018. int fame = 0;
  12019. tmp_item.amount = 0;
  12020. for (i=0; i< qty; i++)
  12021. { //Apply quantity modifiers.
  12022. if (rand()%10000 < make_per || qty == 1)
  12023. { //Success
  12024. tmp_item.amount++;
  12025. if(nameid < 545 || nameid > 547)
  12026. continue;
  12027. if(skill_id != AM_PHARMACY &&
  12028. skill_id != AM_TWILIGHT1 &&
  12029. skill_id != AM_TWILIGHT2 &&
  12030. skill_id != AM_TWILIGHT3)
  12031. continue;
  12032. //Add fame as needed.
  12033. switch(++sd->potion_success_counter) {
  12034. case 3:
  12035. fame+=1; // Success to prepare 3 Condensed Potions in a row
  12036. break;
  12037. case 5:
  12038. fame+=3; // Success to prepare 5 Condensed Potions in a row
  12039. break;
  12040. case 7:
  12041. fame+=10; // Success to prepare 7 Condensed Potions in a row
  12042. break;
  12043. case 10:
  12044. fame+=50; // Success to prepare 10 Condensed Potions in a row
  12045. sd->potion_success_counter = 0;
  12046. break;
  12047. }
  12048. } else //Failure
  12049. sd->potion_success_counter = 0;
  12050. }
  12051. if (fame)
  12052. pc_addfame(sd,fame);
  12053. //Visual effects and the like.
  12054. switch (skill_id) {
  12055. case AM_PHARMACY:
  12056. case AM_TWILIGHT1:
  12057. case AM_TWILIGHT2:
  12058. case AM_TWILIGHT3:
  12059. case ASC_CDP:
  12060. clif_produceeffect(sd,2,nameid);
  12061. clif_misceffect(&sd->bl,5);
  12062. break;
  12063. case BS_IRON:
  12064. case BS_STEEL:
  12065. case BS_ENCHANTEDSTONE:
  12066. clif_produceeffect(sd,0,nameid);
  12067. clif_misceffect(&sd->bl,3);
  12068. break;
  12069. case RK_RUNEMASTERY:
  12070. case GC_CREATENEWPOISON:
  12071. clif_produceeffect(sd,2,nameid);
  12072. clif_misceffect(&sd->bl,5);
  12073. break;
  12074. default: //Those that don't require a skill?
  12075. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  12076. { //Cooking items.
  12077. clif_specialeffect(&sd->bl, 608, AREA);
  12078. if( sd->cook_mastery < 1999 )
  12079. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  12080. }
  12081. break;
  12082. }
  12083. }
  12084. if (tmp_item.amount) { //Success
  12085. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  12086. clif_additem(sd,0,0,flag);
  12087. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  12088. }
  12089. return 1;
  12090. }
  12091. }
  12092. //Failure
  12093. // if(log_config.produce)
  12094. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  12095. //TODO update PICKLOG
  12096. if(equip){
  12097. clif_produceeffect(sd,1,nameid);
  12098. clif_misceffect(&sd->bl,2);
  12099. } else {
  12100. switch (skill_id) {
  12101. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  12102. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  12103. case AM_PHARMACY:
  12104. case AM_TWILIGHT1:
  12105. case AM_TWILIGHT2:
  12106. case AM_TWILIGHT3:
  12107. clif_produceeffect(sd,3,nameid);
  12108. clif_misceffect(&sd->bl,6);
  12109. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  12110. break;
  12111. case BS_IRON:
  12112. case BS_STEEL:
  12113. case BS_ENCHANTEDSTONE:
  12114. clif_produceeffect(sd,1,nameid);
  12115. clif_misceffect(&sd->bl,2);
  12116. break;
  12117. case RK_RUNEMASTERY:
  12118. case GC_CREATENEWPOISON:
  12119. clif_produceeffect(sd,3,nameid);
  12120. clif_misceffect(&sd->bl,6);
  12121. break;
  12122. default:
  12123. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  12124. { //Cooking items.
