skill.c 348 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 <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include <limits.h>
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/grfio.h"
  13. #include "../common/ers.h"
  14. #include "skill.h"
  15. #include "map.h"
  16. #include "clif.h"
  17. #include "pc.h"
  18. #include "status.h"
  19. #include "pet.h"
  20. #include "mercenary.h" //[orn]
  21. #include "mob.h"
  22. #include "battle.h"
  23. #include "party.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "intif.h"
  27. #include "log.h"
  28. #include "chrif.h"
  29. #include "guild.h"
  30. #include "date.h"
  31. #include "unit.h"
  32. #define SKILLUNITTIMER_INVERVAL 100
  33. //Guild Skills are shifted to these to make them stick into the skill array.
  34. #define GD_SKILLRANGEMIN 900
  35. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  36. #define HM_SKILLRANGEMIN 800
  37. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  38. int skill_names_id[MAX_SKILL_DB];
  39. const struct skill_name_db skill_names[] = {
  40. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  41. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  42. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  43. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  44. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  45. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  46. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  47. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  48. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  49. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  50. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  51. { AL_CURE, "AL_CURE", "Cure" } ,
  52. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  53. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  54. { AL_DP, "AL_DP", "Divine_Protection" } ,
  55. { AL_HEAL, "AL_HEAL", "Heal" } ,
  56. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  57. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  58. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  59. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  60. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  61. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  62. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  63. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  64. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  65. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  66. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  67. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  68. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  69. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  70. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  71. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  72. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  73. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  74. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  75. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  76. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  77. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  78. { AM_REST, "AM_REST", "Vaporize" } ,
  79. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  80. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  81. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  82. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  83. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  84. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  85. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  86. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  87. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  88. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  89. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  90. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  91. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  92. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  93. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  94. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  95. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  96. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  97. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  98. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  99. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  100. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  101. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  102. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  103. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  104. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  105. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  106. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  107. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  108. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  109. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  110. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  111. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  112. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  113. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  114. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  115. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  116. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  117. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  118. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  119. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  120. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  121. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  122. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  123. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  124. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  125. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  126. { BS_GREED, "BS_GREED", "Greed" } ,
  127. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  128. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  129. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  130. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  131. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  132. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  133. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  134. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  135. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  136. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  137. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  138. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  139. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  140. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  141. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  142. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  143. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  144. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  145. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  146. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  147. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  148. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  149. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  150. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  151. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  152. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  153. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  154. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  155. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  156. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  157. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  158. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  159. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  160. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  161. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  162. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  163. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  164. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  165. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  166. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  167. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  168. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  169. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  170. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  171. { CR_TRUST, "CR_TRUST", "Faith" } ,
  172. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  173. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  174. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  175. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  176. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  177. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  178. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  179. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  180. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  181. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  182. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  183. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  184. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  185. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  186. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  187. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  188. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  189. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  190. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  191. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  192. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  193. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  194. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  195. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  196. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  197. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  198. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  199. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  200. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  201. { GS_DUST, "GS_DUST", "Dust" } ,
  202. { GS_FLING, "GS_FLING", "Fling" } ,
  203. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  204. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  205. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  206. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  207. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  208. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  209. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  210. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  211. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  212. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  213. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  214. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  215. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  216. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  217. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  218. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  219. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  220. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  221. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  222. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  223. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  224. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  225. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  226. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  227. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  228. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  229. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  230. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  231. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  232. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  233. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  234. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  235. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  236. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  237. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  238. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  239. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  240. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  241. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  242. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  243. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  244. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  245. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  246. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  247. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  248. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  249. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  250. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  251. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  252. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  253. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  254. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  255. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  256. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  257. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  258. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  259. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  260. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  261. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  262. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  263. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  264. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  265. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  266. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  267. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  268. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  269. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  270. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  271. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  272. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  273. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  274. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  275. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  276. { MC_VENDING, "MC_VENDING", "Vending" } ,
  277. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  278. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  279. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  280. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  281. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  282. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  283. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  284. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  285. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  286. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  287. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  288. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  289. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  290. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  291. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  292. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  293. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  294. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  295. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  296. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  297. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  298. { MO_DODGE, "MO_DODGE", "Flee" } ,
  299. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  300. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  301. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  302. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  303. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  304. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  305. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  306. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  307. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  308. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  309. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  310. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  311. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  312. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  313. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  314. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  315. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  316. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  317. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  318. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  319. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  320. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  321. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  322. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  323. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  324. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  325. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  326. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  327. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  328. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  329. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  330. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  331. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  332. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  333. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  334. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  335. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  336. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  337. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  338. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  339. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  340. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  341. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  342. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  343. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  344. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  345. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  346. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  347. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  348. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  349. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  350. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  351. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  352. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  353. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  354. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  355. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  356. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  357. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  358. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  359. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  360. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  361. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  362. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  363. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  364. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  365. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  366. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  367. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  368. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  369. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  370. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  371. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  372. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  373. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  374. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  375. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  376. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  377. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  378. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  379. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  380. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  381. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  382. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  383. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  384. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  385. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  386. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  387. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  388. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  389. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  390. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  391. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  392. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  393. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  394. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  395. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  396. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  397. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  398. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  399. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  400. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  401. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  402. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  403. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  404. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  405. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  406. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  407. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  408. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  409. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  410. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  411. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  412. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  413. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  414. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  415. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  416. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  417. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  418. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  419. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  420. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  421. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  422. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  423. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  424. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  425. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  426. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  427. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  428. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  429. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  430. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  431. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  432. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  433. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  434. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  435. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  436. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  437. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  438. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  439. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  440. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  441. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  442. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  443. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  444. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  445. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  446. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  447. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  448. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  449. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  450. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  451. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  452. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  453. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  454. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  455. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  456. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  457. { SA_COMA, "SA_COMA", "Coma" } ,
  458. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  459. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  460. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  461. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  462. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  463. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  464. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  465. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  466. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  467. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  468. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  469. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  470. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  471. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  472. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  473. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  474. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  475. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  476. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  477. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  478. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  479. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  480. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  481. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  482. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  483. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  484. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  485. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  486. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  487. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  489. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  490. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  491. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  493. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  494. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  495. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  496. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  497. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  498. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  499. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  500. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  501. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  502. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  503. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  504. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  505. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  506. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  507. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  508. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  509. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  510. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  511. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  512. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  513. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  514. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  515. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  516. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  517. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  518. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  519. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  520. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  521. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  522. { SL_SKA, "SL_SKA", "Eska" } ,
  523. { SL_SKE, "SL_SKE", "Eske" } ,
  524. { SL_SMA, "SL_SMA", "Esma" } ,
  525. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  526. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  527. { SL_STIN, "SL_STIN", "Estin" } ,
  528. { SL_STUN, "SL_STUN", "Estun" } ,
  529. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  530. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  531. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  532. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  533. { SM_BASH, "SM_BASH", "Bash" } ,
  534. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  535. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  536. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  537. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  538. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  539. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  540. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  541. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  542. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  543. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  544. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  545. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  546. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  547. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  548. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  549. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  550. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  551. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  552. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  553. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  554. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  555. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  556. { TF_POISON, "TF_POISON", "Envenom" } ,
  557. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  558. { TF_STEAL, "TF_STEAL", "Steal" } ,
  559. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  560. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  561. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  562. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  563. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  564. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  565. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  566. { TK_MISSION, "TK_MISSION", "Mission" } ,
  567. { TK_POWER, "TK_POWER", "Kihop" } ,
  568. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  569. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  570. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  571. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  572. { TK_RUN, "TK_RUN", "Sprint" } ,
  573. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  574. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  575. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  576. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  577. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  578. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  579. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  580. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  581. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  582. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  583. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  584. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  585. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  586. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  587. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  588. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  589. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  590. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  591. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  592. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  593. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  594. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  595. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  596. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  597. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  598. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  599. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  600. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  601. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  602. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  603. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  604. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  605. //[blackhole89]
  606. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  607. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  608. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  609. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  610. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  611. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  612. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  613. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  614. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  615. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  616. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  617. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  618. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  619. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  620. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  621. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  622. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  623. };
  624. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  625. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  626. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  627. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  628. struct skill_db skill_db[MAX_SKILL_DB];
  629. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  630. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  631. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  632. // macros to check for out of bounds errors [celest]
  633. // i: Skill ID, l: Skill Level, var: Value to return after checking
  634. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  635. // for values that might need to use a different function just skill_chk would suffice.
  636. #define skill_chk(i, l) \
  637. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  638. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  639. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  640. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  641. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  642. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  643. #define skill_get(var, i, l) \
  644. { skill_chk(i, l); return var; }
  645. // Skill DB
  646. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  647. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  648. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  649. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  650. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  651. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  652. 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); }
  653. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  654. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  655. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  656. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  657. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  658. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  659. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  660. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  661. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  662. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  663. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  664. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  665. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  666. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  667. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  668. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  669. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  670. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  671. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  672. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  673. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  674. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  675. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  676. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  677. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  678. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  679. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  680. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  681. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  682. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  683. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  684. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  685. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  686. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  687. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  688. const char* skill_get_name( int id ){
  689. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  690. return "UNKNOWN_SKILL";
  691. if (id >= GD_SKILLBASE)
  692. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  693. if (id >= HM_SKILLBASE) //[orn]
  694. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  695. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  696. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  697. return skill_db[id].name;
  698. }
  699. int skill_tree_get_max(int id, int b_class){
  700. int i, skillid;
  701. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  702. if (id == skillid) return skill_tree[b_class][i].max;
  703. return skill_get_max (id);
  704. }
  705. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  706. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  707. int status_change_timer_sub(struct block_list *bl, va_list ap);
  708. int skill_attack_area(struct block_list *bl,va_list ap);
  709. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  710. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  711. int skill_greed(struct block_list *bl, va_list ap);
  712. int skill_landprotector(struct block_list *bl, va_list ap);
  713. int skill_ganbatein(struct block_list *bl, va_list ap);
  714. int skill_trap_splash(struct block_list *bl, va_list ap);
  715. int skill_count_target(struct block_list *bl, va_list ap);
  716. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  717. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  718. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  719. int skill_unit_effect(struct block_list *bl,va_list ap);
  720. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  721. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  722. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  723. int skill_get_casttype (int id)
  724. {
  725. int inf = skill_get_inf(id);
  726. if (inf&(INF_GROUND_SKILL))
  727. return CAST_GROUND;
  728. if (inf&INF_SUPPORT_SKILL)
  729. return CAST_NODAMAGE;
  730. if (inf&INF_SELF_SKILL) {
  731. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  732. return CAST_DAMAGE; //Combo skill.
  733. return CAST_NODAMAGE;
  734. }
  735. if (skill_get_nk(id)&NK_NO_DAMAGE)
  736. return CAST_NODAMAGE;
  737. return CAST_DAMAGE;
  738. };
  739. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  740. int skill_get_range2 (struct block_list *bl, int id, int lv)
  741. {
  742. int range = skill_get_range(id, lv);
  743. if(range < 0) {
  744. if (battle_config.use_weapon_skill_range&bl->type)
  745. return status_get_range(bl);
  746. range *=-1;
  747. }
  748. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  749. switch (id) {
  750. case AC_SHOWER:
  751. case AC_DOUBLE:
  752. case HT_BLITZBEAT:
  753. case AC_CHARGEARROW:
  754. case SN_FALCONASSAULT:
  755. case SN_SHARPSHOOTING:
  756. case HT_POWER:
  757. if (bl->type == BL_PC)
  758. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  759. else
  760. range += 10; //Assume level 10?
  761. break;
  762. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  763. case GS_RAPIDSHOWER:
  764. case GS_TRACKING:
  765. case GS_PIERCINGSHOT:
  766. case GS_FULLBUSTER:
  767. case GS_SPREADATTACK:
  768. case GS_GROUNDDRIFT:
  769. if (bl->type == BL_PC)
  770. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  771. else
  772. range += 10; //Assume level 10?
  773. break;
  774. case NJ_KIRIKAGE:
  775. if (bl->type == BL_PC)
  776. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  777. break;
  778. }
  779. if(!range && bl->type != BL_PC)
  780. return 9; // Enable non players to use self skills on others. [Skotlex]
  781. return range;
  782. }
  783. int skill_calc_heal (struct block_list *bl, int skill_lv)
  784. {
  785. int skill, heal;
  786. if (skill_lv >= battle_config.max_heal_lv)
  787. return battle_config.max_heal;
  788. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  789. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  790. heal += heal * skill * 2 / 100;
  791. if(bl->type == BL_HOM && (skill = merc_hom_checkskill( ((TBL_HOM*)bl)->master, HLIF_BRAIN)) > 0) //[orn]
  792. heal += heal * skill * 2 / 100;
  793. return heal;
  794. }
  795. // Making plagiarize check its own function [Aru]
  796. int can_copy (struct map_session_data *sd, int skillid)
  797. {
  798. // Never copy NPC/Wedding Skills
  799. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  800. return 0;
  801. // High-class skills
  802. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  803. {
  804. if(battle_config.copyskill_restrict == 2)
  805. return 0;
  806. else if(battle_config.copyskill_restrict)
  807. return (sd->status.class_ == JOB_STALKER);
  808. }
  809. return 1;
  810. }
  811. // [MouseJstr] - skill ok to cast? and when?
  812. int skillnotok (int skillid, struct map_session_data *sd)
  813. {
  814. int i = skillid;
  815. nullpo_retr (1, sd);
  816. //if (sd == 0)
  817. //return 0;
  818. //return 1;
  819. // I think it was meant to be "no skills allowed when not a valid sd"
  820. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  821. return 1;
  822. if (i >= GD_SKILLBASE)
  823. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  824. if (i >= HM_SKILLBASE) //[orn]
  825. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  826. if (i > MAX_SKILL || i < 0)
  827. return 1;
  828. if (sd->blockskill[i] > 0)
  829. return 1;
  830. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  831. return 0; // gm's can do anything damn thing they want
  832. // Check skill restrictions [Celest]
  833. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  834. return 1;
  835. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  836. return 1;
  837. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  838. return 1;
  839. if(agit_flag && skill_get_nocast (skillid) & 8)
  840. return 1;
  841. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  842. return 1;
  843. switch (skillid) {
  844. case AL_WARP:
  845. if(map[sd->bl.m].flag.nowarp) {
  846. clif_skill_teleportmessage(sd,0);
  847. return 1;
  848. }
  849. return 0;
  850. break;
  851. case AL_TELEPORT:
  852. if(map[sd->bl.m].flag.noteleport) {
  853. clif_skill_teleportmessage(sd,0);
  854. return 1;
  855. }
  856. return 0;
  857. case TK_HIGHJUMP:
  858. if(map[sd->bl.m].flag.noteleport && !map_flag_vs(sd->bl.m))
  859. { //Can't be used on noteleport maps, except for vs maps [Skotlex]
  860. clif_skill_fail(sd,skillid,0,0);
  861. return 1;
  862. }
  863. break;
  864. case WE_CALLPARTNER:
  865. case WE_CALLPARENT:
  866. case WE_CALLBABY:
  867. if (map[sd->bl.m].flag.nomemo) {
  868. clif_skill_teleportmessage(sd,1);
  869. return 1;
  870. }
  871. break;
  872. case MC_VENDING:
  873. case MC_IDENTIFY:
  874. return 0; // always allowed
  875. case WZ_ICEWALL:
  876. // noicewall flag [Valaris]
  877. if (map[sd->bl.m].flag.noicewall) {
  878. clif_skill_fail(sd,skillid,0,0);
  879. return 1;
  880. }
  881. break;
  882. case GD_EMERGENCYCALL:
  883. if (!battle_config.emergency_call ||
  884. (map[sd->bl.m].flag.nowarpto && battle_config.emergency_call&1))
  885. {
  886. clif_skill_fail(sd,skillid,0,0);
  887. return 1;
  888. }
  889. break;
  890. }
  891. return (map[sd->bl.m].flag.noskill);
  892. }
  893. // [orn] - skill ok to cast? and when? //homunculus
  894. int skillnotok_hom (int skillid, struct homun_data *hd)
  895. {
  896. int i = skillid;
  897. nullpo_retr (1, hd);
  898. //if (sd == 0)
  899. //return 0;
  900. //return 1;
  901. // I think it was meant to be "no skills allowed when not a valid sd"
  902. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  903. return 1;
  904. if (i >= GD_SKILLBASE)
  905. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  906. if (i >= HM_SKILLBASE) //[orn]
  907. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  908. if (i > MAX_SKILL || i < 0)
  909. return 1;
  910. if (hd->blockskill[i] > 0)
  911. return 1;
  912. // Check skill restrictions [Celest]
  913. if(!map_flag_vs(hd->bl.m) && skill_get_nocast (skillid) & 1)
  914. return 1;
  915. if(map[hd->bl.m].flag.pvp) {
  916. if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2)
  917. return 1;
  918. if(battle_config.pk_mode && skill_get_nocast (skillid) & 16)
  919. return 1;
  920. }
  921. if(map_flag_gvg(hd->bl.m) && skill_get_nocast (skillid) & 4)
  922. return 1;
  923. if(agit_flag && skill_get_nocast (skillid) & 8)
  924. return 1;
  925. if(map[hd->bl.m].flag.restricted && map[hd->bl.m].zone && skill_get_nocast (skillid) & (8*map[hd->bl.m].zone))
  926. return 1;
  927. return (map[hd->bl.m].flag.noskill);
  928. }
  929. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  930. int firewall_unit_pos;
  931. int icewall_unit_pos;
  932. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  933. {
  934. int pos = skill_get_unit_layout_type(skillid,skilllv);
  935. int dir;
  936. if (pos != -1)
  937. return &skill_unit_layout[pos];
  938. if (src->x == x && src->y == y)
  939. dir = 2;
  940. else
  941. dir = map_calc_dir(src,x,y);
  942. if (skillid == MG_FIREWALL)
  943. return &skill_unit_layout [firewall_unit_pos + dir];
  944. else if (skillid == WZ_ICEWALL)
  945. return &skill_unit_layout [icewall_unit_pos + dir];
  946. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  947. return &skill_unit_layout[0];
  948. }
  949. /*==========================================
  950. *
  951. *------------------------------------------
  952. */
  953. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  954. {
  955. struct map_session_data *sd=NULL, *dstsd=NULL;
  956. struct mob_data *md=NULL, *dstmd=NULL;
  957. struct status_data *sstatus, *tstatus;
  958. struct status_change *sc, *tsc;
  959. int skill;
  960. int rate;
  961. nullpo_retr(0, src);
  962. nullpo_retr(0, bl);
  963. if(skillid < 0)
  964. { // remove the debug print when this case is finished
  965. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  966. src, bl,skillid,skilllv,attack_type,tick);
  967. return 0;
  968. }
  969. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  970. switch (src->type) {
  971. case BL_PC:
  972. sd = (struct map_session_data *)src;
  973. break;
  974. case BL_MOB:
  975. md = (struct mob_data *)src;
  976. break;
  977. }
  978. switch (bl->type) {
  979. case BL_PC:
  980. dstsd=(struct map_session_data *)bl;
  981. break;
  982. case BL_MOB:
  983. dstmd=(struct mob_data *)bl;
  984. break;
  985. }
  986. sc = status_get_sc(src);
  987. tsc = status_get_sc(bl);
  988. sstatus = status_get_status_data(src);
  989. tstatus = status_get_status_data(bl);
  990. if (!tsc) //skill additional effect is about adding effects to the target...
  991. //So if the target can't be inflicted with statuses, this is pointless.
  992. return 0;
  993. switch(skillid){
  994. case 0: // Normal attacks (no skill used)
  995. {
  996. if(sd) {
  997. // Automatic trigger of Blitz Beat
  998. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  999. rand()%1000 <= sstatus->luk*10/3+1 ) {
  1000. int lv=(sd->status.job_level+9)/10;
  1001. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  1002. }
  1003. // Gank
  1004. if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
  1005. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1006. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  1007. if(pc_steal_item(sd,bl))
  1008. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1009. else if (battle_config.display_snatcher_skill_fail)
  1010. clif_skill_fail(sd,skillid,0,0);
  1011. }
  1012. // Chance to trigger Taekwon kicks [Dralnu]
  1013. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  1014. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  1015. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  1016. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1017. ; //Stance triggered
  1018. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  1019. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1020. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1021. ; //Stance triggered
  1022. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  1023. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1024. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1025. ; //Stance triggered
  1026. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  1027. { //additional chance from SG_FRIEND [Komurka]
  1028. rate = 20;
  1029. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1030. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  1031. status_change_end(src,SC_SKILLRATE_UP,-1);
  1032. }
  1033. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1034. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1035. }
  1036. }
  1037. }
  1038. if (sc && sc->count) {
  1039. // Enchant Poison gives a chance to poison attacked enemies
  1040. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1041. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1042. sc->data[SC_ENCPOISON].val1,0,0,0,
  1043. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1044. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1045. if(sc->data[SC_EDP].timer != -1)
  1046. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1047. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1048. }
  1049. if (tsc->count) {
  1050. if (tsc->data[SC_SPLASHER].timer != -1)
  1051. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1052. tsc->data[SC_SPLASHER].val1,0,0,0,
  1053. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1054. }
  1055. }
  1056. break;
  1057. case SM_BASH:
  1058. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1059. //TODO: How much % per base level it actually is?
  1060. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1061. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1062. }
  1063. break;
  1064. case AS_VENOMKNIFE:
  1065. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1066. skilllv = pc_checkskill(sd, TF_POISON);
  1067. case TF_POISON:
  1068. case AS_SPLASHER:
  1069. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1070. && sd && skillid==TF_POISON
  1071. )
  1072. clif_skill_fail(sd,skillid,0,0);
  1073. break;
  1074. case AS_SONICBLOW:
  1075. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1076. break;
  1077. case AS_GRIMTOOTH:
  1078. {
  1079. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1080. if (tsc->data[type].timer == -1)
  1081. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1082. break;
  1083. }
  1084. case MG_FROSTDIVER:
  1085. case WZ_FROSTNOVA:
  1086. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1087. break;
  1088. case WZ_STORMGUST:
  1089. tsc->data[SC_FREEZE].val3++;
  1090. if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1091. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1092. break;
  1093. case WZ_METEOR:
  1094. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1095. break;
  1096. case WZ_VERMILION:
  1097. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1098. break;
  1099. case HT_FREEZINGTRAP:
  1100. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1101. break;
  1102. case HT_FLASHER:
  1103. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1104. break;
  1105. case HT_LANDMINE:
  1106. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1107. break;
  1108. case HT_SHOCKWAVE:
  1109. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1110. break;
  1111. case HT_SANDMAN:
  1112. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1113. break;
  1114. case TF_SPRINKLESAND:
  1115. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1116. break;
  1117. case TF_THROWSTONE:
  1118. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1119. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1120. break;
  1121. case NPC_DARKCROSS:
  1122. case CR_HOLYCROSS:
  1123. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1124. break;
  1125. case CR_GRANDCROSS:
  1126. case NPC_GRANDDARKNESS:
  1127. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1128. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1129. break;
  1130. case AM_ACIDTERROR:
  1131. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1132. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1133. clif_emotion(bl,23);
  1134. break;
  1135. case AM_DEMONSTRATION:
  1136. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1137. break;
  1138. case CR_SHIELDCHARGE:
  1139. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1140. break;
  1141. case PA_PRESSURE:
  1142. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1143. break;
  1144. case RG_RAID:
  1145. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1146. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1147. break;
  1148. case BA_FROSTJOKE:
  1149. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1150. break;
  1151. case DC_SCREAM:
  1152. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1153. break;
  1154. case BD_LULLABY:
  1155. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1156. break;
  1157. case DC_UGLYDANCE:
  1158. rate = 5+5*skilllv;
  1159. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1160. rate += 5+skill;
  1161. status_zap(bl, 0, rate);
  1162. break;
  1163. case SL_STUN:
  1164. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1165. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1166. break;
  1167. case NPC_PETRIFYATTACK:
  1168. case NPC_CURSEATTACK:
  1169. case NPC_SLEEPATTACK:
  1170. case NPC_BLINDATTACK:
  1171. case NPC_POISON:
  1172. case NPC_SILENCEATTACK:
  1173. case NPC_STUNATTACK:
  1174. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1175. break;
  1176. case NPC_MENTALBREAKER:
  1177. status_percent_damage(src, bl, 0, -(10+skilllv));
  1178. break;
  1179. // Equipment breaking monster skills [Celest]
  1180. case NPC_BREAKWEAPON:
  1181. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1182. break;
  1183. case NPC_BREAKARMOR:
  1184. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1185. break;
  1186. case NPC_BREAKHELM:
  1187. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1188. break;
  1189. case NPC_BREAKSHIELD:
  1190. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1191. break;
  1192. case CH_TIGERFIST:
  1193. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1194. break;
  1195. case LK_SPIRALPIERCE:
  1196. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1197. break;
  1198. case ST_REJECTSWORD:
  1199. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1200. break;
  1201. case PF_FOGWALL:
  1202. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1203. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1204. break;
  1205. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1206. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1207. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1208. break;
  1209. case LK_JOINTBEAT:
  1210. sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1211. break;
  1212. case ASC_METEORASSAULT:
  1213. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1214. switch(rand()%3) {
  1215. case 0:
  1216. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1217. break;
  1218. case 1:
  1219. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1220. break;
  1221. default:
  1222. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1223. }
  1224. break;
  1225. case HW_NAPALMVULCAN:
  1226. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1227. break;
  1228. case WS_CARTTERMINATION: // Cart termination
  1229. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1230. break;
  1231. case CR_ACIDDEMONSTRATION:
  1232. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1233. break;
  1234. case TK_DOWNKICK:
  1235. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1236. break;
  1237. case TK_JUMPKICK:
  1238. //Cancel out Soul Linker status of the target. [Skotlex]
  1239. if (tsc->count) {
  1240. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1241. break;
  1242. //Remove pitched potions effect.
  1243. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1244. status_change_end(bl, SC_ASPDPOTION0, -1);
  1245. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1246. status_change_end(bl, SC_ASPDPOTION1, -1);
  1247. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1248. status_change_end(bl, SC_ASPDPOTION2, -1);
  1249. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1250. status_change_end(bl, SC_ASPDPOTION3, -1);
  1251. if (tsc->data[SC_SPIRIT].timer != -1)
  1252. status_change_end(bl, SC_SPIRIT, -1);
  1253. if (tsc->data[SC_ONEHAND].timer != -1)
  1254. status_change_end(bl, SC_ONEHAND, -1);
  1255. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1256. status_change_end(bl, SC_ADRENALINE2, -1);
  1257. }
  1258. break;
  1259. case TK_TURNKICK:
  1260. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1261. if(attack_type == BF_MISC) //70% base stun chance...
  1262. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1263. break;
  1264. case GS_BULLSEYE: //0.1% coma rate.
  1265. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1266. break;
  1267. case GS_CRACKER:
  1268. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  1269. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1270. break;
  1271. case GS_PIERCINGSHOT:
  1272. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1273. break;
  1274. case NJ_HYOUSYOURAKU:
  1275. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1276. break;
  1277. case GS_FLING:
  1278. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1279. break;
  1280. }
  1281. if(sd && attack_type&BF_WEAPON &&
  1282. skillid != MC_CARTREVOLUTION &&
  1283. skillid != AM_DEMONSTRATION &&
  1284. skillid != CR_REFLECTSHIELD
  1285. ){ //Trigger status effects
  1286. int i, type;
  1287. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1288. {
  1289. rate = sd->addeff[i].rate;
  1290. type = sd->state.arrow_atk; //Ranged?
  1291. if (type)
  1292. rate += sd->addeff[i].arrow_rate;
  1293. if (!rate) continue;
  1294. if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT))
  1295. { //Trigger has range consideration.
  1296. if ((sd->addeff[i].flag&ATF_LONG && !type) ||
  1297. (sd->addeff[i].flag&ATF_SHORT && type))
  1298. continue; //Range Failed.
  1299. }
  1300. type = sd->addeff[i].id;
  1301. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1302. if (sd->addeff[i].flag&ATF_TARGET)
  1303. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1304. if (sd->addeff[i].flag&ATF_SELF)
  1305. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1306. }
  1307. }
  1308. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1309. { //Pass heritage to Master for status causing effects. [Skotlex]
  1310. sd = map_id2sd(md->master_id);
  1311. src = sd?&sd->bl:src;
  1312. }
  1313. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1314. if(sd && !status_isdead(bl) && src != bl &&
  1315. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1316. struct block_list *tbl;
  1317. struct unit_data *ud;
  1318. int i, skilllv;
  1319. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1320. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1321. if (skillnotok(skill, sd))
  1322. continue;
  1323. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1324. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1325. if (rand()%1000 > rate)
  1326. continue;
  1327. if (sd->autospell[i].id < 0)
  1328. tbl = src;
  1329. else
  1330. tbl = bl;
  1331. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1332. continue; //Autoskills DO check for target-src range. [Skotlex]
  1333. rate = skill_get_inf(skill);
  1334. switch (skill_get_casttype(skill)) {
  1335. case CAST_GROUND:
  1336. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1337. break;
  1338. case CAST_NODAMAGE:
  1339. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1340. break;
  1341. case CAST_DAMAGE:
  1342. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1343. break;
  1344. }
  1345. //Set canact delay. [Skotlex]
  1346. ud = unit_bl2ud(src);
  1347. if (ud) {
  1348. rate = skill_delayfix(src, skill, skilllv)/2;
  1349. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1350. ud->canact_tick = tick+rate;
  1351. }
  1352. break; //Only one auto skill comes off at a time.
  1353. }
  1354. }
  1355. return 0;
  1356. }
  1357. /* Splitted off from skill_additional_effect, which is never called when the
  1358. * attack skill kills the enemy. Place in this function counter status effects
  1359. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1360. * from cards) that will take effect on the source, not the target. [Skotlex]
  1361. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1362. * type of skills, so not every instance of skill_additional_effect needs a call
  1363. * to this one.
  1364. */
  1365. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1366. {
  1367. int rate;
  1368. struct map_session_data *sd=NULL;
  1369. struct map_session_data *dstsd=NULL;
  1370. struct status_change *tsc;
  1371. nullpo_retr(0, src);
  1372. nullpo_retr(0, bl);
  1373. if(skillid < 0)
  1374. { // remove the debug print when this case is finished
  1375. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1376. src, bl,skillid,skilllv,attack_type,tick);
  1377. return 0;
  1378. }
  1379. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1380. tsc = status_get_sc(bl);
  1381. if (tsc && !tsc->count)
  1382. tsc = NULL;
  1383. BL_CAST(BL_PC, src, sd);
  1384. BL_CAST(BL_PC, bl, dstsd);
  1385. switch(skillid){
  1386. case 0: //Normal Attack
  1387. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1388. tsc->data[SC_KAAHI].val4 = add_timer(
  1389. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1390. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1391. break;
  1392. case MO_EXTREMITYFIST:
  1393. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1394. break;
  1395. case GS_FULLBUSTER:
  1396. sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1397. break;
  1398. }
  1399. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1400. skill_get_inf(skillid)!=INF_GROUND_SKILL &&
  1401. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1402. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1403. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1404. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1405. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1406. }
  1407. if(dstsd && attack_type&BF_WEAPON)
  1408. { //Counter effects.
  1409. int i, type, time;
  1410. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1411. {
  1412. rate = dstsd->addeff2[i].rate;
  1413. type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2);
  1414. if (type)
  1415. rate+=dstsd->addeff2[i].arrow_rate;
  1416. if (!rate) continue;
  1417. if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT))
  1418. { //Trigger has range consideration.
  1419. if ((dstsd->addeff2[i].flag&ATF_LONG && !type) ||
  1420. (dstsd->addeff2[i].flag&ATF_SHORT && type))
  1421. continue; //Range Failed.
  1422. }
  1423. type = dstsd->addeff2[i].id;
  1424. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1425. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1426. status_change_start(src,type,rate,7,0,0,0,time,0);
  1427. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1428. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1429. }
  1430. }
  1431. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1432. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1433. {
  1434. struct block_list *tbl;
  1435. struct unit_data *ud;
  1436. int i, skillid, skilllv, rate;
  1437. for (i = 0; i < MAX_PC_BONUS; i++) {
  1438. if (dstsd->autospell2[i].id == 0)
  1439. break;
  1440. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1441. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1442. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1443. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1444. if (skillnotok(skillid, dstsd))
  1445. continue;
  1446. if (rand()%1000 > rate)
  1447. continue;
  1448. if (dstsd->autospell2[i].id < 0)
  1449. tbl = bl;
  1450. else
  1451. tbl = src;
  1452. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1453. continue; //Autoskills DO check for target-src range. [Skotlex]
  1454. switch (skill_get_casttype(skillid)) {
  1455. case CAST_GROUND:
  1456. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1457. break;
  1458. case CAST_NODAMAGE:
  1459. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1460. break;
  1461. case CAST_DAMAGE:
  1462. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1463. break;
  1464. }
  1465. //Set canact delay. [Skotlex]
  1466. ud = unit_bl2ud(bl);
  1467. if (ud) {
  1468. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1469. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1470. ud->canact_tick = tick+rate;
  1471. }
  1472. break; //trigger only one auto-spell per hit.
  1473. }
  1474. }
  1475. return 0;
  1476. }
  1477. /*=========================================================================
  1478. Breaks equipment. On-non players causes the corresponding strip effect.
  1479. - rate goes from 0 to 10000 (100.00%)
  1480. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1481. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1482. --------------------------------------------------------------------------*/
  1483. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1484. {
  1485. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1486. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1487. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1488. struct status_change *sc = status_get_sc(bl);
  1489. int i,j;
  1490. TBL_PC *sd;
  1491. BL_CAST(BL_PC, bl, sd);
  1492. if (sc && !sc->count)
  1493. sc = NULL;
  1494. if (sd) {
  1495. if (sd->unbreakable_equip)
  1496. where &= ~sd->unbreakable_equip;
  1497. if (sd->unbreakable)
  1498. rate -= rate*sd->unbreakable/100;
  1499. if (where&EQP_WEAPON) {
  1500. switch (sd->status.weapon) {
  1501. case W_FIST: //Bare fists should not break :P
  1502. case W_1HAXE:
  1503. case W_2HAXE:
  1504. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1505. case W_STAFF:
  1506. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1507. where &= ~EQP_WEAPON;
  1508. }
  1509. }
  1510. }
  1511. if (flag&BCT_ENEMY) {
  1512. if (battle_config.equip_skill_break_rate != 100)
  1513. rate = rate*battle_config.equip_skill_break_rate/100;
  1514. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1515. if (battle_config.equip_self_break_rate != 100)
  1516. rate = rate*battle_config.equip_self_break_rate/100;
  1517. }
  1518. for (i = 0; i < 4; i++) {
  1519. if (where&where_list[i]) {
  1520. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1521. where&=~where_list[i];
  1522. else if (rand()%10000 >= rate)
  1523. where&=~where_list[i];
  1524. else if (!sd) //Cause Strip effect.
  1525. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1526. }
  1527. }
  1528. if (!where) //Nothing to break.
  1529. return 0;
  1530. if (sd) {
  1531. for (i = 0; i < EQI_MAX; i++) {
  1532. j = sd->equip_index[i];
  1533. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1534. continue;
  1535. flag = 0;
  1536. switch(i) {
  1537. case EQI_HEAD_TOP: //Upper Head
  1538. flag = (where&EQP_HELM);
  1539. break;
  1540. case EQI_ARMOR: //Body
  1541. flag = (where&EQP_ARMOR);
  1542. break;
  1543. case EQI_HAND_R: //Left/Right hands
  1544. case EQI_HAND_L:
  1545. flag = (
  1546. (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
  1547. (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
  1548. break;
  1549. default:
  1550. continue;
  1551. }
  1552. if (flag) {
  1553. sd->status.inventory[j].attribute = 1;
  1554. pc_unequipitem(sd, j, 3);
  1555. }
  1556. }
  1557. clif_equiplist(sd);
  1558. }
  1559. return where; //Return list of pieces broken.
  1560. }
  1561. /*=========================================================================
  1562. Used to knock back players, monsters, traps, etc
  1563. If count&0xf00000, the direction is send in the 6th byte.
  1564. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1565. If count&0x20000, position update packets must not be sent.
  1566. IF count&0X40000, direction is random.
  1567. --------------------------------------------------------------------------*/
  1568. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1569. {
  1570. int dx=0,dy=0,nx,ny;
  1571. int x=target->x,y=target->y;
  1572. int dir,ret;
  1573. struct skill_unit *su=NULL;
  1574. nullpo_retr(0, src);
  1575. if (src != target && map_flag_gvg(target->m))
  1576. return 0; //No knocking back in WoE
  1577. if (!count&0xffff)
  1578. return 0; //Actual knockback distance is 0.
  1579. switch (target->type) {
  1580. case BL_MOB:
  1581. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1582. return 0;
  1583. break;
  1584. case BL_SKILL:
  1585. su=(struct skill_unit *)target;
  1586. break;
  1587. }
  1588. if (count&0xf00000)
  1589. dir = (count>>20)&0xf;
  1590. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1591. dir = unit_getdir(target);
  1592. else if (count&0x40000) //Flag for random pushing.
  1593. dir = rand()%8;
  1594. else
  1595. dir = map_calc_dir(target,src->x,src->y);
  1596. if (dir>=0 && dir<8){
  1597. dx = -dirx[dir];
  1598. dy = -diry[dir];
  1599. }
  1600. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1601. nx=ret>>16;
  1602. ny=ret&0xffff;
  1603. if (!su)
  1604. unit_stop_walking(target,0);
  1605. dx = nx - x;
  1606. dy = ny - y;
  1607. if (!dx && !dy) //Could not knockback.
  1608. return 0;
  1609. map_foreachinmovearea(clif_outsight,target->m,
  1610. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1611. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1612. if(su)
  1613. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1614. else
  1615. map_moveblock(target, nx, ny, gettick());
  1616. map_foreachinmovearea(clif_insight,target->m,
  1617. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1618. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1619. if(!(count&0x20000))
  1620. clif_blown(target);
  1621. return (count&0xFFFF); //Return amount of knocked back cells.
  1622. }
  1623. /*
  1624. * =========================================================================
  1625. * スキル?U??果?�?まとめ
  1626. * flagの?明?B16?i?
  1627. * 00XRTTff
  1628. * ff = magicで計算に渡される?j
  1629. * TT = パケットのtype部分(0でデフォルト?j
  1630. * X = パケットのスキルLv
  1631. * R = 予約?iskill_area_subで使用する?j
  1632. *-------------------------------------------------------------------------
  1633. */
  1634. 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)
  1635. {
  1636. struct Damage dmg;
  1637. struct status_data *sstatus, *tstatus;
  1638. struct status_change *sc;
  1639. struct map_session_data *sd=NULL, *tsd=NULL;
  1640. int type,lv,damage,rdamage=0;
  1641. if(skillid > 0 && skilllv <= 0) return 0;
  1642. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1643. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1644. nullpo_retr(0, bl); //Target to be attacked.
  1645. if (src != dsrc) {
  1646. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1647. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1648. return 0;
  1649. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1650. //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]
  1651. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1652. return 0;
  1653. }
  1654. if (dsrc->type == BL_PC)
  1655. sd = (struct map_session_data *)dsrc;
  1656. if (bl->type == BL_PC)
  1657. tsd = (struct map_session_data *)bl;
  1658. sstatus = status_get_status_data(dsrc);
  1659. tstatus = status_get_status_data(bl);
  1660. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1661. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1662. return 0;
  1663. type=-1;
  1664. lv=(flag>>20)&0xf;
  1665. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
  1666. //Skotlex: Adjusted to the new system
  1667. if(src->type==BL_PET && (struct pet_data *)src)
  1668. { // [Valaris]
  1669. struct pet_data *pd = (struct pet_data *)src;
  1670. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1671. {
  1672. int element = skill_get_pl(skillid);
  1673. if (skillid == -1)
  1674. element = sstatus->rhw.ele;
  1675. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1676. dmg.damage2=0;
  1677. dmg.div_= pd->a_skill->div_;
  1678. }
  1679. }
  1680. sc= status_get_sc(bl);
  1681. if (sc && !sc->count) sc = NULL; //Don't need it.
  1682. if (attack_type&BF_MAGIC) {
  1683. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1684. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80)
  1685. ) { //Works on players or mobs with level under 80.
  1686. clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
  1687. if (--sc->data[SC_KAITE].val2 <= 0)
  1688. status_change_end(bl, SC_KAITE, -1);
  1689. bl = src; //Just make the skill attack yourself @.@
  1690. sc = status_get_sc(bl);
  1691. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1692. if (sc && !sc->count)
  1693. sc = NULL; //Don't need it.
  1694. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1695. { //Spirit of Wizard blocks bounced back spells.
  1696. dmg.damage = dmg.damage2 = 0;
  1697. dmg.dmg_lv = ATK_FLEE;
  1698. }
  1699. }
  1700. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1701. //struct unit_data *ud;
  1702. int sp = skill_get_sp(skillid,skilllv);
  1703. dmg.damage = dmg.damage2 = 0;
  1704. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1705. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1706. if(skillid == WZ_WATERBALL && skilllv > 1)
  1707. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1708. status_heal(bl, 0, sp, 2);
  1709. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1710. /* It was reported you don't get an act delay once it triggers.
  1711. ud = unit_bl2ud(bl);
  1712. if (ud) ud->canact_tick = tick
  1713. + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1714. */
  1715. }
  1716. }
  1717. damage = dmg.damage + dmg.damage2;
  1718. if (damage > 0 && src != bl && src == dsrc)
  1719. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1720. if(lv==15)
  1721. lv=-1;
  1722. if( flag&0xff00 )
  1723. type=(flag&0xff00)>>8;
  1724. if((damage <= 0 || damage < dmg.div_)
  1725. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1726. dmg.blewcount = 0;
  1727. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1728. if(battle_config.gx_disptype) dsrc = src;
  1729. if(src == bl) type = 4;
  1730. }
  1731. if(sd) {
  1732. //Sorry for removing the Japanese comments, but they were actually distracting
  1733. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1734. if (sd->sc.data[SC_COMBO].timer!=-1)
  1735. { //End combo state after skill is invoked. [Skotlex]
  1736. switch (skillid) {
  1737. case TK_TURNKICK:
  1738. case TK_STORMKICK:
  1739. case TK_DOWNKICK:
  1740. case TK_COUNTER:
  1741. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  1742. { //Extend combo time.
  1743. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1744. sd->skilllv_old = skilllv;
  1745. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1746. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1747. sd->sc.data[SC_COMBO].timer = add_timer(
  1748. tick+sd->sc.data[SC_COMBO].val4,
  1749. status_change_timer, src->id, SC_COMBO);
  1750. break;
  1751. }
  1752. default:
  1753. status_change_end(src,SC_COMBO,-1);
  1754. }
  1755. }
  1756. switch(skillid)
  1757. {
  1758. case MO_TRIPLEATTACK:
  1759. {
  1760. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1761. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1762. delay += 300 * battle_config.combo_delay_rate / 100;
  1763. sc_start(src,SC_COMBO,100,MO_TRIPLEATTACK,delay);
  1764. clif_combo_delay(src, delay);
  1765. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1766. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1767. break;
  1768. }
  1769. case MO_CHAINCOMBO:
  1770. {
  1771. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1772. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1773. delay += 300 * battle_config.combo_delay_rate /100;
  1774. sc_start(src,SC_COMBO,100,MO_CHAINCOMBO,delay);
  1775. clif_combo_delay(src,delay);
  1776. break;
  1777. }
  1778. case MO_COMBOFINISH:
  1779. {
  1780. int delay = 700 - 4*sstatus->agi - 2*sstatus->dex;
  1781. if (
  1782. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1783. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1784. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1785. )
  1786. delay += 300 * battle_config.combo_delay_rate /100;
  1787. sc_start(src,SC_COMBO,100,MO_COMBOFINISH,delay);
  1788. clif_combo_delay(src,delay);
  1789. break;
  1790. }
  1791. case CH_TIGERFIST:
  1792. { //Tigerfist is now a combo-only skill. [Skotlex]
  1793. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1794. if(
  1795. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1796. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1797. )
  1798. delay += 300 * battle_config.combo_delay_rate /100;
  1799. sc_start(src,SC_COMBO,100,CH_TIGERFIST,delay);
  1800. clif_combo_delay(src,delay);
  1801. break;
  1802. }
  1803. case CH_CHAINCRUSH:
  1804. {
  1805. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1806. if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 &&
  1807. sd->spiritball >= 1 &&
  1808. sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1809. delay += 300 * battle_config.combo_delay_rate /100;
  1810. sc_start(src,SC_COMBO,100,CH_CHAINCRUSH,delay);
  1811. clif_combo_delay(src,delay);
  1812. break;
  1813. }
  1814. case AC_DOUBLE:
  1815. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1816. pc_checkskill(sd, HT_POWER)) {
  1817. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1818. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1819. clif_combo_delay(src,2000);
  1820. }
  1821. break;
  1822. case TK_COUNTER:
  1823. { //bonus from SG_FRIEND [Komurka]
  1824. int level;
  1825. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1826. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1827. }
  1828. break;
  1829. case SL_STIN:
  1830. case SL_STUN:
  1831. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1832. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1833. break;
  1834. case GS_FULLBUSTER:
  1835. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1836. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1837. break;
  1838. } //Switch End
  1839. }
  1840. //Display damage.
  1841. switch(skillid){
  1842. //Skills who's damage should't show any skill-animation.
  1843. case SM_MAGNUM:
  1844. case AS_SPLASHER:
  1845. case ASC_METEORASSAULT:
  1846. // case GS_SPREADATTACK: <- as it is, it shows no animation at all.
  1847. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1848. break;
  1849. case KN_BRANDISHSPEAR:
  1850. case NJ_KAMAITACHI:
  1851. { //Only display skill animation for skill's target.
  1852. struct unit_data *ud = unit_bl2ud(src);
  1853. if (ud && ud->skilltarget == bl->id)
  1854. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1855. else
  1856. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1857. break;
  1858. }
  1859. case NJ_HUUMA:
  1860. { //Only display skill animation for skill's target.
  1861. struct unit_data *ud = unit_bl2ud(src);
  1862. if (ud && ud->skilltarget == bl->id)
  1863. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1864. else
  1865. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, 0, -1, type); // Skill_id = 0 => no effect on other targets
  1866. break;
  1867. }
  1868. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1869. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1870. break;
  1871. case NPC_SELFDESTRUCTION:
  1872. if(src->type==BL_PC)
  1873. dmg.blewcount = 10;
  1874. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1875. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1876. case TF_DOUBLE:
  1877. case GS_CHAINACTION:
  1878. case SN_SHARPSHOOTING:
  1879. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1880. break;
  1881. case CR_GRANDCROSS:
  1882. case NPC_GRANDDARKNESS:
  1883. //Only show animation when hitting yourself. [Skotlex]
  1884. if (src!=bl) {
  1885. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1886. break;
  1887. }
  1888. default:
  1889. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1890. }
  1891. map_freeblock_lock();
  1892. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1893. && pc_checkskill(tsd,RG_PLAGIARISM)
  1894. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1895. && damage < tsd->status.hp)
  1896. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1897. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1898. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1899. {
  1900. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1901. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1902. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1903. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1904. }
  1905. tsd->cloneskill_id = skillid;
  1906. tsd->status.skill[skillid].id = skillid;
  1907. tsd->status.skill[skillid].lv = skilllv;
  1908. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1909. tsd->status.skill[skillid].lv = lv;
  1910. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1911. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1912. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1913. clif_skillinfoblock(tsd);
  1914. }
  1915. }
  1916. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1917. struct skill_unit* su = (struct skill_unit*)bl;
  1918. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1919. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1920. }
  1921. if (!dmg.amotion) {
  1922. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1923. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1924. if (!status_isdead(bl))
  1925. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1926. //Counter status effects [Skotlex]
  1927. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1928. }
  1929. }
  1930. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1931. if (dmg.blewcount > 0 && !status_isdead(bl))
  1932. skill_blown(dsrc,bl,dmg.blewcount);
  1933. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1934. if (dmg.amotion)
  1935. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1936. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1937. int rate = 50 + skilllv * 5;
  1938. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1939. if(rand()%100 < rate)
  1940. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1941. }
  1942. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1943. if (battle_config.left_cardfix_to_right)
  1944. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1945. else
  1946. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1947. }
  1948. if (rdamage>0) {
  1949. if (dmg.amotion)
  1950. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1951. else
  1952. status_fix_damage(bl,src,rdamage,0);
  1953. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1954. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1955. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1956. }
  1957. if (!(flag & 1) &&
  1958. (
  1959. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1960. ) &&
  1961. (sc = status_get_sc(src)) &&
  1962. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1963. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1964. {
  1965. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1966. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1967. }
  1968. map_freeblock_unlock();
  1969. return damage;
  1970. }
  1971. /*==========================================
  1972. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1973. * flagについて?F16?i?を確認
  1974. * MSB <- 00fTffff ->LSB
  1975. * T =タ?ゲット選?用(BCT_*)
  1976. * ffff=自由に使用可能
  1977. * 0 =予約?B0に固定
  1978. *------------------------------------------
  1979. */
  1980. static int skill_area_temp[8];
  1981. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1982. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1983. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1984. int skill_area_sub (struct block_list *bl, va_list ap)
  1985. {
  1986. struct block_list *src;
  1987. int skill_id,skill_lv,flag;
  1988. unsigned int tick;
  1989. SkillFunc func;
  1990. nullpo_retr(0, bl);
  1991. nullpo_retr(0, ap);
  1992. src=va_arg(ap,struct block_list *);
  1993. skill_id=va_arg(ap,int);
  1994. skill_lv=va_arg(ap,int);
  1995. tick=va_arg(ap,unsigned int);
  1996. flag=va_arg(ap,int);
  1997. func=va_arg(ap,SkillFunc);
  1998. if(battle_check_target(src,bl,flag) > 0)
  1999. func(src,bl,skill_id,skill_lv,tick,flag);
  2000. return 0;
  2001. }
  2002. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2003. {
  2004. struct skill_unit *unit;
  2005. int skillid,g_skillid;
  2006. unit = (struct skill_unit *)bl;
  2007. if(bl->prev == NULL || bl->type != BL_SKILL)
  2008. return 0;
  2009. if(!unit->alive)
  2010. return 0;
  2011. skillid = va_arg(ap,int);
  2012. g_skillid = unit->group->skill_id;
  2013. switch (skillid)
  2014. {
  2015. case MG_SAFETYWALL:
  2016. case AL_PNEUMA:
  2017. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2018. return 0;
  2019. break;
  2020. case AL_WARP:
  2021. case HT_SKIDTRAP:
  2022. case HT_LANDMINE:
  2023. case HT_ANKLESNARE:
  2024. case HT_SHOCKWAVE:
  2025. case HT_SANDMAN:
  2026. case HT_FLASHER:
  2027. case HT_FREEZINGTRAP:
  2028. case HT_BLASTMINE:
  2029. case HT_CLAYMORETRAP:
  2030. case HT_TALKIEBOX:
  2031. case HP_BASILICA:
  2032. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2033. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2034. return 0;
  2035. break;
  2036. default: //Avoid stacking with same kind of trap. [Skotlex]
  2037. if (g_skillid != skillid)
  2038. return 0;
  2039. break;
  2040. }
  2041. return 1;
  2042. }
  2043. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2044. {
  2045. //Non players do not check for the skill's splash-trigger area.
  2046. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2047. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2048. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2049. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2050. return 0;
  2051. }
  2052. range += layout_type;
  2053. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2054. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2055. }
  2056. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2057. {
  2058. int skillid;
  2059. if(bl->prev == NULL)
  2060. return 0;
  2061. if(status_isdead(bl))
  2062. return 0;
  2063. skillid = va_arg(ap,int);
  2064. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2065. return 0;
  2066. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2067. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2068. return 1;
  2069. }
  2070. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2071. {
  2072. int range, type;
  2073. switch (skillid) { // to be expanded later
  2074. case WZ_ICEWALL:
  2075. range = 2;
  2076. break;
  2077. default:
  2078. {
  2079. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2080. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2081. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2082. return 0;
  2083. }
  2084. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2085. }
  2086. break;
  2087. }
  2088. // if the caster is a monster/NPC, only check for players
  2089. // otherwise just check characters
  2090. if (bl->type == BL_PC)
  2091. type = BL_CHAR;
  2092. else
  2093. type = BL_PC;
  2094. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2095. x - range, y - range, x + range, y + range,
  2096. type, skillid);
  2097. }
  2098. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2099. {
  2100. struct map_session_data *sd;
  2101. int gid, id, strvit, agidex;
  2102. sd = (struct map_session_data *)bl;
  2103. id = va_arg(ap,int);
  2104. gid = va_arg(ap,int);
  2105. if (sd->status.guild_id != gid)
  2106. return 0;
  2107. strvit = va_arg(ap,int);
  2108. agidex = va_arg(ap,int);
  2109. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2110. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2111. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2112. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2113. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2114. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2115. }
  2116. return 0;
  2117. }
  2118. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2119. return 1;
  2120. }
  2121. /*==========================================
  2122. * [orn]
  2123. * Checks that you have the requirements for casting a skill for homunculus.
  2124. * Flag:
  2125. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2126. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2127. *------------------------------------------
  2128. */
  2129. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2130. {
  2131. struct status_data *status;
  2132. struct status_change *sc;
  2133. int j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2134. nullpo_retr(0, hd);
  2135. if (lv <= 0) return 0;
  2136. status = &hd->battle_status;
  2137. sc = &hd->sc;
  2138. if (!sc->count)
  2139. sc = NULL;
  2140. // for the guild skills [celest]
  2141. if (skill >= HM_SKILLBASE) //[orn]
  2142. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2143. else
  2144. j = skill;
  2145. if (j < 0 || j >= MAX_SKILL_DB)
  2146. return 0;
  2147. //Code speedup, rather than using skill_get_* over and over again.
  2148. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2149. return 0;
  2150. hp = skill_db[j].hp[lv-1];
  2151. sp = skill_db[j].sp[lv-1];
  2152. hp_rate = skill_db[j].hp_rate[lv-1];
  2153. sp_rate = skill_db[j].sp_rate[lv-1];
  2154. state = skill_db[j].state;
  2155. mhp = skill_db[j].mhp[lv-1];
  2156. if(mhp > 0)
  2157. hp += (status->max_hp * mhp)/100;
  2158. if(hp_rate > 0)
  2159. hp += (status->hp * hp_rate)/100;
  2160. else
  2161. hp += (status->max_hp * (-hp_rate))/100;
  2162. if(sp_rate > 0)
  2163. sp += (status->sp * sp_rate)/100;
  2164. else
  2165. sp += (status->max_sp * (-sp_rate))/100;
  2166. switch(skill) { // Check for cost reductions due to skills & SCs
  2167. case HFLI_SBR44:
  2168. if(hd->master->homunculus.intimacy < 200)
  2169. return 0;
  2170. break;
  2171. case HVAN_EXPLOSION:
  2172. if(hd->master->homunculus.intimacy < battle_config.hvan_explosion_intimate)
  2173. return 0;
  2174. break;
  2175. }
  2176. if(!(type&2)){
  2177. if( hp>0 && status->hp <= (unsigned int)hp) {
  2178. clif_skill_fail(hd->master,skill,2,0);
  2179. return 0;
  2180. }
  2181. if( sp>0 && status->sp < (unsigned int)sp) {
  2182. clif_skill_fail(hd->master,skill,1,0);
  2183. return 0;
  2184. }
  2185. }
  2186. switch(state) {
  2187. case ST_MOVE_ENABLE:
  2188. //Check only on begin casting. [Skotlex]
  2189. if(!type && !unit_can_move(&hd->bl)) {
  2190. clif_skill_fail(hd->master,skill,0,0);
  2191. return 0;
  2192. }
  2193. break;
  2194. }
  2195. if(!(type&1))
  2196. return 1;
  2197. if(type&2)
  2198. return 1;
  2199. if(sp || hp)
  2200. status_zap(&hd->bl, hp, sp);
  2201. return 1;
  2202. }
  2203. /*=========================================================================
  2204. *
  2205. */
  2206. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2207. {
  2208. if(skill_area_temp[0] < 0xffff)
  2209. skill_area_temp[0]++;
  2210. return 1;
  2211. }
  2212. int skill_count_water (struct block_list *src, int range)
  2213. {
  2214. int i,x,y,cnt = 0,size = range*2+1;
  2215. struct skill_unit *unit;
  2216. for (i=0;i<size*size;i++) {
  2217. x = src->x+(i%size-range);
  2218. y = src->y+(i/size-range);
  2219. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2220. cnt++;
  2221. continue;
  2222. }
  2223. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2224. if (!unit)
  2225. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2226. if (unit) {
  2227. cnt++;
  2228. skill_delunit(unit);
  2229. }
  2230. }
  2231. return cnt;
  2232. }
  2233. /*==========================================
  2234. *
  2235. *------------------------------------------
  2236. */
  2237. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2238. {
  2239. struct block_list *src = map_id2bl(id),*target;
  2240. struct unit_data *ud = unit_bl2ud(src);
  2241. struct skill_timerskill *skl = NULL;
  2242. int range;
  2243. nullpo_retr(0, src);
  2244. nullpo_retr(0, ud);
  2245. skl = ud->skilltimerskill[data];
  2246. nullpo_retr(0, skl);
  2247. ud->skilltimerskill[data] = NULL;
  2248. do {
  2249. if(src->prev == NULL)
  2250. break;
  2251. if(skl->target_id) {
  2252. target = map_id2bl(skl->target_id);
  2253. if(!target && skl->skill_id == RG_INTIMIDATE)
  2254. target = src; //Required since it has to warp.
  2255. if(target == NULL)
  2256. break;
  2257. if(target->prev == NULL)
  2258. break;
  2259. if(src->m != target->m)
  2260. break;
  2261. if(status_isdead(src))
  2262. break;
  2263. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2264. break;
  2265. switch(skl->skill_id) {
  2266. case RG_INTIMIDATE:
  2267. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2268. short x,y;
  2269. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2270. if (target != src && !status_isdead(target))
  2271. unit_warp(target, -1, x, y, 3);
  2272. }
  2273. break;
  2274. case BA_FROSTJOKE:
  2275. case DC_SCREAM:
  2276. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2277. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2278. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2279. break;
  2280. case WZ_WATERBALL:
  2281. if (!status_isdead(target))
  2282. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2283. if (skl->type>1 && !status_isdead(target)) {
  2284. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2285. } else {
  2286. struct status_change *sc = status_get_sc(src);
  2287. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2288. status_change_end(src,SC_MAGICPOWER,-1);
  2289. }
  2290. break;
  2291. default:
  2292. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2293. break;
  2294. }
  2295. }
  2296. else {
  2297. if(src->m != skl->map)
  2298. break;
  2299. switch(skl->skill_id) {
  2300. case WZ_METEOR:
  2301. if(skl->type >= 0) {
  2302. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2303. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2304. }
  2305. else
  2306. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2307. break;
  2308. }
  2309. }
  2310. } while (0);
  2311. //Free skl now that it is no longer needed.
  2312. ers_free(skill_timer_ers, skl);
  2313. return 0;
  2314. }
  2315. /*==========================================
  2316. *
  2317. *------------------------------------------
  2318. */
  2319. 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)
  2320. {
  2321. int i;
  2322. struct unit_data *ud;
  2323. nullpo_retr(1, src);
  2324. ud = unit_bl2ud(src);
  2325. nullpo_retr(1, ud);
  2326. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2327. if (i==MAX_SKILLTIMERSKILL) return 1;
  2328. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2329. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2330. ud->skilltimerskill[i]->src_id = src->id;
  2331. ud->skilltimerskill[i]->target_id = target;
  2332. ud->skilltimerskill[i]->skill_id = skill_id;
  2333. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2334. ud->skilltimerskill[i]->map = src->m;
  2335. ud->skilltimerskill[i]->x = x;
  2336. ud->skilltimerskill[i]->y = y;
  2337. ud->skilltimerskill[i]->type = type;
  2338. ud->skilltimerskill[i]->flag = flag;
  2339. return 0;
  2340. }
  2341. /*==========================================
  2342. *
  2343. *------------------------------------------
  2344. */
  2345. int skill_cleartimerskill (struct block_list *src)
  2346. {
  2347. int i;
  2348. struct unit_data *ud;
  2349. nullpo_retr(0, src);
  2350. ud = unit_bl2ud(src);
  2351. nullpo_retr(0, ud);
  2352. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2353. if(ud->skilltimerskill[i]) {
  2354. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2355. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2356. ud->skilltimerskill[i]=NULL;
  2357. }
  2358. }
  2359. return 1;
  2360. }
  2361. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2362. {
  2363. TBL_SKILL *su = (TBL_SKILL*)bl;
  2364. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2365. { //Reveal trap.
  2366. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2367. //clif_changetraplook(bl, su->group->unit_id);
  2368. clif_skill_setunit(su);
  2369. return 1;
  2370. }
  2371. return 0;
  2372. }
  2373. /*==========================================
  2374. *
  2375. *
  2376. *------------------------------------------
  2377. */
  2378. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2379. {
  2380. struct map_session_data *sd = NULL, *tsd = NULL;
  2381. struct status_data *tstatus;
  2382. struct status_change *sc;
  2383. if (skillid > 0 && skilllv <= 0) return 0;
  2384. nullpo_retr(1, src);
  2385. nullpo_retr(1, bl);
  2386. if (src->m != bl->m)
  2387. return 1;
  2388. if (bl->prev == NULL)
  2389. return 1;
  2390. if (src->type == BL_PC)
  2391. sd = (struct map_session_data *)src;
  2392. if (bl->type == BL_PC)
  2393. tsd = (struct map_session_data *)bl;
  2394. if (status_isdead(bl))
  2395. return 1;
  2396. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
  2397. { //GTB makes all targetted magic fail silently.
  2398. if (sd) clif_skill_fail(sd,skillid,0,0);
  2399. return 1;
  2400. }
  2401. sc = status_get_sc(src);
  2402. if (sc && !sc->count)
  2403. sc = NULL; //Unneeded
  2404. tstatus = status_get_status_data(bl);
  2405. map_freeblock_lock();
  2406. switch(skillid)
  2407. {
  2408. case SM_BASH:
  2409. case MC_MAMMONITE:
  2410. case TF_DOUBLE:
  2411. case AC_DOUBLE:
  2412. case AS_SONICBLOW:
  2413. case KN_PIERCE:
  2414. case KN_SPEARBOOMERANG:
  2415. case KN_BRANDISHSPEAR:
  2416. case TF_POISON:
  2417. case TF_SPRINKLESAND:
  2418. case AC_CHARGEARROW:
  2419. case RG_RAID:
  2420. case RG_INTIMIDATE:
  2421. case AM_ACIDTERROR:
  2422. case BA_MUSICALSTRIKE:
  2423. case DC_THROWARROW:
  2424. case BA_DISSONANCE:
  2425. case CR_HOLYCROSS:
  2426. case NPC_DARKCROSS:
  2427. case CR_SHIELDCHARGE:
  2428. case CR_SHIELDBOOMERANG:
  2429. case NPC_PIERCINGATT:
  2430. case NPC_MENTALBREAKER:
  2431. case NPC_RANGEATTACK:
  2432. case NPC_CRITICALSLASH:
  2433. case NPC_COMBOATTACK:
  2434. case NPC_GUIDEDATTACK:
  2435. case NPC_POISON:
  2436. case NPC_BLINDATTACK:
  2437. case NPC_SILENCEATTACK:
  2438. case NPC_STUNATTACK:
  2439. case NPC_PETRIFYATTACK:
  2440. case NPC_CURSEATTACK:
  2441. case NPC_SLEEPATTACK:
  2442. case NPC_RANDOMATTACK:
  2443. case NPC_WATERATTACK:
  2444. case NPC_GROUNDATTACK:
  2445. case NPC_FIREATTACK:
  2446. case NPC_WINDATTACK:
  2447. case NPC_POISONATTACK:
  2448. case NPC_HOLYATTACK:
  2449. case NPC_DARKNESSATTACK:
  2450. case NPC_TELEKINESISATTACK:
  2451. case NPC_UNDEADATTACK:
  2452. case NPC_BREAKARMOR:
  2453. case NPC_BREAKWEAPON:
  2454. case NPC_BREAKHELM:
  2455. case NPC_BREAKSHIELD:
  2456. case LK_AURABLADE:
  2457. case LK_SPIRALPIERCE:
  2458. case LK_HEADCRUSH:
  2459. case LK_JOINTBEAT:
  2460. case CG_ARROWVULCAN:
  2461. case HW_MAGICCRASHER:
  2462. case ASC_METEORASSAULT:
  2463. case ITM_TOMAHAWK:
  2464. case MO_TRIPLEATTACK:
  2465. case CH_CHAINCRUSH:
  2466. case CH_TIGERFIST:
  2467. case PA_SHIELDCHAIN: // Shield Chain
  2468. case PA_SACRIFICE:
  2469. case WS_CARTTERMINATION: // Cart Termination
  2470. case AS_VENOMKNIFE:
  2471. case HT_PHANTASMIC:
  2472. case HT_POWER:
  2473. case TK_DOWNKICK:
  2474. case TK_COUNTER:
  2475. case GS_TRIPLEACTION:
  2476. case GS_MAGICALBULLET:
  2477. case GS_CRACKER:
  2478. case GS_TRACKING:
  2479. case GS_PIERCINGSHOT:
  2480. case GS_RAPIDSHOWER:
  2481. case GS_DUST:
  2482. case GS_FULLBUSTER:
  2483. case NJ_SYURIKEN:
  2484. case NJ_KUNAI:
  2485. case ASC_BREAKER:
  2486. case HFLI_MOON: //[orn]
  2487. case HFLI_SBR44: //[orn]
  2488. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2489. break;
  2490. case MO_COMBOFINISH:
  2491. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2492. { //Becomes a splash attack when Soul Linked.
  2493. map_foreachinrange(skill_area_sub, bl,
  2494. skill_get_splash(skillid, skilllv),BL_CHAR,
  2495. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2496. skill_castend_damage_id);
  2497. } else
  2498. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2499. break;
  2500. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2501. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2502. map_foreachinrange(skill_attack_area, src,
  2503. skill_get_splash(skillid, skilllv), BL_CHAR,
  2504. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2505. break;
  2506. case TK_JUMPKICK:
  2507. if (skillid == TK_JUMPKICK)
  2508. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2509. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2510. clif_slide(src,bl->x,bl->y);
  2511. break;
  2512. case SN_SHARPSHOOTING:
  2513. case NJ_KAMAITACHI:
  2514. //It won't shoot through walls since on castend there has to be a direct
  2515. //line of sight between caster and target.
  2516. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2517. skill_get_splash(skillid, skilllv),BL_CHAR,
  2518. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2519. break;
  2520. case MO_INVESTIGATE:
  2521. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2522. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2523. status_change_end(src,SC_BLADESTOP,-1);
  2524. break;
  2525. case RG_BACKSTAP:
  2526. {
  2527. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2528. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2529. if (sc && sc->data[SC_HIDING].timer != -1)
  2530. status_change_end(src, SC_HIDING, -1);
  2531. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2532. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2533. unit_setdir(bl,dir);
  2534. }
  2535. else if (sd)
  2536. clif_skill_fail(sd,skillid,0,0);
  2537. }
  2538. break;
  2539. case MO_FINGEROFFENSIVE:
  2540. {
  2541. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2542. if (battle_config.finger_offensive_type && sd) {
  2543. int i;
  2544. for (i = 1; i < sd->spiritball_old; i++)
  2545. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2546. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2547. }
  2548. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2549. status_change_end(src,SC_BLADESTOP,-1);
  2550. }
  2551. break;
  2552. case MO_CHAINCOMBO:
  2553. {
  2554. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2555. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2556. status_change_end(src,SC_BLADESTOP,-1);
  2557. }
  2558. break;
  2559. case KN_CHARGEATK:
  2560. case MO_EXTREMITYFIST:
  2561. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2562. {
  2563. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2564. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2565. if (sc->data[SC_BLADESTOP].timer != -1)
  2566. status_change_end(src,SC_BLADESTOP,-1);
  2567. }
  2568. if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
  2569. int dx,dy;
  2570. dx = bl->x - src->x;
  2571. dy = bl->y - src->y;
  2572. if(dx > 0) dx++;
  2573. else if(dx < 0) dx--;
  2574. if (dy > 0) dy++;
  2575. else if(dy < 0) dy--;
  2576. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2577. flag = distance_bl(src, bl);
  2578. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2579. if (sd) clif_skill_fail(sd,skillid,0,0);
  2580. break;
  2581. }
  2582. clif_slide(src,src->x,src->y);
  2583. if (skillid != MO_EXTREMITYFIST || battle_check_target(src, bl, BCT_ENEMY) > 0) //Check must be done here because EF should be broken this way.. [Skotlex]
  2584. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2585. else if (sd)
  2586. clif_skill_fail(sd,skillid,0,0);
  2587. }
  2588. else //Assume minimum distance of 1 for Charge.
  2589. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2590. break;
  2591. //Splash attack skills.
  2592. case AS_GRIMTOOTH:
  2593. case MC_CARTREVOLUTION:
  2594. case NPC_SPLASHATTACK:
  2595. case AC_SHOWER: //Targetted skill implementation.
  2596. if(flag&1){
  2597. if(bl->id!=skill_area_temp[1]){
  2598. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
  2599. 0x0500);
  2600. }
  2601. } else {
  2602. skill_area_temp[1]=bl->id;
  2603. map_foreachinrange(skill_area_sub, bl,
  2604. skill_get_splash(skillid, skilllv), BL_CHAR,
  2605. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2606. skill_castend_damage_id);
  2607. //Skill-attack at the end in case it has knockback. [Skotlex]
  2608. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,0);
  2609. }
  2610. break;
  2611. case AS_SPLASHER:
  2612. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2613. if (bl->id != skill_area_temp[0])
  2614. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 1);
  2615. } else {
  2616. skill_area_temp[0] = bl->id;
  2617. map_foreachinrange(skill_area_sub, bl,
  2618. skill_get_splash(skillid, skilllv), BL_CHAR,
  2619. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2620. skill_castend_damage_id);
  2621. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2622. }
  2623. break;
  2624. case SM_MAGNUM:
  2625. if(flag&1)
  2626. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2627. else {
  2628. //If we get here, someone changed magnum to be a enemy targetted skill,
  2629. //so treat it as such.
  2630. map_foreachinrange(skill_area_sub, bl,
  2631. skill_get_splash(skillid, skilllv),BL_CHAR,
  2632. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2633. skill_castend_damage_id);
  2634. //Initiate 10% of your damage becomes fire element.
  2635. clif_skill_nodamage (src,bl,skillid,skilllv,1);
  2636. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2637. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2638. }
  2639. break;
  2640. case KN_BOWLINGBASH:
  2641. if(flag&1){
  2642. if(bl->id==skill_area_temp[1])
  2643. break;
  2644. //Splash damage is always two hits for 500%
  2645. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2646. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2647. } else {
  2648. int i,c;
  2649. c = skill_get_blewcount(skillid,skilllv);
  2650. for(i=0;i<c;i++){
  2651. if (!skill_blown(src,bl,0x20000|1))
  2652. break; //Can't knockback
  2653. skill_area_temp[0]=0;
  2654. map_foreachinrange(skill_area_sub,bl,
  2655. skill_get_splash(skillid, skilllv),BL_CHAR,
  2656. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2657. skill_area_sub_count);
  2658. if(skill_area_temp[0]>1) break;
  2659. }
  2660. clif_blown(bl); //Update target pos.
  2661. if (i==c) { //No targets found. Single attack for 600%
  2662. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,1);
  2663. } else {
  2664. skill_area_temp[1]=bl->id;
  2665. map_foreachinrange(skill_area_sub,bl,
  2666. skill_get_splash(skillid, skilllv),BL_CHAR,
  2667. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2668. skill_castend_damage_id);
  2669. //Weirdo dual-hit property, two attacks for 500%
  2670. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2671. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2672. }
  2673. }
  2674. break;
  2675. case KN_SPEARSTAB:
  2676. if(flag&1){
  2677. if (bl->id==skill_area_temp[1])
  2678. break;
  2679. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2680. skill_blown(src,bl,skill_area_temp[2]);
  2681. } else {
  2682. int x=bl->x,y=bl->y,i,dir;
  2683. dir = map_calc_dir(bl,src->x,src->y);
  2684. skill_area_temp[1] = bl->id;
  2685. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2686. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2687. skill_blown(src,bl,skill_area_temp[2]);
  2688. for (i=0;i<4;i++) {
  2689. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2690. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2691. skill_castend_damage_id);
  2692. x += dirx[dir];
  2693. y += diry[dir];
  2694. }
  2695. }
  2696. break;
  2697. case TK_TURNKICK:
  2698. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2699. {
  2700. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2701. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2702. map_foreachinrange(skill_area_sub,bl,
  2703. skill_get_splash(skillid, skilllv),BL_CHAR,
  2704. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2705. skill_castend_nodamage_id);
  2706. }
  2707. break;
  2708. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2709. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2710. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2711. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2712. break;
  2713. case PR_TURNUNDEAD:
  2714. case ALL_RESURRECTION:
  2715. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2716. break;
  2717. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2718. break;
  2719. case MG_SOULSTRIKE:
  2720. case NPC_DARKSTRIKE:
  2721. case MG_COLDBOLT:
  2722. case MG_FIREBOLT:
  2723. case MG_LIGHTNINGBOLT:
  2724. case WZ_EARTHSPIKE:
  2725. case AL_HEAL:
  2726. case AL_HOLYLIGHT:
  2727. case WZ_JUPITEL:
  2728. case NPC_DARKTHUNDER:
  2729. case NPC_MAGICALATTACK:
  2730. case PR_ASPERSIO:
  2731. case MG_FROSTDIVER:
  2732. case WZ_SIGHTBLASTER:
  2733. case WZ_SIGHTRASHER:
  2734. case NJ_KOUENKA:
  2735. case NJ_HYOUSENSOU:
  2736. case NJ_HUUJIN:
  2737. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2738. break;
  2739. case HVAN_CAPRICE: //[blackhole89]
  2740. {
  2741. int ran=rand()%4;
  2742. int sid = 0;
  2743. switch(ran)
  2744. {
  2745. case 0: sid=MG_COLDBOLT; break;
  2746. case 1: sid=MG_FIREBOLT; break;
  2747. case 2: sid=MG_LIGHTNINGBOLT; break;
  2748. case 3: sid=WZ_EARTHSPIKE; break;
  2749. }
  2750. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag);
  2751. }
  2752. break;
  2753. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2754. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2755. if (skilllv>1) {
  2756. int range = skilllv/2;
  2757. int cnt;
  2758. if (sd)
  2759. cnt = skill_count_water(src,range);
  2760. else {
  2761. range = 2*range+1;
  2762. cnt = range*range;
  2763. }
  2764. cnt--;
  2765. if (cnt > 0)
  2766. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2767. skillid,skilllv,cnt,flag);
  2768. } else if (sd) //Eat up deluge tiles.
  2769. skill_count_water(src,0);
  2770. break;
  2771. case PR_BENEDICTIO:
  2772. //Should attack undead and demons. [Skotlex]
  2773. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2774. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2775. break;
  2776. case MG_NAPALMBEAT:
  2777. case MG_FIREBALL:
  2778. if (flag & 1) {
  2779. if (bl->id == skill_area_temp[1])
  2780. break;
  2781. if(skillid == MG_FIREBALL) //Store distance.
  2782. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2783. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2784. } else {
  2785. skill_area_temp[0]=0;
  2786. skill_area_temp[1]=bl->id;
  2787. switch (skillid) {
  2788. case MG_NAPALMBEAT:
  2789. map_foreachinrange(skill_area_sub, bl,
  2790. skill_get_splash(skillid, skilllv),BL_CHAR,
  2791. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2792. skill_area_sub_count);
  2793. break;
  2794. case MG_FIREBALL:
  2795. skill_area_temp[2]=bl->x;
  2796. skill_area_temp[3]=bl->y;
  2797. break;
  2798. }
  2799. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2800. map_foreachinrange(skill_area_sub,bl,
  2801. skill_get_splash(skillid, skilllv),BL_CHAR,
  2802. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2803. skill_castend_damage_id);
  2804. }
  2805. break;
  2806. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2807. if (flag & 1) {
  2808. if (bl->id != skill_area_temp[1])
  2809. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2810. } else {
  2811. skill_area_temp[0] = 0;
  2812. skill_area_temp[1] = bl->id;
  2813. map_foreachinrange(skill_area_sub, bl,
  2814. skill_get_splash(skillid, skilllv), BL_CHAR,
  2815. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2816. skill_area_sub_count);
  2817. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2818. map_foreachinrange(skill_area_sub, bl,
  2819. skill_get_splash(skillid, skilllv), BL_CHAR,
  2820. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2821. skill_castend_damage_id);
  2822. }
  2823. break;
  2824. case SL_STIN:
  2825. case SL_STUN:
  2826. case SL_SMA:
  2827. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2828. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2829. clif_skill_fail(sd,skillid,0,0);
  2830. break;
  2831. }
  2832. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2833. break;
  2834. case HT_BLITZBEAT:
  2835. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2836. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2837. } else {
  2838. skill_area_temp[0] = 0;
  2839. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2840. map_foreachinrange(skill_area_sub, bl,
  2841. skill_get_splash(skillid, skilllv), BL_CHAR,
  2842. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2843. map_foreachinrange(skill_area_sub, bl,
  2844. skill_get_splash(skillid, skilllv), BL_CHAR,
  2845. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2846. skill_castend_damage_id);
  2847. }
  2848. break;
  2849. case NPC_DARKBREATH:
  2850. clif_emotion(src,7);
  2851. case SN_FALCONASSAULT:
  2852. case PA_PRESSURE:
  2853. case CR_ACIDDEMONSTRATION:
  2854. case TF_THROWSTONE:
  2855. case NPC_SMOKING:
  2856. case HVAN_EXPLOSION: //[orn]
  2857. case GS_FLING:
  2858. case NJ_ZENYNAGE:
  2859. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2860. break;
  2861. case NPC_SELFDESTRUCTION:
  2862. if (src != bl)
  2863. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2864. break;
  2865. // Celest
  2866. case PF_SOULBURN:
  2867. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2869. if (skilllv == 5)
  2870. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2871. status_percent_damage(src, bl, 0, 100);
  2872. } else {
  2873. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2874. if (skilllv == 5)
  2875. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2876. status_percent_damage(src, src, 0, 100);
  2877. }
  2878. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2879. break;
  2880. case NPC_BLOODDRAIN:
  2881. case NPC_ENERGYDRAIN:
  2882. {
  2883. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2884. src, src, bl, skillid, skilllv, tick, flag);
  2885. if (heal > 0){
  2886. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2887. status_heal(src, heal, 0, 0);
  2888. }
  2889. }
  2890. break;
  2891. case GS_BULLSEYE:
  2892. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  2893. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2894. else if (sd)
  2895. clif_skill_fail(sd,skillid,0,0);
  2896. break;
  2897. case GS_DESPERADO:
  2898. case GS_SPREADATTACK:
  2899. if(flag&1)
  2900. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2901. else {
  2902. //If we get here, someone changed it to be a enemy targetted skill,
  2903. //so treat it as such.