  12125. clif_specialeffect(&sd->bl, 609, AREA);
  12126. if( sd->cook_mastery > 0 )
  12127. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  12128. }
  12129. }
  12130. }
  12131. return 0;
  12132. }
  12133. int skill_arrow_create (struct map_session_data *sd, int nameid)
  12134. {
  12135. int i,j,flag,index=-1;
  12136. struct item tmp_item;
  12137. nullpo_ret(sd);
  12138. if(nameid <= 0)
  12139. return 1;
  12140. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  12141. if(nameid == skill_arrow_db[i].nameid) {
  12142. index = i;
  12143. break;
  12144. }
  12145. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  12146. return 1;
  12147. pc_delitem(sd,j,1,0,0);
  12148. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  12149. memset(&tmp_item,0,sizeof(tmp_item));
  12150. tmp_item.identify = 1;
  12151. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  12152. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  12153. if(battle_config.produce_item_name_input&0x4) {
  12154. tmp_item.card[0]=CARD0_CREATE;
  12155. tmp_item.card[1]=0;
  12156. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12157. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12158. }
  12159. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  12160. continue;
  12161. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  12162. clif_additem(sd,0,0,flag);
  12163. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  12164. }
  12165. }
  12166. return 0;
  12167. }
  12168. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  12169. sc_type type;
  12170. int t_lv = 0, chance, i;
  12171. nullpo_ret(sd);
  12172. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0) ) {
  12173. clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
  12174. return 0;
  12175. }
  12176. switch( nameid )
  12177. { // t_lv used to take duration from skill_get_time2
  12178. case PO_PARALYSE: type = SC_PARALYSE; t_lv = 1; break;
  12179. case PO_PYREXIA: type = SC_PYREXIA; t_lv = 2; break;
  12180. case PO_DEATHHURT: type = SC_DEATHHURT; t_lv = 3; break;
  12181. case PO_LEECHESEND: type = SC_LEECHESEND; t_lv = 4; break;
  12182. case PO_VENOMBLEED: type = SC_VENOMBLEED; t_lv = 6; break;
  12183. case PO_TOXIN: type = SC_TOXIN; t_lv = 7; break;
  12184. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; t_lv = 8; break;
  12185. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; t_lv = 9; break;
  12186. default:
  12187. clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
  12188. return 0;
  12189. }
  12190. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  12191. sc_start4(&sd->bl,SC_POISONINGWEAPON,100,t_lv,type,chance,0,skill_get_time(GC_POISONINGWEAPON,sd->menuskill_val));
  12192. return 0;
  12193. }
  12194. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  12195. int x, y, i, class_, skill;
  12196. struct mob_data *md;
  12197. nullpo_ret(sd);
  12198. skill = sd->menuskill_val;
  12199. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0) )
  12200. {
  12201. clif_skill_fail(sd,NC_MAGICDECOY,0,0);
  12202. return 0;
  12203. }
  12204. // Spawn Position
  12205. pc_delitem(sd,i,1,0,0);
  12206. x = sd->sc.comet_x;
  12207. y = sd->sc.comet_y;
  12208. sd->sc.comet_x = sd->sc.comet_y = 0;
  12209. sd->menuskill_val = 0;
  12210. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  12211. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  12212. if( md ) {
  12213. md->master_id = sd->bl.id;
  12214. md->special_state.ai = 3;
  12215. if( md->deletetimer != INVALID_TIMER )
  12216. delete_timer(md->deletetimer, mob_timer_delete);
  12217. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  12218. mob_spawn(md);
  12219. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  12220. }
  12221. return 0;
  12222. }
  12223. // Warlock Spellbooks. [LimitLine/3CeAM]
  12224. int skill_spellbook (struct map_session_data *sd, int nameid) {
  12225. int i, j, points, skillid, preserved = 0, max_preserve;
  12226. nullpo_ret(sd);
  12227. if( sd->sc.data[SC_STOP] ) status_change_end(&sd->bl,SC_STOP,-1);
  12228. if( nameid <= 0 ) return 0;
  12229. if( pc_search_inventory(sd,nameid) < 0 )
  12230. { // User with no item on inventory
  12231. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12232. return 0;
  12233. }
  12234. ARR_FIND(0,MAX_SPELLBOOK,j,sd->rsb[j].skillid == 0); // Search for a free slot
  12235. if( j == MAX_SPELLBOOK )
  12236. { // No more free slots
  12237. clif_skill_fail(sd,WL_READING_SB,0x35,0);
  12238. return 0;
  12239. }
  12240. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  12241. if( i == MAX_SKILL_SPELLBOOK_DB )
  12242. { // Fake nameid
  12243. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12244. return 0;
  12245. }
  12246. skillid = skill_spellbook_db[i].skillid;
  12247. points = skill_spellbook_db[i].points;
  12248. if( !pc_checkskill(sd,skillid) )