  2904. map_foreachinrange(skill_area_sub, bl,
  2905. skill_get_splash(skillid, skilllv),BL_CHAR,
  2906. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2907. skill_castend_damage_id);
  2908. }
  2909. break;
  2910. case NJ_HUUMA:
  2911. if (flag & 1) {
  2912. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2913. } else {
  2914. skill_area_temp[0] = 0;
  2915. map_foreachinrange(skill_area_sub, bl,
  2916. skill_get_splash(skillid, skilllv), BL_CHAR,
  2917. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2918. skill_area_sub_count);
  2919. map_foreachinrange(skill_area_sub, bl,
  2920. skill_get_splash(skillid, skilllv), BL_CHAR,
  2921. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2922. skill_castend_damage_id);
  2923. }
  2924. break;
  2925. case NJ_BAKUENRYU:
  2926. if (flag & 1) {
  2927. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2928. } else {
  2929. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2930. skill_area_temp[0] = 0;
  2931. map_foreachinrange(skill_area_sub, bl,
  2932. skill_get_splash(skillid, skilllv), BL_CHAR,
  2933. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2934. map_foreachinrange(skill_area_sub, bl,
  2935. skill_get_splash(skillid, skilllv), BL_CHAR,
  2936. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2937. skill_castend_damage_id);
  2938. }
  2939. break;
  2940. case NJ_KASUMIKIRI:
  2941. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2942. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2943. break;
  2944. case NJ_KIRIKAGE:
  2945. status_change_end(src, SC_HIDING, -1);
  2946. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2947. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2948. { //FIXME: Why are you sending a packet to LIE about where the character is?
  2949. //If you want to place yourself adjacent to the target, do the proper coding..?
  2950. int dir = unit_getdir(src);
  2951. clif_slide(src,src->x - dirx[dir],src->y - diry[dir]);
  2952. }
  2953. break;
  2954. case NJ_ISSEN:
  2955. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2956. if (sc && sc->data[SC_NEN].timer != -1)
  2957. status_change_end(src,SC_NEN,-1);
  2958. break;
  2959. case 0:
  2960. if(sd) {
  2961. if (flag & 3){
  2962. if (bl->id != skill_area_temp[1])
  2963. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2964. } else {
  2965. skill_area_temp[1] = bl->id;
  2966. map_foreachinrange(skill_area_sub, bl,
  2967. sd->splash_range, BL_CHAR,
  2968. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2969. skill_castend_damage_id);
  2970. }
  2971. }
  2972. break;
  2973. default:
  2974. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2975. map_freeblock_unlock();
  2976. return 1;
  2977. }
  2978. map_freeblock_unlock();
  2979. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2980. battle_consume_ammo(sd, skillid, skilllv);
  2981. return 0;
  2982. }
  2983. /*==========================================
  2984. *
  2985. *------------------------------------------
  2986. */
  2987. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2988. {
  2989. struct map_session_data *sd = NULL;
  2990. struct homun_data *hd = NULL;
  2991. struct map_session_data *dstsd = NULL;
  2992. struct status_data *sstatus, *tstatus;
  2993. struct status_change *tsc;
  2994. struct mob_data *md = NULL;
  2995. struct mob_data *dstmd = NULL;
  2996. int i,type=-1;
  2997. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2998. nullpo_retr(1, src);
  2999. nullpo_retr(1, bl);
  3000. if (src->m != bl->m)
  3001. return 1;
  3002. if (src->type == BL_PC) {
  3003. sd = (struct map_session_data *)src;
  3004. } else if (src->type == BL_HOM) { //[orn]
  3005. hd = (struct homun_data *)src;
  3006. } else if (src->type == BL_MOB) {
  3007. md = (struct mob_data *)src;
  3008. }
  3009. if (bl->type == BL_PC){
  3010. dstsd = (struct map_session_data *)bl;
  3011. } else if (bl->type == BL_MOB){
  3012. dstmd = (struct mob_data *)bl;
  3013. }
  3014. if(bl->prev == NULL)
  3015. return 1;
  3016. if(status_isdead(src))
  3017. return 1;
  3018. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  3019. return 1;
  3020. tstatus = status_get_status_data(bl);
  3021. sstatus = status_get_status_data(src);
  3022. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3023. switch (skillid) {
  3024. case HLIF_HEAL: //[orn]
  3025. if (bl->type != BL_HOM) {
  3026. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3027. break ;
  3028. }
  3029. case AL_HEAL:
  3030. case ALL_RESURRECTION:
  3031. case PR_ASPERSIO:
  3032. //Apparently only player casted skills can be offensive like this.
  3033. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3034. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3035. //Offensive heal does not works on non-enemies. [Skotlex]
  3036. clif_skill_fail(sd,skillid,0,0);
  3037. return 0;
  3038. }
  3039. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3040. }
  3041. break;
  3042. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3043. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3044. default:
  3045. //Skill is actually ground placed.
  3046. if (src == bl && skill_get_unit_id(skillid,0))
  3047. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3048. }
  3049. if (skillid > 0)
  3050. type = SkillStatusChangeTable(skillid);
  3051. tsc = status_get_sc(bl);
  3052. map_freeblock_lock();
  3053. switch(skillid)
  3054. {
  3055. case HLIF_HEAL: //[orn]
  3056. case AL_HEAL:
  3057. {
  3058. int heal = skill_calc_heal(src, skilllv);
  3059. int heal_get_jobexp;
  3060. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3061. heal=0;
  3062. if (sd) {
  3063. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3064. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3065. heal = heal*2;
  3066. }
  3067. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  3068. && !(sstatus->mode&MD_BOSS)
  3069. ) { //Bounce back heal
  3070. if (--tsc->data[SC_KAITE].val2 <= 0)
  3071. status_change_end(bl, SC_KAITE, -1);
  3072. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  3073. clif_skill_nodamage (src, src, skillid, heal, 1);
  3074. heal_get_jobexp = status_heal(src,heal,0,0);
  3075. } else {
  3076. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3077. heal_get_jobexp = status_heal(bl,heal,0,0);
  3078. }
  3079. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3080. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3081. if (heal_get_jobexp <= 0)
  3082. heal_get_jobexp = 1;
  3083. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3084. }
  3085. }
  3086. break;
  3087. case PR_REDEMPTIO:
  3088. if (sd && !(flag&1)) {
  3089. if (sd->status.party_id == 0) {
  3090. clif_skill_fail(sd,skillid,0,0);
  3091. break;
  3092. }
  3093. skill_area_temp[0] = 0;
  3094. party_foreachsamemap(skill_area_sub,
  3095. sd,skill_get_splash(skillid, skilllv),
  3096. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3097. skill_castend_nodamage_id);
  3098. if (skill_area_temp[0] == 0) {
  3099. clif_skill_fail(sd,skillid,0,0);
  3100. break;
  3101. }
  3102. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3103. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  3104. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3105. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3106. clif_updatestatus(sd,SP_BASEEXP);
  3107. clif_updatestatus(sd,SP_JOBEXP);
  3108. }
  3109. status_set_hp(src, 1, 0);
  3110. status_set_sp(src, 0, 0);
  3111. break;
  3112. } else if (status_isdead(bl) && flag&1) { //Revive
  3113. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3114. skilllv = 3; //Resurrection level 3 is used
  3115. } else //Invalid target, skip resurrection.
  3116. break;
  3117. case ALL_RESURRECTION:
  3118. if(sd && map_flag_gvg(bl->m))
  3119. { //No reviving in WoE grounds!
  3120. clif_skill_fail(sd,skillid,0,0);
  3121. break;
  3122. }
  3123. if (!status_isdead(bl))
  3124. break;
  3125. {
  3126. int per = 0, sper = 0;
  3127. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3128. break;
  3129. switch(skilllv){
  3130. case 1: per=10; break;
  3131. case 2: per=30; break;
  3132. case 3: per=50; break;
  3133. case 4: per=80; break;
  3134. }
  3135. if(dstsd && dstsd->special_state.restart_full_recover)
  3136. per = sper = 100;
  3137. if (status_revive(bl, per, sper))
  3138. {
  3139. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3140. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3141. {
  3142. int exp = 0,jexp = 0;
  3143. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3144. if(lv > 0) {
  3145. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3146. if (exp < 1) exp = 1;
  3147. }
  3148. if(jlv > 0) {
  3149. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3150. if (jexp < 1) jexp = 1;
  3151. }
  3152. if(exp > 0 || jexp > 0)
  3153. pc_gainexp (sd, bl, exp, jexp);
  3154. }
  3155. }
  3156. }
  3157. break;
  3158. case AL_DECAGI:
  3159. clif_skill_nodamage (src, bl, skillid, skilllv,
  3160. sc_start(bl, type,
  3161. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3162. skilllv, skill_get_time(skillid,skilllv)));
  3163. break;
  3164. case AL_CRUCIS:
  3165. if (flag & 1) {
  3166. if (battle_check_target (src, bl, BCT_ENEMY))
  3167. sc_start(bl,type,
  3168. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3169. skilllv,60000);
  3170. } else {
  3171. map_foreachinrange(skill_area_sub, src,
  3172. skill_get_splash(skillid, skilllv), BL_CHAR,
  3173. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3174. skill_castend_nodamage_id);
  3175. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3176. }
  3177. break;
  3178. case PR_LEXDIVINA:
  3179. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3180. status_change_end(bl,type, -1);
  3181. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3182. } else
  3183. clif_skill_nodamage (src, bl, skillid, skilllv,
  3184. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3185. break;
  3186. case SA_ABRACADABRA:
  3187. {
  3188. int abra_skillid = 0, abra_skilllv;
  3189. do {
  3190. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3191. if (
  3192. //Unneeded check, use the "per" field to know if the skill is valid.
  3193. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3194. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3195. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3196. rand()%10000 >= skill_abra_db[abra_skillid].per
  3197. )
  3198. abra_skillid = 0; // reset to get a new id
  3199. } while (abra_skillid == 0);
  3200. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3201. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3202. if (sd)
  3203. { //Crash-protection against Abracadabra casting pets
  3204. sd->skillitem = abra_skillid;
  3205. sd->skillitemlv = abra_skilllv;
  3206. sd->state.abra_flag = 1;
  3207. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3208. } else
  3209. { // [Skotlex]
  3210. struct unit_data *ud = unit_bl2ud(src);
  3211. int inf = skill_get_inf(abra_skillid);
  3212. int target_id = 0;
  3213. if (!ud) break;
  3214. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3215. if (src->type == BL_PET)
  3216. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3217. if (!bl) bl = src;
  3218. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3219. } else { //Assume offensive skills
  3220. if (ud->target)
  3221. target_id = ud->target;
  3222. else switch (src->type) {
  3223. case BL_MOB:
  3224. target_id = ((TBL_MOB*)src)->target_id;
  3225. break;
  3226. case BL_PET:
  3227. target_id = ((TBL_PET*)src)->target_id;
  3228. break;
  3229. }
  3230. if (!target_id)
  3231. break;
  3232. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3233. bl = map_id2bl(target_id);
  3234. if (!bl) bl = src;
  3235. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3236. } else
  3237. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3238. }
  3239. }
  3240. }
  3241. break;
  3242. case SA_COMA:
  3243. clif_skill_nodamage(src,bl,skillid,skilllv,
  3244. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3245. break;
  3246. case SA_FULLRECOVERY:
  3247. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3248. if (status_isimmune(bl))
  3249. break;
  3250. status_percent_heal(bl, 100, 100);
  3251. break;
  3252. case SA_SUMMONMONSTER:
  3253. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3254. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3255. break;
  3256. case SA_LEVELUP:
  3257. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3258. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3259. break;
  3260. case SA_INSTANTDEATH:
  3261. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3262. status_set_hp(bl,1,0);
  3263. break;
  3264. case SA_QUESTION:
  3265. case SA_GRAVITY:
  3266. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3267. break;
  3268. case SA_CLASSCHANGE:
  3269. {
  3270. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3271. ,1157,1159,1190,1272,1312,1373,1492};
  3272. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3273. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3274. if(dstmd) mob_class_change(dstmd,class_);
  3275. }
  3276. break;
  3277. case SA_MONOCELL:
  3278. {
  3279. static int poringclass[]={1002};
  3280. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3281. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3282. if(dstmd) mob_class_change(dstmd,class_);
  3283. }
  3284. break;
  3285. case SA_DEATH:
  3286. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3287. status_kill(bl);
  3288. break;
  3289. case SA_REVERSEORCISH:
  3290. clif_skill_nodamage(src,bl,skillid,skilllv,
  3291. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3292. break;
  3293. case SA_FORTUNE:
  3294. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3295. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3296. break;
  3297. case SA_TAMINGMONSTER:
  3298. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3299. if (sd && dstmd) {
  3300. for (i = 0; i < MAX_PET_DB; i++) {
  3301. if (dstmd->class_ == pet_db[i].class_) {
  3302. pet_catch_process1 (sd, dstmd->class_);
  3303. break;
  3304. }
  3305. }
  3306. }
  3307. break;
  3308. case AL_INCAGI:
  3309. case AL_BLESSING:
  3310. case PR_SLOWPOISON:
  3311. case PR_IMPOSITIO:
  3312. case PR_LEXAETERNA:
  3313. case PR_SUFFRAGIUM:
  3314. case PR_BENEDICTIO:
  3315. clif_skill_nodamage(src,bl,skillid,skilllv,
  3316. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3317. break;
  3318. case CR_PROVIDENCE:
  3319. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3320. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3321. clif_skill_fail(sd,skillid,0,0);
  3322. map_freeblock_unlock();
  3323. return 1;
  3324. }
  3325. }
  3326. clif_skill_nodamage(src,bl,skillid,skilllv,
  3327. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3328. break;
  3329. case CG_MARIONETTE:
  3330. {
  3331. struct status_change *sc= status_get_sc(src);
  3332. int type2 = SC_MARIONETTE2;
  3333. if(sc && tsc){
  3334. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3335. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3336. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3337. clif_marionette(src, bl);
  3338. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3339. }
  3340. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3341. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3342. status_change_end(src, type, -1);
  3343. status_change_end(bl, type2, -1);
  3344. }
  3345. else {
  3346. if (sd) clif_skill_fail(sd,skillid,0,0);
  3347. map_freeblock_unlock();
  3348. return 1;
  3349. }
  3350. }
  3351. }
  3352. break;
  3353. case RG_CLOSECONFINE:
  3354. clif_skill_nodamage(src,bl,skillid,skilllv,
  3355. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3356. break;
  3357. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3358. case SA_FROSTWEAPON:
  3359. case SA_LIGHTNINGLOADER:
  3360. case SA_SEISMICWEAPON:
  3361. if (dstsd) {
  3362. if(dstsd->status.weapon == W_FIST ||
  3363. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3364. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3365. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3366. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3367. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3368. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3369. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3370. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3371. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3372. ))
  3373. ) {
  3374. if (sd) clif_skill_fail(sd,skillid,0,0);
  3375. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3376. break;
  3377. }
  3378. }
  3379. if (sd) {
  3380. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3381. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3382. clif_skill_fail(sd,skillid,0,0);
  3383. break;
  3384. }
  3385. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3386. }
  3387. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3388. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3389. if (sd)
  3390. clif_skill_fail(sd,skillid,0,0);
  3391. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3392. clif_displaymessage(sd->fd,"You broke target's weapon");
  3393. }
  3394. break;
  3395. case PR_ASPERSIO:
  3396. if (sd && dstmd) {
  3397. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3398. break;
  3399. }
  3400. clif_skill_nodamage(src,bl,skillid,skilllv,
  3401. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3402. break;
  3403. case TK_SEVENWIND:
  3404. switch(skilllv){
  3405. case 1:
  3406. type=SC_EARTHWEAPON;
  3407. break;
  3408. case 2:
  3409. type=SC_WINDWEAPON;
  3410. break;
  3411. case 3:
  3412. type=SC_WATERWEAPON;
  3413. break;
  3414. case 4:
  3415. type=SC_FIREWEAPON;
  3416. break;
  3417. case 5:
  3418. type=SC_GHOSTWEAPON;
  3419. break;
  3420. case 6:
  3421. type=SC_SHADOWWEAPON;
  3422. break;
  3423. case 7:
  3424. type=SC_ASPERSIO;
  3425. break;
  3426. }
  3427. clif_skill_nodamage(src,bl,skillid,skilllv,
  3428. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3429. break;
  3430. case PR_KYRIE:
  3431. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3432. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3433. break;
  3434. //Passive Magnum, should had been casted on yourself.
  3435. case SM_MAGNUM:
  3436. map_foreachinrange(skill_area_sub, src,
  3437. skill_get_splash(skillid, skilllv),BL_CHAR,
  3438. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3439. skill_castend_damage_id);
  3440. //Initiate 10% of your damage becomes fire element.
  3441. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3442. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3443. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3444. break;
  3445. case LK_BERSERK:
  3446. case KN_AUTOCOUNTER:
  3447. case KN_TWOHANDQUICKEN:
  3448. case KN_ONEHAND:
  3449. case CR_SPEARQUICKEN:
  3450. case CR_REFLECTSHIELD:
  3451. case AS_POISONREACT:
  3452. case MC_LOUD:
  3453. case MG_ENERGYCOAT:
  3454. case MG_SIGHT:
  3455. case AL_RUWACH:
  3456. case MO_EXPLOSIONSPIRITS:
  3457. case MO_STEELBODY:
  3458. case MO_BLADESTOP:
  3459. case LK_AURABLADE:
  3460. case LK_PARRYING:
  3461. case LK_CONCENTRATION:
  3462. case WS_CARTBOOST:
  3463. case SN_SIGHT:
  3464. case WS_MELTDOWN:
  3465. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3466. case ST_REJECTSWORD:
  3467. case HW_MAGICPOWER:
  3468. case PF_MEMORIZE:
  3469. case PA_SACRIFICE:
  3470. case ASC_EDP: // [Celest]
  3471. case NPC_STOP:
  3472. case WZ_SIGHTBLASTER:
  3473. case SG_SUN_COMFORT:
  3474. case SG_MOON_COMFORT:
  3475. case SG_STAR_COMFORT:
  3476. case NPC_HALLUCINATION:
  3477. case HP_ASSUMPTIO:
  3478. case GS_MADNESSCANCEL:
  3479. case GS_ADJUSTMENT:
  3480. case GS_INCREASING:
  3481. case GS_CRACKER:
  3482. case NJ_KASUMIKIRI:
  3483. case NJ_UTSUSEMI:
  3484. case NJ_NEN:
  3485. clif_skill_nodamage(src,bl,skillid,skilllv,
  3486. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3487. break;
  3488. case NJ_BUNSINJYUTSU:
  3489. clif_skill_nodamage(src,bl,skillid,skilllv,
  3490. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3491. if (tsc && tsc->data[SC_NEN].timer != -1)
  3492. status_change_end(bl,SC_NEN,-1);
  3493. break;
  3494. case CG_MOONLIT:
  3495. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3496. if (sd && battle_config.player_skill_partner_check &&
  3497. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3498. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3499. } else
  3500. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3501. break;
  3502. /* Was modified to only affect targetted char. [Skotlex]
  3503. case HP_ASSUMPTIO:
  3504. if (flag&1)
  3505. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3506. else
  3507. {
  3508. map_foreachinrange(skill_area_sub, bl,
  3509. skill_get_splash(skillid, skilllv), BL_PC,
  3510. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3511. skill_castend_nodamage_id);
  3512. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3513. }
  3514. break;
  3515. */
  3516. case SM_ENDURE:
  3517. clif_skill_nodamage(src,bl,skillid,skilllv,
  3518. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3519. if (sd)
  3520. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3521. break;
  3522. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3523. if (sd && dstsd && dstsd->sc.count) {
  3524. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3525. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3526. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3527. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3528. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3529. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3530. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3531. ) {
  3532. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3533. clif_skill_fail(sd,skillid,0,0);
  3534. break;
  3535. }
  3536. }
  3537. clif_skill_nodamage(src,bl,skillid,skilllv,
  3538. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3539. break;
  3540. case LK_TENSIONRELAX:
  3541. clif_skill_nodamage(src,bl,skillid,skilllv,
  3542. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3543. skill_get_time(skillid,skilllv)));
  3544. break;
  3545. case MC_CHANGECART:
  3546. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3547. break;
  3548. case TK_MISSION:
  3549. if (sd) {
  3550. int id;
  3551. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3552. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3553. clif_skill_fail(sd,skillid,0,0);
  3554. break;
  3555. }
  3556. id = mob_get_random_id(0,0, sd->status.base_level);
  3557. if (!id) {
  3558. clif_skill_fail(sd,skillid,0,0);
  3559. break;
  3560. }
  3561. sd->mission_mobid = id;
  3562. sd->mission_count = 0;
  3563. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3564. clif_mission_mob(sd, id, 0);
  3565. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3566. }
  3567. break;
  3568. case AC_CONCENTRATION:
  3569. {
  3570. clif_skill_nodamage(src,bl,skillid,skilllv,
  3571. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3572. map_foreachinrange( status_change_timer_sub, src,
  3573. skill_get_splash(skillid, skilllv), BL_CHAR,
  3574. src,status_get_sc(src),type,tick);
  3575. }
  3576. break;
  3577. case SM_PROVOKE:
  3578. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3579. map_freeblock_unlock();
  3580. return 1;
  3581. }
  3582. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3583. clif_skill_nodamage(src,bl,skillid,skilllv,
  3584. (i=sc_start(bl,type,
  3585. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3586. skilllv,skill_get_time(skillid,skilllv))));
  3587. if (!i)
  3588. {
  3589. if (sd)
  3590. clif_skill_fail(sd,skillid,0,0);
  3591. map_freeblock_unlock();
  3592. return 0;
  3593. }
  3594. unit_skillcastcancel(bl, 2);
  3595. if(tsc && tsc->count){
  3596. if(tsc->data[SC_FREEZE].timer!=-1)
  3597. status_change_end(bl,SC_FREEZE,-1);
  3598. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3599. status_change_end(bl,SC_STONE,-1);
  3600. if(tsc->data[SC_SLEEP].timer!=-1)
  3601. status_change_end(bl,SC_SLEEP,-1);
  3602. }
  3603. if(dstmd) {
  3604. dstmd->state.provoke_flag = src->id;
  3605. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3606. }
  3607. break;
  3608. case CR_DEVOTION:
  3609. if(sd && dstsd)
  3610. {
  3611. int lv = sd->status.base_level - dstsd->status.base_level;
  3612. if (lv < 0) lv = -lv;
  3613. if (lv > battle_config.devotion_level_difference ||
  3614. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3615. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3616. clif_skill_fail(sd,skillid,0,0);
  3617. map_freeblock_unlock();
  3618. return 1;
  3619. }
  3620. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3621. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3622. if (i == skilllv)
  3623. {
  3624. clif_skill_fail(sd,skillid,0,0);
  3625. map_freeblock_unlock();
  3626. return 1;
  3627. }
  3628. sd->devotion[i] = bl->id;
  3629. clif_skill_nodamage(src,bl,skillid,skilllv,
  3630. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3631. clif_devotion(sd);
  3632. }
  3633. else
  3634. if (sd)
  3635. clif_skill_fail(sd,skillid,0,0);
  3636. break;
  3637. case MO_CALLSPIRITS:
  3638. if(sd) {
  3639. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3640. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3641. }
  3642. break;
  3643. case CH_SOULCOLLECT:
  3644. if(sd) {
  3645. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3646. for (i = 0; i < 5; i++)
  3647. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3648. }
  3649. break;
  3650. case MO_KITRANSLATION:
  3651. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3652. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3653. }
  3654. break;
  3655. case TK_TURNKICK:
  3656. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3657. if (skill_area_temp[1] != bl->id) {
  3658. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3659. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3660. }
  3661. break;
  3662. case MO_ABSORBSPIRITS:
  3663. i = 0;
  3664. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3665. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3666. i = dstsd->spiritball * 10;
  3667. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3668. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3669. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3670. i = 2 * dstmd->db->lv;
  3671. mob_target(dstmd,src,0);
  3672. }
  3673. if (i) {
  3674. status_heal(src, 0, i, 3);
  3675. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3676. }
  3677. break;
  3678. case AC_MAKINGARROW:
  3679. if(sd) {
  3680. clif_arrow_create_list(sd);
  3681. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3682. }
  3683. break;
  3684. case AM_PHARMACY:
  3685. if(sd) {
  3686. clif_skill_produce_mix_list(sd,22);
  3687. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3688. }
  3689. break;
  3690. case SA_CREATECON:
  3691. if(sd) {
  3692. clif_skill_produce_mix_list(sd,23);
  3693. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3694. }
  3695. break;
  3696. case BS_HAMMERFALL:
  3697. clif_skill_nodamage(src,bl,skillid,skilllv,
  3698. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3699. break;
  3700. case RG_RAID:
  3701. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3702. map_foreachinrange(skill_area_sub, bl,
  3703. skill_get_splash(skillid, skilllv), BL_CHAR,
  3704. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3705. skill_castend_damage_id);
  3706. status_change_end(src, SC_HIDING, -1);
  3707. break;
  3708. case ASC_METEORASSAULT:
  3709. case GS_SPREADATTACK:
  3710. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3711. map_foreachinrange(skill_area_sub, src,
  3712. skill_get_splash(skillid, skilllv), BL_CHAR,
  3713. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3714. skill_castend_damage_id);
  3715. break;
  3716. case KN_BRANDISHSPEAR:
  3717. {
  3718. int c,n=4;
  3719. int dir = map_calc_dir(src,bl->x,bl->y);
  3720. struct square tc;
  3721. int x=bl->x,y=bl->y;
  3722. skill_brandishspear_first(&tc,dir,x,y);
  3723. skill_brandishspear_dir(&tc,dir,4);
  3724. if(skilllv > 9){
  3725. for(c=1;c<4;c++){
  3726. map_foreachincell(skill_area_sub,
  3727. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3728. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3729. skill_castend_damage_id);
  3730. }
  3731. }
  3732. if(skilllv > 6){
  3733. skill_brandishspear_dir(&tc,dir,-1);
  3734. n--;
  3735. }else{
  3736. skill_brandishspear_dir(&tc,dir,-2);
  3737. n-=2;
  3738. }
  3739. if(skilllv > 3){
  3740. for(c=0;c<5;c++){
  3741. map_foreachincell(skill_area_sub,
  3742. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3743. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3744. skill_castend_damage_id);
  3745. if(skilllv > 6 && n==3 && c==4){
  3746. skill_brandishspear_dir(&tc,dir,-1);
  3747. n--;c=-1;
  3748. }
  3749. }
  3750. }
  3751. for(c=0;c<10;c++){
  3752. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3753. map_foreachincell(skill_area_sub,
  3754. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3755. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3756. skill_castend_damage_id);
  3757. }
  3758. }
  3759. break;
  3760. case WZ_SIGHTRASHER:
  3761. //Passive side of the attack.
  3762. status_change_end(src,SC_SIGHT,-1);
  3763. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3764. map_foreachinrange(skill_area_sub,src,
  3765. skill_get_splash(skillid, skilllv),BL_CHAR,
  3766. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3767. skill_castend_damage_id);
  3768. break;
  3769. case WZ_FROSTNOVA:
  3770. map_foreachinrange(skill_attack_area, src,
  3771. skill_get_splash(skillid, skilllv), BL_CHAR,
  3772. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3773. break;
  3774. case HVAN_EXPLOSION: //[orn]
  3775. if(hd){
  3776. hd->master->homunculus.intimacy = 200;
  3777. clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
  3778. }
  3779. case NPC_SELFDESTRUCTION:
  3780. //Self Destruction hits everyone in range (allies+enemies)
  3781. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3782. i = (md && md->special_state.ai == 2 && !map_flag_vs(src->m))?
  3783. BCT_ENEMY:BCT_ALL;
  3784. clif_skill_nodamage(src, src, skillid, -1, 1);
  3785. map_foreachinrange(skill_area_sub, bl,
  3786. skill_get_splash(skillid, skilllv), BL_CHAR,
  3787. src, skillid, skilllv, tick, flag|i,
  3788. skill_castend_damage_id);
  3789. status_damage(src, src, sstatus->max_hp,0,0,1);
  3790. break;
  3791. case AL_ANGELUS:
  3792. case PR_MAGNIFICAT:
  3793. case PR_GLORIA:
  3794. case SN_WINDWALK:
  3795. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3796. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3797. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3798. } else if (sd) {
  3799. party_foreachsamemap (skill_area_sub,
  3800. sd,skill_get_splash(skillid, skilllv),
  3801. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3802. skill_castend_nodamage_id);
  3803. }
  3804. break;
  3805. case BS_ADRENALINE:
  3806. case BS_ADRENALINE2:
  3807. case BS_WEAPONPERFECT:
  3808. case BS_OVERTHRUST:
  3809. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3810. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3811. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3812. } else if (sd) {
  3813. party_foreachsamemap(skill_area_sub,
  3814. sd,skill_get_splash(skillid, skilllv),
  3815. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3816. skill_castend_nodamage_id);
  3817. }
  3818. break;
  3819. case BS_MAXIMIZE:
  3820. case NV_TRICKDEAD:
  3821. case CR_DEFENDER:
  3822. case CR_AUTOGUARD:
  3823. case TK_READYSTORM:
  3824. case TK_READYDOWN:
  3825. case TK_READYTURN:
  3826. case TK_READYCOUNTER:
  3827. case TK_DODGE:
  3828. case CR_SHRINK:
  3829. case ST_PRESERVE:
  3830. case SG_FUSION:
  3831. case GS_GATLINGFEVER:
  3832. if (tsc && tsc->data[type].timer != -1)
  3833. i = status_change_end(bl, type, -1);
  3834. else
  3835. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3836. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3837. break;
  3838. case SL_KAITE:
  3839. case SL_KAAHI:
  3840. case SL_KAIZEL:
  3841. case SL_KAUPE:
  3842. if (sd) {
  3843. if (!dstsd || !(
  3844. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3845. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3846. dstsd->char_id == sd->char_id ||
  3847. dstsd->char_id == sd->status.partner_id ||
  3848. dstsd->char_id == sd->status.child
  3849. )) {
  3850. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3851. clif_skill_fail(sd,skillid,0,0);
  3852. break;
  3853. }
  3854. }
  3855. clif_skill_nodamage(src,bl,skillid,skilllv,
  3856. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3857. break;
  3858. case SM_AUTOBERSERK: // Celest
  3859. if (tsc && tsc->data[type].timer != -1)
  3860. i = status_change_end(bl, type, -1);
  3861. else
  3862. i = sc_start(bl,type,100,skilllv,60000);
  3863. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3864. break;
  3865. case TF_HIDING:
  3866. case ST_CHASEWALK:
  3867. if (tsc && tsc->data[type].timer != -1)
  3868. i = status_change_end(bl, type, -1);
  3869. else
  3870. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3871. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3872. break;
  3873. case TK_RUN:
  3874. if (tsc && tsc->data[type].timer != -1)
  3875. i = status_change_end(bl, type, -1);
  3876. else
  3877. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3878. // If the client receives a skill-use packet inmediately before
  3879. // a walkok packet, it will discard the walk packet! [Skotlex]
  3880. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3881. break;
  3882. case AS_CLOAKING:
  3883. if(tsc && tsc->data[type].timer!=-1 )
  3884. i = status_change_end(bl, type, -1);
  3885. else
  3886. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3887. clif_skill_nodamage(src,bl,skillid,-1,i);
  3888. if (!i && sd)
  3889. clif_skill_fail(sd,skillid,0,0);
  3890. break;
  3891. case BD_ADAPTATION:
  3892. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3893. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3894. skill_stop_dancing(bl);
  3895. }
  3896. break;
  3897. case BA_FROSTJOKE:
  3898. case DC_SCREAM:
  3899. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3900. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3901. if (md) {
  3902. char temp[128];
  3903. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3904. break; //Message won't fit on buffer. [Skotlex]
  3905. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3906. clif_message(&md->bl,temp);
  3907. }
  3908. break;
  3909. case BA_PANGVOICE:
  3910. clif_skill_nodamage(src,bl,skillid,skilllv,
  3911. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3912. break;
  3913. case DC_WINKCHARM:
  3914. if(dstsd){
  3915. clif_skill_nodamage(src,bl,skillid,skilllv,
  3916. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3917. }else if(dstmd)
  3918. {
  3919. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3920. clif_skill_nodamage(src,bl,skillid,skilllv,
  3921. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3922. } else{
  3923. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3924. if(sd) clif_skill_fail(sd,skillid,0,0);
  3925. }
  3926. }
  3927. break;
  3928. case TF_STEAL:
  3929. if(sd) {
  3930. if(pc_steal_item(sd,bl))
  3931. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3932. else
  3933. clif_skill_fail(sd,skillid,0x0a,0);
  3934. }
  3935. break;
  3936. case RG_STEALCOIN:
  3937. if(sd) {
  3938. if(pc_steal_coin(sd,bl))
  3939. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3940. else
  3941. clif_skill_fail(sd,skillid,0,0);
  3942. }
  3943. break;
  3944. case MG_STONECURSE:
  3945. {
  3946. if (tstatus->mode&MD_BOSS) {
  3947. if (sd) clif_skill_fail(sd,skillid,0,0);
  3948. break;
  3949. }
  3950. if(status_isimmune(bl) || !tsc)
  3951. break;
  3952. if (dstmd)
  3953. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3954. if (tsc->data[SC_STONE].timer != -1) {
  3955. status_change_end(bl,SC_STONE,-1);
  3956. if (sd) clif_skill_fail(sd,skillid,0,0);
  3957. break;
  3958. }
  3959. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3960. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3961. else if(sd) {
  3962. clif_skill_fail(sd,skillid,0,0);
  3963. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3964. if (skilllv > 5) break;
  3965. }
  3966. if (sd) {
  3967. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3968. break; //Do not delete the gemstone.
  3969. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3970. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3971. }
  3972. }
  3973. break;
  3974. case NV_FIRSTAID:
  3975. clif_skill_nodamage(src,bl,skillid,5,1);
  3976. status_heal(bl,5,0,0);
  3977. break;
  3978. case AL_CURE:
  3979. if(status_isimmune(bl)) {
  3980. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3981. break;
  3982. }
  3983. status_change_end(bl, SC_SILENCE , -1 );
  3984. status_change_end(bl, SC_BLIND , -1 );
  3985. status_change_end(bl, SC_CONFUSION, -1 );
  3986. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3987. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3988. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3989. break;
  3990. case TF_DETOXIFY:
  3991. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3992. status_change_end(bl, SC_POISON , -1 );
  3993. status_change_end(bl, SC_DPOISON , -1 );
  3994. break;
  3995. case PR_STRECOVERY:
  3996. if(status_isimmune(bl)) {
  3997. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3998. break;
  3999. }
  4000. status_change_end(bl, SC_FREEZE , -1 );
  4001. status_change_end(bl, SC_STONE , -1 );
  4002. status_change_end(bl, SC_SLEEP , -1 );
  4003. status_change_end(bl, SC_STUN , -1 );
  4004. //Is this equation really right? It looks so... special.
  4005. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  4006. {
  4007. status_change_start(bl, SC_BLIND,
  4008. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4009. 1,0,0,0,
  4010. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  4011. }
  4012. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4013. if(dstmd)
  4014. mob_unlocktarget(dstmd,tick);
  4015. break;
  4016. case WZ_ESTIMATION:
  4017. if(sd) {
  4018. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4019. clif_skill_estimation((struct map_session_data *)src,bl);
  4020. }
  4021. break;
  4022. case BS_REPAIRWEAPON:
  4023. if(sd && dstsd)
  4024. clif_item_repair_list(sd,dstsd);
  4025. break;
  4026. case MC_IDENTIFY:
  4027. if(sd)
  4028. clif_item_identify_list(sd);
  4029. break;
  4030. // Weapon Refining [Celest]
  4031. case WS_WEAPONREFINE:
  4032. if(sd)
  4033. clif_item_refine_list(sd);
  4034. break;
  4035. case MC_VENDING:
  4036. if(sd)
  4037. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4038. if ( pc_can_give_items(pc_isGM(sd)) )
  4039. clif_skill_fail(sd,skillid,0,0);
  4040. else
  4041. clif_openvendingreq(sd,2+skilllv);
  4042. }
  4043. break;
  4044. case AL_TELEPORT:
  4045. if(sd) {
  4046. if (map[bl->m].flag.noteleport) {
  4047. clif_skill_teleportmessage(sd,0);
  4048. break;
  4049. }
  4050. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4051. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4052. break;
  4053. }
  4054. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4055. if(skilllv == 1) {
  4056. // possibility to skip menu [LuzZza]
  4057. if(!battle_config.skip_teleport_lv1_menu &&
  4058. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4059. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4060. else
  4061. pc_randomwarp(sd,3);
  4062. } else {
  4063. if (sd->skillitem != AL_TELEPORT)
  4064. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4065. mapindex_id2name(sd->status.save_point.map),"","");
  4066. else //Autocasted Teleport level 2??
  4067. pc_setpos(sd,sd->status.save_point.map,
  4068. sd->status.save_point.x,sd->status.save_point.y,3);
  4069. }
  4070. } else
  4071. unit_warp(bl,-1,-1,-1,3);
  4072. break;
  4073. case AL_HOLYWATER:
  4074. if(sd) {
  4075. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4076. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4077. else
  4078. clif_skill_fail(sd,skillid,0,0);
  4079. }
  4080. break;
  4081. case TF_PICKSTONE:
  4082. if(sd) {
  4083. int eflag;
  4084. struct item item_tmp;
  4085. struct block_list tbl;
  4086. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4087. memset(&item_tmp,0,sizeof(item_tmp));
  4088. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4089. item_tmp.nameid = 7049;
  4090. item_tmp.identify = 1;
  4091. tbl.id = 0;
  4092. clif_takeitem(&sd->bl,&tbl);
  4093. eflag = pc_additem(sd,&item_tmp,1);
  4094. if(eflag) {
  4095. clif_additem(sd,0,0,eflag);
  4096. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4097. }
  4098. }
  4099. break;
  4100. case ASC_CDP:
  4101. if(sd) {
  4102. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4103. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4104. }
  4105. break;
  4106. case RG_STRIPWEAPON:
  4107. case RG_STRIPSHIELD:
  4108. case RG_STRIPARMOR:
  4109. case RG_STRIPHELM:
  4110. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4111. case GS_DISARM: // Added disarm. [Reddozen]
  4112. {
  4113. int strip_fix, equip = 0;
  4114. int sclist[4] = {0,0,0,0};
  4115. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
  4116. equip |= EQP_WEAPON;
  4117. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4118. equip |= EQP_SHIELD;
  4119. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4120. equip |= EQP_ARMOR;
  4121. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4122. equip |= EQP_HELM;
  4123. strip_fix = sstatus->dex - tstatus->dex;
  4124. if(strip_fix < 0)
  4125. strip_fix=0;
  4126. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4127. {
  4128. if (sd)
  4129. clif_skill_fail(sd,skillid,0,0);
  4130. break;
  4131. }
  4132. if (dstsd) {
  4133. for (i=0;i<EQI_MAX;i++) {
  4134. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4135. continue;
  4136. switch (i) {
  4137. case EQI_HAND_L: //Shield / left-hand weapon
  4138. if(dstsd->inventory_data[dstsd->equip_index[EQI_HAND_L]]->type == IT_ARMOR)
  4139. { //Shield
  4140. if (equip&EQP_SHIELD &&
  4141. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4142. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4143. ){
  4144. sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
  4145. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4146. }
  4147. continue;
  4148. }
  4149. //Continue to weapon
  4150. case EQI_HAND_R:
  4151. if (equip &EQP_WEAPON &&
  4152. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4153. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4154. ) {
  4155. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4156. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4157. }
  4158. break;
  4159. case EQI_ARMOR: //Armor
  4160. if (equip &EQP_ARMOR &&
  4161. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4162. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4163. ) {
  4164. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4165. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4166. }
  4167. break;
  4168. case EQI_HEAD_TOP: //Helm
  4169. if (equip &EQP_HELM &&
  4170. !(dstsd->unstripable_equip &EQP_HELM) &&
  4171. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4172. ) {
  4173. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4174. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4175. }
  4176. break;
  4177. }
  4178. }
  4179. } else if (!(tstatus->mode&MD_BOSS)) {
  4180. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4181. sclist[0] = SC_STRIPWEAPON;
  4182. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4183. sclist[1] = SC_STRIPSHIELD;
  4184. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4185. sclist[2] = SC_STRIPARMOR;
  4186. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4187. sclist[3] = SC_STRIPHELM;
  4188. }
  4189. equip = 0; //Reuse equip to hold how many stats are invoked.
  4190. for (i=0;i<4;i++) {
  4191. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4192. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4193. }
  4194. if (equip)
  4195. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4196. else if (sd) //Nothing stripped.
  4197. clif_skill_fail(sd,skillid,0,0);
  4198. break;
  4199. }
  4200. /* PotionPitcher */
  4201. case AM_BERSERKPITCHER:
  4202. case AM_POTIONPITCHER:
  4203. {
  4204. int i,x,hp = 0,sp = 0,bonus=100;
  4205. if(sd) {
  4206. x = skilllv%11 - 1;
  4207. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4208. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4209. clif_skill_fail(sd,skillid,0,0);
  4210. map_freeblock_unlock();
  4211. return 1;
  4212. }
  4213. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4214. clif_skill_fail(sd,skillid,0,0);
  4215. map_freeblock_unlock();
  4216. return 1;
  4217. }
  4218. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4219. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4220. clif_skill_fail(sd,skillid,0,0);
  4221. map_freeblock_unlock();
  4222. return 1;
  4223. }
  4224. }
  4225. potion_flag = 1;
  4226. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4227. potion_target = bl->id;
  4228. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4229. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4230. potion_flag = potion_target = 0;
  4231. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4232. bonus += sd->status.base_level;
  4233. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4234. hp = tstatus->max_hp * potion_per_hp / 100;
  4235. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4236. if(dstsd) {
  4237. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4238. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4239. }
  4240. }
  4241. else {
  4242. if(potion_hp > 0) {
  4243. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4244. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4245. if(dstsd)
  4246. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4247. }
  4248. if(potion_sp > 0) {
  4249. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4250. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4251. if(dstsd)
  4252. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4253. }
  4254. }
  4255. }
  4256. else {
  4257. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4258. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4259. if(dstsd)
  4260. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4261. }
  4262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4263. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4264. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4265. if(sp > 0)
  4266. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4267. status_heal(bl,hp,sp,0);
  4268. }
  4269. break;
  4270. case AM_CP_WEAPON:
  4271. case AM_CP_SHIELD:
  4272. case AM_CP_ARMOR:
  4273. case AM_CP_HELM:
  4274. {
  4275. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4276. if(tsc && tsc->data[scid].timer != -1)
  4277. status_change_end(bl, scid, -1 );
  4278. clif_skill_nodamage(src,bl,skillid,skilllv,
  4279. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4280. }
  4281. break;
  4282. case AM_TWILIGHT1:
  4283. if (sd) {
  4284. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4285. //Prepare 200 White Potions.
  4286. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4287. clif_skill_fail(sd,skillid,0,0);
  4288. }
  4289. break;
  4290. case AM_TWILIGHT2:
  4291. if (sd) {
  4292. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4293. //Prepare 200 Slim White Potions.
  4294. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4295. clif_skill_fail(sd,skillid,0,0);
  4296. }
  4297. break;
  4298. case AM_TWILIGHT3:
  4299. if (sd) {
  4300. //check if you can produce all three, if not, then fail:
  4301. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4302. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4303. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4304. ) {
  4305. clif_skill_fail(sd,skillid,0,0);
  4306. break;
  4307. }
  4308. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4309. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4310. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4311. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4312. }
  4313. break;
  4314. case SA_DISPELL:
  4315. {
  4316. int i;
  4317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4318. i = status_get_sc_def_mdef(bl);
  4319. if (i >= 10000 ||
  4320. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4321. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4322. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4323. {
  4324. if (sd)
  4325. clif_skill_fail(sd,skillid,0,0);
  4326. break;
  4327. }
  4328. if(status_isimmune(bl) || !tsc->count)
  4329. break;
  4330. for(i=0;i<SC_MAX;i++){
  4331. if (tsc->data[i].timer == -1)
  4332. continue;
  4333. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4334. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4335. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4336. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4337. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4338. || i==SC_SAFETYWALL || i==SC_SMA
  4339. )
  4340. continue;
  4341. 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.
  4342. status_change_end(bl,i,-1);
  4343. }
  4344. }
  4345. break;
  4346. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4347. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4348. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4349. break;
  4350. case TK_HIGHJUMP:
  4351. {
  4352. int x,y, dir = unit_getdir(src);
  4353. x = src->x + dirx[dir]*skilllv*2;
  4354. y = src->y + diry[dir]*skilllv*2;
  4355. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4356. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4357. unit_movepos(src, x, y, 1, 0);
  4358. clif_slide(src,x,y);
  4359. }
  4360. }
  4361. break;
  4362. case SA_CASTCANCEL:
  4363. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4364. unit_skillcastcancel(src,1);
  4365. if(sd) {
  4366. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4367. sp = sp * (90 - (skilllv-1)*20) / 100;
  4368. if(sp < 0) sp = 0;
  4369. status_zap(src, 0, sp);
  4370. }
  4371. break;
  4372. case SA_SPELLBREAKER:
  4373. {
  4374. int sp;
  4375. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4376. sp = skill_get_sp(skillid,skilllv);
  4377. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4378. if(sp < 1) sp = 1;
  4379. status_heal(bl,0,sp,2);
  4380. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4381. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4382. } else {
  4383. struct unit_data *ud = unit_bl2ud(bl);
  4384. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4385. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4386. bl_skillid = ud->skillid;
  4387. bl_skilllv = ud->skilllv;
  4388. if (tstatus->mode & MD_BOSS)
  4389. { //Only 10% success chance against bosses. [Skotlex]
  4390. if (rand()%100 < 90)
  4391. {
  4392. if (sd) clif_skill_fail(sd,skillid,0,0);
  4393. break;
  4394. }
  4395. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4396. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4397. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4398. unit_skillcastcancel(bl,0);
  4399. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4400. status_zap(bl, hp, sp);
  4401. if (hp && skilllv >= 5)
  4402. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4403. else
  4404. hp = 0;
  4405. if (skilllv > 1 && sp) //Recover some of the SP used
  4406. sp = sp*(25*(skilllv-1))/100;
  4407. else
  4408. sp = 0;
  4409. if(hp || sp)
  4410. status_heal(src, hp, sp, 2);
  4411. }
  4412. }
  4413. break;
  4414. case SA_MAGICROD:
  4415. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4416. break;
  4417. case SA_AUTOSPELL:
  4418. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4419. if(sd)
  4420. clif_autospell(sd,skilllv);
  4421. else {
  4422. int maxlv=1,spellid=0;
  4423. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4424. if(skilllv >= 10) {
  4425. spellid = MG_FROSTDIVER;
  4426. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4427. // maxlv = 10;
  4428. // else
  4429. maxlv = skilllv - 9;
  4430. }
  4431. else if(skilllv >=8) {
  4432. spellid = MG_FIREBALL;
  4433. maxlv = skilllv - 7;
  4434. }
  4435. else if(skilllv >=5) {
  4436. spellid = MG_SOULSTRIKE;
  4437. maxlv = skilllv - 4;
  4438. }
  4439. else if(skilllv >=2) {
  4440. int i = rand()%3;
  4441. spellid = spellarray[i];
  4442. maxlv = skilllv - 1;
  4443. }
  4444. else if(skilllv > 0) {
  4445. spellid = MG_NAPALMBEAT;
  4446. maxlv = 3;
  4447. }
  4448. if(spellid > 0)
  4449. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4450. skill_get_time(SA_AUTOSPELL,skilllv));
  4451. }
  4452. break;
  4453. case BS_GREED:
  4454. if(sd){
  4455. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4456. map_foreachinrange(skill_greed,bl,
  4457. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4458. }
  4459. break;
  4460. case SA_ELEMENTWATER:
  4461. case SA_ELEMENTFIRE:
  4462. case SA_ELEMENTGROUND:
  4463. case SA_ELEMENTWIND:
  4464. if(sd && !dstmd) //Only works on monsters.
  4465. break;
  4466. if(tstatus->mode&MD_BOSS)
  4467. break;
  4468. case NPC_ATTRICHANGE:
  4469. case NPC_CHANGEWATER:
  4470. case NPC_CHANGEGROUND:
  4471. case NPC_CHANGEFIRE:
  4472. case NPC_CHANGEWIND:
  4473. case NPC_CHANGEPOISON:
  4474. case NPC_CHANGEHOLY:
  4475. case NPC_CHANGEDARKNESS:
  4476. case NPC_CHANGETELEKINESIS:
  4477. case NPC_CHANGEUNDEAD:
  4478. clif_skill_nodamage(src,bl,skillid,skilllv,
  4479. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4480. skill_get_time(skillid, skilllv)));
  4481. break;
  4482. case NPC_PROVOCATION:
  4483. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4484. if(md && md->skillidx >= 0)
  4485. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4486. break;
  4487. case NPC_KEEPING:
  4488. case NPC_BARRIER:
  4489. {
  4490. int skill_time = skill_get_time(skillid,skilllv);
  4491. struct unit_data *ud = unit_bl2ud(bl);
  4492. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4493. sc_start(bl,type,100,skilllv,skill_time))
  4494. && ud) { //Disable attacking/acting/moving for skill's duration.
  4495. ud->attackabletime =
  4496. ud->canact_tick =
  4497. ud->canmove_tick = tick + skill_time;
  4498. }
  4499. }
  4500. break;
  4501. case NPC_REBIRTH:
  4502. //New rebirth System uses Kaizel lv1. [Skotlex]
  4503. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4504. break;
  4505. case NPC_DARKBLESSING:
  4506. clif_skill_nodamage(src,bl,skillid,skilllv,
  4507. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4508. break;
  4509. case NPC_LICK:
  4510. status_zap(bl, 0, 100);
  4511. clif_skill_nodamage(src,bl,skillid,skilllv,
  4512. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4513. break;
  4514. case NPC_SUICIDE:
  4515. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4516. status_kill(src); //When suiciding, neither exp nor drops is given.
  4517. break;
  4518. case NPC_SUMMONSLAVE:
  4519. case NPC_SUMMONMONSTER:
  4520. if(md && md->skillidx >= 0)
  4521. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4522. break;
  4523. case NPC_CALLSLAVE:
  4524. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4525. break;
  4526. case NPC_RANDOMMOVE:
  4527. if (md) {
  4528. md->next_walktime = tick - 1;
  4529. mob_randomwalk(md,tick);
  4530. }
  4531. break;
  4532. case NPC_SPEEDUP:
  4533. {
  4534. // or does it increase casting rate? just a guess xD
  4535. int i = SC_ASPDPOTION0 + skilllv - 1;
  4536. if (i > SC_ASPDPOTION3)
  4537. i = SC_ASPDPOTION3;
  4538. clif_skill_nodamage(src,bl,skillid,skilllv,
  4539. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4540. }
  4541. break;
  4542. case NPC_REVENGE:
  4543. // not really needed... but adding here anyway ^^
  4544. if (md && md->master_id > 0) {
  4545. struct block_list *mbl, *tbl;
  4546. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4547. (tbl = battle_gettargeted(mbl)) == NULL)
  4548. break;
  4549. md->state.provoke_flag = tbl->id;
  4550. mob_target(md, tbl, sstatus->rhw.range);
  4551. }
  4552. break;
  4553. case NPC_RUN:
  4554. {
  4555. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4556. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4557. unit_stop_attack(src);
  4558. //Run skillv tiles overriding the can-move check.
  4559. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4560. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4561. }
  4562. break;
  4563. case NPC_TRANSFORMATION:
  4564. case NPC_METAMORPHOSIS:
  4565. if(md && md->skillidx >= 0) {
  4566. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4567. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4568. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4569. if (class_) mob_class_change(md, class_);
  4570. }
  4571. break;
  4572. case NPC_EMOTION_ON:
  4573. case NPC_EMOTION:
  4574. if(md && md->skillidx >= 0)
  4575. {
  4576. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4577. if(!md->special_state.ai &&
  4578. (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4579. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4580. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4581. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4582. sc_start4(src, type, 100, skilllv,
  4583. md->db->skill[md->skillidx].val[1],
  4584. skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
  4585. skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
  4586. skill_get_time(skillid, skilllv));
  4587. }
  4588. break;
  4589. case NPC_DEFENDER:
  4590. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4591. break;
  4592. case NPC_POWERUP:
  4593. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4594. clif_skill_nodamage(src,bl,skillid,skilllv,
  4595. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4596. break;
  4597. case NPC_AGIUP:
  4598. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4599. clif_skill_nodamage(src,bl,skillid,skilllv,
  4600. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4601. break;
  4602. case NPC_INVISIBLE:
  4603. //On level 1, use level 10 cloaking (no speed penalty)
  4604. //with val4 passed as 1 is for "infinite cloak".
  4605. clif_skill_nodamage(src,bl,skillid,skilllv,
  4606. sc_start4(bl,type,100,9+skilllv,0,0,1,skill_get_time(skillid,skilllv)));
  4607. break;
  4608. case NPC_SIEGEMODE:
  4609. // not sure what it does
  4610. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4611. break;
  4612. case WE_MALE:
  4613. {
  4614. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4615. 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]
  4616. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4617. }
  4618. break;
  4619. case WE_FEMALE:
  4620. {
  4621. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4622. 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]
  4623. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4624. }
  4625. break;
  4626. // parent-baby skills
  4627. case WE_BABY:
  4628. if(sd){
  4629. struct map_session_data *f_sd = pc_get_father(sd);
  4630. struct map_session_data *m_sd = pc_get_mother(sd);
  4631. // if neither was found
  4632. if(!f_sd && !m_sd){
  4633. clif_skill_fail(sd,skillid,0,0);
  4634. map_freeblock_unlock();
  4635. return 0;
  4636. }
  4637. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4638. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4639. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4640. }
  4641. break;
  4642. case PF_HPCONVERSION:
  4643. {
  4644. int hp, sp;
  4645. hp = sstatus->max_hp/10;
  4646. sp = hp * 10 * skilllv / 100;
  4647. if (!status_charge(src,hp,0)) {
  4648. if (sd) clif_skill_fail(sd,skillid,0,0);
  4649. break;
  4650. }
  4651. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4652. status_heal(bl,0,sp,2);
  4653. }
  4654. break;
  4655. case HT_REMOVETRAP:
  4656. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4657. {
  4658. struct skill_unit *su=NULL;
  4659. struct item item_tmp;
  4660. int flag;
  4661. if((bl->type==BL_SKILL) &&
  4662. (su=(struct skill_unit *)bl) &&
  4663. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4664. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4665. {
  4666. if(sd && !su->group->state.into_abyss)
  4667. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4668. if(battle_config.skill_removetrap_type){
  4669. for(i=0;i<10;i++) {
  4670. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4671. memset(&item_tmp,0,sizeof(item_tmp));
  4672. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4673. item_tmp.identify = 1;
  4674. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4675. clif_additem(sd,0,0,flag);
  4676. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4677. }
  4678. }
  4679. }
  4680. }else{
  4681. memset(&item_tmp,0,sizeof(item_tmp));
  4682. item_tmp.nameid = 1065;
  4683. item_tmp.identify = 1;
  4684. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4685. clif_additem(sd,0,0,flag);
  4686. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4687. }
  4688. }
  4689. }
  4690. skill_delunit(su);
  4691. }
  4692. }
  4693. break;
  4694. case HT_SPRINGTRAP:
  4695. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4696. {
  4697. struct skill_unit *su=NULL;
  4698. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4699. switch(su->group->unit_id){
  4700. case UNT_ANKLESNARE: // ankle snare
  4701. if (su->group->val2 != 0)
  4702. // if it is already trapping something don't spring it,
  4703. // remove trap should be used instead
  4704. break;
  4705. // otherwise fallthrough to below
  4706. case UNT_BLASTMINE:
  4707. case UNT_SKIDTRAP:
  4708. case UNT_LANDMINE:
  4709. case UNT_SHOCKWAVE:
  4710. case UNT_SANDMAN:
  4711. case UNT_FLASHER:
  4712. case UNT_FREEZINGTRAP:
  4713. case UNT_CLAYMORETRAP:
  4714. case UNT_TALKIEBOX:
  4715. su->group->unit_id = UNT_USED_TRAPS;
  4716. clif_changetraplook(bl, UNT_USED_TRAPS);
  4717. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4718. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4719. }
  4720. }
  4721. }
  4722. break;
  4723. case BD_ENCORE:
  4724. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4725. if(sd)
  4726. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4727. break;
  4728. case AS_SPLASHER:
  4729. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4730. map_freeblock_unlock();
  4731. return 1;
  4732. }
  4733. clif_skill_nodamage(src,bl,skillid,skilllv,
  4734. sc_start4(bl,type,100,
  4735. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4736. break;
  4737. case PF_MINDBREAKER:
  4738. {
  4739. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4740. {
  4741. map_freeblock_unlock();
  4742. return 1;
  4743. }
  4744. if (tsc && tsc->data[type].timer != -1)
  4745. { //HelloKitty2 (?) explained that this silently fails when target is
  4746. //already inflicted. [Skotlex]
  4747. map_freeblock_unlock();
  4748. return 1;
  4749. }
  4750. //Has a 55% + skilllv*5% success chance.
  4751. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4752. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4753. {
  4754. if (sd) clif_skill_fail(sd,skillid,0,0);
  4755. map_freeblock_unlock();
  4756. return 0;
  4757. }
  4758. unit_skillcastcancel(bl,0);
  4759. if(tsc && tsc->count){
  4760. if(tsc->data[SC_FREEZE].timer!=-1)
  4761. status_change_end(bl,SC_FREEZE,-1);
  4762. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4763. status_change_end(bl,SC_STONE,-1);
  4764. if(tsc->data[SC_SLEEP].timer!=-1)
  4765. status_change_end(bl,SC_SLEEP,-1);
  4766. }
  4767. if(dstmd)
  4768. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4769. }
  4770. break;
  4771. case PF_SOULCHANGE:
  4772. {
  4773. unsigned int sp1 = 0, sp2 = 0;
  4774. if (dstmd) {
  4775. if (dstmd->state.soul_change_flag) {
  4776. if(sd) clif_skill_fail(sd,skillid,0,0);
  4777. break;
  4778. }
  4779. dstmd->state.soul_change_flag = 1;
  4780. sp2 = sstatus->max_sp * 3 /100;
  4781. status_heal(src, 0, sp2, 2);
  4782. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4783. break;
  4784. }
  4785. sp1 = sstatus->sp;
  4786. sp2 = tstatus->sp;
  4787. status_set_sp(src, sp2, 3);
  4788. status_set_sp(bl, sp1, 3);
  4789. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4790. }
  4791. break;
  4792. // Slim Pitcher (normally Condensed Potion doesn't give SP (Heals party members))
  4793. case CR_SLIMPITCHER:
  4794. if (potion_hp || potion_sp) {
  4795. int hp = potion_hp, sp = potion_sp;
  4796. hp = hp * (100 + (tstatus->vit<<1))/100;
  4797. sp = sp * (100 + (tstatus->int_<<1))/100;
  4798. if (dstsd) {
  4799. if (hp)
  4800. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4801. if (sp)
  4802. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4803. }
  4804. if(hp > 0)
  4805. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4806. if(sp > 0)
  4807. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4808. status_heal(bl,hp,sp,0);
  4809. }
  4810. break;
  4811. // Full Chemical Protection
  4812. case CR_FULLPROTECTION:
  4813. {
  4814. int i, skilltime;
  4815. skilltime = skill_get_time(skillid,skilllv);
  4816. if (!tsc) {
  4817. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4818. break;
  4819. }
  4820. for (i=0; i<4; i++) {
  4821. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4822. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4823. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4824. }
  4825. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4826. }
  4827. break;
  4828. case RG_CLEANER: //AppleGirl
  4829. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4830. break;
  4831. case PF_DOUBLECASTING:
  4832. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4833. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4834. if (sd) clif_skill_fail(sd,skillid,0,0);
  4835. break;
  4836. case CG_LONGINGFREEDOM:
  4837. {
  4838. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4839. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4840. {
  4841. clif_skill_nodamage(src,bl,skillid,skilllv,
  4842. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4843. }
  4844. }
  4845. break;
  4846. case CG_TAROTCARD:
  4847. {
  4848. int eff, count = -1;
  4849. if (rand() % 100 > skilllv * 8) {
  4850. if (sd) clif_skill_fail(sd,skillid,0,0);
  4851. map_freeblock_unlock();
  4852. return 0;
  4853. }
  4854. do {
  4855. eff = rand() % 14;
  4856. clif_specialeffect(bl, 523 + eff, AREA);
  4857. switch (eff)
  4858. {
  4859. case 0: // heals SP to 0
  4860. status_percent_damage(src, bl, 0, 100);
  4861. break;
  4862. case 1: // matk halved
  4863. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4864. break;
  4865. case 2: // all buffs removed
  4866. status_change_clear_buffs(bl,1);
  4867. break;
  4868. case 3: // 1000 damage, random armor destroyed
  4869. {
  4870. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4871. status_fix_damage(src, bl, 1000, 0);
  4872. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4873. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4874. }
  4875. break;
  4876. case 4: // atk halved
  4877. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4878. break;
  4879. case 5: // 2000HP heal, random teleported
  4880. status_heal(src, 2000, 0, 0);
  4881. unit_warp(src, -1,-1,-1, 3);
  4882. break;
  4883. case 6: // random 2 other effects
  4884. if (count == -1)
  4885. count = 3;
  4886. else
  4887. count++; //Should not retrigger this one.
  4888. break;
  4889. case 7: // stop freeze or stoned
  4890. {
  4891. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4892. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4893. }
  4894. break;
  4895. case 8: // curse coma and poison
  4896. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4897. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4898. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4899. break;
  4900. case 9: // confusion
  4901. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4902. break;
  4903. case 10: // 6666 damage, atk matk halved, cursed
  4904. status_fix_damage(src, bl, 6666, 0);
  4905. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4906. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4907. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4908. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4909. break;
  4910. case 11: // 4444 damage
  4911. status_fix_damage(src, bl, 4444, 0);
  4912. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4913. break;
  4914. case 12: // stun
  4915. sc_start(bl,SC_STUN,100,skilllv,5000);
  4916. break;
  4917. case 13: // atk,matk,hit,flee,def reduced
  4918. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4919. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4920. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4921. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4922. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4923. break;
  4924. default:
  4925. break;
  4926. }
  4927. } while ((--count) > 0);
  4928. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4929. }
  4930. break;
  4931. case SL_ALCHEMIST:
  4932. case SL_ASSASIN:
  4933. case SL_BARDDANCER:
  4934. case SL_BLACKSMITH:
  4935. case SL_CRUSADER:
  4936. case SL_HUNTER:
  4937. case SL_KNIGHT:
  4938. case SL_MONK:
  4939. case SL_PRIEST:
  4940. case SL_ROGUE:
  4941. case SL_SAGE:
  4942. case SL_SOULLINKER:
  4943. case SL_STAR:
  4944. case SL_SUPERNOVICE:
  4945. case SL_WIZARD:
  4946. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4947. clif_skill_fail(sd,skillid,0,0);
  4948. break;
  4949. }
  4950. clif_skill_nodamage(src,bl,skillid,skilllv,
  4951. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4952. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4953. break;
  4954. case SL_HIGH:
  4955. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4956. clif_skill_fail(sd,skillid,0,0);
  4957. break;
  4958. }
  4959. clif_skill_nodamage(src,bl,skillid,skilllv,
  4960. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4961. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4962. break;
  4963. case SL_SWOO:
  4964. if (tsc && tsc->data[type].timer != -1) {
  4965. sc_start(src,SC_STUN,100,skilllv,10000);
  4966. break;
  4967. }
  4968. case SL_SKA: // [marquis007]
  4969. case SL_SKE:
  4970. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4971. clif_skill_fail(sd,skillid,0,0);
  4972. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4973. } else
  4974. clif_skill_nodamage(src,bl,skillid,skilllv,
  4975. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4976. if (skillid == SL_SKE)
  4977. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4978. break;
  4979. // New guild skills [Celest]
  4980. case GD_BATTLEORDER:
  4981. if(flag&1) {
  4982. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4983. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4984. } else if (status_get_guild_id(src)) {
  4985. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4986. map_foreachinrange(skill_area_sub, src,
  4987. skill_get_splash(skillid, skilllv), BL_CHAR,
  4988. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4989. skill_castend_nodamage_id);
  4990. if (sd)
  4991. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4992. }
  4993. break;
  4994. case GD_REGENERATION:
  4995. if(flag&1) {
  4996. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4997. sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
  4998. } else if (status_get_guild_id(src)) {
  4999. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5000. map_foreachinrange(skill_area_sub, src,
  5001. skill_get_splash(skillid, skilllv), BL_CHAR,
  5002. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5003. skill_castend_nodamage_id);
  5004. if (sd)
  5005. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5006. }
  5007. break;
  5008. case GD_RESTORE:
  5009. if(flag&1) {
  5010. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5011. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5012. } else if (status_get_guild_id(src)) {
  5013. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5014. map_foreachinrange(skill_area_sub, src,
  5015. skill_get_splash(skillid, skilllv), BL_CHAR,
  5016. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5017. skill_castend_nodamage_id);
  5018. if (sd)
  5019. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5020. }
  5021. break;
  5022. case GD_EMERGENCYCALL:
  5023. {
  5024. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5025. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5026. int j = 0;
  5027. struct guild *g = NULL;
  5028. // i don't know if it actually summons in a circle, but oh well. ;P
  5029. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5030. if (!g)
  5031. break;
  5032. for(i = 0; i < g->max_member; i++, j++) {
  5033. if (j>8) j=0;
  5034. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5035. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5036. continue;
  5037. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5038. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5039. dx[j] = dy[j] = 0;
  5040. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5041. }
  5042. }
  5043. if (sd)
  5044. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5045. }
  5046. break;
  5047. case SG_FEEL:
  5048. if (sd) {
  5049. if(!sd->feel_map[skilllv-1].index) {
  5050. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5051. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5052. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5053. }
  5054. else
  5055. clif_feel_info(sd, skilllv-1);
  5056. }
  5057. break;
  5058. case SG_HATE:
  5059. if (sd) {
  5060. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5061. if(dstsd) //PC
  5062. {
  5063. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5064. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5065. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5066. }
  5067. else if(dstmd) // mob
  5068. {
  5069. switch(skilllv)
  5070. {
  5071. case 1:
  5072. if (tstatus->size==0)
  5073. {
  5074. sd->hate_mob[0] = dstmd->class_;
  5075. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5076. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5077. } else clif_skill_fail(sd,skillid,0,0);
  5078. break;
  5079. case 2:
  5080. if (tstatus->size==1 && tstatus->max_hp>=6000)
  5081. {
  5082. sd->hate_mob[1] = dstmd->class_;
  5083. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5084. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5085. } else clif_skill_fail(sd,skillid,0,0);
  5086. break;
  5087. case 3:
  5088. if (tstatus->size==2 && tstatus->max_hp>=20000)
  5089. {
  5090. sd->hate_mob[2] = dstmd->class_;
  5091. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5092. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5093. } else clif_skill_fail(sd,skillid,0,0);
  5094. break;
  5095. default:
  5096. clif_skill_fail(sd,skillid,0,0);
  5097. break;
  5098. }
  5099. }
  5100. }
  5101. break;
  5102. case GS_GLITTERING:
  5103. if(sd) {
  5104. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5105. if(rand()%100 < (50+10*skilllv))
  5106. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5107. else if(sd->spiritball > 0)
  5108. pc_delspiritball(sd,1,0);
  5109. }
  5110. break;
  5111. case AM_CALLHOMUN: //[orn]
  5112. {
  5113. int i = 0;
  5114. if (sd)
  5115. {
  5116. if ((sd->status.hom_id == 0 || sd->homunculus.vaporize == 1)) {
  5117. if (sd->status.hom_id == 0) {
  5118. i = pc_search_inventory(sd,7142);
  5119. if(i < 0) {
  5120. clif_skill_fail(sd,skillid,0,0);
  5121. break ;
  5122. }
  5123. pc_delitem(sd,i,1,0);
  5124. }
  5125. if (merc_call_homunculus(sd))
  5126. break;
  5127. }
  5128. clif_skill_fail(sd,skillid,0,0);
  5129. }
  5130. break;
  5131. }
  5132. case AM_REST: //[orn]
  5133. {
  5134. if (sd)
  5135. {
  5136. if (sd->hd && ( sd->hd->battle_status.hp >= (sd->hd->battle_status.max_hp * 80 / 100 ) ) ) {
  5137. sd->homunculus.vaporize = 1;
  5138. clif_hominfo(sd, sd->hd, 0);
  5139. merc_hom_delete(sd->hd, 0) ;
  5140. }
  5141. clif_skill_fail(sd,skillid,0,0);
  5142. }
  5143. break;
  5144. }
  5145. case AM_RESURRECTHOMUN: //[orn]
  5146. {
  5147. if (sd)
  5148. {
  5149. if (sd->status.hom_id && sd->homunculus.hp == 0)
  5150. {
  5151. if( map_flag_gvg(bl->m) )
  5152. { //No reviving in WoE grounds!
  5153. clif_skill_fail(sd,skillid,0,0);
  5154. break;
  5155. }
  5156. if (merc_hom_revive(sd, 10 * skilllv) )
  5157. clif_skill_nodamage(src,&sd->hd->bl,AM_RESURRECTHOMUN,skilllv,1);
  5158. else
  5159. clif_skill_fail(sd,skillid,0,0);
  5160. } else
  5161. clif_skill_fail(sd,skillid,0,0);
  5162. }
  5163. break;
  5164. }
  5165. case HAMI_CASTLE: //[orn]
  5166. {
  5167. if(hd && rand()%100 < 20*skilllv)
  5168. {
  5169. int x,y;
  5170. struct walkpath_data wpd;
  5171. struct map_session_data *sd = hd->master;
  5172. if( path_search(&wpd,hd->bl.m,hd->bl.x,hd->bl.y,sd->bl.x,sd->bl.y,0) != 0 ) {
  5173. clif_skill_fail(sd,skillid,0,0);
  5174. break;
  5175. }
  5176. clif_skill_nodamage(&hd->bl,&sd->bl,skillid,skilllv,1);
  5177. x = hd->bl.x;
  5178. y = hd->bl.y;
  5179. unit_movepos(&hd->bl,sd->bl.x,sd->bl.y,0,0);
  5180. unit_movepos(&sd->bl,x,y,0,0);
  5181. clif_fixpos(&hd->bl) ;
  5182. clif_fixpos(&sd->bl) ;
  5183. map_foreachinarea(skill_chastle_mob_changetarget,hd->bl.m,
  5184. hd->bl.x-AREA_SIZE,hd->bl.y-AREA_SIZE,
  5185. hd->bl.x+AREA_SIZE,hd->bl.y+AREA_SIZE,
  5186. BL_MOB,&hd->master->bl,&hd->bl);
  5187. }
  5188. }
  5189. break;
  5190. case HVAN_CHAOTIC: //[orn]
  5191. {
  5192. if(hd){
  5193. //HOM,PC,MOB
  5194. struct block_list* heal_target=NULL;
  5195. int heal = skill_calc_heal( src, 1+rand()%skilllv );
  5196. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5197. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5198. int rnd = rand()%100;
  5199. if(rnd<per[skilllv-1][0])
  5200. {
  5201. heal_target = &hd->bl;
  5202. }else if(rnd<per[skilllv-1][1])
  5203. {
  5204. if(!status_isdead(&hd->master->bl))
  5205. heal_target = &hd->master->bl;
  5206. else
  5207. heal_target = &hd->bl;
  5208. }else{//MOB
  5209. heal_target = map_id2bl(hd->target_id);
  5210. if(heal_target==NULL)
  5211. heal_target = &hd->bl;
  5212. }
  5213. clif_skill_nodamage(src,heal_target,AL_HEAL,heal,1);
  5214. clif_skill_nodamage(src,heal_target,skillid,heal,1);
  5215. status_heal(heal_target, heal, 0, 0);
  5216. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5217. }
  5218. }
  5219. break;
  5220. case HLIF_AVOID: //[orn]
  5221. case HAMI_DEFENCE: //[orn]
  5222. if ( hd ) {
  5223. clif_skill_nodamage(src,&hd->master->bl,skillid,skilllv,
  5224. sc_start(&hd->master->bl,type,100,skilllv,skill_get_time(skillid,skilllv))) ;
  5225. }
  5226. case HAMI_BLOODLUST: //[orn]
  5227. case HFLI_FLEET: //[orn]
  5228. case HFLI_SPEED: //[orn]
  5229. if ( hd ) {
  5230. clif_skill_nodamage(src,bl,skillid,skilllv,
  5231. sc_start(&hd->bl,type,100,skilllv,skill_get_time(skillid,skilllv))) ;
  5232. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5233. }
  5234. else
  5235. clif_skill_fail(hd->master,skillid,0,0);
  5236. break;
  5237. case HLIF_CHANGE: //[orn]
  5238. if ( hd ) {
  5239. clif_skill_nodamage(src,bl,skillid,skilllv,
  5240. sc_start(&hd->bl,type,100,skilllv,skill_get_time(skillid,skilllv))) ;
  5241. status_heal(&hd->bl, hd->master->homunculus.max_hp, 0, 0);
  5242. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5243. }
  5244. else
  5245. clif_skill_fail(hd->master,skillid,0,0);
  5246. break;
  5247. default:
  5248. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5249. map_freeblock_unlock();
  5250. return 1;
  5251. }
  5252. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5253. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5254. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5255. battle_consume_ammo(sd, skillid, skilllv);
  5256. map_freeblock_unlock();
  5257. return 0;
  5258. }
  5259. /*==========================================
  5260. *
  5261. *------------------------------------------
  5262. */
  5263. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5264. {
  5265. struct block_list *target, *src = map_id2bl(id);
  5266. struct map_session_data* sd = NULL;
  5267. struct homun_data* hd = NULL; //[orn]
  5268. struct mob_data* md = NULL;
  5269. struct unit_data* ud = unit_bl2ud(src);
  5270. struct status_change *sc;
  5271. int inf,inf2;
  5272. nullpo_retr(0, ud);
  5273. BL_CAST( BL_PC, src, sd);
  5274. BL_CAST( BL_HOM, src, hd); //[orn]
  5275. BL_CAST( BL_MOB, src, md);
  5276. if( src->prev == NULL ) {
  5277. ud->skilltimer = -1;
  5278. return 0;
  5279. }
  5280. switch (ud->skillid) {
  5281. //These three should become skill_castend_pos
  5282. case WE_CALLPARTNER:
  5283. case WE_CALLPARENT:
  5284. case WE_CALLBABY:
  5285. //Find a random spot to place the skill. [Skotlex]
  5286. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5287. ud->skillx = src->x + inf2;
  5288. ud->skilly = src->y + inf2;
  5289. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5290. ud->skillx = src->x;
  5291. ud->skilly = src->y;
  5292. }
  5293. return skill_castend_pos(tid,tick,id,data);
  5294. }
  5295. if(ud->skillid != SA_CASTCANCEL ) {
  5296. if( ud->skilltimer != tid ) {
  5297. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5298. ud->skilltimer = -1;
  5299. return 0;
  5300. }
  5301. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5302. status_freecast_switch(sd);
  5303. ud->skilltimer=-1;
  5304. }
  5305. if (ud->skilltarget == id)
  5306. target = src;
  5307. else
  5308. target = map_id2bl(ud->skilltarget);
  5309. // Use a do so that you can break out of it when the skill fails.
  5310. do {
  5311. if(!target || target->prev==NULL) break;
  5312. if(src->m != target->m || status_isdead(src)) break;
  5313. if(ud->skillid == RG_BACKSTAP) {
  5314. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5315. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5316. break;
  5317. }
  5318. }
  5319. if (ud->skillid == PR_LEXDIVINA)
  5320. {
  5321. sc = status_get_sc(target);
  5322. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5323. (!sc || sc->data[SC_SILENCE].timer == -1))
  5324. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5325. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5326. break;
  5327. }
  5328. } else {
  5329. //Check target validity.
  5330. inf = skill_get_inf(ud->skillid);
  5331. inf2 = skill_get_inf2(ud->skillid);
  5332. if(inf&INF_ATTACK_SKILL ||
  5333. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5334. inf = BCT_ENEMY; //Offensive skill.
  5335. else
  5336. inf = 0;
  5337. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5338. inf |=
  5339. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5340. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0)|
  5341. (inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0);
  5342. if (inf && battle_check_target(src, target, inf) <= 0)
  5343. break;
  5344. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5345. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5346. rand()%100 < 75)
  5347. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5348. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5349. break;
  5350. }
  5351. }
  5352. //Avoid doing double checks for instant-cast skills.
  5353. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5354. break;
  5355. if(md) {
  5356. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5357. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5358. if(md->skillidx >= 0) {
  5359. md->skilldelay[md->skillidx]=tick;
  5360. if (md->db->skill[md->skillidx].emotion >= 0)
  5361. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5362. }
  5363. }
  5364. if(src != target && battle_config.skill_add_range &&
  5365. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5366. {
  5367. if (sd) {
  5368. clif_skill_fail(sd,ud->skillid,0,0);
  5369. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5370. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5371. }
  5372. break;
  5373. }
  5374. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5375. break;
  5376. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5377. break;
  5378. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5379. unit_stop_walking(src,1);
  5380. if (ud->skillid == SA_MAGICROD)
  5381. ud->canact_tick = tick;
  5382. else
  5383. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5384. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5385. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5386. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5387. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5388. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5389. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5390. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5391. else
  5392. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5393. sc = status_get_sc(src);
  5394. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5395. status_change_end(src,SC_MAGICPOWER,-1);
  5396. if (ud->skilltimer == -1) {
  5397. if(md) md->skillidx = -1;
  5398. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5399. ud->skilllv = ud->skilltarget = 0;
  5400. }
  5401. return 1;
  5402. } while(0);
  5403. //Skill failed.