  12249. { // User don't know the skill
  12250. sc_start(&sd->bl,SC_SLEEP,100,1,skill_get_time(WL_READING_SB,pc_checkskill(sd,WL_READING_SB)));
  12251. clif_skill_fail(sd,WL_READING_SB,0x34,0);
  12252. return 0;
  12253. }
  12254. max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  12255. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  12256. preserved += sd->rsb[i].points;
  12257. if( preserved + points >= max_preserve )
  12258. { // No more free points
  12259. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12260. return 0;
  12261. }
  12262. sd->rsb[j].skillid = skillid;
  12263. sd->rsb[j].level = pc_checkskill(sd,skillid);
  12264. sd->rsb[j].points = points;
  12265. sc_start2(&sd->bl,SC_READING_SB,100,0,preserved+points,-1);
  12266. return 1;
  12267. }
  12268. /*==========================================
  12269. *
  12270. *------------------------------------------*/
  12271. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  12272. {
  12273. struct map_session_data *sd = map_id2sd(id);
  12274. struct skill_cd * cd = NULL;
  12275. if (data <= 0 || data >= MAX_SKILL)
  12276. return 0;
  12277. if (!sd) return 0;
  12278. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  12279. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12280. int i,cursor;
  12281. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  12282. cd->duration[cursor] = 0;
  12283. cd->skidx[cursor] = 0;
  12284. cd->nameid[cursor] = 0;
  12285. // compact the cool down list
  12286. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  12287. if( cd->duration[i] == 0 )
  12288. continue;
  12289. if( cursor != i ) {
  12290. cd->duration[cursor] = cd->duration[i];
  12291. cd->skidx[cursor] = cd->skidx[i];
  12292. cd->nameid[cursor] = cd->nameid[i];
  12293. }
  12294. cursor++;
  12295. }
  12296. if( cursor == 0 ) {
  12297. idb_remove(skillcd_db,sd->status.char_id);
  12298. aFree(cd);
  12299. } else
  12300. cd->cursor = cursor;
  12301. }
  12302. sd->blockskill[data] = 0;
  12303. return 1;
  12304. }
  12305. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  12306. {
  12307. struct skill_cd * cd = NULL;
  12308. int oskillid = skillid;
  12309. nullpo_retr (-1, sd);
  12310. skillid = skill_get_index(skillid);
  12311. if (skillid == 0)
  12312. return -1;
  12313. if (tick < 1) {
  12314. sd->blockskill[skillid] = 0;
  12315. return -1;
  12316. }
  12317. if( battle_config.display_status_timers )
  12318. clif_skill_cooldown(sd, skillid, tick);
  12319. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12320. CREATE(cd,struct skill_cd,1);
  12321. idb_put(skillcd_db, sd->status.char_id, cd);
  12322. }
  12323. cd->duration[cd->cursor] = tick;
  12324. cd->skidx[cd->cursor] = skillid;
  12325. cd->nameid[cd->cursor] = oskillid;
  12326. cd->cursor++;
  12327. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  12328. return 0;
  12329. }
  12330. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12331. {
  12332. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  12333. if (data <= 0 || data >= MAX_SKILL)
  12334. return 0;
  12335. if (hd) hd->blockskill[data] = 0;
  12336. return 1;
  12337. }
  12338. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  12339. {
  12340. nullpo_retr (-1, hd);
  12341. skillid = skill_get_index(skillid);
  12342. if (skillid == 0)
  12343. return -1;
  12344. if (tick < 1) {
  12345. hd->blockskill[skillid] = 0;
  12346. return -1;
  12347. }
  12348. hd->blockskill[skillid] = 1;
  12349. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  12350. }
  12351. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12352. {
  12353. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  12354. if( data <= 0 || data >= MAX_SKILL )
  12355. return 0;
  12356. if( md ) md->blockskill[data] = 0;
  12357. return 1;
  12358. }
  12359. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  12360. {
  12361. nullpo_retr (-1, md);
  12362. if( (skillid = skill_get_index(skillid)) == 0 )
  12363. return -1;
  12364. if( tick < 1 )
  12365. {
  12366. md->blockskill[skillid] = 0;
  12367. return -1;
  12368. }
  12369. md->blockskill[skillid] = 1;
  12370. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  12371. }
  12372. /*
  12373. *
  12374. */
  12375. int skill_split_str (char *str, char **val, int num)
  12376. {
  12377. int i;
  12378. for( i = 0; i < num && str; i++ )
  12379. {
  12380. val[i] = str;
  12381. str = strchr(str,',');
  12382. if( str )
  12383. *str++=0;
  12384. }
  12385. return i;
  12386. }
  12387. /*
  12388. *
  12389. */
  12390. int skill_split_atoi (char *str, int *val)
  12391. {
  12392. int i, j, diff, step = 1;
  12393. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  12394. if (!str) break;
  12395. val[i] = atoi(str);
  12396. str = strchr(str,':');
  12397. if (str)
  12398. *str++=0;
  12399. }
  12400. if(i==0) //No data found.