  5404. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5405. ud->canact_tick = tick;
  5406. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5407. if(md) md->skillidx = -1;
  5408. return 0;
  5409. }
  5410. /*==========================================
  5411. *
  5412. *------------------------------------------
  5413. */
  5414. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5415. {
  5416. struct block_list* src = map_id2bl(id);
  5417. int maxcount;
  5418. struct map_session_data *sd = NULL;
  5419. struct homun_data *hd = NULL; //[orn]
  5420. struct unit_data *ud = unit_bl2ud(src);
  5421. struct mob_data *md = NULL;
  5422. nullpo_retr(0, ud);
  5423. BL_CAST( BL_PC , src, sd);
  5424. BL_CAST( BL_HOM , src, hd); //[orn]
  5425. BL_CAST( BL_MOB, src, md);
  5426. if( src->prev == NULL ) {
  5427. ud->skilltimer = -1;
  5428. return 0;
  5429. }
  5430. if( ud->skilltimer != tid )
  5431. {
  5432. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5433. ud->skilltimer = -1;
  5434. return 0;
  5435. }
  5436. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5437. status_freecast_switch(sd);
  5438. ud->skilltimer=-1;
  5439. do {
  5440. if(status_isdead(src)) break;
  5441. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5442. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5443. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5444. )
  5445. break;
  5446. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5447. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5448. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5449. )
  5450. break;
  5451. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5452. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5453. ) {
  5454. int i;
  5455. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5456. if(ud->skillunit[i]->skill_id == ud->skillid)
  5457. maxcount--;
  5458. }
  5459. if(!maxcount)
  5460. break;
  5461. }
  5462. if(tid != -1)
  5463. { //Avoid double checks on instant cast skills. [Skotlex]
  5464. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5465. break;
  5466. if(battle_config.skill_add_range &&
  5467. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5468. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5469. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5470. break;
  5471. }
  5472. }
  5473. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5474. break;
  5475. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5476. break;
  5477. if(md) {
  5478. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5479. if(md->skillidx >= 0) {
  5480. md->skilldelay[md->skillidx]=tick;
  5481. if (md->db->skill[md->skillidx].emotion >= 0)
  5482. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5483. }
  5484. }
  5485. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5486. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5487. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5488. unit_stop_walking(src,1);
  5489. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5490. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5491. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5492. if (ud->skilltimer == -1) {
  5493. if (md) md->skillidx = -1;
  5494. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5495. ud->skilllv = ud->skillx = ud->skilly = 0;
  5496. }
  5497. return 1;
  5498. } while(0);
  5499. ud->canact_tick = tick;
  5500. ud->skillid = ud->skilllv = 0;
  5501. if(sd) {
  5502. clif_skill_fail(sd,ud->skillid,0,0);
  5503. sd->skillitem = sd->skillitemlv = -1;
  5504. }
  5505. if(md) md->skillidx = -1;
  5506. return 0;
  5507. }
  5508. /*==========================================
  5509. *
  5510. *------------------------------------------
  5511. */
  5512. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5513. {
  5514. struct map_session_data *sd=NULL;
  5515. struct status_change *sc;
  5516. struct skill_unit_group *sg;
  5517. int i,type;
  5518. //if(skilllv <= 0) return 0;
  5519. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5520. nullpo_retr(0, src);
  5521. if(status_isdead(src))
  5522. return 0;
  5523. if(src->type==BL_PC)
  5524. sd=(struct map_session_data *)src;
  5525. sc = status_get_sc(src);
  5526. if (sc && !sc->count)
  5527. sc = NULL; //Unneeded.
  5528. type = SkillStatusChangeTable(skillid);
  5529. switch (skillid) { //Skill effect.
  5530. case WZ_METEOR:
  5531. case MO_BODYRELOCATION:
  5532. case CR_CULTIVATION:
  5533. case HW_GANBANTEIN:
  5534. break; //Effect is displayed on respective switch case.
  5535. default:
  5536. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5537. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5538. else
  5539. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5540. }
  5541. switch(skillid)
  5542. {
  5543. case PR_BENEDICTIO:
  5544. skill_area_temp[1] = src->id;
  5545. i = skill_get_splash(skillid, skilllv);
  5546. map_foreachinarea(skill_area_sub,
  5547. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5548. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5549. skill_castend_nodamage_id);
  5550. map_foreachinarea(skill_area_sub,
  5551. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5552. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5553. skill_castend_damage_id);
  5554. break;
  5555. case BS_HAMMERFALL:
  5556. i = skill_get_splash(skillid, skilllv);
  5557. map_foreachinarea (skill_area_sub,
  5558. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5559. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5560. skill_castend_nodamage_id);
  5561. break;
  5562. case HT_DETECTING:
  5563. i = skill_get_splash(skillid, skilllv);
  5564. map_foreachinarea( status_change_timer_sub,
  5565. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5566. src,status_get_sc(src),SC_SIGHT,tick);
  5567. if(battle_config.traps_setting&1)
  5568. map_foreachinarea( skill_reveal_trap,
  5569. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5570. break;
  5571. case MG_SAFETYWALL:
  5572. case MG_FIREWALL:
  5573. case MG_THUNDERSTORM:
  5574. case AL_PNEUMA:
  5575. case WZ_ICEWALL:
  5576. case WZ_FIREPILLAR:
  5577. case WZ_QUAGMIRE:
  5578. case WZ_VERMILION:
  5579. case WZ_STORMGUST:
  5580. case WZ_HEAVENDRIVE:
  5581. case PR_SANCTUARY:
  5582. case PR_MAGNUS:
  5583. case CR_GRANDCROSS:
  5584. case NPC_GRANDDARKNESS:
  5585. case HT_SKIDTRAP:
  5586. case HT_LANDMINE:
  5587. case HT_ANKLESNARE:
  5588. case HT_SHOCKWAVE:
  5589. case HT_SANDMAN:
  5590. case HT_FLASHER:
  5591. case HT_FREEZINGTRAP:
  5592. case HT_BLASTMINE:
  5593. case HT_CLAYMORETRAP:
  5594. case AS_VENOMDUST:
  5595. case AM_DEMONSTRATION:
  5596. case PF_FOGWALL:
  5597. case PF_SPIDERWEB:
  5598. case HT_TALKIEBOX:
  5599. case WE_CALLPARTNER:
  5600. case WE_CALLPARENT:
  5601. case WE_CALLBABY:
  5602. case AC_SHOWER: //Ground-placed skill implementation.
  5603. case SA_VOLCANO:
  5604. case SA_DELUGE:
  5605. case SA_VIOLENTGALE:
  5606. case SA_LANDPROTECTOR:
  5607. case BD_LULLABY:
  5608. case BD_RICHMANKIM:
  5609. case BD_ETERNALCHAOS:
  5610. case BD_DRUMBATTLEFIELD:
  5611. case BD_RINGNIBELUNGEN:
  5612. case BD_ROKISWEIL:
  5613. case BD_INTOABYSS:
  5614. case BD_SIEGFRIED:
  5615. case BA_DISSONANCE:
  5616. case BA_POEMBRAGI:
  5617. case BA_WHISTLE:
  5618. case BA_ASSASSINCROSS:
  5619. case BA_APPLEIDUN:
  5620. case DC_UGLYDANCE:
  5621. case DC_HUMMING:
  5622. case DC_DONTFORGETME:
  5623. case DC_FORTUNEKISS:
  5624. case DC_SERVICEFORYOU:
  5625. case GS_DESPERADO:
  5626. case NJ_KAENSIN:
  5627. case NJ_BAKUENRYU:
  5628. case NJ_SUITON:
  5629. case NJ_HYOUSYOURAKU:
  5630. case NJ_RAIGEKISAI:
  5631. case NJ_KAMAITACHI:
  5632. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5633. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5634. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5635. break;
  5636. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5637. skill_clear_unitgroup(src);
  5638. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5639. flag|=1;
  5640. break;
  5641. case HP_BASILICA:
  5642. skill_clear_unitgroup(src);
  5643. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5644. sc_start4(src,type,100,
  5645. skilllv,0,BCT_SELF,sg->group_id,
  5646. skill_get_time(skillid,skilllv));
  5647. flag|=1;
  5648. break;
  5649. case CG_HERMODE:
  5650. skill_clear_unitgroup(src);
  5651. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5652. sc_start4(src,SC_DANCING,100,
  5653. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5654. flag|=1;
  5655. break;
  5656. case RG_CLEANER: // [Valaris]
  5657. i = skill_get_splash(skillid, skilllv);
  5658. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5659. break;
  5660. case WZ_METEOR:
  5661. {
  5662. int flag=0, area = skill_get_splash(skillid, skilllv);
  5663. short tmpx, tmpy, x1 = 0, y1 = 0;
  5664. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5665. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5666. for(i=0;i<2+(skilllv>>1);i++) {
  5667. tmpx = x;
  5668. tmpy = y;
  5669. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5670. continue;
  5671. if(!(flag&1)){
  5672. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5673. flag=flag|1;
  5674. }
  5675. if(i > 0)
  5676. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5677. x1 = tmpx;
  5678. y1 = tmpy;
  5679. }
  5680. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5681. }
  5682. break;
  5683. case AL_WARP:
  5684. if(sd) {
  5685. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5686. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5687. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5688. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5689. }
  5690. break;
  5691. case MO_BODYRELOCATION:
  5692. if (unit_movepos(src, x, y, 1, 1)) {
  5693. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5694. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5695. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5696. }
  5697. break;
  5698. case NJ_SHADOWJUMP:
  5699. {
  5700. unit_movepos(src, x, y, 1, 0);
  5701. unit_setdir(src, (unit_getdir(src) + 4)%8);
  5702. clif_slide(src,x,y);
  5703. if (sc && sc->data[SC_HIDING].timer != -1)
  5704. status_change_end(src, SC_HIDING, -1);
  5705. }
  5706. break;
  5707. case AM_SPHEREMINE:
  5708. case AM_CANNIBALIZE:
  5709. if(sd) {
  5710. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5711. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5712. struct mob_data *md;
  5713. // Correct info, don't change any of this! [celest]
  5714. md = mob_once_spawn_sub(src, src->m, x, y, sd->status.name,class_,"");
  5715. if (md) {
  5716. md->master_id = src->id;
  5717. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5718. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5719. mob_spawn (md); //Now it is ready for spawning.
  5720. }
  5721. }
  5722. break;
  5723. // Slim Pitcher [Celest] (normally Condensed Potion doesn't give SP (Heals party members))
  5724. case CR_SLIMPITCHER:
  5725. if (sd) {
  5726. int i = skilllv%11 - 1;
  5727. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5728. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5729. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5730. clif_skill_fail(sd,skillid,0,0);
  5731. return 1;
  5732. }
  5733. potion_flag = 1;
  5734. potion_hp = 0;
  5735. potion_sp = 0;
  5736. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5737. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5738. potion_flag = 0;
  5739. //Apply skill bonuses
  5740. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5741. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5742. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5743. potion_hp = potion_hp * (100+i)/100;
  5744. potion_sp = potion_sp * (100+i)/100;
  5745. if(potion_hp > 0 || potion_sp > 0) {
  5746. i = skill_get_splash(skillid, skilllv);
  5747. map_foreachinarea(skill_area_sub,
  5748. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5749. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5750. skill_castend_nodamage_id);
  5751. }
  5752. } else {
  5753. int i = skilllv%11 - 1;
  5754. struct item_data *item = itemdb_search(i);
  5755. i = skill_db[skillid].itemid[i];
  5756. item = itemdb_search(i);
  5757. potion_flag = 1;
  5758. potion_hp = 0;
  5759. potion_sp = 0;
  5760. run_script(item->script,0,src->id,0);
  5761. potion_flag = 0;
  5762. i = skill_get_max(CR_SLIMPITCHER)*10;
  5763. potion_hp = potion_hp * (100+i)/100;
  5764. potion_sp = potion_sp * (100+i)/100;
  5765. if(potion_hp > 0 || potion_sp > 0) {
  5766. i = skill_get_splash(skillid, skilllv);
  5767. map_foreachinarea(skill_area_sub,
  5768. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5769. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5770. skill_castend_nodamage_id);
  5771. }
  5772. }
  5773. break;
  5774. case HW_GANBANTEIN:
  5775. if (rand()%100 < 80) {
  5776. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5777. i = skill_get_splash(skillid, skilllv);
  5778. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5779. } else {
  5780. if (sd) clif_skill_fail(sd,skillid,0,0);
  5781. return 1;
  5782. }
  5783. break;
  5784. case HW_GRAVITATION:
  5785. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5786. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5787. flag|=1;
  5788. break;
  5789. // Plant Cultivation [Celest]
  5790. case CR_CULTIVATION:
  5791. if (sd) {
  5792. int i = skilllv - 1;
  5793. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5794. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5795. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5796. clif_skill_fail(sd,skillid,0,0);
  5797. return 1;
  5798. }
  5799. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5800. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5801. if (rand()%100 < 50)
  5802. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5803. else
  5804. clif_skill_fail(sd,skillid,0,0);
  5805. }
  5806. break;
  5807. case SG_SUN_WARM:
  5808. case SG_MOON_WARM:
  5809. case SG_STAR_WARM:
  5810. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5811. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5812. flag|=1;
  5813. break;
  5814. case PA_GOSPEL:
  5815. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5816. status_change_end(src,SC_GOSPEL,-1);
  5817. else
  5818. {
  5819. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5820. if (sc && sc->data[type].timer != -1)
  5821. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5822. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5823. }
  5824. break;
  5825. case NJ_TATAMIGAESHI:
  5826. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5827. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5828. break;
  5829. default:
  5830. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5831. return 1;
  5832. }
  5833. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5834. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5835. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5836. battle_consume_ammo(sd, skillid, skilllv);
  5837. return 0;
  5838. }
  5839. /*==========================================
  5840. *
  5841. *------------------------------------------
  5842. */
  5843. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5844. {
  5845. int x=0,y=0;
  5846. nullpo_retr(0, sd);
  5847. //Simplify skill_failed code.
  5848. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5849. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5850. return 0;
  5851. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5852. skill_failed(sd);
  5853. return 0;
  5854. }
  5855. if(sd->sc.count && (
  5856. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5857. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5858. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5859. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5860. sd->sc.data[SC_DANCING].timer!=-1 ||
  5861. sd->sc.data[SC_BERSERK].timer != -1 ||
  5862. sd->sc.data[SC_MARIONETTE].timer != -1
  5863. ))
  5864. return 0;
  5865. if( skill_num != sd->menuskill_id)
  5866. return 0;
  5867. if (strlen(map) > MAP_NAME_LENGTH-1)
  5868. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5869. if (battle_config.error_log)
  5870. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5871. skill_failed(sd);
  5872. return 0;
  5873. }
  5874. pc_stop_attack(sd);
  5875. pc_stop_walking(sd,0);
  5876. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5877. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5878. if(strcmp(map,"cancel")==0) {
  5879. skill_failed(sd);
  5880. return 0;
  5881. }
  5882. switch(skill_num){
  5883. case AL_TELEPORT:
  5884. if(strcmp(map,"Random")==0)
  5885. pc_randomwarp(sd,3);
  5886. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5887. pc_setpos(sd,sd->status.save_point.map,
  5888. sd->status.save_point.x,sd->status.save_point.y,3);
  5889. break;
  5890. case AL_WARP:
  5891. {
  5892. const struct point *p[4];
  5893. struct skill_unit_group *group;
  5894. int i, lv, wx, wy;
  5895. int maxcount=0;
  5896. unsigned short mapindex;
  5897. mapindex = mapindex_name2id((char*)map);
  5898. if(!mapindex) { //Given map not found?
  5899. clif_skill_fail(sd,skill_num,0,0);
  5900. skill_failed(sd);
  5901. return 0;
  5902. }
  5903. p[0] = &sd->status.save_point;
  5904. p[1] = &sd->status.memo_point[0];
  5905. p[2] = &sd->status.memo_point[1];
  5906. p[3] = &sd->status.memo_point[2];
  5907. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5908. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5909. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5910. maxcount--;
  5911. }
  5912. if(!maxcount) {
  5913. clif_skill_fail(sd,skill_num,0,0);
  5914. skill_failed(sd);
  5915. return 0;
  5916. }
  5917. }
  5918. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5919. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5920. wx = sd->menuskill_lv>>16;
  5921. wy = sd->menuskill_lv&0xffff;
  5922. if(lv <= 0) return 0;
  5923. for(i=0;i<lv;i++){
  5924. if(mapindex == p[i]->map){
  5925. x=p[i]->x;
  5926. y=p[i]->y;
  5927. break;
  5928. }
  5929. }
  5930. if(x==0 || y==0) {
  5931. skill_failed(sd);
  5932. return 0;
  5933. }
  5934. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5935. {
  5936. skill_failed(sd);
  5937. return 0;
  5938. }
  5939. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5940. clif_skill_fail(sd,0,0,0);
  5941. skill_failed(sd);
  5942. return 0;
  5943. }
  5944. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5945. skill_failed(sd);
  5946. return 0;
  5947. }
  5948. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5949. group->val2=(x<<16)|y;
  5950. group->val3 = mapindex;
  5951. }
  5952. break;
  5953. }
  5954. sd->menuskill_id = sd->menuskill_lv = 0;
  5955. return 0;
  5956. #undef skill_failed
  5957. }
  5958. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  5959. {
  5960. struct skill_unit *target = (struct skill_unit*)bl,
  5961. *src = va_arg(ap, struct skill_unit*);
  5962. int flag = va_arg(ap, int);
  5963. if (!target || !target->group || !target->group->state.song_dance)
  5964. return 0;
  5965. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5966. return 0;
  5967. if (flag) { //Set dissonance
  5968. target->val1 = src->val1 = target->val2&UF_SONG?BA_DISSONANCE:DC_UGLYDANCE;
  5969. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5970. } else { //Remove dissonance
  5971. target->val1 = target->group->skill_id; //Restore skill id
  5972. target->val2 &= ~UF_ENSEMBLE;
  5973. }
  5974. clif_skill_setunit(target); //Update look of affected cell.
  5975. return 1;
  5976. }
  5977. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5978. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5979. //When 1, this unit has been positioned, so start the cancel effect.
  5980. int skill_dance_overlap(struct skill_unit *unit, int flag)
  5981. {
  5982. if (!unit || !unit->group || !unit->group->state.song_dance)
  5983. return 0;
  5984. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5985. return 0; //Nothing to remove, this unit is not overlapped.
  5986. if (unit->val1 != unit->group->skill_id)
  5987. { //Reset state
  5988. unit->val1 = unit->group->skill_id;
  5989. unit->val2 &= ~UF_ENSEMBLE;
  5990. }
  5991. return map_foreachincell(skill_dance_overlap_sub,
  5992. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  5993. }
  5994. /*==========================================
  5995. * Initializes and sets a ground skill.
  5996. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5997. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5998. *------------------------------------------
  5999. */
  6000. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  6001. {
  6002. struct skill_unit_group *group;
  6003. int i,limit,val1=0,val2=0,val3=0;
  6004. int count=0;
  6005. int target,interval,range,unit_flag;
  6006. struct skill_unit_layout *layout;
  6007. struct map_session_data *sd;
  6008. struct status_data *status;
  6009. struct status_change *sc;
  6010. int active_flag=1;
  6011. nullpo_retr(0, src);
  6012. limit = skill_get_time(skillid,skilllv);
  6013. range = skill_get_unit_range(skillid,skilllv);
  6014. interval = skill_get_unit_interval(skillid);
  6015. target = skill_get_unit_target(skillid);
  6016. unit_flag = skill_get_unit_flag(skillid);
  6017. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6018. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  6019. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6020. group= ((TBL_SKILL*)src)->group;
  6021. src = map_id2bl(group->src_id);
  6022. if (!src) return NULL;
  6023. val2=group->val2; //Copy the (x,y) position you warp to
  6024. val3=group->val3; //as well as the mapindex to warp to.
  6025. }
  6026. BL_CAST(BL_PC, src, sd);
  6027. status = status_get_status_data(src);
  6028. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  6029. if (sc && !sc->count)
  6030. sc = NULL;
  6031. switch(skillid){
  6032. case MG_SAFETYWALL:
  6033. val2=skilllv+1;
  6034. break;
  6035. case MG_FIREWALL:
  6036. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  6037. limit = limit*3/2;
  6038. val2=4+skilllv;
  6039. break;
  6040. case AL_WARP:
  6041. val1=skilllv+6;
  6042. if(!(flag&1))
  6043. limit=2000;
  6044. break;
  6045. case PR_SANCTUARY:
  6046. val1=(skilllv+3)*2;
  6047. val2=(skilllv>6)?777:skilllv*100;
  6048. break;
  6049. case WZ_FIREPILLAR:
  6050. if((flag&1)!=0)
  6051. limit=1000;
  6052. val1=skilllv+2;
  6053. break;
  6054. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6055. case AM_DEMONSTRATION:
  6056. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6057. && (src->type&battle_config.vs_traps_bctall))
  6058. target = BCT_ALL;
  6059. break;
  6060. case NJ_SUITON:
  6061. skill_clear_group(src,1);
  6062. break;
  6063. case HT_SHOCKWAVE:
  6064. val1=skilllv*15+10;
  6065. case HT_SANDMAN:
  6066. case HT_CLAYMORETRAP:
  6067. case HT_SKIDTRAP:
  6068. case HT_LANDMINE:
  6069. case HT_ANKLESNARE:
  6070. case HT_FLASHER:
  6071. case HT_FREEZINGTRAP:
  6072. case HT_BLASTMINE:
  6073. if (map_flag_gvg(src->m))
  6074. limit *= 4; // longer trap times in WOE [celest]
  6075. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6076. && (src->type&battle_config.vs_traps_bctall))
  6077. target = BCT_ALL;
  6078. break;
  6079. case SA_LANDPROTECTOR:
  6080. {
  6081. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6082. val1=skilllv*15+10;
  6083. aoe_diameter=skilllv+skilllv%2+5;
  6084. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6085. }
  6086. //No break because we also have to check if we use gemstones. [Skotlex]
  6087. case SA_VOLCANO:
  6088. case SA_DELUGE:
  6089. case SA_VIOLENTGALE:
  6090. {
  6091. struct skill_unit_group *old_sg;
  6092. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6093. {
  6094. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  6095. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6096. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6097. if (limit < 0) //This can happen...
  6098. limit = skill_get_time(skillid,skilllv);
  6099. }
  6100. skill_clear_group(src,1);
  6101. }
  6102. break;
  6103. }
  6104. case BA_DISSONANCE:
  6105. case DC_UGLYDANCE:
  6106. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6107. break;
  6108. case BA_WHISTLE:
  6109. val1 = skilllv +status->agi/10; // Flee increase
  6110. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6111. if(sd){
  6112. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6113. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6114. }
  6115. break;
  6116. case DC_HUMMING:
  6117. val1 = 2*skilllv+status->dex/10; // Hit increase
  6118. if(sd)
  6119. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6120. break;
  6121. case BA_POEMBRAGI:
  6122. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6123. //For some reason at level 10 the base delay reduction is 50%.
  6124. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6125. if(sd){
  6126. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6127. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6128. }
  6129. break;
  6130. case DC_DONTFORGETME:
  6131. val1 = 30*skilllv+status->dex; // ASPD decrease
  6132. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6133. if(sd){
  6134. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6135. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6136. }
  6137. if (val2 < 1) val2 = 1;
  6138. break;
  6139. case BA_APPLEIDUN:
  6140. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6141. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6142. if(sd){
  6143. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6144. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6145. }
  6146. break;
  6147. case DC_SERVICEFORYOU:
  6148. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6149. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6150. if(sd){
  6151. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6152. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6153. }
  6154. break;
  6155. case BA_ASSASSINCROSS:
  6156. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6157. if(sd)
  6158. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6159. break;
  6160. case DC_FORTUNEKISS:
  6161. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6162. if(sd)
  6163. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6164. val1*=10; //Because every 10 crit is an actual cri point.
  6165. break;
  6166. case BD_DRUMBATTLEFIELD:
  6167. val1 = (skilllv+1)*25; //Watk increase
  6168. val2 = (skilllv+1)*2; //Def increase
  6169. break;
  6170. case BD_RINGNIBELUNGEN:
  6171. val1 = (skilllv+2)*25; //Watk increase
  6172. break;
  6173. case BD_RICHMANKIM:
  6174. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6175. break;
  6176. case BD_SIEGFRIED:
  6177. val1 = 55 + skilllv*5; //Elemental Resistance
  6178. val2 = skilllv*10; //Status ailment resistance
  6179. break;
  6180. case PF_FOGWALL:
  6181. if(sc && (
  6182. sc->data[SC_DELUGE].timer!=-1 || sc->data[SC_SUITON].timer != -1
  6183. )) limit *= 2;
  6184. break;
  6185. case RG_GRAFFITI: /* Graffiti */
  6186. count=1; // Leave this at 1 [Valaris]
  6187. break;
  6188. case WE_CALLPARTNER:
  6189. if (sd) val1 = sd->status.partner_id;
  6190. break;
  6191. case WE_CALLPARENT:
  6192. if (sd) {
  6193. val1 = sd->status.father;
  6194. val2 = sd->status.mother;
  6195. }
  6196. break;
  6197. case WE_CALLBABY:
  6198. if (sd) val1 = sd->status.child;
  6199. break;
  6200. case NJ_KAENSIN:
  6201. skill_clear_group(src, 4); //Delete previous Kaensins
  6202. val2 = (skilllv+1)/2 + 4;
  6203. break;
  6204. case GS_GROUNDDRIFT:
  6205. { //Take on the base element, not the elemental one.
  6206. struct status_data *bstatus = status_get_base_status(src);
  6207. val1 = bstatus?bstatus->rhw.ele:status->rhw.ele;
  6208. if (sd) sd->state.arrow_atk = 0; //Disable consumption right away.
  6209. else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER);
  6210. break;
  6211. }
  6212. }
  6213. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6214. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  6215. group->val1=val1;
  6216. group->val2=val2;
  6217. group->val3=val3;
  6218. group->target_flag=target;
  6219. group->bl_flag= skill_get_unit_bl_target(skillid);
  6220. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6221. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6222. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  6223. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)); //Signals if this is a song/dance (does not counts duets)
  6224. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6225. if (DIFF_TICK(group->tick, gettick()) > 100)
  6226. active_flag = 0;
  6227. if(skillid==HT_TALKIEBOX ||
  6228. skillid==RG_GRAFFITI){
  6229. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  6230. if(group->valstr==NULL){
  6231. ShowFatalError("skill_castend_map: out of memory !\n");
  6232. exit(1);
  6233. }
  6234. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6235. group->valstr[MESSAGE_SIZE-1] = '\0';
  6236. }
  6237. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6238. val1=skilllv;
  6239. val2=0;
  6240. limit=group->limit;
  6241. count=group->unit_count;
  6242. for(i=0;i<count;i++){
  6243. struct skill_unit *unit;
  6244. int ux,uy,alive=1;
  6245. ux = x + layout->dx[i];
  6246. uy = y + layout->dy[i];
  6247. switch (skillid) {
  6248. case MG_FIREWALL:
  6249. case NJ_KAENSIN:
  6250. val2=group->val2;
  6251. break;
  6252. case WZ_ICEWALL:
  6253. if(skilllv <= 1)
  6254. val1 = 500;
  6255. else
  6256. val1 = 200 + 200*skilllv;
  6257. break;
  6258. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6259. ux+=(i%5-2);
  6260. uy+=(i/5-2);
  6261. break;
  6262. default:
  6263. if (group->state.song_dance) {
  6264. val1 = skillid; //Holds SKILL id to use.
  6265. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6266. }
  6267. break;
  6268. }
  6269. if(range<=0)
  6270. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6271. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6272. alive = 0;
  6273. if (alive && battle_config.skill_wall_check) {
  6274. //Check if there's a path between cell and center of casting.
  6275. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6276. alive = 0;
  6277. }
  6278. if(alive && skillid == WZ_ICEWALL) {
  6279. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6280. alive=0;
  6281. else {
  6282. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6283. if(val2==5 || val2==1)
  6284. alive=0;
  6285. else
  6286. clif_changemapcell(src->m,ux,uy,5,0);
  6287. }
  6288. }
  6289. if(alive){
  6290. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6291. unit->limit=limit;
  6292. unit->range=range;
  6293. if (range==0 && active_flag)
  6294. map_foreachincell(skill_unit_effect,unit->bl.m,
  6295. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6296. }
  6297. }
  6298. if (!group->alive_count)
  6299. { //No cells? Something that was blocked completely by Land Protector?
  6300. skill_delunitgroup(src, group);
  6301. return NULL;
  6302. }
  6303. return group;
  6304. }
  6305. /*==========================================
  6306. *
  6307. *------------------------------------------
  6308. */
  6309. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6310. {
  6311. struct skill_unit_group *sg;
  6312. struct block_list *ss;
  6313. struct status_change *sc;
  6314. int type,skillid;
  6315. nullpo_retr(0, src);
  6316. nullpo_retr(0, bl);
  6317. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6318. return 0;
  6319. nullpo_retr(0, sg=src->group);
  6320. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6321. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6322. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6323. return 0; //AoE skills are ineffective. [Skotlex]
  6324. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6325. return 0;
  6326. sc = status_get_sc(bl);
  6327. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6328. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6329. type = SkillStatusChangeTable(sg->skill_id);
  6330. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6331. switch (sg->unit_id) {
  6332. case UNT_SAFETYWALL:
  6333. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6334. if (sc && sc->data[type].timer == -1)
  6335. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6336. break;
  6337. case UNT_WARP_WAITING:
  6338. if(bl->type==BL_PC){
  6339. struct map_session_data *sd = (struct map_session_data *)bl;
  6340. if((!sd->chatID || battle_config.chat_warpportal)
  6341. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6342. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6343. if (--sg->val1<=0 || sg->src_id == bl->id)
  6344. skill_delunitgroup(NULL, sg);
  6345. }
  6346. }
  6347. } else if(battle_config.mob_warpportal && bl->type != BL_PET)
  6348. unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
  6349. break;
  6350. case UNT_QUAGMIRE:
  6351. if(sc && sc->data[type].timer==-1)
  6352. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6353. break;
  6354. case UNT_VOLCANO:
  6355. case UNT_DELUGE:
  6356. case UNT_VIOLENTGALE:
  6357. case UNT_SUITON:
  6358. if(sc && sc->data[type].timer==-1)
  6359. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6360. break;
  6361. case UNT_RICHMANKIM:
  6362. case UNT_ETERNALCHAOS:
  6363. case UNT_DRUMBATTLEFIELD:
  6364. case UNT_RINGNIBELUNGEN:
  6365. case UNT_ROKISWEIL:
  6366. case UNT_INTOABYSS:
  6367. case UNT_SIEGFRIED:
  6368. case UNT_HERMODE:
  6369. //Needed to check when a dancer/bard leaves their ensemble area.
  6370. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6371. return sg->skill_id;
  6372. if (sc && sc->data[type].timer==-1)
  6373. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6374. break;
  6375. case UNT_WHISTLE:
  6376. case UNT_ASSASSINCROSS:
  6377. case UNT_POEMBRAGI:
  6378. case UNT_APPLEIDUN:
  6379. case UNT_HUMMING:
  6380. case UNT_DONTFORGETME:
  6381. case UNT_FORTUNEKISS:
  6382. case UNT_SERVICEFORYOU:
  6383. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6384. return 0;
  6385. if (!sc) return 0;
  6386. if (sc->data[type].timer==-1)
  6387. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6388. else if (sc->data[type].val4 == 1) {
  6389. //Readjust timers since the effect will not last long.
  6390. sc->data[type].val4 = 0;
  6391. delete_timer(sc->data[type].timer, status_change_timer);
  6392. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6393. }
  6394. break;
  6395. case UNT_FOGWALL:
  6396. if (sc && sc->data[type].timer==-1)
  6397. {
  6398. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6399. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6400. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6401. }
  6402. break;
  6403. case UNT_GRAVITATION:
  6404. if (sc && sc->data[type].timer==-1)
  6405. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6406. break;
  6407. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6408. src->val1 = 0;
  6409. if(src->limit + sg->tick > tick + 700)
  6410. src->limit = DIFF_TICK(tick+700,sg->tick);
  6411. break;
  6412. }
  6413. return skillid;
  6414. }
  6415. /*==========================================
  6416. *
  6417. *------------------------------------------
  6418. */
  6419. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6420. {
  6421. struct skill_unit_group *sg;
  6422. struct block_list *ss;
  6423. struct map_session_data *sd;
  6424. struct status_data *tstatus, *sstatus;
  6425. struct status_change *tsc, *sc;
  6426. struct skill_unit_group_tickset *ts;
  6427. int matk_min = 0, matk_max = 0; //For Magic power...
  6428. int type, skillid;
  6429. int diff=0;
  6430. nullpo_retr(0, src);
  6431. nullpo_retr(0, bl);
  6432. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6433. return 0;
  6434. nullpo_retr(0, sg=src->group);
  6435. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6436. BL_CAST(BL_PC, ss, sd);
  6437. tsc = status_get_sc(bl);
  6438. tstatus = status_get_status_data(bl);
  6439. if (sg->state.magic_power) //For magic power.
  6440. {
  6441. sc = status_get_sc(ss);
  6442. sstatus = status_get_status_data(ss);
  6443. } else {
  6444. sc = NULL;
  6445. sstatus = NULL;
  6446. }
  6447. type = SkillStatusChangeTable(sg->skill_id);
  6448. skillid = sg->skill_id;
  6449. if (sg->state.song_dance && src->val2&UF_ENSEMBLE)
  6450. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  6451. //Values will be restored on proper switch case.
  6452. src->val1 = sg->unit_id;
  6453. if (src->val2&UF_SONG) {
  6454. sg->unit_id = UNT_DISSONANCE;
  6455. sg->skill_id = BA_DISSONANCE;
  6456. } else {
  6457. sg->unit_id = UNT_UGLYDANCE;
  6458. sg->skill_id = DC_UGLYDANCE;
  6459. }
  6460. }
  6461. if (sg->interval == -1) {
  6462. switch (sg->unit_id) {
  6463. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6464. case UNT_SPIDERWEB:
  6465. case UNT_FIREPILLAR_ACTIVE:
  6466. return 0;
  6467. default:
  6468. if (battle_config.error_log)
  6469. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6470. return 0;
  6471. }
  6472. }
  6473. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6474. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6475. diff = DIFF_TICK(tick,ts->tick);
  6476. if (diff < 0)
  6477. return 0;
  6478. ts->tick = tick+sg->interval;
  6479. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6480. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6481. }
  6482. //Temporarily set magic power to have it take effect. [Skotlex]
  6483. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6484. { //Store previous values.
  6485. matk_min = sstatus->matk_min;
  6486. matk_max = sstatus->matk_max;
  6487. //Note to NOT return from the function until this is unset!
  6488. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6489. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6490. }
  6491. switch (sg->unit_id)
  6492. {
  6493. case UNT_FIREWALL:
  6494. {
  6495. int count=0;
  6496. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6497. //This is the best Aegis approximation we can do without
  6498. //changing the minimum skill unit interval. [Skotlex]
  6499. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6500. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6501. } else {
  6502. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6503. src->val2--;
  6504. }
  6505. if (src->val2<=0)
  6506. skill_delunit(src);
  6507. break;
  6508. }
  6509. case UNT_SANCTUARY:
  6510. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6511. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6512. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6513. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6514. // reduce healing count if this was meant for damaging [hekate]
  6515. sg->val1 -= 2;
  6516. } else {
  6517. int heal = sg->val2;
  6518. if (tstatus->hp >= tstatus->max_hp)
  6519. break;
  6520. if (status_isimmune(bl))
  6521. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6522. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6523. status_heal(bl, heal, 0, 0);
  6524. if (diff >= 500)
  6525. sg->val1--;
  6526. }
  6527. if (sg->val1 <= 0)
  6528. skill_delunitgroup(NULL,sg);
  6529. break;
  6530. case UNT_MAGNUS:
  6531. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6532. break;
  6533. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6534. break;
  6535. case UNT_ATTACK_SKILLS:
  6536. switch (sg->skill_id)
  6537. {
  6538. case SG_SUN_WARM: //SG skills [Komurka]
  6539. case SG_MOON_WARM:
  6540. case SG_STAR_WARM:
  6541. if(bl->type==BL_PC)
  6542. //Only damage SP [Skotlex]
  6543. status_zap(bl, 0, 60);
  6544. else if(status_charge(bl, 0, 2))
  6545. //Otherwise, Knockback attack.
  6546. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6547. break;
  6548. default:
  6549. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6550. }
  6551. break;
  6552. case UNT_FIREPILLAR_WAITING:
  6553. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6554. skill_delunit(src);
  6555. break;
  6556. case UNT_FIREPILLAR_ACTIVE:
  6557. map_foreachinrange(skill_attack_area,bl,
  6558. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6559. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6560. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6561. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6562. break;
  6563. case UNT_SKIDTRAP:
  6564. {
  6565. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6566. sg->unit_id = UNT_USED_TRAPS;
  6567. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6568. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6569. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6570. }
  6571. break;
  6572. case UNT_SPIDERWEB:
  6573. case UNT_ANKLESNARE:
  6574. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6575. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6576. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6577. {
  6578. struct TimerData* td = get_timer(tsc->data[type].timer);
  6579. if (td) sec = DIFF_TICK(td->tick, tick);
  6580. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6581. clif_fixpos(bl);
  6582. sg->val2=bl->id;
  6583. } else
  6584. sec = 3000; //Couldn't trap it?
  6585. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6586. // 01AC: long ID
  6587. // Indicates that an object is trapped, but ID is not a
  6588. // valid monster or player ID.
  6589. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6590. sg->interval = -1;
  6591. src->range = 0;
  6592. }
  6593. break;
  6594. case UNT_VENOMDUST:
  6595. if(tsc && tsc->data[type].timer==-1 )
  6596. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6597. break;
  6598. case UNT_LANDMINE:
  6599. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6600. sg->unit_id = UNT_USED_TRAPS;
  6601. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6602. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6603. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6604. break;
  6605. case UNT_CLAYMORETRAP:
  6606. case UNT_BLASTMINE:
  6607. //Hold number of targets (required for damage calculation)
  6608. type = map_foreachinrange(skill_count_target,&src->bl,
  6609. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6610. case UNT_SHOCKWAVE:
  6611. case UNT_SANDMAN:
  6612. case UNT_FLASHER:
  6613. case UNT_FREEZINGTRAP:
  6614. map_foreachinrange(skill_trap_splash,&src->bl,
  6615. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6616. &src->bl,tick,type);
  6617. sg->unit_id = UNT_USED_TRAPS;
  6618. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6619. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6620. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6621. break;
  6622. case UNT_TALKIEBOX:
  6623. if (sg->src_id == bl->id)
  6624. break;
  6625. if (sg->val2 == 0){
  6626. clif_talkiebox(&src->bl, sg->valstr);
  6627. sg->unit_id = UNT_USED_TRAPS;
  6628. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6629. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6630. sg->val2 = -1;
  6631. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6632. }
  6633. break;
  6634. case UNT_LULLABY:
  6635. if (ss->id == bl->id)
  6636. break;
  6637. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6638. break;
  6639. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6640. if (ss->id != bl->id)
  6641. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6642. if (sg->state.song_dance && src->val2&UF_ENSEMBLE)
  6643. { //Restore values.
  6644. sg->skill_id = skillid;
  6645. sg->unit_id = src->val1;
  6646. src->val1 = DC_UGLYDANCE;
  6647. }
  6648. break;
  6649. case UNT_DISSONANCE:
  6650. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6651. if (sg->state.song_dance && src->val2&UF_ENSEMBLE)
  6652. { //Restore values.
  6653. sg->skill_id = skillid;
  6654. sg->unit_id = src->val1;
  6655. src->val1 = BA_DISSONANCE;
  6656. }
  6657. break;
  6658. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6659. {
  6660. int heal;
  6661. if (sg->src_id == bl->id)
  6662. break;
  6663. heal = sg->val2;
  6664. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6665. status_heal(bl, heal, 0, 0);
  6666. break;
  6667. }
  6668. case UNT_TATAMIGAESHI:
  6669. case UNT_DEMONSTRATION:
  6670. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6671. break;
  6672. case UNT_GOSPEL:
  6673. if (rand()%100 > sg->skill_lv*10)
  6674. break;
  6675. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6676. int i = rand()%13; // Positive buff count
  6677. switch (i)
  6678. {
  6679. case 0: // Heal 1~9999 HP
  6680. {
  6681. int heal = rand() %9999+1;
  6682. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6683. status_heal(bl,heal,0,0);
  6684. }
  6685. break;
  6686. case 1: // End all negative status
  6687. status_change_clear_buffs(bl,2);
  6688. break;
  6689. case 2: // Level 10 Blessing
  6690. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6691. break;
  6692. case 3: // Level 10 Increase AGI
  6693. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6694. break;
  6695. case 4: // Enchant weapon with Holy element
  6696. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6697. break;
  6698. case 5: // Enchant armor with Holy element
  6699. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6700. break;
  6701. case 6: // MaxHP +100%
  6702. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6703. break;
  6704. case 7: // MaxSP +100%
  6705. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6706. break;
  6707. case 8: // All stats +20
  6708. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6709. break;
  6710. case 9: // DEF +25%
  6711. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6712. break;
  6713. case 10: // ATK +100%
  6714. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6715. break;
  6716. case 11: // HIT/Flee +50
  6717. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6718. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6719. break;
  6720. case 12: // Immunity to all status
  6721. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6722. break;
  6723. }
  6724. }
  6725. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6726. int i = rand()%9; // Negative buff count
  6727. switch (i)
  6728. {
  6729. case 0: // Deal 1~9999 damage
  6730. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6731. break;
  6732. case 1: // Curse
  6733. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6734. break;
  6735. case 2: // Blind
  6736. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6737. break;
  6738. case 3: // Poison
  6739. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6740. break;
  6741. case 4: // Level 10 Provoke
  6742. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6743. break;
  6744. case 5: // DEF -100%
  6745. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6746. break;
  6747. case 6: // ATK -100%
  6748. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6749. break;
  6750. case 7: // Flee -100%
  6751. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6752. break;
  6753. case 8: // Speed/ASPD -25%
  6754. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6755. break;
  6756. }
  6757. }
  6758. break;
  6759. case UNT_GRAVITATION:
  6760. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6761. break;
  6762. case UNT_DESPERADO:
  6763. if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
  6764. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6765. break;
  6766. case UNT_GROUNDDRIFT:
  6767. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);
  6768. break;
  6769. case UNT_KAENSIN:
  6770. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6771. if (--src->val2 <= 0)
  6772. skill_delunit(src);
  6773. break;
  6774. }
  6775. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6776. { //Unset magic power.