  12401. return 0;
  12402. if(i==1)
  12403. { //Single value, have the whole range have the same value.
  12404. for (; i < MAX_SKILL_LEVEL; i++)
  12405. val[i] = val[i-1];
  12406. return i;
  12407. }
  12408. //Check for linear change with increasing steps until we reach half of the data acquired.
  12409. for (step = 1; step <= i/2; step++)
  12410. {
  12411. diff = val[i-1] - val[i-step-1];
  12412. for(j = i-1; j >= step; j--)
  12413. if ((val[j]-val[j-step]) != diff)
  12414. break;
  12415. if (j>=step) //No match, try next step.
  12416. continue;
  12417. for(; i < MAX_SKILL_LEVEL; i++)
  12418. { //Apply linear increase
  12419. val[i] = val[i-step]+diff;
  12420. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  12421. { val[i] = 1; diff = 0; step = 1; }
  12422. }
  12423. return i;
  12424. }
  12425. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  12426. for (;i<MAX_SKILL_LEVEL; i++)
  12427. val[i] = val[i-1];
  12428. return i;
  12429. }
  12430. /*
  12431. *
  12432. */
  12433. void skill_init_unit_layout (void)
  12434. {
  12435. int i,j,size,pos = 0;
  12436. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  12437. // standard square layouts go first
  12438. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  12439. size = i*2+1;
  12440. skill_unit_layout[i].count = size*size;
  12441. for (j=0; j<size*size; j++) {
  12442. skill_unit_layout[i].dx[j] = (j%size-i);
  12443. skill_unit_layout[i].dy[j] = (j/size-i);
  12444. }
  12445. }
  12446. // afterwards add special ones
  12447. pos = i;
  12448. for (i=0;i<MAX_SKILL_DB;i++) {
  12449. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  12450. continue;
  12451. switch (i) {
  12452. case MG_FIREWALL:
  12453. case WZ_ICEWALL:
  12454. case WL_EARTHSTRAIN://Warlock
  12455. // these will be handled later
  12456. break;
  12457. case PR_SANCTUARY:
  12458. case NPC_EVILLAND:
  12459. {
  12460. static const int dx[] = {
  12461. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  12462. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  12463. static const int dy[]={
  12464. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  12465. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  12466. skill_unit_layout[pos].count = 21;
  12467. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12468. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12469. break;
  12470. }
  12471. case PR_MAGNUS:
  12472. {
  12473. static const int dx[] = {
  12474. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12475. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12476. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  12477. static const int dy[] = {
  12478. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12479. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12480. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  12481. skill_unit_layout[pos].count = 33;
  12482. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12483. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12484. break;
  12485. }
  12486. case AS_VENOMDUST:
  12487. {
  12488. static const int dx[] = {-1, 0, 0, 0, 1};
  12489. static const int dy[] = { 0,-1, 0, 1, 0};
  12490. skill_unit_layout[pos].count = 5;
  12491. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12492. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12493. break;
  12494. }
  12495. case CR_GRANDCROSS:
  12496. case NPC_GRANDDARKNESS:
  12497. {
  12498. static const int dx[] = {
  12499. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  12500. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  12501. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  12502. static const int dy[] = {
  12503. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  12504. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  12505. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  12506. skill_unit_layout[pos].count = 29;
  12507. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12508. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12509. break;
  12510. }
  12511. case PF_FOGWALL:
  12512. {
  12513. static const int dx[] = {
  12514. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  12515. static const int dy[] = {
  12516. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  12517. skill_unit_layout[pos].count = 15;
  12518. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12519. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12520. break;
  12521. }
  12522. case PA_GOSPEL:
  12523. {
  12524. static const int dx[] = {
  12525. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12526. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12527. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  12528. -1, 0, 1};
  12529. static const int dy[] = {
  12530. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12531. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12532. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  12533. 3, 3, 3};
  12534. skill_unit_layout[pos].count = 33;
  12535. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12536. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12537. break;
  12538. }
  12539. case NJ_KAENSIN:
  12540. {
  12541. 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};
  12542. 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};
  12543. skill_unit_layout[pos].count = 24;
  12544. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12545. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12546. break;
  12547. }
  12548. case NJ_TATAMIGAESHI:
  12549. {
  12550. //Level 1 (count 4, cross of 3x3)
  12551. static const int dx1[] = {-1, 1, 0, 0};
  12552. static const int dy1[] = { 0, 0,-1, 1};
  12553. //Level 2-3 (count 8, cross of 5x5)
  12554. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  12555. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  12556. //Level 4-5 (count 12, cross of 7x7
  12557. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  12558. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  12559. //lv1
  12560. j = 0;
  12561. skill_unit_layout[pos].count = 4;
  12562. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  12563. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  12564. skill_db[i].unit_layout_type[j] = pos;
  12565. //lv2/3
  12566. j++;
  12567. pos++;
  12568. skill_unit_layout[pos].count = 8;
  12569. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  12570. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  12571. skill_db[i].unit_layout_type[j] = pos;
  12572. skill_db[i].unit_layout_type[++j] = pos;
  12573. //lv4/5
  12574. j++;
  12575. pos++;
  12576. skill_unit_layout[pos].count = 12;
  12577. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  12578. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  12579. skill_db[i].unit_layout_type[j] = pos;
  12580. skill_db[i].unit_layout_type[++j] = pos;
  12581. //Fill in the rest using lv 5.