  6777. sstatus->matk_min = matk_min;
  6778. sstatus->matk_max = matk_max;
  6779. }
  6780. if (bl->type == BL_MOB && ss != bl)
  6781. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6782. return skillid;
  6783. }
  6784. /*==========================================
  6785. *
  6786. *------------------------------------------
  6787. */
  6788. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6789. {
  6790. struct skill_unit_group *sg;
  6791. struct status_change *sc;
  6792. int type;
  6793. nullpo_retr(0, src);
  6794. nullpo_retr(0, bl);
  6795. nullpo_retr(0, sg=src->group);
  6796. sc = status_get_sc(bl);
  6797. if (sc && !sc->count)
  6798. sc = NULL;
  6799. type = SkillStatusChangeTable(sg->skill_id);
  6800. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6801. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6802. return 0;
  6803. switch(sg->unit_id){
  6804. case UNT_SAFETYWALL:
  6805. if (sc && sc->data[type].timer!=-1)
  6806. status_change_end(bl,type,-1);
  6807. break;
  6808. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6809. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6810. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6811. status_change_end(bl,type,-1);
  6812. break;
  6813. case UNT_SPIDERWEB:
  6814. {
  6815. struct block_list *target = map_id2bl(sg->val2);
  6816. if (target && target==bl)
  6817. {
  6818. status_change_end(bl,SC_SPIDERWEB,-1);
  6819. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6820. }
  6821. break;
  6822. }
  6823. }
  6824. return sg->skill_id;
  6825. }
  6826. /*==========================================
  6827. * Triggered when a char steps out of a skill group [Skotlex]
  6828. *------------------------------------------
  6829. */
  6830. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6831. {
  6832. struct status_change *sc;
  6833. int type;
  6834. sc = status_get_sc(bl);
  6835. if (sc && !sc->count)
  6836. sc = NULL;
  6837. type = SkillStatusChangeTable(skill_id);
  6838. switch (skill_id)
  6839. {
  6840. case WZ_QUAGMIRE:
  6841. if (bl->type==BL_MOB)
  6842. break;
  6843. if (sc && sc->data[type].timer != -1)
  6844. status_change_end(bl, type, -1);
  6845. break;
  6846. case BD_LULLABY:
  6847. case BD_RICHMANKIM:
  6848. case BD_ETERNALCHAOS:
  6849. case BD_DRUMBATTLEFIELD:
  6850. case BD_RINGNIBELUNGEN:
  6851. case BD_ROKISWEIL:
  6852. case BD_INTOABYSS:
  6853. case BD_SIEGFRIED:
  6854. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6855. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6856. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6857. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6858. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6859. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6860. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6861. skill_stop_dancing(bl);
  6862. }
  6863. case MG_SAFETYWALL:
  6864. case AL_PNEUMA:
  6865. case SA_VOLCANO:
  6866. case SA_DELUGE:
  6867. case SA_VIOLENTGALE:
  6868. case CG_HERMODE:
  6869. case HW_GRAVITATION:
  6870. case NJ_SUITON:
  6871. if (sc && sc->data[type].timer != -1)
  6872. status_change_end(bl, type, -1);
  6873. break;
  6874. case BA_POEMBRAGI:
  6875. case BA_WHISTLE:
  6876. case BA_ASSASSINCROSS:
  6877. case BA_APPLEIDUN:
  6878. case DC_HUMMING:
  6879. case DC_DONTFORGETME:
  6880. case DC_FORTUNEKISS:
  6881. case DC_SERVICEFORYOU:
  6882. if (sc && sc->data[type].timer != -1)
  6883. {
  6884. delete_timer(sc->data[type].timer, status_change_timer);
  6885. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6886. //not possible on our current implementation.
  6887. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6888. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6889. }
  6890. break;
  6891. case PF_FOGWALL:
  6892. if (sc && sc->data[type].timer != -1)
  6893. {
  6894. status_change_end(bl,type,-1);
  6895. if (sc->data[SC_BLIND].timer!=-1)
  6896. {
  6897. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6898. status_change_end(bl, SC_BLIND, -1);
  6899. else {
  6900. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6901. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6902. }
  6903. }
  6904. }
  6905. break;
  6906. case UNT_GOSPEL:
  6907. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6908. status_change_end(bl, type, -1);
  6909. break;
  6910. }
  6911. return skill_id;
  6912. }
  6913. /*==========================================
  6914. * Invoked when a unit cell has been placed/removed/deleted.
  6915. * flag values:
  6916. * flag&1: Invoke onplace function (otherwise invoke onout)
  6917. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6918. *------------------------------------------
  6919. */
  6920. int skill_unit_effect (struct block_list *bl, va_list ap)
  6921. {
  6922. struct skill_unit *unit;
  6923. struct skill_unit_group *group;
  6924. int flag;
  6925. unsigned int tick;
  6926. nullpo_retr(0, bl);
  6927. nullpo_retr(0, ap);
  6928. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6929. tick = va_arg(ap,unsigned int);
  6930. flag = va_arg(ap,unsigned int);
  6931. if (!unit->alive || bl->prev==NULL)
  6932. return 0;
  6933. nullpo_retr(0, group=unit->group);
  6934. if (flag&1)
  6935. skill_unit_onplace(unit,bl,tick);
  6936. else
  6937. skill_unit_onout(unit,bl,tick);
  6938. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6939. return 0;
  6940. }
  6941. /*==========================================
  6942. *
  6943. *------------------------------------------
  6944. */
  6945. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
  6946. {
  6947. struct skill_unit_group *sg;
  6948. nullpo_retr(0, src);
  6949. nullpo_retr(0, sg=src->group);
  6950. switch(sg->unit_id){
  6951. case UNT_WARP_ACTIVE:
  6952. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6953. break;
  6954. case UNT_ICEWALL:
  6955. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6956. break;
  6957. case UNT_CALLFAMILY:
  6958. {
  6959. struct map_session_data *sd = NULL;
  6960. if(sg->val1) {
  6961. sd = map_charid2sd(sg->val1);
  6962. sg->val1 = 0;
  6963. if (sd && !map[sd->bl.m].flag.nowarp)
  6964. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6965. }
  6966. if(sg->val2) {
  6967. sd = map_charid2sd(sg->val2);
  6968. sg->val2 = 0;
  6969. if (sd && !map[sd->bl.m].flag.nowarp)
  6970. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6971. }
  6972. }
  6973. break;
  6974. case UNT_ANKLESNARE:
  6975. {
  6976. struct block_list *target = map_id2bl(sg->val2);
  6977. if(target)
  6978. status_change_end(target,SC_ANKLE,-1);
  6979. }
  6980. break;
  6981. }
  6982. return 0;
  6983. }
  6984. /*==========================================
  6985. *
  6986. *------------------------------------------
  6987. */
  6988. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6989. {
  6990. struct skill_unit_group *sg;
  6991. nullpo_retr(0, src);
  6992. nullpo_retr(0, sg=src->group);
  6993. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6994. skill_delunitgroup(NULL,sg);
  6995. else
  6996. switch(sg->unit_id){
  6997. case UNT_ICEWALL:
  6998. src->val1-=damage;
  6999. break;
  7000. default:
  7001. damage = 0;
  7002. break;
  7003. }
  7004. return damage;
  7005. }
  7006. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  7007. struct block_list *src = va_arg(ap, struct block_list*);
  7008. struct block_list *partner = va_arg(ap, struct block_list*);
  7009. int blowcount = va_arg(ap, int);
  7010. if (bl == src || bl == partner)
  7011. return 0;
  7012. skill_blown(src, bl, blowcount);
  7013. return 1;
  7014. }
  7015. /*==========================================
  7016. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  7017. * partner may be null, but src cannot be.
  7018. *------------------------------------------
  7019. */
  7020. static void skill_moonlit (struct block_list* src, struct block_list* partner, int skilllv)
  7021. {
  7022. int range = skill_get_splash(CG_MOONLIT, skilllv);
  7023. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  7024. map_foreachinrange(skill_moonlit_sub,src,
  7025. range, BL_CHAR,src,partner,blowcount);
  7026. if(partner)
  7027. map_foreachinrange(skill_moonlit_sub,partner,
  7028. range, BL_CHAR,src,partner,blowcount);
  7029. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  7030. sc_start4(src,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  7031. if (partner) {
  7032. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  7033. sc_start4(partner,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  7034. }
  7035. }
  7036. /*==========================================
  7037. *
  7038. *------------------------------------------
  7039. */
  7040. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7041. {
  7042. int *c, skillid;
  7043. struct block_list *src;
  7044. struct map_session_data *sd;
  7045. struct map_session_data *tsd;
  7046. int *p_sd; //Contains the list of characters found.
  7047. nullpo_retr(0, bl);
  7048. nullpo_retr(0, ap);
  7049. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7050. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7051. nullpo_retr(0, sd=(struct map_session_data*)src);
  7052. c=va_arg(ap,int *);
  7053. p_sd = va_arg(ap, int *);
  7054. skillid = va_arg(ap,int);
  7055. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7056. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7057. if (bl == src)
  7058. return 0;
  7059. if(pc_isdead(tsd))
  7060. return 0;
  7061. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7062. return 0;
  7063. switch(skillid)
  7064. {
  7065. case PR_BENEDICTIO:
  7066. {
  7067. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7068. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7069. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7070. && sd->status.sp >= 10)
  7071. p_sd[(*c)++]=tsd->bl.id;
  7072. return 1;
  7073. }
  7074. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7075. {
  7076. int skilllv;
  7077. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7078. return 0;
  7079. if (sd->status.sex != tsd->status.sex &&
  7080. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7081. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7082. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7083. sd->status.party_id && tsd->status.party_id &&
  7084. sd->status.party_id == tsd->status.party_id &&
  7085. tsd->sc.data[SC_DANCING].timer == -1)
  7086. {
  7087. p_sd[(*c)++]=tsd->bl.id;
  7088. return skilllv;
  7089. } else {
  7090. return 0;
  7091. }
  7092. }
  7093. break;
  7094. }
  7095. return 0;
  7096. }
  7097. /*==========================================
  7098. * Checks and stores partners for ensemble skills [Skotlex]
  7099. *------------------------------------------
  7100. */
  7101. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7102. {
  7103. static int c=0;
  7104. static int p_sd[2] = { 0, 0 };
  7105. int i;
  7106. if (cast_flag)
  7107. { //Execute the skill on the partners.
  7108. struct map_session_data* tsd;
  7109. switch (skill_id)
  7110. {
  7111. case PR_BENEDICTIO:
  7112. for (i = 0; i < c; i++)
  7113. {
  7114. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7115. status_charge(&tsd->bl, 0, 10);
  7116. }
  7117. return c;
  7118. case CG_MOONLIT:
  7119. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7120. {
  7121. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7122. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  7123. tsd->skillid_dance = skill_id;
  7124. tsd->skilllv_dance = *skill_lv;
  7125. }
  7126. return c;
  7127. default: //Warning: Assuming Ensemble skills here (for speed)
  7128. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7129. {
  7130. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7131. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7132. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7133. tsd->skillid_dance = skill_id;
  7134. tsd->skilllv_dance = *skill_lv;
  7135. }
  7136. return c;
  7137. }
  7138. }
  7139. //Else: new search for partners.
  7140. c = 0;
  7141. memset (p_sd, 0, sizeof(p_sd));
  7142. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7143. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7144. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7145. *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.
  7146. return c;
  7147. }
  7148. /*==========================================
  7149. *
  7150. *------------------------------------------
  7151. */
  7152. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7153. {
  7154. int *c,src_id,mob_class,skill;
  7155. struct mob_data *md;
  7156. md=(struct mob_data*)bl;
  7157. src_id=va_arg(ap,int);
  7158. mob_class=va_arg(ap,int);
  7159. skill=va_arg(ap,int);
  7160. c=va_arg(ap,int *);
  7161. if(md->master_id != src_id ||
  7162. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7163. return 0; //Non alchemist summoned mobs have nothing to do here.
  7164. if(md->class_==mob_class)
  7165. (*c)++;
  7166. return 1;
  7167. }
  7168. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  7169. {
  7170. struct npc_data *nd;
  7171. nd=(struct npc_data*)bl;
  7172. if (nd->bl.subtype == WARP)
  7173. return 1;
  7174. return 0;
  7175. }
  7176. /*==========================================
  7177. * Determines if a given skill should be made to consume ammo
  7178. * when used by the player. [Skotlex]
  7179. *------------------------------------------
  7180. */
  7181. int skill_isammotype (TBL_PC *sd, int skill)
  7182. {
  7183. return (
  7184. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7185. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  7186. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  7187. );
  7188. }
  7189. /*==========================================
  7190. * Checks that you have the requirements for casting a skill.
  7191. * Flag:
  7192. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7193. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7194. *------------------------------------------
  7195. */
  7196. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7197. {
  7198. struct status_data *status;
  7199. struct status_change *sc;
  7200. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7201. int index[10],itemid[10],amount[10];
  7202. int delitem_flag = 1, checkitem_flag = 1;
  7203. nullpo_retr(0, sd);
  7204. if (lv <= 0) return 0;
  7205. if( battle_config.gm_skilluncond &&
  7206. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7207. sd->skillitem != skill)
  7208. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7209. sd->skillitem = sd->skillitemlv = -1;
  7210. return 1;
  7211. }
  7212. status = &sd->battle_status;
  7213. sc = &sd->sc;
  7214. if (!sc->count)
  7215. sc = NULL;
  7216. if(pc_is90overweight(sd)) {
  7217. clif_skill_fail(sd,skill,9,0);
  7218. sd->skillitem = sd->skillitemlv = -1;
  7219. return 0;
  7220. }
  7221. if (sd->state.abra_flag)
  7222. {
  7223. sd->skillitem = sd->skillitemlv = -1;
  7224. if(type&1) sd->state.abra_flag = 0;
  7225. return 1;
  7226. }
  7227. if (sd->menuskill_id == AM_PHARMACY &&
  7228. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7229. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7230. )) {
  7231. sd->skillitem = sd->skillitemlv = -1;
  7232. return 0;
  7233. }
  7234. if(sd->skillitem == skill) {
  7235. if(!type) //When a target was selected
  7236. { //Consume items that were skipped in pc_use_item [Skotlex]
  7237. if((i = sd->itemindex) == -1 ||
  7238. sd->status.inventory[i].nameid != sd->itemid ||
  7239. sd->inventory_data[i] == NULL ||
  7240. !sd->inventory_data[i]->flag.delay_consume ||
  7241. sd->status.inventory[i].amount < 1
  7242. )
  7243. { //Something went wrong, item exploit?
  7244. sd->itemid = sd->itemindex = -1;
  7245. return 0;
  7246. }
  7247. //Consume
  7248. sd->itemid = sd->itemindex = -1;
  7249. if(skill == WZ_EARTHSPIKE && sc &&
  7250. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7251. ; //Do not consume item.
  7252. else
  7253. pc_delitem(sd,i,1,0);
  7254. }
  7255. if (type&1) //Casting finished
  7256. sd->skillitem = sd->skillitemlv = -1;
  7257. return 1;
  7258. }
  7259. // for the guild skills [celest]
  7260. if (skill >= GD_SKILLBASE)
  7261. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7262. else if (skill >= HM_SKILLBASE) //[orn]
  7263. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7264. else
  7265. j = skill;
  7266. if (j < 0 || j >= MAX_SKILL_DB)
  7267. return 0;
  7268. //Code speedup, rather than using skill_get_* over and over again.
  7269. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7270. return 0;
  7271. hp = skill_db[j].hp[lv-1];
  7272. sp = skill_db[j].sp[lv-1];
  7273. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7274. sp=sp/2;
  7275. hp_rate = skill_db[j].hp_rate[lv-1];
  7276. sp_rate = skill_db[j].sp_rate[lv-1];
  7277. zeny = skill_db[j].zeny[lv-1];
  7278. weapon = skill_db[j].weapon;
  7279. ammo = skill_db[j].ammo;
  7280. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7281. state = skill_db[j].state;
  7282. spiritball = skill_db[j].spiritball[lv-1];
  7283. mhp = skill_db[j].mhp[lv-1];
  7284. for(i = 0; i < 10; i++) {
  7285. itemid[i] = skill_db[j].itemid[i];
  7286. amount[i] = skill_db[j].amount[i];
  7287. }
  7288. if(mhp > 0)
  7289. hp += (status->max_hp * mhp)/100;
  7290. if(hp_rate > 0)
  7291. hp += (status->hp * hp_rate)/100;
  7292. else
  7293. hp += (status->max_hp * (-hp_rate))/100;
  7294. if(sp_rate > 0)
  7295. sp += (status->sp * sp_rate)/100;
  7296. else
  7297. sp += (status->max_sp * (-sp_rate))/100;
  7298. if (!ammo && skill && skill_isammotype(sd, skill))
  7299. { //Assume this skill is using the weapon, therefore it requires arrows.
  7300. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  7301. ammo_qty = skill_get_num(skill, lv);
  7302. if (ammo_qty < 0) ammo_qty *= -1;
  7303. }
  7304. switch(skill) { // Check for cost reductions due to skills & SCs
  7305. case MC_MAMMONITE:
  7306. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7307. zeny -= zeny*10/100;
  7308. break;
  7309. case AL_HOLYLIGHT:
  7310. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7311. sp *= 5;
  7312. break;
  7313. case SL_SMA:
  7314. case SL_STUN:
  7315. case SL_STIN:
  7316. {
  7317. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7318. if(kaina_lv==0 || sd->status.base_level<70)
  7319. break;
  7320. if(sd->status.base_level>=90)
  7321. sp -= sp*7*kaina_lv/100;
  7322. else if(sd->status.base_level>=80)
  7323. sp -= sp*5*kaina_lv/100;
  7324. else if(sd->status.base_level>=70)
  7325. sp -= sp*3*kaina_lv/100;
  7326. }
  7327. break;
  7328. case MO_TRIPLEATTACK:
  7329. case MO_CHAINCOMBO:
  7330. case MO_COMBOFINISH:
  7331. case CH_TIGERFIST:
  7332. case CH_CHAINCRUSH:
  7333. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7334. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7335. break;
  7336. }
  7337. if(sd->dsprate!=100)
  7338. sp=sp*sd->dsprate/100;
  7339. switch(skill) {
  7340. case SA_CASTCANCEL:
  7341. if(sd->ud.skilltimer == -1) {
  7342. clif_skill_fail(sd,skill,0,0);
  7343. return 0;
  7344. }
  7345. break;
  7346. case BS_MAXIMIZE:
  7347. case NV_TRICKDEAD:
  7348. case TF_HIDING:
  7349. case AS_CLOAKING:
  7350. case CR_AUTOGUARD:
  7351. case CR_DEFENDER:
  7352. case ST_CHASEWALK:
  7353. case PA_GOSPEL:
  7354. case CR_SHRINK:
  7355. case TK_RUN:
  7356. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7357. return 1; //Allow turning off.
  7358. break;
  7359. case AL_WARP:
  7360. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7361. delitem_flag = 0;
  7362. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7363. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7364. return 0;
  7365. }
  7366. break;
  7367. case MO_CALLSPIRITS:
  7368. if(sd->spiritball >= lv) {
  7369. clif_skill_fail(sd,skill,0,0);
  7370. return 0;
  7371. }
  7372. break;
  7373. case CH_SOULCOLLECT:
  7374. if(sd->spiritball >= 5) {
  7375. clif_skill_fail(sd,skill,0,0);
  7376. return 0;
  7377. }
  7378. break;
  7379. case MO_FINGEROFFENSIVE: //謖�シセ
  7380. case GS_FLING:
  7381. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7382. spiritball = sd->spiritball;
  7383. sd->spiritball_old = sd->spiritball;
  7384. }
  7385. else sd->spiritball_old = spiritball;
  7386. break;
  7387. case MO_BODYRELOCATION:
  7388. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7389. spiritball = 0;
  7390. break;
  7391. case MO_CHAINCOMBO:
  7392. if(!sc)
  7393. return 0;
  7394. if(sc->data[SC_BLADESTOP].timer!=-1)
  7395. break;
  7396. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7397. break;
  7398. return 0;
  7399. case MO_COMBOFINISH: //迪幃セ肴教
  7400. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7401. return 0;
  7402. break;
  7403. case CH_TIGERFIST: //莨剰剋諡ウ
  7404. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7405. return 0;
  7406. break;
  7407. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7408. if(!sc || sc->data[SC_COMBO].timer == -1)
  7409. return 0;
  7410. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7411. return 0;
  7412. break;
  7413. case MO_EXTREMITYFIST:
  7414. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7415. // return 0;
  7416. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7417. spiritball--;
  7418. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7419. switch(sc->data[SC_COMBO].val1) {
  7420. case MO_COMBOFINISH:
  7421. spiritball = 4;
  7422. break;
  7423. case CH_TIGERFIST:
  7424. spiritball = 3;
  7425. break;
  7426. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7427. spiritball = sd->spiritball?sd->spiritball:1;
  7428. break;
  7429. default:
  7430. return 0;
  7431. }
  7432. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7433. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7434. clif_skill_fail(sd,skill,0,0);
  7435. return 0;
  7436. }
  7437. break;
  7438. case TK_MISSION: //Does not works on Non-Taekwon
  7439. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7440. clif_skill_fail(sd,skill,0,0);
  7441. return 0;
  7442. }
  7443. break;
  7444. case TK_READYCOUNTER:
  7445. case TK_READYDOWN:
  7446. case TK_READYSTORM:
  7447. case TK_READYTURN:
  7448. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7449. return 1; //Enable disabling them regardless of who you are.
  7450. case TK_JUMPKICK:
  7451. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7452. //They do not work on Soul Linkers.
  7453. clif_skill_fail(sd,skill,0,0);
  7454. return 0;
  7455. }
  7456. break;
  7457. case TK_TURNKICK:
  7458. case TK_STORMKICK:
  7459. case TK_DOWNKICK:
  7460. case TK_COUNTER:
  7461. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7462. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7463. if(!sc || sc->data[SC_COMBO].timer == -1)
  7464. return 0; //Combo needs to be ready
  7465. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  7466. { //Unlimited Combo
  7467. if (skill == sd->skillid_old) {
  7468. status_change_end(&sd->bl, SC_COMBO, -1);
  7469. sd->skillid_old = sd->skilllv_old = 0;
  7470. return 0; //Can't repeat previous combo skill.
  7471. }
  7472. break;
  7473. } else
  7474. if(sc->data[SC_COMBO].val1 == skill)
  7475. break; //Combo ready.
  7476. return 0;
  7477. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7478. {
  7479. struct skill_unit_group *group=NULL;
  7480. int time;
  7481. if(!sc || sc->data[SC_DANCING].timer==-1)
  7482. {
  7483. clif_skill_fail(sd,skill,0,0);
  7484. return 0;
  7485. }
  7486. group=(struct skill_unit_group*)sc->data[SC_DANCING].val2;
  7487. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7488. if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv)))
  7489. {
  7490. clif_skill_fail(sd,skill,0,0);
  7491. return 0;
  7492. }
  7493. }
  7494. break;
  7495. case PR_BENEDICTIO:
  7496. {
  7497. if (!battle_config.player_skill_partner_check ||
  7498. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7499. )
  7500. break; //No need to do any partner checking [Skotlex]
  7501. if (!(type&1))
  7502. { //Started casting.
  7503. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7504. {
  7505. clif_skill_fail(sd,skill,0,0);
  7506. return 0;
  7507. }
  7508. }
  7509. else
  7510. { //Done casting
  7511. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7512. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7513. }
  7514. }
  7515. break;
  7516. case AM_CANNIBALIZE:
  7517. case AM_SPHEREMINE:
  7518. if(type&1){
  7519. int c=0;
  7520. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7521. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7522. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7523. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7524. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7525. if(c >= maxcount || (skill==AM_CANNIBALIZE && c != i))
  7526. { //Fails when: exceed max limit. There are other plant types already out.
  7527. clif_skill_fail(sd,skill,0,0);
  7528. return 0;
  7529. }
  7530. }
  7531. }
  7532. break;
  7533. case WZ_FIREPILLAR: // celest
  7534. if (lv <= 5) // no gems required at level 1-5
  7535. itemid[0] = 0;
  7536. break;
  7537. case SL_SMA:
  7538. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7539. if(!sc || sc->data[SC_SMA].timer == -1)
  7540. return 0;
  7541. break;
  7542. case HT_POWER:
  7543. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7544. return 0;
  7545. break;
  7546. case AM_BERSERKPITCHER:
  7547. case AM_POTIONPITCHER:
  7548. case CR_SLIMPITCHER:
  7549. case MG_STONECURSE:
  7550. case CR_CULTIVATION:
  7551. case SA_FLAMELAUNCHER:
  7552. case SA_FROSTWEAPON:
  7553. case SA_LIGHTNINGLOADER:
  7554. case SA_SEISMICWEAPON:
  7555. delitem_flag = 0;
  7556. break;
  7557. case SA_DELUGE:
  7558. case SA_VOLCANO:
  7559. case SA_VIOLENTGALE:
  7560. case SA_LANDPROTECTOR:
  7561. { //Does not consumes if the skill is already active. [Skotlex]
  7562. struct skill_unit_group *sg;
  7563. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7564. {
  7565. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7566. checkitem_flag = delitem_flag = 0;
  7567. else sg->limit = 0; //Disable it.
  7568. }
  7569. break;
  7570. }
  7571. case CG_HERMODE:
  7572. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7573. skill_get_splash(skill, lv), BL_NPC) < 1)
  7574. {
  7575. clif_skill_fail(sd,skill,0,0);
  7576. return 0;
  7577. }
  7578. break;
  7579. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7580. {
  7581. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7582. int size = range*2+1;
  7583. for (i=0;i<size*size;i++) {
  7584. x = sd->bl.x+(i%size-range);
  7585. y = sd->bl.y+(i/size-range);
  7586. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7587. clif_skill_fail(sd,skill,0,0);
  7588. return 0;
  7589. }
  7590. }
  7591. }
  7592. break;
  7593. case PR_REDEMPTIO:
  7594. {
  7595. int exp;
  7596. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7597. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7598. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7599. return 0;
  7600. }
  7601. break;
  7602. }
  7603. case AM_TWILIGHT2:
  7604. case AM_TWILIGHT3:
  7605. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7606. {
  7607. clif_skill_fail(sd,skill,0,0);
  7608. return 0;
  7609. }
  7610. break;
  7611. //SHOULD BE OPTIMALIZED [Komurka]
  7612. //Optimized #1. optimize comfort later. [Vicious]
  7613. case SG_SUN_WARM:
  7614. case SG_MOON_WARM:
  7615. case SG_STAR_WARM:
  7616. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7617. break;
  7618. clif_skill_fail(sd,skill,0,0);
  7619. return 0;
  7620. break;
  7621. case SG_SUN_COMFORT:
  7622. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7623. break;
  7624. clif_skill_fail(sd,skill,0,0);
  7625. return 0;
  7626. case SG_MOON_COMFORT:
  7627. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7628. break;
  7629. clif_skill_fail(sd,skill,0,0);
  7630. return 0;
  7631. case SG_STAR_COMFORT:
  7632. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7633. break;
  7634. clif_skill_fail(sd,skill,0,0);
  7635. return 0;
  7636. case SG_FUSION:
  7637. if (!sc || sc->data[SC_FUSION].timer!=-1)
  7638. return 1;
  7639. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7640. break;
  7641. return 0;
  7642. case GD_BATTLEORDER:
  7643. case GD_REGENERATION:
  7644. case GD_RESTORE:
  7645. case GD_EMERGENCYCALL:
  7646. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7647. return 0;
  7648. if (lv <= 0)
  7649. return 0;
  7650. if (skill == GD_EMERGENCYCALL) {
  7651. if (!map_flag_gvg(sd->bl.m))
  7652. { //if not allowed to warp to the map (castles are always allowed)
  7653. clif_skill_fail(sd,skill,0,0);
  7654. return 0;
  7655. }
  7656. } else if (!agit_flag) {
  7657. clif_skill_fail(sd,skill,0,0);
  7658. return 0;
  7659. }
  7660. break;
  7661. case GS_GLITTERING:
  7662. if(sd->spiritball >= 10) {
  7663. clif_skill_fail(sd,skill,0,0);
  7664. return 0;
  7665. }
  7666. break;
  7667. case NJ_ISSEN:
  7668. case NJ_BUNSINJYUTSU:
  7669. if (!sc || sc->data[SC_NEN].timer==-1) {
  7670. clif_skill_fail(sd,skill,0,0);
  7671. return 0;
  7672. }
  7673. break;
  7674. case NJ_ZENYNAGE:
  7675. if(sd->status.zeny < zeny) {
  7676. clif_skill_fail(sd,skill,5,0);
  7677. return 0;
  7678. }
  7679. zeny = 0; //Zeny is reduced on skill_attack.
  7680. break;
  7681. }
  7682. if(!(type&2)){
  7683. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7684. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7685. return 0;
  7686. }
  7687. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7688. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7689. return 0;
  7690. }
  7691. if( zeny>0 && sd->status.zeny < zeny) {
  7692. clif_skill_fail(sd,skill,5,0);
  7693. return 0;
  7694. }
  7695. if(!pc_check_weapontype(sd,weapon)) {
  7696. clif_skill_fail(sd,skill,6,0);
  7697. return 0;
  7698. }
  7699. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7700. if((i=sd->equip_index[10]) < 0 ||
  7701. !sd->inventory_data[i] ||
  7702. sd->status.inventory[i].amount < ammo_qty
  7703. ) {
  7704. clif_arrow_fail(sd,0);
  7705. return 0;
  7706. }
  7707. if (!(ammo&1<<sd->inventory_data[i]->look))
  7708. { //Ammo type check. Send the "wrong weapon type" message
  7709. //which is the closest we have to wrong ammo type. [Skotlex]
  7710. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7711. //clif_skill_fail(sd,skill,6,0);
  7712. return 0;
  7713. }
  7714. }
  7715. if( spiritball > 0 && sd->spiritball < spiritball) {
  7716. clif_skill_fail(sd,skill,0,0);
  7717. return 0;
  7718. }
  7719. }
  7720. switch(state) {
  7721. case ST_HIDING:
  7722. if(!(sc && sc->option&OPTION_HIDE)) {
  7723. clif_skill_fail(sd,skill,0,0);
  7724. return 0;
  7725. }
  7726. break;
  7727. case ST_CLOAKING:
  7728. if(!pc_iscloaking(sd)) {
  7729. clif_skill_fail(sd,skill,0,0);
  7730. return 0;
  7731. }
  7732. break;
  7733. case ST_HIDDEN:
  7734. if(!pc_ishiding(sd)) {
  7735. clif_skill_fail(sd,skill,0,0);
  7736. return 0;
  7737. }
  7738. break;
  7739. case ST_RIDING:
  7740. if(!pc_isriding(sd)) {
  7741. clif_skill_fail(sd,skill,0,0);
  7742. return 0;
  7743. }
  7744. break;
  7745. case ST_FALCON:
  7746. if(!pc_isfalcon(sd)) {
  7747. clif_skill_fail(sd,skill,0,0);
  7748. return 0;
  7749. }
  7750. break;
  7751. case ST_CART:
  7752. if(!pc_iscarton(sd)) {
  7753. clif_skill_fail(sd,skill,0,0);
  7754. return 0;
  7755. }
  7756. break;
  7757. case ST_SHIELD:
  7758. if(sd->status.shield <= 0) {
  7759. clif_skill_fail(sd,skill,0,0);
  7760. return 0;
  7761. }
  7762. break;
  7763. case ST_SIGHT:
  7764. if((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) {
  7765. clif_skill_fail(sd,skill,0,0);
  7766. return 0;
  7767. }
  7768. break;
  7769. case ST_EXPLOSIONSPIRITS:
  7770. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7771. clif_skill_fail(sd,skill,0,0);
  7772. return 0;
  7773. }
  7774. break;
  7775. case ST_CARTBOOST:
  7776. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7777. clif_skill_fail(sd,skill,0,0);
  7778. return 0;
  7779. }
  7780. break;
  7781. case ST_RECOV_WEIGHT_RATE:
  7782. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7783. clif_skill_fail(sd,skill,0,0);
  7784. return 0;
  7785. }
  7786. break;
  7787. case ST_MOVE_ENABLE:
  7788. if(type)//Check only on begin casting. [Skotlex]
  7789. break;
  7790. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7791. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7792. if (!unit_can_move(&sd->bl)) {
  7793. clif_skill_fail(sd,skill,0,0);
  7794. return 0;
  7795. }
  7796. break;
  7797. case ST_WATER:
  7798. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7799. break;
  7800. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7801. break;
  7802. clif_skill_fail(sd,skill,0,0);
  7803. return 0;
  7804. }
  7805. if (checkitem_flag) {
  7806. for(i=0;i<10;i++) {
  7807. int x = lv%11 - 1;
  7808. index[i] = -1;
  7809. if(itemid[i] <= 0)
  7810. continue;
  7811. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  7812. {
  7813. if (sd->special_state.no_gemstone)
  7814. { //Make it substract 1 gem rather than skipping the cost.
  7815. if (--amount[i] < 1)
  7816. continue;
  7817. }
  7818. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7819. continue;
  7820. } else
  7821. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  7822. continue;
  7823. if((skill == AM_POTIONPITCHER ||
  7824. skill == CR_SLIMPITCHER ||
  7825. skill == CR_CULTIVATION) && i != x)
  7826. continue;
  7827. index[i] = pc_search_inventory(sd,itemid[i]);
  7828. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7829. if(itemid[i] == 716 || itemid[i] == 717)
  7830. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7831. else
  7832. clif_skill_fail(sd,skill,0,0);
  7833. return 0;
  7834. }
  7835. if(itemid[i] >= 715 && itemid[i] <= 717 && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7836. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7837. }
  7838. }
  7839. if(!(type&1))
  7840. return 1;
  7841. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7842. if(delitem_flag) {
  7843. for(i=0;i<10;i++) {
  7844. if(index[i] >= 0)
  7845. pc_delitem(sd,index[i],amount[i],0);
  7846. }
  7847. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7848. // if (ammo && battle_config.arrow_decrement)
  7849. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7850. }
  7851. if(type&2)
  7852. return 1;
  7853. if(sp || hp)
  7854. status_zap(&sd->bl, hp, sp);
  7855. if(zeny > 0) // Zeny豸郁イサ
  7856. pc_payzeny(sd,zeny);
  7857. if(spiritball > 0)
  7858. pc_delspiritball(sd,spiritball,0);
  7859. return 1;
  7860. }
  7861. /*==========================================
  7862. *
  7863. *------------------------------------------
  7864. */
  7865. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7866. {
  7867. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7868. int time = skill_get_cast(skill_id, skill_lv);
  7869. struct map_session_data *sd;
  7870. nullpo_retr(0, bl);
  7871. BL_CAST(BL_PC, bl, sd);
  7872. // calculate base cast time (reduced by dex)
  7873. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7874. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7875. if (scale > 0) // not instant cast
  7876. time = time * scale / battle_config.castrate_dex_scale;
  7877. else return 0; // instant cast
  7878. }
  7879. // calculate cast time reduced by card bonuses
  7880. if (sd && sd->castrate != 100)
  7881. time = time * sd->castrate / 100;
  7882. // config cast time multiplier
  7883. if (battle_config.cast_rate != 100)
  7884. time = time * battle_config.cast_rate / 100;
  7885. // calculate cast time reduced by skill bonuses
  7886. if (!(castnodex&2))
  7887. time = skill_castfix_sc(bl, time);
  7888. // return final cast time
  7889. return (time > 0) ? time : 0;
  7890. }
  7891. /*==========================================
  7892. * Does cast-time reductions based on sc data.
  7893. *------------------------------------------
  7894. */
  7895. int skill_castfix_sc (struct block_list *bl, int time)
  7896. {
  7897. struct status_change *sc = status_get_sc(bl);
  7898. if (sc && sc->count) {
  7899. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7900. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7901. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7902. }
  7903. if (time <= 0)
  7904. return 0; //Only Suffragium gets consumed even if time is 0
  7905. if (sc->data[SC_MEMORIZE].timer != -1 && time > 0) {
  7906. time>>=1;
  7907. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7908. status_change_end(bl, SC_MEMORIZE, -1);
  7909. }
  7910. if (sc->data[SC_POEMBRAGI].timer != -1)
  7911. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7912. }
  7913. return (time > 0) ? time : 0;
  7914. }
  7915. /*==========================================
  7916. *
  7917. *------------------------------------------
  7918. */
  7919. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7920. {
  7921. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7922. int time = skill_get_delay(skill_id, skill_lv);
  7923. nullpo_retr(0, bl);
  7924. if (bl->type&battle_config.no_skill_delay)
  7925. return battle_config.min_skill_delay_limit;
  7926. // instant cast attack skills depend on aspd as delay [celest]
  7927. if (time == 0) {
  7928. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7929. time = status_get_adelay(bl); //Use attack delay as default delay.
  7930. else
  7931. time = battle_config.default_skill_delay;
  7932. } else if (time < 0)
  7933. time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
  7934. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7935. { // if skill casttime is allowed to be reduced by dex
  7936. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7937. if (scale > 0)
  7938. time = time * scale / battle_config.castrate_dex_scale;
  7939. else //To be capped later to minimum.
  7940. time = 0;
  7941. }
  7942. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7943. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7944. if (battle_config.delay_rate != 100)
  7945. time = time * battle_config.delay_rate / 100;
  7946. if (!(delaynodex&2))
  7947. {
  7948. struct status_change *sc;
  7949. sc= status_get_sc(bl);
  7950. if (sc && sc->count) {
  7951. if (sc->data[SC_POEMBRAGI].timer != -1)
  7952. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7953. if (sc->data[SC_SPIRIT].timer != -1)
  7954. switch (skill_id) {
  7955. case CR_SHIELDBOOMERANG:
  7956. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7957. time /=2;
  7958. break;
  7959. case AS_SONICBLOW:
  7960. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7961. time /= 2;
  7962. break;
  7963. }
  7964. }
  7965. }
  7966. return (time < battle_config.min_skill_delay_limit)?