  12582. for (;j<MAX_SKILL_LEVEL;j++)
  12583. skill_db[i].unit_layout_type[j] = pos;
  12584. //Skip, this way the check below will fail and continue to the next skill.
  12585. pos++;
  12586. break;
  12587. }
  12588. default:
  12589. ShowError("unknown unit layout at skill %d\n",i);
  12590. break;
  12591. }
  12592. if (!skill_unit_layout[pos].count)
  12593. continue;
  12594. for (j=0;j<MAX_SKILL_LEVEL;j++)
  12595. skill_db[i].unit_layout_type[j] = pos;
  12596. pos++;
  12597. }
  12598. // firewall and icewall have 8 layouts (direction-dependent)
  12599. firewall_unit_pos = pos;
  12600. for (i=0;i<8;i++) {
  12601. if (i&1) {
  12602. skill_unit_layout[pos].count = 5;
  12603. if (i&0x2) {
  12604. int dx[] = {-1,-1, 0, 0, 1};
  12605. int dy[] = { 1, 0, 0,-1,-1};
  12606. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12607. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12608. } else {
  12609. int dx[] = { 1, 1 ,0, 0,-1};
  12610. int dy[] = { 1, 0, 0,-1,-1};
  12611. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12612. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12613. }
  12614. } else {
  12615. skill_unit_layout[pos].count = 3;
  12616. if (i%4==0) {
  12617. int dx[] = {-1, 0, 1};
  12618. int dy[] = { 0, 0, 0};
  12619. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12620. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12621. } else {
  12622. int dx[] = { 0, 0, 0};
  12623. int dy[] = {-1, 0, 1};
  12624. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12625. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12626. }
  12627. }
  12628. pos++;
  12629. }
  12630. icewall_unit_pos = pos;
  12631. for (i=0;i<8;i++) {
  12632. skill_unit_layout[pos].count = 5;
  12633. if (i&1) {
  12634. if (i&0x2) {
  12635. int dx[] = {-2,-1, 0, 1, 2};
  12636. int dy[] = { 2, 1, 0,-1,-2};
  12637. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12638. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12639. } else {
  12640. int dx[] = { 2, 1 ,0,-1,-2};
  12641. int dy[] = { 2, 1, 0,-1,-2};
  12642. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12643. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12644. }
  12645. } else {
  12646. if (i%4==0) {
  12647. int dx[] = {-2,-1, 0, 1, 2};
  12648. int dy[] = { 0, 0, 0, 0, 0};
  12649. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12650. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12651. } else {
  12652. int dx[] = { 0, 0, 0, 0, 0};
  12653. int dy[] = {-2,-1, 0, 1, 2};
  12654. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12655. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12656. }
  12657. }
  12658. pos++;
  12659. }
  12660. earthstrain_unit_pos = pos;
  12661. for( i = 0; i < 8; i++ )
  12662. { // For each Direction
  12663. skill_unit_layout[pos].count = 3; // Temp code being used as the official method makes too much noise in game. [Rytech]
  12664. //skill_unit_layout[pos].count = 15; // This line is here to replace the above one once gravity changes the animation.
  12665. switch( i )
  12666. {
  12667. case 0: case 1: case 3: case 4: case 5: case 7:
  12668. {
  12669. int dx[] = {-5, 0, 5};
  12670. int dy[] = { 0, 0, 0};
  12671. //int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; // Leave this here for future use.
  12672. //int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  12673. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12674. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12675. }
  12676. break;
  12677. case 2:
  12678. case 6:
  12679. {
  12680. int dx[] = { 0, 0, 0};
  12681. int dy[] = {-5, 0, 5};
  12682. //int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; // Leave this here for future use.
  12683. //int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  12684. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12685. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12686. }
  12687. break;
  12688. }
  12689. pos++;
  12690. }
  12691. }
  12692. // Stasis skill usage check. [LimitLine/3CeAM]
  12693. int skill_stasis_check(struct block_list *bl, int src_id, int skillid)
  12694. {
  12695. int inf = 0;
  12696. if( !bl || skillid < 1 )
  12697. return 0; // Can do it
  12698. inf = skill_get_inf2(skillid);
  12699. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  12700. return 1; // Can't do it.
  12701. switch( skillid )
  12702. {
  12703. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  12704. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  12705. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  12706. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  12707. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  12708. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  12709. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  12710. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  12711. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  12712. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  12713. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  12714. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  12715. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  12716. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  12717. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  12718. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  12719. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  12720. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  12721. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  12722. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  12723. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  12724. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  12725. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  12726. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  12727. // Skills that need to be confirmed.
  12728. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  12729. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  12730. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  12731. case SO_ARRULLO:
  12732. return 1; // Can't do it.
  12733. default:
  12734. return 0; // Can do it.
  12735. }
  12736. return 0; // Can Cast anything else like Weapon Skills
  12737. }
  12738. void skill_cooldown_load(struct map_session_data * sd) {
  12739. struct skill_cd * cd = NULL;
  12740. int i;
  12741. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) )
  12742. return;//nothing for us here
  12743. for( i = 0; i < cd->cursor; i++ ) {
  12744. skill_blockpc_start(sd, cd->nameid[i], cd->duration[i]);
  12745. }
  12746. return;
  12747. }
  12748. /*==========================================
  12749. * DB reading.
  12750. * skill_db.txt
  12751. * skill_require_db.txt
  12752. * skill_cast_db.txt
  12753. * skill_castnodex_db.txt
  12754. * skill_nocast_db.txt
  12755. * skill_unit_db.txt
  12756. * produce_db.txt
  12757. * create_arrow_db.txt
  12758. * abra_db.txt
  12759. *------------------------------------------*/
  12760. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  12761. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  12762. int id = atoi(split[0]);
  12763. int i;
  12764. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  12765. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  12766. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  12767. {
  12768. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  12769. return false;
  12770. }
  12771. i = skill_get_index(id);
  12772. if( !i ) // invalid skill id
  12773. return false;
  12774. skill_split_atoi(split[1],skill_db[i].range);
  12775. skill_db[i].hit = atoi(split[2]);
  12776. skill_db[i].inf = atoi(split[3]);
  12777. skill_split_atoi(split[4],skill_db[i].element);
  12778. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  12779. skill_split_atoi(split[6],skill_db[i].splash);
  12780. skill_db[i].max = atoi(split[7]);
  12781. skill_split_atoi(split[8],skill_db[i].num);
  12782. if( strcmpi(split[9],"yes") == 0 )
  12783. skill_db[i].castcancel = 1;
  12784. else
  12785. skill_db[i].castcancel = 0;
  12786. skill_db[i].cast_def_rate = atoi(split[10]);
  12787. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  12788. skill_split_atoi(split[12],skill_db[i].maxcount);
  12789. if( strcmpi(split[13],"weapon") == 0 )
  12790. skill_db[i].skill_type = BF_WEAPON;
  12791. else if( strcmpi(split[13],"magic") == 0 )
  12792. skill_db[i].skill_type = BF_MAGIC;
  12793. else if( strcmpi(split[13],"misc") == 0 )
  12794. skill_db[i].skill_type = BF_MISC;
  12795. else
  12796. skill_db[i].skill_type = 0;
  12797. skill_split_atoi(split[14],skill_db[i].blewcount);