  7967. battle_config.min_skill_delay_limit:time;
  7968. }
  7969. /*=========================================
  7970. *
  7971. *----------------------------------------
  7972. */
  7973. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7974. {
  7975. nullpo_retv(tc);
  7976. if(dir == 0){
  7977. tc->val1[0]=x-2;
  7978. tc->val1[1]=x-1;
  7979. tc->val1[2]=x;
  7980. tc->val1[3]=x+1;
  7981. tc->val1[4]=x+2;
  7982. tc->val2[0]=
  7983. tc->val2[1]=
  7984. tc->val2[2]=
  7985. tc->val2[3]=
  7986. tc->val2[4]=y-1;
  7987. }
  7988. else if(dir==2){
  7989. tc->val1[0]=
  7990. tc->val1[1]=
  7991. tc->val1[2]=
  7992. tc->val1[3]=
  7993. tc->val1[4]=x+1;
  7994. tc->val2[0]=y+2;
  7995. tc->val2[1]=y+1;
  7996. tc->val2[2]=y;
  7997. tc->val2[3]=y-1;
  7998. tc->val2[4]=y-2;
  7999. }
  8000. else if(dir==4){
  8001. tc->val1[0]=x-2;
  8002. tc->val1[1]=x-1;
  8003. tc->val1[2]=x;
  8004. tc->val1[3]=x+1;
  8005. tc->val1[4]=x+2;
  8006. tc->val2[0]=
  8007. tc->val2[1]=
  8008. tc->val2[2]=
  8009. tc->val2[3]=
  8010. tc->val2[4]=y+1;
  8011. }
  8012. else if(dir==6){
  8013. tc->val1[0]=
  8014. tc->val1[1]=
  8015. tc->val1[2]=
  8016. tc->val1[3]=
  8017. tc->val1[4]=x-1;
  8018. tc->val2[0]=y+2;
  8019. tc->val2[1]=y+1;
  8020. tc->val2[2]=y;
  8021. tc->val2[3]=y-1;
  8022. tc->val2[4]=y-2;
  8023. }
  8024. else if(dir==1){
  8025. tc->val1[0]=x-1;
  8026. tc->val1[1]=x;
  8027. tc->val1[2]=x+1;
  8028. tc->val1[3]=x+2;
  8029. tc->val1[4]=x+3;
  8030. tc->val2[0]=y-4;
  8031. tc->val2[1]=y-3;
  8032. tc->val2[2]=y-1;
  8033. tc->val2[3]=y;
  8034. tc->val2[4]=y+1;
  8035. }
  8036. else if(dir==3){
  8037. tc->val1[0]=x+3;
  8038. tc->val1[1]=x+2;
  8039. tc->val1[2]=x+1;
  8040. tc->val1[3]=x;
  8041. tc->val1[4]=x-1;
  8042. tc->val2[0]=y-1;
  8043. tc->val2[1]=y;
  8044. tc->val2[2]=y+1;
  8045. tc->val2[3]=y+2;
  8046. tc->val2[4]=y+3;
  8047. }
  8048. else if(dir==5){
  8049. tc->val1[0]=x+1;
  8050. tc->val1[1]=x;
  8051. tc->val1[2]=x-1;
  8052. tc->val1[3]=x-2;
  8053. tc->val1[4]=x-3;
  8054. tc->val2[0]=y+3;
  8055. tc->val2[1]=y+2;
  8056. tc->val2[2]=y+1;
  8057. tc->val2[3]=y;
  8058. tc->val2[4]=y-1;
  8059. }
  8060. else if(dir==7){
  8061. tc->val1[0]=x-3;
  8062. tc->val1[1]=x-2;
  8063. tc->val1[2]=x-1;
  8064. tc->val1[3]=x;
  8065. tc->val1[4]=x+1;
  8066. tc->val2[1]=y;
  8067. tc->val2[0]=y+1;
  8068. tc->val2[2]=y-1;
  8069. tc->val2[3]=y-2;
  8070. tc->val2[4]=y-3;
  8071. }
  8072. }
  8073. /*=========================================
  8074. *
  8075. *-----------------------------------------
  8076. */
  8077. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8078. {
  8079. int c;
  8080. nullpo_retv(tc);
  8081. for(c=0;c<5;c++){
  8082. if(dir==0){
  8083. tc->val2[c]+=are;
  8084. }else if(dir==1){
  8085. tc->val1[c]-=are; tc->val2[c]+=are;
  8086. }else if(dir==2){
  8087. tc->val1[c]-=are;
  8088. }else if(dir==3){
  8089. tc->val1[c]-=are; tc->val2[c]-=are;
  8090. }else if(dir==4){
  8091. tc->val2[c]-=are;
  8092. }else if(dir==5){
  8093. tc->val1[c]+=are; tc->val2[c]-=are;
  8094. }else if(dir==6){
  8095. tc->val1[c]+=are;
  8096. }else if(dir==7){
  8097. tc->val1[c]+=are; tc->val2[c]+=are;
  8098. }
  8099. }
  8100. }
  8101. /*==========================================
  8102. * Weapon Repair [Celest/DracoRPG]
  8103. *------------------------------------------
  8104. */
  8105. void skill_repairweapon (struct map_session_data *sd, int idx)
  8106. {
  8107. int material;
  8108. int materials[4] = { 1002, 998, 999, 756 };
  8109. struct item *item;
  8110. struct map_session_data *target_sd;
  8111. nullpo_retv(sd);
  8112. target_sd = map_id2sd(sd->menuskill_lv);
  8113. if (!target_sd) //Failed....
  8114. return;
  8115. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8116. return;
  8117. if(idx < 0 || idx >= MAX_INVENTORY)
  8118. return; //Invalid index??
  8119. item = &target_sd->status.inventory[idx];
  8120. if(item->nameid <= 0 || item->attribute == 0)
  8121. return; //Again invalid item....
  8122. 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)))){
  8123. clif_item_repaireffect(sd,item->nameid,1);
  8124. return;
  8125. }
  8126. if (itemdb_type(item->nameid)==4)
  8127. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8128. else
  8129. material = materials [2]; // Armors consume 1 Steel
  8130. if (pc_search_inventory(sd,material) < 0 ) {
  8131. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8132. return;
  8133. }
  8134. item->attribute=0;
  8135. clif_equiplist(target_sd);
  8136. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8137. clif_item_repaireffect(sd,item->nameid,0);
  8138. if(sd!=target_sd)
  8139. clif_item_repaireffect(target_sd,item->nameid,0);
  8140. }
  8141. /*==========================================
  8142. * Item Appraisal
  8143. *------------------------------------------
  8144. */
  8145. void skill_identify (struct map_session_data *sd, int idx)
  8146. {
  8147. int flag=1;
  8148. nullpo_retv(sd);
  8149. if(idx >= 0 && idx < MAX_INVENTORY) {
  8150. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8151. flag=0;
  8152. sd->status.inventory[idx].identify=1;
  8153. }
  8154. }
  8155. clif_item_identified(sd,idx,flag);
  8156. }
  8157. /*==========================================
  8158. * Weapon Refine [Celest]
  8159. *------------------------------------------
  8160. */
  8161. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8162. {
  8163. int i = 0, ep = 0, per;
  8164. int material[5] = { 0, 1010, 1011, 984, 984 };
  8165. struct item *item;
  8166. nullpo_retv(sd);
  8167. if (idx >= 0 && idx < MAX_INVENTORY) {
  8168. struct item_data *ditem = sd->inventory_data[idx];
  8169. item = &sd->status.inventory[idx];
  8170. if(item->nameid > 0 && ditem->type == 4) {
  8171. if (item->refine >= sd->menuskill_lv ||
  8172. item->refine >= MAX_REFINE || // if it's no longer refineable
  8173. ditem->flag.no_refine || // if the item isn't refinable
  8174. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8175. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8176. return;
  8177. }
  8178. per = percentrefinery [ditem->wlv][(int)item->refine];
  8179. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8180. if (per > rand() % 100) {
  8181. item->refine++;
  8182. pc_delitem(sd, i, 1, 0);
  8183. if(item->equip) {
  8184. ep = item->equip;
  8185. pc_unequipitem(sd,idx,3);
  8186. }
  8187. clif_refine(sd->fd,sd,0,idx,item->refine);
  8188. clif_delitem(sd,idx,1);
  8189. clif_additem(sd,idx,1,0);
  8190. if (ep)
  8191. pc_equipitem(sd,idx,ep);
  8192. clif_misceffect(&sd->bl,3);
  8193. if(item->refine == MAX_REFINE && item->card[0] == CARD0_FORGE &&
  8194. MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  8195. switch(ditem->wlv){
  8196. case 1:
  8197. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8198. break;
  8199. case 2:
  8200. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8201. break;
  8202. case 3:
  8203. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8204. break;
  8205. }
  8206. }
  8207. } else {
  8208. pc_delitem(sd, i, 1, 0);
  8209. item->refine = 0;
  8210. if(item->equip)
  8211. pc_unequipitem(sd,idx,3);
  8212. clif_refine(sd->fd,sd,1,idx,item->refine);
  8213. pc_delitem(sd,idx,1,0);
  8214. clif_misceffect(&sd->bl,2);
  8215. clif_emotion(&sd->bl, 23);
  8216. }
  8217. }
  8218. }
  8219. }
  8220. /*==========================================
  8221. *
  8222. *------------------------------------------
  8223. */
  8224. int skill_autospell (struct map_session_data *sd, int skillid)
  8225. {
  8226. int skilllv;
  8227. int maxlv=1,lv;
  8228. nullpo_retr(0, sd);
  8229. skilllv = sd->menuskill_lv;
  8230. lv=pc_checkskill(sd,skillid);
  8231. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8232. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8233. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8234. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8235. maxlv =10; //Soul Linker bonus. [Skotlex]
  8236. else if(skilllv==2) maxlv=1;
  8237. else if(skilllv==3) maxlv=2;
  8238. else if(skilllv>=4) maxlv=3;
  8239. }
  8240. else if(skillid==MG_SOULSTRIKE){
  8241. if(skilllv==5) maxlv=1;
  8242. else if(skilllv==6) maxlv=2;
  8243. else if(skilllv>=7) maxlv=3;
  8244. }
  8245. else if(skillid==MG_FIREBALL){
  8246. if(skilllv==8) maxlv=1;
  8247. else if(skilllv>=9) maxlv=2;
  8248. }
  8249. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8250. else return 0;
  8251. if(maxlv > lv)
  8252. maxlv = lv;
  8253. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8254. skill_get_time(SA_AUTOSPELL,skilllv));
  8255. return 0;
  8256. }
  8257. /*==========================================
  8258. *
  8259. *------------------------------------------
  8260. */
  8261. static int skill_gangster_count (struct block_list *bl, va_list ap)
  8262. {
  8263. struct map_session_data *sd;
  8264. sd=(struct map_session_data*)bl;
  8265. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8266. return 1;
  8267. return 0;
  8268. }
  8269. static int skill_gangster_in (struct block_list *bl, va_list ap)
  8270. {
  8271. struct map_session_data *sd;
  8272. sd=(struct map_session_data*)bl;
  8273. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8274. sd->state.gangsterparadise=1;
  8275. return 0;
  8276. }
  8277. static int skill_gangster_out (struct block_list *bl, va_list ap)
  8278. {
  8279. struct map_session_data *sd;
  8280. sd=(struct map_session_data*)bl;
  8281. if(sd && sd->state.gangsterparadise)
  8282. sd->state.gangsterparadise=0;
  8283. return 0;
  8284. }
  8285. int skill_gangsterparadise (struct map_session_data *sd, int type)
  8286. {
  8287. int range;
  8288. nullpo_retr(0, sd);
  8289. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8290. return 0;
  8291. range = skill_get_splash(RG_GANGSTER, range);
  8292. if(type==1) {
  8293. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8294. {
  8295. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8296. sd->state.gangsterparadise = 1;
  8297. }
  8298. return 0;
  8299. }
  8300. else if(type==0) {
  8301. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8302. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8303. sd->state.gangsterparadise = 0;
  8304. return 0;
  8305. }
  8306. return 0;
  8307. }
  8308. /*==========================================
  8309. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8310. *------------------------------------------
  8311. */
  8312. static int skill_rest_count (struct block_list *bl, va_list ap)
  8313. {
  8314. struct map_session_data *sd;
  8315. sd=(struct map_session_data*)bl;
  8316. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8317. return 1;
  8318. return 0;
  8319. }
  8320. static int skill_rest_in(struct block_list *bl, va_list ap)
  8321. {
  8322. struct map_session_data *sd;
  8323. nullpo_retr(0, bl);
  8324. nullpo_retr(0, ap);
  8325. sd=(struct map_session_data*)bl;
  8326. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8327. sd->state.rest=1;
  8328. status_calc_pc(sd,0);
  8329. }
  8330. return 0;
  8331. }
  8332. static int skill_rest_out(struct block_list *bl, va_list ap)
  8333. {
  8334. struct map_session_data *sd;
  8335. sd=(struct map_session_data*)bl;
  8336. if(sd && sd->state.rest != 0)
  8337. sd->state.rest=0;
  8338. return 0;
  8339. }
  8340. int skill_rest(struct map_session_data *sd, int type)
  8341. {
  8342. int range;
  8343. nullpo_retr(0, sd);
  8344. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8345. range = skill_get_splash(TK_HPTIME, range);
  8346. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8347. range = skill_get_splash(TK_SPTIME, range);
  8348. else
  8349. return 0;
  8350. if(type==1) { //When you sit down
  8351. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8352. {
  8353. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8354. sd->state.rest = 1;
  8355. status_calc_pc(sd,0);
  8356. }
  8357. return 0;
  8358. }
  8359. else if(type==0) { //When you stand up
  8360. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8361. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8362. sd->state.rest = 0;
  8363. status_calc_pc(sd,0);
  8364. return 0;
  8365. }
  8366. return 0;
  8367. }
  8368. /*==========================================
  8369. *
  8370. *------------------------------------------
  8371. */
  8372. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8373. {
  8374. struct block_list *src;
  8375. int skillnum,skilllv;
  8376. unsigned int tick;
  8377. nullpo_retr(0, bl);
  8378. nullpo_retr(0, ap);
  8379. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8380. skillnum=va_arg(ap,int);
  8381. skilllv=va_arg(ap,int);
  8382. if(skilllv <= 0) return 0;
  8383. tick=va_arg(ap,unsigned int);
  8384. if (src == bl || status_isdead(bl))
  8385. return 0;
  8386. if (bl->type == BL_PC) {
  8387. struct map_session_data *sd = (struct map_session_data *)bl;
  8388. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8389. return 0;
  8390. }
  8391. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8392. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8393. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8394. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8395. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8396. return 0;
  8397. }
  8398. /*==========================================
  8399. *
  8400. *------------------------------------------
  8401. */
  8402. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8403. {
  8404. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8405. int size = range*2+1;
  8406. for (i=0;i<size*size;i++) {
  8407. x = src->bl.x+(i%size-range);
  8408. y = src->bl.y+(i/size-range);
  8409. map_setcell(src->bl.m,x,y,flag);
  8410. }
  8411. }
  8412. /*==========================================
  8413. * Sets a map cell around the caster, according to the skill's splash range.
  8414. *------------------------------------------
  8415. */
  8416. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8417. {
  8418. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8419. int size = range*2+1;
  8420. for (i=0;i<size*size;i++) {
  8421. x = src->x+(i%size-range);
  8422. y = src->y+(i/size-range);
  8423. map_setcell(src->m,x,y,flag);
  8424. }
  8425. }
  8426. /*==========================================
  8427. *
  8428. *------------------------------------------
  8429. */
  8430. int skill_attack_area (struct block_list *bl, va_list ap)
  8431. {
  8432. struct block_list *src,*dsrc;
  8433. int atk_type,skillid,skilllv,flag,type;
  8434. unsigned int tick;
  8435. nullpo_retr(0, bl);
  8436. nullpo_retr(0, ap);
  8437. atk_type = va_arg(ap,int);
  8438. if((src=va_arg(ap,struct block_list*)) == NULL)
  8439. return 0;
  8440. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8441. return 0;
  8442. skillid=va_arg(ap,int);
  8443. skilllv=va_arg(ap,int);
  8444. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8445. tick=va_arg(ap,unsigned int);
  8446. flag=va_arg(ap,int);
  8447. type=va_arg(ap,int);
  8448. if(battle_check_target(dsrc,bl,type) > 0 &&
  8449. status_check_skilluse(NULL, bl, skillid, 2)) //also check if they can be hit.
  8450. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8451. return 0;
  8452. }
  8453. /*==========================================
  8454. *
  8455. *------------------------------------------
  8456. */
  8457. int skill_clear_group (struct block_list *bl, int flag)
  8458. {
  8459. struct unit_data *ud = unit_bl2ud(bl);
  8460. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8461. int i, count=0;
  8462. nullpo_retr(0, bl);
  8463. if (!ud) return 0;
  8464. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8465. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8466. {
  8467. switch (ud->skillunit[i]->skill_id) {
  8468. case SA_DELUGE:
  8469. case SA_VOLCANO:
  8470. case SA_VIOLENTGALE:
  8471. case SA_LANDPROTECTOR:
  8472. case NJ_SUITON:
  8473. if (flag&1)
  8474. group[count++]= ud->skillunit[i];
  8475. break;
  8476. case NJ_KAENSIN:
  8477. if (flag&4)
  8478. group[count++]= ud->skillunit[i];
  8479. break;
  8480. default:
  8481. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8482. group[count++]= ud->skillunit[i];
  8483. break;
  8484. }
  8485. }
  8486. for (i=0;i<count;i++)
  8487. skill_delunitgroup(bl, group[i]);
  8488. return count;
  8489. }
  8490. /*==========================================
  8491. * Returns the first element field found [Skotlex]
  8492. *------------------------------------------
  8493. */
  8494. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8495. {
  8496. struct unit_data *ud = unit_bl2ud(bl);
  8497. int i;
  8498. nullpo_retr(0, bl);
  8499. if (!ud) return NULL;
  8500. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8501. switch (ud->skillunit[i]->skill_id) {
  8502. case SA_DELUGE:
  8503. case SA_VOLCANO:
  8504. case SA_VIOLENTGALE:
  8505. case SA_LANDPROTECTOR:
  8506. case NJ_SUITON:
  8507. return ud->skillunit[i];
  8508. }
  8509. }
  8510. return NULL;
  8511. }
  8512. // for graffiti cleaner [Valaris]
  8513. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8514. {
  8515. struct skill_unit *unit=NULL;
  8516. nullpo_retr(0, bl);
  8517. nullpo_retr(0, ap);
  8518. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8519. return 0;
  8520. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8521. skill_delunit(unit);
  8522. return 0;
  8523. }
  8524. int skill_greed (struct block_list *bl, va_list ap)
  8525. {
  8526. struct block_list *src;
  8527. struct map_session_data *sd=NULL;
  8528. struct flooritem_data *fitem=NULL;
  8529. nullpo_retr(0, bl);
  8530. nullpo_retr(0, ap);
  8531. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8532. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8533. pc_takeitem(sd, fitem);
  8534. return 0;
  8535. }
  8536. /*==========================================
  8537. *
  8538. *------------------------------------------
  8539. */
  8540. int skill_landprotector (struct block_list *bl, va_list ap)
  8541. {
  8542. int skillid;
  8543. int *alive;
  8544. struct skill_unit *unit;
  8545. struct block_list *src;
  8546. skillid = va_arg(ap,int);
  8547. alive = va_arg(ap,int *);
  8548. src = va_arg(ap,struct block_list *);
  8549. unit = (struct skill_unit *)bl;
  8550. if (unit == NULL || unit->group == NULL)
  8551. return 0;
  8552. switch (skillid)
  8553. {
  8554. case SA_LANDPROTECTOR:
  8555. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8556. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8557. { //Check for offensive Land Protector to delete both. [Skotlex]
  8558. (*alive) = 0;
  8559. skill_delunit(unit);
  8560. return 1;
  8561. }
  8562. //Delete the rest of types.
  8563. case HW_GANBANTEIN:
  8564. if(skill_get_type(unit->group->skill_id) == BF_MAGIC)
  8565. { //Delete Magical effects
  8566. skill_delunit(unit);
  8567. return 1;
  8568. }
  8569. break;
  8570. case SA_VOLCANO:
  8571. case SA_DELUGE:
  8572. case SA_VIOLENTGALE:
  8573. switch (unit->group->skill_id)
  8574. { //These override each other.
  8575. case SA_VOLCANO:
  8576. case SA_DELUGE:
  8577. case SA_VIOLENTGALE:
  8578. (*alive) = 0;
  8579. return 1;
  8580. }
  8581. break;
  8582. case HP_BASILICA:
  8583. if (unit->group->skill_id == HP_BASILICA)
  8584. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8585. (*alive) = 0;
  8586. return 1;
  8587. }
  8588. break;
  8589. }
  8590. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8591. skill_get_type(skillid) == BF_MAGIC)
  8592. { //Magic tile won't be activated
  8593. (*alive) = 0;
  8594. return 1;
  8595. }
  8596. return 0;
  8597. }
  8598. /*==========================================
  8599. * variation of skill_landprotector
  8600. *------------------------------------------
  8601. */
  8602. int skill_ganbatein (struct block_list *bl, va_list ap)
  8603. {
  8604. struct skill_unit *unit;
  8605. nullpo_retr(0, bl);
  8606. nullpo_retr(0, ap);
  8607. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8608. return 0;
  8609. // Apparently, it REMOVES traps.
  8610. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8611. // return 0; //Do not remove traps.
  8612. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8613. skill_delunit(unit);
  8614. else skill_delunitgroup(NULL, unit->group);
  8615. return 1;
  8616. }
  8617. /*==========================================
  8618. *
  8619. *------------------------------------------
  8620. */
  8621. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8622. {
  8623. struct mob_data* md;
  8624. struct block_list *from_bl;
  8625. struct block_list *to_bl;
  8626. nullpo_retr(0, md = (struct mob_data*)bl);
  8627. nullpo_retr(0, from_bl = va_arg(ap,struct block_list *));
  8628. nullpo_retr(0, to_bl = va_arg(ap,struct block_list *));
  8629. if(md->target_id == from_bl->id)
  8630. md->target_id = to_bl->id;
  8631. return 0;
  8632. }
  8633. /*==========================================
  8634. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8635. *------------------------------------------
  8636. */
  8637. int skill_count_target (struct block_list *bl, va_list ap)
  8638. {
  8639. struct block_list *src = va_arg(ap,struct block_list *);
  8640. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8641. return 1;
  8642. return 0;
  8643. }
  8644. /*==========================================
  8645. *
  8646. *------------------------------------------
  8647. */
  8648. int skill_trap_splash (struct block_list *bl, va_list ap)
  8649. {
  8650. struct block_list *src;
  8651. int tick;
  8652. struct skill_unit *unit;
  8653. struct skill_unit_group *sg;
  8654. struct block_list *ss;
  8655. int i,count;
  8656. src = va_arg(ap,struct block_list *);
  8657. unit = (struct skill_unit *)src;
  8658. tick = va_arg(ap,int);
  8659. count = va_arg(ap,int);
  8660. nullpo_retr(0, sg = unit->group);
  8661. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8662. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8663. switch(sg->unit_id){
  8664. case UNT_SHOCKWAVE:
  8665. case UNT_SANDMAN:
  8666. case UNT_FLASHER:
  8667. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8668. break;
  8669. case UNT_BLASTMINE:
  8670. case UNT_CLAYMORETRAP:
  8671. //Special property: Each target is hit N times (N = number of targets on splash area)
  8672. if (!count) count = 1;
  8673. for(i=0;i<count;i++)
  8674. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8675. break;
  8676. case UNT_FREEZINGTRAP:
  8677. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8678. break;
  8679. }
  8680. }
  8681. return 0;
  8682. }
  8683. /*==========================================
  8684. *
  8685. *------------------------------------------
  8686. */
  8687. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8688. {
  8689. struct status_change *sc;
  8690. nullpo_retr(0, bl);
  8691. nullpo_retr(0, sc= status_get_sc(bl));
  8692. if (!sc->count) return 0;
  8693. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8694. status_change_end(bl, SC_ENCPOISON, -1);
  8695. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8696. status_change_end(bl, SC_ASPERSIO, -1);
  8697. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8698. status_change_end(bl, SC_FIREWEAPON, -1);
  8699. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8700. status_change_end(bl, SC_WATERWEAPON, -1);
  8701. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8702. status_change_end(bl, SC_WINDWEAPON, -1);
  8703. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8704. status_change_end(bl, SC_EARTHWEAPON, -1);
  8705. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8706. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8707. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8708. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8709. return 0;
  8710. }
  8711. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8712. {
  8713. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8714. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8715. int end = 1,i;
  8716. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8717. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8718. { //Check for walls.
  8719. for (i = 0; i < 8; i++)
  8720. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8721. {
  8722. end = 0;
  8723. break;
  8724. }
  8725. } else
  8726. end = 0; //No wall check.
  8727. if(end){
  8728. if (sc->data[SC_CLOAKING].timer != -1) {
  8729. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8730. status_change_end(bl, SC_CLOAKING, -1);
  8731. else if(sc->data[SC_CLOAKING].val4&1)
  8732. { //Remove wall bonus
  8733. sc->data[SC_CLOAKING].val4&=~1;
  8734. status_calc_bl(bl,SCB_SPEED);
  8735. }
  8736. }
  8737. }
  8738. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8739. { //Add wall speed bonus
  8740. sc->data[SC_CLOAKING].val4|=1;
  8741. status_calc_bl(bl,SCB_SPEED);
  8742. }
  8743. return end;
  8744. }
  8745. /*
  8746. *----------------------------------------------------------------------------
  8747. *
  8748. *----------------------------------------------------------------------------
  8749. */
  8750. /*==========================================
  8751. *
  8752. *
  8753. *------------------------------------------
  8754. */
  8755. void skill_stop_dancing (struct block_list *src)
  8756. {
  8757. struct status_change* sc;
  8758. struct skill_unit_group* group;
  8759. struct map_session_data* dsd = NULL;
  8760. nullpo_retv(src);
  8761. nullpo_retv(sc = status_get_sc(src));
  8762. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8763. return;
  8764. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8765. sc->data[SC_DANCING].val2 = 0;
  8766. if (sc->data[SC_DANCING].val4)
  8767. {
  8768. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8769. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8770. sc->data[SC_DANCING].val4 = 0;
  8771. }
  8772. if (group)
  8773. skill_delunitgroup(NULL, group);
  8774. if (dsd)
  8775. {
  8776. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8777. status_change_end(&dsd->bl, SC_DANCING, -1);
  8778. }
  8779. status_change_end(src, SC_DANCING, -1);
  8780. }
  8781. /*==========================================
  8782. *
  8783. *------------------------------------------
  8784. */
  8785. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8786. {
  8787. struct skill_unit *unit;
  8788. nullpo_retr(NULL, group);
  8789. nullpo_retr(NULL, unit=&group->unit[idx]);
  8790. if(!unit->alive)
  8791. group->alive_count++;
  8792. unit->bl.id=map_addobject(&unit->bl);
  8793. unit->bl.type=BL_SKILL;
  8794. unit->bl.m=group->map;
  8795. unit->bl.x=x;
  8796. unit->bl.y=y;
  8797. unit->group=group;
  8798. unit->alive=1;
  8799. unit->val1=val1;
  8800. unit->val2=val2;
  8801. map_addblock(&unit->bl);
  8802. switch (group->skill_id) {
  8803. case AL_PNEUMA:
  8804. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8805. break;
  8806. case MG_SAFETYWALL:
  8807. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8808. break;
  8809. case SA_LANDPROTECTOR:
  8810. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8811. break;
  8812. case HP_BASILICA:
  8813. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8814. break;
  8815. case WZ_ICEWALL:
  8816. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8817. break;
  8818. default:
  8819. if (group->state.song_dance) //Check for dissonance.
  8820. skill_dance_overlap(unit, 1);
  8821. break;
  8822. }
  8823. clif_skill_setunit(unit);
  8824. return unit;
  8825. }
  8826. /*==========================================
  8827. *
  8828. *------------------------------------------
  8829. */
  8830. int skill_delunit (struct skill_unit *unit)
  8831. {
  8832. struct skill_unit_group *group;
  8833. nullpo_retr(0, unit);
  8834. if(!unit->alive)
  8835. return 0;
  8836. nullpo_retr(0, group=unit->group);
  8837. skill_unit_onlimit( unit,gettick() );
  8838. if (group->state.song_dance) //Restore dissonance effect.
  8839. skill_dance_overlap(unit, 0);
  8840. if (!unit->range) {
  8841. map_foreachincell(skill_unit_effect,unit->bl.m,
  8842. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8843. }
  8844. switch (group->skill_id) {
  8845. case AL_PNEUMA:
  8846. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8847. break;
  8848. case MG_SAFETYWALL:
  8849. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8850. break;
  8851. case SA_LANDPROTECTOR:
  8852. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8853. break;
  8854. case HP_BASILICA:
  8855. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8856. break;
  8857. case WZ_ICEWALL:
  8858. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8859. break;
  8860. }
  8861. clif_skill_delunit(unit);
  8862. unit->group=NULL;
  8863. unit->alive=0;
  8864. map_delobjectnofree(unit->bl.id);
  8865. if(--group->alive_count==0)
  8866. skill_delunitgroup(NULL, group);
  8867. return 0;
  8868. }
  8869. /*==========================================
  8870. *
  8871. *------------------------------------------
  8872. */
  8873. static int skill_unit_group_newid = MAX_SKILL_DB;
  8874. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8875. {
  8876. struct unit_data *ud = unit_bl2ud(src);
  8877. struct skill_unit_group *group=NULL;
  8878. int i;
  8879. if(skilllv <= 0) return 0;
  8880. nullpo_retr(NULL, src);
  8881. nullpo_retr(NULL, ud);
  8882. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8883. if(i == MAX_SKILLUNITGROUP) {
  8884. int j=0;
  8885. unsigned maxdiff=0,x,tick=gettick();
  8886. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8887. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8888. maxdiff=x;
  8889. j=i;
  8890. }
  8891. skill_delunitgroup(src, ud->skillunit[j]);
  8892. //Since elements must have shifted, we use the last slot.
  8893. i = MAX_SKILLUNITGROUP-1;
  8894. }
  8895. if (!ud->skillunit[i])
  8896. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8897. group=ud->skillunit[i];
  8898. group->src_id=src->id;
  8899. group->party_id=status_get_party_id(src);
  8900. group->guild_id=status_get_guild_id(src);
  8901. group->group_id=skill_unit_group_newid++;
  8902. if(skill_unit_group_newid<=0)
  8903. skill_unit_group_newid = MAX_SKILL_DB;
  8904. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8905. group->unit_count=count;
  8906. group->alive_count=0;
  8907. group->val1=group->val2=group->val3=0;
  8908. group->skill_id=skillid;
  8909. group->skill_lv=skilllv;
  8910. group->unit_id=unit_id;
  8911. group->map=src->m;
  8912. group->limit=limit;
  8913. group->interval=interval;
  8914. group->tick=gettick();
  8915. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8916. group->tick += 1500;
  8917. else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
  8918. group->tick += interval;
  8919. group->valstr=NULL;
  8920. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8921. if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  8922. struct map_session_data *sd = NULL;
  8923. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8924. sd->skillid_dance=skillid;
  8925. sd->skilllv_dance=skilllv;
  8926. }
  8927. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8928. if (sd && i&UF_ENSEMBLE &&
  8929. battle_config.player_skill_partner_check &&
  8930. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8931. ) {
  8932. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8933. }
  8934. }
  8935. return group;
  8936. }
  8937. /*==========================================
  8938. *
  8939. *------------------------------------------
  8940. */
  8941. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8942. {
  8943. struct unit_data *ud;
  8944. int i,j;
  8945. nullpo_retr(0, group);
  8946. if (!src) src=map_id2bl(group->src_id);
  8947. ud = unit_bl2ud(src);
  8948. if(!src || !ud) {
  8949. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8950. return 0;
  8951. }
  8952. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8953. {
  8954. struct status_change* sc = status_get_sc(src);
  8955. if (sc && sc->data[SC_DANCING].timer != -1)
  8956. {
  8957. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8958. status_change_end(src,SC_DANCING,-1);
  8959. }
  8960. }
  8961. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8962. struct status_change *sc = status_get_sc(src);
  8963. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8964. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8965. status_change_end(src,SC_GOSPEL,-1);
  8966. }
  8967. }
  8968. if (group->skill_id == SG_SUN_WARM ||
  8969. group->skill_id == SG_MOON_WARM ||
  8970. group->skill_id == SG_STAR_WARM) {
  8971. struct status_change *sc = status_get_sc(src);
  8972. if(sc && sc->data[SC_WARM].timer != -1) {
  8973. sc->data[SC_WARM].val4 = 0;
  8974. status_change_end(src,SC_WARM,-1);
  8975. }
  8976. }
  8977. if (src->type==BL_PC && group->state.ammo_consume)
  8978. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8979. group->alive_count=0;
  8980. if(group->unit!=NULL){
  8981. for(i=0;i<group->unit_count;i++)
  8982. if(group->unit[i].alive)
  8983. skill_delunit(&group->unit[i]);
  8984. }
  8985. if(group->valstr!=NULL){
  8986. aFree(group->valstr);
  8987. group->valstr=NULL;
  8988. }
  8989. map_freeblock((struct block_list*)group->unit);
  8990. group->unit=NULL;
  8991. group->group_id=0;
  8992. group->unit_count=0;
  8993. //Locate and clear this unit from the array.
  8994. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8995. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8996. j--;
  8997. if (i<MAX_SKILLUNITGROUP) {
  8998. ud->skillunit[i] = ud->skillunit[j];
  8999. ud->skillunit[j] = NULL;
  9000. ers_free(skill_unit_ers, group);
  9001. } else
  9002. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9003. return 1;
  9004. }
  9005. /*==========================================
  9006. *
  9007. *------------------------------------------
  9008. */
  9009. int skill_clear_unitgroup (struct block_list *src)
  9010. {
  9011. struct unit_data *ud = unit_bl2ud(src);
  9012. nullpo_retr(0, ud);
  9013. while (ud->skillunit[0])
  9014. skill_delunitgroup(src, ud->skillunit[0]);
  9015. return 1;
  9016. }
  9017. /*==========================================
  9018. *
  9019. *------------------------------------------
  9020. */
  9021. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9022. {
  9023. int i,j=-1,k,s,id;
  9024. struct unit_data *ud;
  9025. struct skill_unit_group_tickset *set;
  9026. nullpo_retr(0, bl);
  9027. if (group->interval==-1)
  9028. return NULL;
  9029. ud = unit_bl2ud(bl);
  9030. if (!ud) return NULL;
  9031. set = ud->skillunittick;
  9032. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9033. id = s = group->skill_id;
  9034. else
  9035. id = s = group->group_id;
  9036. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9037. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9038. if (set[k].id == id)
  9039. return &set[k];
  9040. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9041. j=k;
  9042. }
  9043. if (j == -1) {
  9044. if(battle_config.error_log) {
  9045. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9046. }
  9047. j = id % MAX_SKILLUNITGROUPTICKSET;
  9048. }
  9049. set[j].id = id;
  9050. set[j].tick = tick;
  9051. return &set[j];
  9052. }
  9053. /*==========================================
  9054. *
  9055. *------------------------------------------
  9056. */
  9057. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  9058. {
  9059. struct skill_unit *unit;
  9060. struct skill_unit_group *group;
  9061. unsigned int tick;
  9062. nullpo_retr(0, bl);
  9063. nullpo_retr(0, ap);
  9064. unit = va_arg(ap,struct skill_unit *);
  9065. tick = va_arg(ap,unsigned int);
  9066. if (!unit->alive || bl->prev==NULL)
  9067. return 0;
  9068. nullpo_retr(0, group=unit->group);
  9069. if (skill_get_type(group->skill_id)==BF_MAGIC
  9070. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9071. return 0; //AoE skills are ineffective. [Skotlex]
  9072. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9073. return 0;
  9074. skill_unit_onplace_timer(unit,bl,tick);
  9075. return 0;
  9076. }
  9077. /*==========================================
  9078. *
  9079. *------------------------------------------
  9080. */
  9081. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9082. {
  9083. struct skill_unit *unit;
  9084. struct skill_unit_group *group;
  9085. unsigned int tick;
  9086. nullpo_retr(0, bl);
  9087. nullpo_retr(0, ap);
  9088. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9089. tick=va_arg(ap,unsigned int);
  9090. if(!unit->alive)
  9091. return 0;
  9092. group=unit->group;
  9093. nullpo_retr(0, group);
  9094. if (unit->range>=0 && group->interval!=-1) {
  9095. if (battle_config.skill_wall_check)
  9096. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9097. group->bl_flag,bl,tick);
  9098. else
  9099. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9100. group->bl_flag,bl,tick);
  9101. if (!unit->alive)
  9102. return 0;
  9103. }
  9104. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9105. switch(group->unit_id){
  9106. case UNT_BLASTMINE:
  9107. group->unit_id = UNT_USED_TRAPS;
  9108. clif_changetraplook(bl, UNT_USED_TRAPS);
  9109. group->limit=DIFF_TICK(tick+1500,group->tick);
  9110. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9111. break;
  9112. case UNT_SKIDTRAP:
  9113. case UNT_ANKLESNARE:
  9114. case UNT_LANDMINE:
  9115. case UNT_SHOCKWAVE:
  9116. case UNT_SANDMAN:
  9117. case UNT_FLASHER:
  9118. case UNT_FREEZINGTRAP:
  9119. case UNT_CLAYMORETRAP:
  9120. case UNT_TALKIEBOX:
  9121. {
  9122. struct block_list *src=map_id2bl(group->src_id);
  9123. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9124. else{
  9125. if(src && src->type==BL_PC && !group->state.into_abyss)
  9126. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9127. struct item item_tmp;
  9128. memset(&item_tmp,0,sizeof(item_tmp));
  9129. item_tmp.nameid=1065;
  9130. item_tmp.identify=1;
  9131. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9132. }
  9133. }
  9134. skill_delunit(unit);
  9135. }
  9136. break;
  9137. case 0xc1:
  9138. case 0xc2:
  9139. case 0xc3:
  9140. case 0xc4:
  9141. {
  9142. struct block_list *src=map_id2bl(group->src_id);
  9143. if (src)
  9144. group->tick = tick;
  9145. }
  9146. break;
  9147. default:
  9148. skill_delunit(unit);
  9149. }
  9150. }
  9151. if(group->unit_id == UNT_ICEWALL) {
  9152. unit->val1 -= 5;
  9153. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9154. unit->limit = DIFF_TICK(tick+700,group->tick);
  9155. }
  9156. return 0;
  9157. }
  9158. /*==========================================
  9159. *
  9160. *------------------------------------------
  9161. */
  9162. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9163. {
  9164. map_freeblock_lock();
  9165. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9166. map_freeblock_unlock();
  9167. return 0;
  9168. }
  9169. /*==========================================
  9170. *
  9171. *------------------------------------------
  9172. */
  9173. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9174. {
  9175. struct skill_unit *unit = (struct skill_unit *)bl;
  9176. struct block_list *target;
  9177. unsigned int tick,flag,result;
  9178. int skill_id;
  9179. target=va_arg(ap,struct block_list*);
  9180. tick = va_arg(ap,unsigned int);
  9181. flag = va_arg(ap,int);
  9182. nullpo_retr(0, unit->group);
  9183. if (!(unit->group->bl_flag&target->type))
  9184. return 0; //we don't target this type of bl
  9185. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9186. if (unit->group->interval!=-1 &&
  9187. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9188. return 0;
  9189. if (!unit->alive || target->prev==NULL)
  9190. return 0;
  9191. if (flag&1)
  9192. {
  9193. result = skill_unit_onplace(unit,target,tick);
  9194. if (flag&2 && result)
  9195. { //Clear skill ids we have stored in onout.
  9196. int i;
  9197. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9198. if (i<8)
  9199. skill_unit_temp[i] = 0;
  9200. }
  9201. }
  9202. else
  9203. {
  9204. result = skill_unit_onout(unit,target,tick);
  9205. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9206. skill_unit_temp[skill_unit_index++] = result;
  9207. }
  9208. if (flag&4)
  9209. skill_unit_onleft(skill_id,target,tick);
  9210. return 1;
  9211. }
  9212. /*==========================================
  9213. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9214. * Flag values:
  9215. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9216. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9217. * units to figure out when they have left a group.