  12798. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  12799. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  12800. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  12801. return true;
  12802. }
  12803. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  12804. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  12805. char* p;
  12806. int j;
  12807. int i = atoi(split[0]);
  12808. i = skill_get_index(i);
  12809. if( !i ) // invalid skill id
  12810. return false;
  12811. skill_split_atoi(split[1],skill_db[i].hp);
  12812. skill_split_atoi(split[2],skill_db[i].mhp);
  12813. skill_split_atoi(split[3],skill_db[i].sp);
  12814. skill_split_atoi(split[4],skill_db[i].hp_rate);
  12815. skill_split_atoi(split[5],skill_db[i].sp_rate);
  12816. skill_split_atoi(split[6],skill_db[i].zeny);
  12817. //FIXME: document this
  12818. p = split[7];
  12819. for( j = 0; j < 32; j++ )
  12820. {
  12821. int l = atoi(p);
  12822. if( l == 99 ) // Any weapon
  12823. {
  12824. skill_db[i].weapon = 0;
  12825. break;
  12826. }
  12827. else
  12828. skill_db[i].weapon |= 1<<l;
  12829. p = strchr(p,':');
  12830. if(!p)
  12831. break;
  12832. p++;
  12833. }
  12834. //FIXME: document this
  12835. p = split[8];
  12836. for( j = 0; j < 32; j++ )
  12837. {
  12838. int l = atoi(p);
  12839. if( l == 99 ) // Any ammo type
  12840. {
  12841. skill_db[i].ammo = 0xFFFFFFFF;
  12842. break;
  12843. }
  12844. else if( l ) // 0 stands for no requirement
  12845. skill_db[i].ammo |= 1<<l;
  12846. p = strchr(p,':');
  12847. if( !p )
  12848. break;
  12849. p++;
  12850. }
  12851. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  12852. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  12853. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  12854. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  12855. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  12856. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  12857. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  12858. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  12859. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  12860. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  12861. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  12862. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  12863. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  12864. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  12865. /**
  12866. * New States
  12867. **/
  12868. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  12869. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  12870. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  12871. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  12872. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  12873. /**
  12874. * Unknown or no state
  12875. **/
  12876. else skill_db[i].state = ST_NONE;
  12877. skill_split_atoi(split[11],skill_db[i].spiritball);
  12878. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  12879. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  12880. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  12881. }
  12882. return true;
  12883. }
  12884. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  12885. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  12886. int i = atoi(split[0]);
  12887. i = skill_get_index(i);
  12888. if( !i ) // invalid skill id
  12889. return false;
  12890. skill_split_atoi(split[1],skill_db[i].cast);
  12891. skill_split_atoi(split[2],skill_db[i].delay);
  12892. skill_split_atoi(split[3],skill_db[i].walkdelay);
  12893. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  12894. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  12895. skill_split_atoi(split[6],skill_db[i].cooldown);
  12896. return true;
  12897. }
  12898. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  12899. {// Skill id,Cast,Delay (optional)
  12900. int i = atoi(split[0]);
  12901. i = skill_get_index(i);
  12902. if( !i ) // invalid skill id
  12903. return false;
  12904. skill_split_atoi(split[1],skill_db[i].castnodex);
  12905. if( split[2] ) // optional column
  12906. skill_split_atoi(split[2],skill_db[i].delaynodex);
  12907. return true;
  12908. }
  12909. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  12910. {// SkillID,Flag
  12911. int i = atoi(split[0]);
  12912. i = skill_get_index(i);
  12913. if( !i ) // invalid skill id
  12914. return false;
  12915. skill_db[i].nocast |= atoi(split[1]);
  12916. return true;
  12917. }
  12918. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  12919. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  12920. int i = atoi(split[0]);
  12921. i = skill_get_index(i);
  12922. if( !i ) // invalid skill id
  12923. return false;
  12924. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  12925. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  12926. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  12927. skill_split_atoi(split[4],skill_db[i].unit_range);
  12928. skill_db[i].unit_interval = atoi(split[5]);
  12929. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  12930. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  12931. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  12932. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  12933. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  12934. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  12935. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  12936. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  12937. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  12938. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  12939. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  12940. skill_db[i].unit_target = BCT_NOENEMY;
  12941. //By default, target just characters.
  12942. skill_db[i].unit_target |= BL_CHAR;
  12943. if (skill_db[i].unit_flag&UF_NOPC)
  12944. skill_db[i].unit_target &= ~BL_PC;
  12945. if (skill_db[i].unit_flag&UF_NOMOB)
  12946. skill_db[i].unit_target &= ~BL_MOB;
  12947. if (skill_db[i].unit_flag&UF_SKILL)
  12948. skill_db[i].unit_target |= BL_SKILL;
  12949. return true;
  12950. }
  12951. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  12952. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  12953. int x,y;
  12954. int i = atoi(split[0]);
  12955. if( !i )
  12956. return false;
  12957. skill_produce_db[current].nameid = i;
  12958. skill_produce_db[current].itemlv = atoi(split[1]);
  12959. skill_produce_db[current].req_skill = atoi(split[2]);
  12960. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  12961. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  12962. {
  12963. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  12964. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  12965. }
  12966. return true;
  12967. }
  12968. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  12969. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  12970. int x,y;
  12971. int i = atoi(split[0]);
  12972. if( !i )
  12973. return false;
  12974. skill_arrow_db[current].nameid = i;
  12975. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  12976. {
  12977. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  12978. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  12979. }
  12980. return true;
  12981. }
  12982. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  12983. {// SkillID,PreservePoints
  12984. int skillid = atoi(split[0]),
  12985. points = atoi(split[1]),
  12986. nameid = atoi(split[2]);
  12987. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  12988. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  12989. if ( !skill_get_inf(skillid) )
  12990. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  12991. if( points < 1 )
  12992. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  12993. else
  12994. {
  12995. skill_spellbook_db[current].skillid = skillid;
  12996. skill_spellbook_db[current].points = points;
  12997. skill_spellbook_db[current].nameid = nameid;
  12998. return true;
  12999. }
  13000. return false;
  13001. }
  13002. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  13003. {
  13004. int i = atoi(split[0]);
  13005. if( !skill_get_index(i) || !skill_get_max(i) )
  13006. {
  13007. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  13008. return false;
  13009. }
  13010. if ( !skill_get_inf(i) )
  13011. {
  13012. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  13013. return false;
  13014. }
  13015. skill_magicmushroom_db[current].skillid = i;
  13016. return true;
  13017. }
  13018. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  13019. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  13020. int i = atoi(split[0]);
  13021. if( !skill_get_index(i) || !skill_get_max(i) )
  13022. {
  13023. ShowError("abra_db: Invalid skill ID %d\n", i);
  13024. return false;
  13025. }
  13026. if ( !skill_get_inf(i) )
  13027. {
  13028. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  13029. return false;
  13030. }
  13031. skill_abra_db[current].skillid = i;
  13032. skill_abra_db[current].req_lv = atoi(split[2]);
  13033. skill_abra_db[current].per = atoi(split[3]);
  13034. return true;
  13035. }
  13036. static void skill_readdb(void)
  13037. {
  13038. // init skill db structures
  13039. db_clear(skilldb_name2id);
  13040. memset(skill_db,0,sizeof(skill_db));
  13041. memset(skill_produce_db,0,sizeof(skill_produce_db));
  13042. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  13043. memset(skill_abra_db,0,sizeof(skill_abra_db));
  13044. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  13045. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  13046. // load skill databases
  13047. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  13048. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  13049. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  13050. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  13051. sv_readdb(db_path, "skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  13052. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  13053. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  13054. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  13055. #if REMODE
  13056. sv_readdb(db_path, "skill_db_re.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  13057. sv_readdb(db_path, "skill_require_db_re.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  13058. sv_readdb(db_path, "skill_cast_db_re.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  13059. sv_readdb(db_path, "skill_unit_db_re.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  13060. #endif
  13061. skill_init_unit_layout();
  13062. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  13063. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  13064. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  13065. //Warlock
  13066. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  13067. //Guillotine Cross
  13068. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  13069. }
  13070. void skill_reload (void)
  13071. {
  13072. skill_readdb();
  13073. }
  13074. /*==========================================
  13075. *
  13076. *------------------------------------------*/
  13077. int do_init_skill (void)
  13078. {
  13079. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  13080. skill_readdb();
  13081. group_db = idb_alloc(DB_OPT_BASE);
  13082. skillunit_db = idb_alloc(DB_OPT_BASE);
  13083. skillcd_db = idb_alloc(DB_OPT_BASE);
  13084. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  13085. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  13086. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  13087. add_timer_func_list(skill_castend_id,"skill_castend_id");
  13088. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  13089. add_timer_func_list(skill_timerskill,"skill_timerskill");
  13090. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  13091. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  13092. return 0;
  13093. }
  13094. int do_final_skill(void)
  13095. {
  13096. db_destroy(skilldb_name2id);
  13097. db_destroy(group_db);
  13098. db_destroy(skillunit_db);
  13099. db_destroy(skillcd_db);
  13100. ers_destroy(skill_unit_ers);
  13101. ers_destroy(skill_timer_ers);
  13102. return 0;
  13103. }