  9218. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9219. *------------------------------------------
  9220. */
  9221. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9222. {
  9223. nullpo_retr(0, bl);
  9224. if(bl->prev==NULL )
  9225. return 0;
  9226. if (flag&2 && !(flag&1))
  9227. { //Onout, clear data
  9228. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9229. skill_unit_index=0;
  9230. }
  9231. map_foreachincell(skill_unit_move_sub,
  9232. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9233. if (flag&2 && flag&1)
  9234. { //Onplace, check any skill units you have left.
  9235. int i;
  9236. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9237. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9238. }
  9239. return 0;
  9240. }
  9241. /*==========================================
  9242. *
  9243. *------------------------------------------
  9244. */
  9245. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9246. {
  9247. int i,j;
  9248. unsigned int tick = gettick();
  9249. int *m_flag;
  9250. struct skill_unit *unit1;
  9251. struct skill_unit *unit2;
  9252. nullpo_retr(0, group);
  9253. if (group->unit_count<=0)
  9254. return 0;
  9255. if (group->unit==NULL)
  9256. return 0;
  9257. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9258. return 0;
  9259. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9260. // m_flag
  9261. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9262. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9263. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9264. // 3: Both 1+2.
  9265. for(i=0;i<group->unit_count;i++){
  9266. unit1=&group->unit[i];
  9267. if (!unit1->alive || unit1->bl.m!=m)
  9268. continue;
  9269. for(j=0;j<group->unit_count;j++){
  9270. unit2=&group->unit[j];
  9271. if (!unit2->alive)
  9272. continue;
  9273. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9274. m_flag[i] |= 0x1;
  9275. }
  9276. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9277. m_flag[i] |= 0x2;
  9278. }
  9279. }
  9280. }
  9281. j = 0;
  9282. for (i=0;i<group->unit_count;i++) {
  9283. unit1=&group->unit[i];
  9284. if (!unit1->alive)
  9285. continue;
  9286. if (!(m_flag[i]&0x2)) {
  9287. if (group->state.song_dance) //Restore dissonance effect.
  9288. skill_dance_overlap(unit1, 0);
  9289. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9290. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9291. }
  9292. //Move Cell using "smart" criteria (avoid useless moving around)
  9293. switch(m_flag[i])
  9294. {
  9295. case 0:
  9296. //Cell moves independently, safely move it.
  9297. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9298. break;
  9299. case 1:
  9300. //Cell moves unto another cell, look for a replacement cell that won't collide
  9301. //and has no cell moving into it (flag == 2)
  9302. for(;j<group->unit_count;j++)
  9303. {
  9304. if(m_flag[j]!=2 || !group->unit[j].alive)
  9305. continue;
  9306. //Move to where this cell would had moved.
  9307. unit2 = &group->unit[j];
  9308. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9309. j++; //Skip this cell as we have used it.
  9310. break;
  9311. }
  9312. break;
  9313. case 2:
  9314. case 3:
  9315. break; //Don't move the cell as a cell will end on this tile anyway.
  9316. }
  9317. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9318. if (group->state.song_dance) //Check for dissonance effect.
  9319. skill_dance_overlap(unit1, 1);
  9320. clif_skill_setunit(unit1);
  9321. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9322. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9323. }
  9324. }
  9325. aFree(m_flag);
  9326. return 0;
  9327. }
  9328. /*----------------------------------------------------------------------------
  9329. *
  9330. *----------------------------------------------------------------------------
  9331. */
  9332. /*==========================================
  9333. *
  9334. *------------------------------------------
  9335. */
  9336. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9337. {
  9338. int i,j;
  9339. nullpo_retr(0, sd);
  9340. if(nameid<=0)
  9341. return 0;
  9342. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9343. if(skill_produce_db[i].nameid == nameid )
  9344. break;
  9345. }
  9346. if( i >= MAX_SKILL_PRODUCE_DB )
  9347. return 0;
  9348. if(trigger>=0){
  9349. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9350. if(skill_produce_db[i].itemlv!=trigger)
  9351. return 0;
  9352. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9353. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9354. return 0;
  9355. } else { // Weapon (itemlv must be higher or equal)
  9356. if(skill_produce_db[i].itemlv>trigger)
  9357. return 0;
  9358. }
  9359. }
  9360. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9361. return 0;
  9362. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9363. int id,x,y;
  9364. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9365. continue;
  9366. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9367. if(pc_search_inventory(sd,id) < 0)
  9368. return 0;
  9369. }
  9370. else {
  9371. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9372. if( sd->status.inventory[y].nameid == id )
  9373. x+=sd->status.inventory[y].amount;
  9374. if(x<qty*skill_produce_db[i].mat_amount[j])
  9375. return 0;
  9376. }
  9377. }
  9378. return i+1;
  9379. }
  9380. /*==========================================
  9381. *
  9382. *------------------------------------------
  9383. */
  9384. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9385. {
  9386. int slot[3];
  9387. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9388. struct status_data *status;
  9389. nullpo_retr(0, sd);
  9390. status = status_get_status_data(&sd->bl);
  9391. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9392. return 0;
  9393. idx--;
  9394. if (qty < 1)
  9395. qty = 1;
  9396. if (!skill_id) //A skill can be specified for some override cases.
  9397. skill_id = skill_produce_db[idx].req_skill;
  9398. slot[0]=slot1;
  9399. slot[1]=slot2;
  9400. slot[2]=slot3;
  9401. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9402. int j;
  9403. if( slot[i]<=0 )
  9404. continue;
  9405. j = pc_search_inventory(sd,slot[i]);
  9406. if(j < 0)
  9407. continue;
  9408. if(slot[i]==1000){ /* Star Crumb */
  9409. pc_delitem(sd,j,1,1);
  9410. sc++;
  9411. }
  9412. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9413. static const int ele_table[4]={3,1,4,2};
  9414. pc_delitem(sd,j,1,1);
  9415. ele=ele_table[slot[i]-994];
  9416. }
  9417. }
  9418. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9419. int j,id,x;
  9420. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9421. continue;
  9422. x=qty*skill_produce_db[idx].mat_amount[i];
  9423. do{
  9424. int y=0;
  9425. j = pc_search_inventory(sd,id);
  9426. if(j >= 0){
  9427. y = sd->status.inventory[j].amount;
  9428. if(y>x)y=x;
  9429. pc_delitem(sd,j,y,0);
  9430. }else {
  9431. if(battle_config.error_log)
  9432. ShowError("skill_produce_mix: material item error\n");
  9433. }
  9434. x-=y;
  9435. }while( j>=0 && x>0 );
  9436. }
  9437. if((equip=itemdb_isequip(nameid)))
  9438. wlv = itemdb_wlv(nameid);
  9439. if(!equip) {
  9440. switch(skill_id){
  9441. case BS_IRON:
  9442. case BS_STEEL:
  9443. case BS_ENCHANTEDSTONE:
  9444. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9445. i = pc_checkskill(sd,skill_id);
  9446. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9447. switch(nameid){
  9448. case 998: // Iron
  9449. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9450. break;
  9451. case 999: // Steel
  9452. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9453. break;
  9454. case 1000: //Star Crumb
  9455. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9456. break;
  9457. default: // Enchanted Stones
  9458. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9459. break;
  9460. }
  9461. break;
  9462. case ASC_CDP:
  9463. make_per = (2000 + 40*status->dex + 20*status->luk);
  9464. break;
  9465. case AL_HOLYWATER:
  9466. make_per = 100000; //100% success
  9467. break;
  9468. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9469. case AM_TWILIGHT1:
  9470. case AM_TWILIGHT2:
  9471. case AM_TWILIGHT3:
  9472. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9473. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9474. + status->int_*5 + status->dex*10+status->luk*10;
  9475. switch(nameid){
  9476. case 501: // Red Potion
  9477. case 503: // Yellow Potion
  9478. case 504: // White Potion
  9479. case 605: // Anodyne
  9480. case 606: // Aloevera
  9481. make_per += 2000;
  9482. break;
  9483. case 505: // Blue Potion
  9484. make_per -= 500;
  9485. break;
  9486. case 545: // Condensed Red Potion
  9487. case 546: // Condensed Yellow Potion
  9488. case 547: // Condensed White Potion
  9489. make_per -= 1000;
  9490. break;
  9491. case 970: // Alcohol
  9492. make_per += 1000;
  9493. break;
  9494. case 7139: // Glistening Coat
  9495. make_per -= 1000;
  9496. break;
  9497. case 7135: // Bottle Grenade
  9498. case 7136: // Acid Bottle
  9499. case 7137: // Plant Bottle
  9500. case 7138: // Marine Sphere Bottle
  9501. default:
  9502. break;
  9503. }
  9504. if(battle_config.pp_rate != 100)
  9505. make_per = make_per * battle_config.pp_rate / 100;
  9506. break;
  9507. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9508. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9509. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9510. switch(nameid){
  9511. case 12114:
  9512. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9513. if (flag > 0)
  9514. make_per += 1000*flag-500;
  9515. break;
  9516. case 12115:
  9517. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9518. if (flag > 0)
  9519. make_per += 1000*flag-500;
  9520. break;
  9521. case 12116:
  9522. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9523. if (flag > 0)
  9524. make_per += 1000*flag-500;
  9525. break;
  9526. case 12117:
  9527. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9528. if (flag > 0)
  9529. make_per += 1000*flag-500;
  9530. break;
  9531. }
  9532. break;
  9533. default:
  9534. if (sd->menuskill_id == AM_PHARMACY &&
  9535. sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
  9536. { //Assume Cooking Dish
  9537. if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
  9538. make_per = 10000; //100% Success
  9539. else
  9540. make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
  9541. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9542. break;
  9543. }
  9544. make_per = 5000;
  9545. break;
  9546. }
  9547. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9548. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9549. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9550. 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
  9551. 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
  9552. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9553. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9554. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9555. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9556. if(battle_config.wp_rate != 100)
  9557. make_per = make_per * battle_config.wp_rate / 100;
  9558. }
  9559. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9560. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9561. make_per = (make_per * 80) / 100; //Lupus
  9562. if(make_per < 1) make_per = 1;
  9563. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9564. struct item tmp_item;
  9565. memset(&tmp_item,0,sizeof(tmp_item));
  9566. tmp_item.nameid=nameid;
  9567. tmp_item.amount=1;
  9568. tmp_item.identify=1;
  9569. if(equip){
  9570. tmp_item.card[0]=CARD0_FORGE;
  9571. tmp_item.card[1]=((sc*5)<<8)+ele;
  9572. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9573. tmp_item.card[3]=GetWord(sd->char_id,1);
  9574. } else {
  9575. //Flag is only used on the end, so it can be used here. [Skotlex]
  9576. switch (skill_id) {
  9577. case AM_PHARMACY:
  9578. case AM_TWILIGHT1:
  9579. case AM_TWILIGHT2:
  9580. case AM_TWILIGHT3:
  9581. flag = battle_config.produce_potion_name_input;
  9582. break;
  9583. case AL_HOLYWATER:
  9584. flag = battle_config.holywater_name_input;
  9585. break;
  9586. case ASC_CDP:
  9587. flag = battle_config.cdp_name_input;
  9588. break;
  9589. default:
  9590. flag = battle_config.produce_item_name_input;
  9591. break;
  9592. }
  9593. if (flag) {
  9594. tmp_item.card[0]=CARD0_CREATE;
  9595. tmp_item.card[1]=0;
  9596. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9597. tmp_item.card[3]=GetWord(sd->char_id,1);
  9598. }
  9599. }
  9600. // if(log_config.produce > 0)
  9601. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9602. //TODO update PICKLOG
  9603. if(equip){
  9604. clif_produceeffect(sd,0,nameid);
  9605. clif_misceffect(&sd->bl,3);
  9606. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9607. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9608. } else {
  9609. int fame = 0;
  9610. tmp_item.amount = 0;
  9611. for (i=0; i< qty; i++)
  9612. { //Apply quantity modifiers.
  9613. if (rand()%10000 < make_per || qty == 1)
  9614. { //Success
  9615. tmp_item.amount++;
  9616. if(nameid < 545 || nameid > 547)
  9617. continue;
  9618. if(skill_id != AM_PHARMACY &&
  9619. skill_id != AM_TWILIGHT1 &&
  9620. skill_id != AM_TWILIGHT2 &&
  9621. skill_id != AM_TWILIGHT3)
  9622. continue;
  9623. //Add fame as needed.
  9624. switch(++sd->potion_success_counter) {
  9625. case 3:
  9626. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9627. break;
  9628. case 5:
  9629. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9630. break;
  9631. case 7:
  9632. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9633. break;
  9634. case 10:
  9635. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9636. sd->potion_success_counter = 0;
  9637. break;
  9638. }
  9639. } else //Failure
  9640. sd->potion_success_counter = 0;
  9641. }
  9642. if (fame)
  9643. pc_addfame(sd,fame);
  9644. //Visual effects and the like.
  9645. switch (skill_id) {
  9646. case AM_PHARMACY:
  9647. case AM_TWILIGHT1:
  9648. case AM_TWILIGHT2:
  9649. case AM_TWILIGHT3:
  9650. case ASC_CDP:
  9651. clif_produceeffect(sd,2,nameid);
  9652. clif_misceffect(&sd->bl,5);
  9653. break;
  9654. case BS_IRON:
  9655. case BS_STEEL:
  9656. case BS_ENCHANTEDSTONE:
  9657. clif_produceeffect(sd,0,nameid);
  9658. clif_misceffect(&sd->bl,3);
  9659. break;
  9660. default: //Those that don't require a skill?
  9661. if (skill_produce_db[idx].itemlv>10 &&
  9662. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9663. clif_specialeffect(&sd->bl, 608, AREA);
  9664. break;
  9665. }
  9666. }
  9667. if (tmp_item.amount) { //Success
  9668. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9669. clif_additem(sd,0,0,flag);
  9670. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9671. }
  9672. return 1;
  9673. }
  9674. }
  9675. //Failure
  9676. // if(log_config.produce)
  9677. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9678. //TODO update PICKLOG
  9679. if(equip){
  9680. clif_produceeffect(sd,1,nameid);
  9681. clif_misceffect(&sd->bl,2);
  9682. } else {
  9683. switch (skill_id) {
  9684. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9685. status_percent_damage(NULL, &sd->bl, -25, 0);
  9686. case AM_PHARMACY:
  9687. case AM_TWILIGHT1:
  9688. case AM_TWILIGHT2:
  9689. case AM_TWILIGHT3:
  9690. clif_produceeffect(sd,3,nameid);
  9691. clif_misceffect(&sd->bl,6);
  9692. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9693. break;
  9694. case BS_IRON:
  9695. case BS_STEEL:
  9696. case BS_ENCHANTEDSTONE:
  9697. clif_produceeffect(sd,1,nameid);
  9698. clif_misceffect(&sd->bl,2);
  9699. break;
  9700. default:
  9701. if (skill_produce_db[idx].itemlv>10 &&
  9702. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9703. clif_specialeffect(&sd->bl, 609, AREA);
  9704. }
  9705. }
  9706. return 0;
  9707. }
  9708. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9709. {
  9710. int i,j,flag,index=-1;
  9711. struct item tmp_item;
  9712. nullpo_retr(0, sd);
  9713. if(nameid <= 0)
  9714. return 1;
  9715. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9716. if(nameid == skill_arrow_db[i].nameid) {
  9717. index = i;
  9718. break;
  9719. }
  9720. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9721. return 1;
  9722. pc_delitem(sd,j,1,0);
  9723. for(i=0;i<5;i++) {
  9724. memset(&tmp_item,0,sizeof(tmp_item));
  9725. tmp_item.identify = 1;
  9726. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9727. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9728. if(battle_config.making_arrow_name_input) {
  9729. tmp_item.card[0]=CARD0_CREATE;
  9730. tmp_item.card[1]=0;
  9731. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9732. tmp_item.card[3]=GetWord(sd->char_id,1);
  9733. }
  9734. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9735. continue;
  9736. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9737. clif_additem(sd,0,0,flag);
  9738. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9739. }
  9740. }
  9741. return 0;
  9742. }
  9743. /*==========================================
  9744. *
  9745. *------------------------------------------
  9746. */
  9747. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9748. {
  9749. struct map_session_data *sd = map_id2sd(id);
  9750. if (data <= 0 || data >= MAX_SKILL)
  9751. return 0;
  9752. if (sd) sd->blockskill[data] = 0;
  9753. return 1;
  9754. }
  9755. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9756. {
  9757. nullpo_retr (-1, sd);
  9758. if (skillid >= GD_SKILLBASE)
  9759. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9760. if (skillid >= HM_SKILLBASE) //[orn]
  9761. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9762. if (skillid < 1 || skillid > MAX_SKILL)
  9763. return -1;
  9764. sd->blockskill[skillid] = 1;
  9765. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9766. }
  9767. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9768. {
  9769. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9770. if (data <= 0 || data >= MAX_SKILL)
  9771. return 0;
  9772. if (hd) hd->blockskill[data] = 0;
  9773. return 1;
  9774. }
  9775. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9776. {
  9777. nullpo_retr (-1, hd);
  9778. if (skillid >= GD_SKILLBASE)
  9779. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9780. if (skillid >= HM_SKILLBASE) //[orn]
  9781. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9782. if (skillid < 1 || skillid > MAX_SKILL)
  9783. return -1;
  9784. hd->blockskill[skillid] = 1;
  9785. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9786. }
  9787. /*----------------------------------------------------------------------------
  9788. *
  9789. */
  9790. /*
  9791. *
  9792. */
  9793. int skill_split_str (char *str, char **val, int num)
  9794. {
  9795. int i;
  9796. for (i=0; i<num && str; i++){
  9797. val[i] = str;
  9798. str = strchr(str,',');
  9799. if (str)
  9800. *str++=0;
  9801. }
  9802. return i;
  9803. }
  9804. /*
  9805. *
  9806. */
  9807. int skill_split_atoi (char *str, int *val)
  9808. {
  9809. int i, j, diff, step = 1;
  9810. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9811. if (!str) break;
  9812. val[i] = atoi(str);
  9813. str = strchr(str,':');
  9814. if (str)
  9815. *str++=0;
  9816. }
  9817. if(i==0) //No data found.
  9818. return 0;
  9819. if(i==1)
  9820. { //Single value, have the whole range have the same value.
  9821. for (; i < MAX_SKILL_LEVEL; i++)
  9822. val[i] = val[i-1];
  9823. return i;
  9824. }
  9825. //Check for linear change with increasing steps until we reach half of the data acquired.
  9826. for (step = 1; step <= i/2; step++)
  9827. {
  9828. diff = val[i-1] - val[i-step-1];
  9829. for(j = i-1; j >= step; j--)
  9830. if ((val[j]-val[j-step]) != diff)
  9831. break;
  9832. if (j>=step) //No match, try next step.
  9833. continue;
  9834. for(; i < MAX_SKILL_LEVEL; i++)
  9835. { //Apply linear increase
  9836. val[i] = val[i-step]+diff;
  9837. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9838. { val[i] = 1; diff = 0; step = 1; }
  9839. }
  9840. return i;
  9841. }
  9842. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9843. for (;i<MAX_SKILL_LEVEL; i++)
  9844. val[i] = val[i-1];
  9845. return i;
  9846. }
  9847. /*
  9848. *
  9849. */
  9850. void skill_init_unit_layout (void)
  9851. {
  9852. int i,j,size,pos = 0;
  9853. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9854. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9855. size = i*2+1;
  9856. skill_unit_layout[i].count = size*size;
  9857. for (j=0; j<size*size; j++) {
  9858. skill_unit_layout[i].dx[j] = (j%size-i);
  9859. skill_unit_layout[i].dy[j] = (j/size-i);
  9860. }
  9861. }
  9862. pos = i;
  9863. for (i=0;i<MAX_SKILL_DB;i++) {
  9864. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9865. continue;
  9866. switch (i) {
  9867. case MG_FIREWALL:
  9868. case WZ_ICEWALL:
  9869. break;
  9870. case PR_SANCTUARY:
  9871. {
  9872. static const int dx[] = {
  9873. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9874. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9875. static const int dy[]={
  9876. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9877. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9878. skill_unit_layout[pos].count = 21;
  9879. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9880. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9881. break;
  9882. }
  9883. case PR_MAGNUS:
  9884. {
  9885. static const int dx[] = {
  9886. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9887. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9888. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9889. static const int dy[] = {
  9890. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9891. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9892. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9893. skill_unit_layout[pos].count = 33;
  9894. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9895. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9896. break;
  9897. }
  9898. case AS_VENOMDUST:
  9899. {
  9900. static const int dx[] = {-1, 0, 0, 0, 1};
  9901. static const int dy[] = { 0,-1, 0, 1, 0};
  9902. skill_unit_layout[pos].count = 5;
  9903. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9904. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9905. break;
  9906. }
  9907. case CR_GRANDCROSS:
  9908. case NPC_GRANDDARKNESS:
  9909. {
  9910. static const int dx[] = {
  9911. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9912. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9913. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9914. static const int dy[] = {
  9915. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9916. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9917. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9918. skill_unit_layout[pos].count = 29;
  9919. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9920. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9921. break;
  9922. }
  9923. case PF_FOGWALL:
  9924. {
  9925. static const int dx[] = {
  9926. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9927. static const int dy[] = {
  9928. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9929. skill_unit_layout[pos].count = 15;
  9930. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9931. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9932. break;
  9933. }
  9934. case PA_GOSPEL:
  9935. {
  9936. static const int dx[] = {
  9937. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9938. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9939. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9940. -1, 0, 1};
  9941. static const int dy[] = {
  9942. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9943. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9944. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9945. 3, 3, 3};
  9946. skill_unit_layout[pos].count = 33;
  9947. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9948. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9949. break;
  9950. }
  9951. case NJ_TATAMIGAESHI:
  9952. {
  9953. //Level 1 (count 4, cross of 3x3)
  9954. static const int dx1[] = {-1, 1, 0, 0};
  9955. static const int dy1[] = { 0, 0,-1, 1};
  9956. //Level 2-3 (count 8, cross of 5x5)
  9957. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9958. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9959. //Level 4-5 (count 12, cross of 7x7
  9960. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9961. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9962. //lv1
  9963. j = 0;
  9964. skill_unit_layout[pos].count = 4;
  9965. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9966. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9967. skill_db[i].unit_layout_type[j] = pos;
  9968. //lv2/3
  9969. j++;
  9970. pos++;
  9971. skill_unit_layout[pos].count = 8;
  9972. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9973. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9974. skill_db[i].unit_layout_type[j] = pos;
  9975. skill_db[i].unit_layout_type[++j] = pos;
  9976. //lv4/5
  9977. j++;
  9978. pos++;
  9979. skill_unit_layout[pos].count = 12;
  9980. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9981. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9982. skill_db[i].unit_layout_type[j] = pos;
  9983. skill_db[i].unit_layout_type[++j] = pos;
  9984. //Fill in the rest using lv 5.
  9985. for (;j<MAX_SKILL_LEVEL;j++)
  9986. skill_db[i].unit_layout_type[j] = pos;
  9987. //Skip, this way the check below will fail and continue to the next skill.
  9988. pos++;
  9989. break;
  9990. }
  9991. default:
  9992. ShowError("unknown unit layout at skill %d\n",i);
  9993. break;
  9994. }
  9995. if (!skill_unit_layout[pos].count)
  9996. continue;
  9997. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9998. skill_db[i].unit_layout_type[j] = pos;
  9999. pos++;
  10000. }
  10001. firewall_unit_pos = pos;
  10002. for (i=0;i<8;i++) {
  10003. if (i&1) {
  10004. skill_unit_layout[pos].count = 5;
  10005. if (i&0x2) {
  10006. int dx[] = {-1,-1, 0, 0, 1};
  10007. int dy[] = { 1, 0, 0,-1,-1};
  10008. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10009. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10010. } else {
  10011. int dx[] = { 1, 1 ,0, 0,-1};
  10012. int dy[] = { 1, 0, 0,-1,-1};
  10013. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10014. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10015. }
  10016. } else {
  10017. skill_unit_layout[pos].count = 3;
  10018. if (i%4==0) {
  10019. int dx[] = {-1, 0, 1};
  10020. int dy[] = { 0, 0, 0};
  10021. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10022. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10023. } else {
  10024. int dx[] = { 0, 0, 0};
  10025. int dy[] = {-1, 0, 1};
  10026. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10027. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10028. }
  10029. }
  10030. pos++;
  10031. }
  10032. icewall_unit_pos = pos;
  10033. for (i=0;i<8;i++) {
  10034. skill_unit_layout[pos].count = 5;
  10035. if (i&1) {
  10036. if (i&0x2) {
  10037. int dx[] = {-2,-1, 0, 1, 2};
  10038. int dy[] = { 2, 1, 0,-1,-2};
  10039. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10040. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10041. } else {
  10042. int dx[] = { 2, 1 ,0,-1,-2};
  10043. int dy[] = { 2, 1, 0,-1,-2};
  10044. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10045. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10046. }
  10047. } else {
  10048. if (i%4==0) {
  10049. int dx[] = {-2,-1, 0, 1, 2};
  10050. int dy[] = { 0, 0, 0, 0, 0};
  10051. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10052. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10053. } else {
  10054. int dx[] = { 0, 0, 0, 0, 0};
  10055. int dy[] = {-2,-1, 0, 1, 2};
  10056. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10057. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10058. }
  10059. }
  10060. pos++;
  10061. }
  10062. }
  10063. /*==========================================
  10064. * DB reading.
  10065. * skill_db.txt
  10066. * skill_cast_db.txt
  10067. * produce_db.txt
  10068. * create_arrow_db.txt
  10069. * abra_db.txt
  10070. *------------------------------------------
  10071. */
  10072. int skill_readdb (void)
  10073. {
  10074. int i,j,k,l,m;
  10075. FILE *fp;
  10076. char line[1024],path[1024],*p;
  10077. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10078. memset(skill_db,0,sizeof(skill_db));
  10079. sprintf(path, "%s/skill_db.txt", db_path);
  10080. fp=fopen(path,"r");
  10081. if(fp==NULL){
  10082. ShowError("can't read %s\n", path);
  10083. return 1;
  10084. }
  10085. while(fgets(line,1020,fp)){
  10086. char *split[50];
  10087. if(line[0]=='/' && line[1]=='/')
  10088. continue;
  10089. j = skill_split_str(line,split,15);
  10090. if(j < 15 || split[14]==NULL)
  10091. continue;
  10092. i=atoi(split[0]);
  10093. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10094. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10095. continue;
  10096. }
  10097. if (i >= GD_SKILLBASE)
  10098. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10099. if (i >= HM_SKILLBASE) //[orn]
  10100. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10101. if(i<=0 || i>MAX_SKILL_DB)
  10102. continue;
  10103. skill_split_atoi(split[1],skill_db[i].range);
  10104. skill_db[i].hit=atoi(split[2]);
  10105. skill_db[i].inf=atoi(split[3]);
  10106. skill_db[i].pl=atoi(split[4]);
  10107. skill_db[i].nk=atoi(split[5]);
  10108. skill_split_atoi(split[6],skill_db[i].splash);
  10109. skill_db[i].max=atoi(split[7]);
  10110. skill_split_atoi(split[8],skill_db[i].num);
  10111. if(strcmpi(split[9],"yes") == 0)
  10112. skill_db[i].castcancel=1;
  10113. else
  10114. skill_db[i].castcancel=0;
  10115. skill_db[i].cast_def_rate=atoi(split[10]);
  10116. skill_db[i].inf2=atoi(split[11]);
  10117. skill_db[i].maxcount=atoi(split[12]);
  10118. if(strcmpi(split[13],"weapon") == 0)
  10119. skill_db[i].skill_type=BF_WEAPON;
  10120. else if(strcmpi(split[13],"magic") == 0)
  10121. skill_db[i].skill_type=BF_MAGIC;
  10122. else if(strcmpi(split[13],"misc") == 0)
  10123. skill_db[i].skill_type=BF_MISC;
  10124. else
  10125. skill_db[i].skill_type=0;
  10126. skill_split_atoi(split[14],skill_db[i].blewcount);
  10127. for (j = 0; skill_names[j].id != 0; j++)
  10128. if (skill_names[j].id == i) {
  10129. skill_db[i].name = skill_names[j].name;
  10130. skill_db[i].desc = skill_names[j].desc;
  10131. break;
  10132. }
  10133. }
  10134. fclose(fp);
  10135. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10136. sprintf(path, "%s/skill_require_db.txt", db_path);
  10137. fp=fopen(path,"r");
  10138. if(fp==NULL){
  10139. ShowError("can't read %s\n", path);
  10140. return 1;
  10141. }
  10142. while(fgets(line,1020,fp)){
  10143. char *split[50];
  10144. if(line[0]=='/' && line[1]=='/')
  10145. continue;
  10146. j = skill_split_str(line,split,32);
  10147. if(j < 32 || split[31]==NULL)
  10148. continue;
  10149. i=atoi(split[0]);
  10150. if (i >= GD_SKILLBASE)
  10151. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10152. if (i >= HM_SKILLBASE) //[orn]
  10153. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10154. if(i<=0 || i>MAX_SKILL_DB)
  10155. continue;
  10156. skill_split_atoi(split[1],skill_db[i].hp);
  10157. skill_split_atoi(split[2],skill_db[i].mhp);
  10158. skill_split_atoi(split[3],skill_db[i].sp);
  10159. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10160. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10161. skill_split_atoi(split[6],skill_db[i].zeny);
  10162. p = split[7];
  10163. for(j=0;j<32;j++){
  10164. l = atoi(p);
  10165. if (l==99) {
  10166. skill_db[i].weapon = 0xffffffff;
  10167. break;
  10168. }
  10169. else
  10170. skill_db[i].weapon |= 1<<l;
  10171. p=strchr(p,':');
  10172. if(!p)
  10173. break;
  10174. p++;
  10175. }
  10176. p = split[8];
  10177. for(j=0;j<32;j++){
  10178. l = atoi(p);
  10179. if (l)
  10180. skill_db[i].ammo |= 1<<l;
  10181. p=strchr(p,':');
  10182. if(!p)
  10183. break;
  10184. p++;
  10185. }
  10186. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10187. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10188. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10189. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10190. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10191. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10192. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10193. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10194. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10195. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10196. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10197. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10198. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10199. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10200. else skill_db[i].state=ST_NONE;
  10201. skill_split_atoi(split[11],skill_db[i].spiritball);
  10202. for (j = 0; j < 10; j++) {
  10203. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10204. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10205. }
  10206. }
  10207. fclose(fp);
  10208. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10209. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10210. fp=fopen(path,"r");
  10211. if(fp==NULL){
  10212. ShowError("can't read %s\n", path);
  10213. return 1;
  10214. }
  10215. l=0;
  10216. while(fgets(line,1020,fp)){
  10217. char *split[50];
  10218. l++;
  10219. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10220. if(line[0]=='/' && line[1]=='/')
  10221. continue;
  10222. j = skill_split_str(line,split,6);
  10223. if(split[0]==NULL || j<2)
  10224. continue; //Blank line.
  10225. if(split[5]==NULL || j<6) {
  10226. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10227. continue;
  10228. }
  10229. i=atoi(split[0]);
  10230. if (i >= GD_SKILLBASE)
  10231. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10232. if (i >= HM_SKILLBASE) //[orn]
  10233. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10234. if(i<=0 || i>MAX_SKILL_DB)
  10235. continue;
  10236. skill_split_atoi(split[1],skill_db[i].cast);
  10237. skill_split_atoi(split[2],skill_db[i].delay);
  10238. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10239. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10240. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10241. }
  10242. fclose(fp);
  10243. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10244. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10245. fp=fopen(path,"r");
  10246. if (fp==NULL) {
  10247. ShowError("can't read %s\n", path);
  10248. return 1;
  10249. }
  10250. k = 0;
  10251. while (fgets(line,1020,fp)) {
  10252. char *split[50];
  10253. if (line[0]=='/' && line[1]=='/')
  10254. continue;
  10255. j = skill_split_str(line,split,8);
  10256. if (split[7]==NULL || j<8)
  10257. continue;
  10258. i=atoi(split[0]);
  10259. if (i >= GD_SKILLBASE)
  10260. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10261. if (i >= HM_SKILLBASE) //[orn]
  10262. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10263. if(i<=0 || i>MAX_SKILL_DB)
  10264. continue;
  10265. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10266. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10267. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10268. skill_split_atoi(split[4],skill_db[i].unit_range);
  10269. skill_db[i].unit_interval = atoi(split[5]);
  10270. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10271. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10272. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10273. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10274. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10275. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10276. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10277. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10278. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10279. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10280. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10281. skill_db[i].unit_target=BCT_NOENEMY;
  10282. //By default, target just characters.
  10283. skill_db[i].unit_target |= BL_CHAR;
  10284. if (skill_db[i].unit_flag&UF_NOPC)
  10285. skill_db[i].unit_target &= ~BL_PC;
  10286. if (skill_db[i].unit_flag&UF_NOMOB)
  10287. skill_db[i].unit_target &= ~BL_MOB;
  10288. if (skill_db[i].unit_flag&UF_SKILL)
  10289. skill_db[i].unit_target |= BL_SKILL;
  10290. k++;
  10291. }
  10292. fclose(fp);
  10293. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10294. skill_init_unit_layout();
  10295. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10296. for(m=0;m<2;m++){
  10297. sprintf(path, "%s/%s", db_path, filename[m]);
  10298. fp=fopen(path,"r");
  10299. if(fp==NULL){
  10300. if(m>0)
  10301. continue;
  10302. ShowError("can't read %s\n",path);
  10303. return 1;
  10304. }
  10305. k=0;
  10306. while(fgets(line,1020,fp)){
  10307. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10308. int x,y;
  10309. if(line[0]=='/' && line[1]=='/')
  10310. continue;
  10311. memset(split,0,sizeof(split));
  10312. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10313. if(split[0]==0) //fixed by Lupus
  10314. continue;
  10315. i=atoi(split[0]);
  10316. if(i<=0) continue;
  10317. skill_produce_db[k].nameid=i;
  10318. skill_produce_db[k].itemlv=atoi(split[1]);
  10319. skill_produce_db[k].req_skill=atoi(split[2]);
  10320. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10321. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10322. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10323. }
  10324. k++;
  10325. if(k >= MAX_SKILL_PRODUCE_DB)
  10326. break;
  10327. }
  10328. fclose(fp);
  10329. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10330. }
  10331. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10332. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10333. fp=fopen(path,"r");
  10334. if(fp==NULL){
  10335. ShowError("can't read %s\n", path);
  10336. return 1;
  10337. }
  10338. k=0;
  10339. while(fgets(line,1020,fp)){
  10340. char *split[16];
  10341. int x,y;
  10342. if(line[0]=='/' && line[1]=='/')
  10343. continue;
  10344. memset(split,0,sizeof(split));
  10345. j = skill_split_str(line,split,13);
  10346. if(split[0]==0) //fixed by Lupus
  10347. continue;
  10348. i=atoi(split[0]);
  10349. if(i<=0)
  10350. continue;
  10351. skill_arrow_db[k].nameid=i;
  10352. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10353. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10354. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10355. }
  10356. k++;
  10357. if(k >= MAX_SKILL_ARROW_DB)
  10358. break;
  10359. }
  10360. fclose(fp);
  10361. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10362. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10363. sprintf(path, "%s/abra_db.txt", db_path);
  10364. fp=fopen(path,"r");
  10365. if(fp==NULL){
  10366. ShowError("can't read %s\n", path);
  10367. return 1;
  10368. }
  10369. k=0;
  10370. while(fgets(line,1020,fp)){
  10371. char *split[16];
  10372. if(line[0]=='/' && line[1]=='/')
  10373. continue;
  10374. memset(split,0,sizeof(split));
  10375. j = skill_split_str(line,split,13);
  10376. if(split[0]==0) //fixed by Lupus
  10377. continue;
  10378. i=atoi(split[0]);
  10379. if(i<=0)
  10380. continue;
  10381. skill_abra_db[i].req_lv=atoi(split[2]);
  10382. skill_abra_db[i].per=atoi(split[3]);
  10383. k++;
  10384. if(k >= MAX_SKILL_ABRA_DB)
  10385. break;
  10386. }
  10387. fclose(fp);
  10388. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10389. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10390. fp=fopen(path,"r");
  10391. if(fp==NULL){
  10392. ShowError("can't read %s\n", path);
  10393. return 1;
  10394. }
  10395. while(fgets(line,1020,fp)){
  10396. char *split[50];
  10397. if(line[0]=='/' && line[1]=='/')
  10398. continue;
  10399. memset(split,0,sizeof(split));
  10400. j = skill_split_str(line,split,3);
  10401. if(split[0]==0) //fixed by Lupus
  10402. continue;
  10403. i=atoi(split[0]);
  10404. if (i >= GD_SKILLBASE)
  10405. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10406. if(i<=0 || i>MAX_SKILL_DB)
  10407. continue;
  10408. skill_split_atoi(split[1],skill_db[i].castnodex);
  10409. if (!split[2])
  10410. continue;
  10411. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10412. }
  10413. fclose(fp);
  10414. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10415. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10416. fp=fopen(path,"r");
  10417. if(fp==NULL){
  10418. ShowError("can't read %s\n", path);
  10419. return 1;
  10420. }
  10421. k=0;
  10422. while(fgets(line,1020,fp)){
  10423. char *split[16];
  10424. if(line[0]=='/' && line[1]=='/')
  10425. continue;
  10426. memset(split,0,sizeof(split));
  10427. j = skill_split_str(line,split,2);
  10428. if(split[0]==0) //fixed by Lupus
  10429. continue;
  10430. i=atoi(split[0]);
  10431. if (i >= GD_SKILLBASE)
  10432. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10433. if(i<=0 || i>MAX_SKILL_DB)
  10434. continue;
  10435. skill_db[i].nocast|=atoi(split[1]);
  10436. k++;
  10437. }
  10438. fclose(fp);
  10439. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10440. return 0;
  10441. }
  10442. /*===============================================
  10443. * For reading leveluseskillspamount.txt [Celest]
  10444. *-----------------------------------------------
  10445. */
  10446. static int skill_read_skillspamount (void)
  10447. {
  10448. char *buf,*p;
  10449. struct skill_db *skill = NULL;
  10450. int s, idx, new_flag=1, level=1, sp=0;
  10451. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10452. if(buf==NULL)
  10453. return -1;
  10454. buf[s]=0;
  10455. for(p=buf;p-buf<s;){
  10456. char buf2[64];
  10457. if (sscanf(p,"%[@]",buf2) == 1) {
  10458. level = 1;
  10459. new_flag = 1;
  10460. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10461. for (idx=0; skill_names[idx].id != 0; idx++) {
  10462. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10463. skill = &skill_db[ skill_names[idx].id ];
  10464. new_flag = 0;
  10465. break;
  10466. }
  10467. }
  10468. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10469. skill->sp[level-1]=sp;
  10470. level++;
  10471. }
  10472. p=strchr(p,10);
  10473. if(!p) break;
  10474. p++;
  10475. }
  10476. aFree(buf);
  10477. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10478. return 0;
  10479. }
  10480. void skill_reload (void)
  10481. {
  10482. skill_readdb();
  10483. if (battle_config.skill_sp_override_grffile)
  10484. skill_read_skillspamount();
  10485. }
  10486. /*==========================================
  10487. *
  10488. *------------------------------------------
  10489. */
  10490. int do_init_skill (void)
  10491. {
  10492. skill_readdb();
  10493. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10494. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10495. if (battle_config.skill_sp_override_grffile)
  10496. skill_read_skillspamount();
  10497. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10498. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10499. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10500. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10501. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10502. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10503. return 0;
  10504. }
  10505. int do_final_skill(void)
  10506. {
  10507. ers_destroy(skill_unit_ers);
  10508. ers_destroy(skill_timer_ers);
  10509. return 0;
  10510. }